Finding Hope in Books, Quick Thoughts

There’s a fifth book out in the Commonweal series by Graydon Saunders. Thus far, I’ve only posted here about The March North (an oversight on my part), but I love the whole series. I acknowledge freely that this series is not for everyone—it is not particularly accessible to a casual read—but there’s something to this series that I love, and which moves me in ways that I haven’t found regularly in books for quite a while.

A brief jaunt sideways: I have been a long-standing fan of the Ring of Fire series, started by Eric Flint with the book 1632. At this point it’s long, involved, and serpentine in its narrative’s twists and turns across concurrent books, but I have continued to read (almost) every new entry in the series. For a long time this series was comfort food. Even as I came to recognize the ways in which its idealized portrayal of a particularly inclusive and community-based set of American beliefs didn’t always match history (and didn’t include as many kinds of people as I’d like it to), the idealism that served the series as its foundation was heart-warming and reassuring. We’re better off working together, we’re better off including people and sharing our beliefs, we’re better off helping each other. We can disagree and still find ways to build together. We are stronger together than we are apart, and people are the heart of a nation; aristocracy, as a tiny and overly self-centered fraction of the populace, is at its best an ornamental contributor which can do the most good by advocating for and making space and prosperity for those less well-off than themselves.

It’s obvious why the series felt so comforting when I compare that message with the messages told by many of the other authors I was reading when I started the Ring of Fire series. 1632 was uplifting where other stories were dour, it embraced community where the others proclaimed lonely individualism as the only option, and it had people working together to make a better future where other stories showed people scrabbling against each other to come out on top. For all that I now see gaps in the stories, the Ring of Fire series felt like a salve. It was hopeful.

Which brings me back to the Commonweal series by Graydon Saunders.

This series caught me on so many levels.

On the surface, it’s refreshing to find books which frequently make use of gender neutral pronouns and don’t bother to gender most characters, while also making it clear that there are a variety of people and genders present rather than letting the reader always assume that “unmarked” means “male.” Similarly, it’s a pleasure to find books which so clearly include a wide variety of sexual preferences and orientations as utterly normal. Saunders does an excellent job of creating a setting in which people are welcomed and in which persecution along our own societies’ fracture lines feels alien and anathema.

But the philosophical and ethical determination underpinning the Commonweal is even more inspiring, and it’s all the better for the way in which Saunders bakes the Commonweal’s principles into the narrators’ assumptions and reasoning. Because all of the books are written in the first person (though the narrators vary), these principles are revealed gradually as people wrestle with moral and ethical quandaries or face the unthinkable.

How does one best further the survival of the Peace without exercising dominion or exalting anyone over anyone else? How can a society faced with extinction-level threats move itself into the future without sacrificing its ideals? And how can powerful people exist in such a society when their own capabilities may threaten that society?

How can societies which assume the equality of their members and acknowledge the personhood of outsiders persist in a dangerous world? And what does doing that look like… in a world wracked by a calamity of wizards and all the damage of millennia of magical war?

Which brings me to the setting itself, which continues to delight me. As someone who grew up on genre fiction and learned early on that sometimes settings just didn’t make sense (and that that was okay), it’s a treat to find a setting which digs deep into the reality of a world in which “a wizard did it” is both an explanation and a curse. Even better, it very seriously examines how a community of mostly not-wizards can survive when magic users have existed in a Hobbesian state of nature for long enough to twist much of the world into a fire-and-forget arsenal of “war by other means.”

It’s a deeply nerdy exploration.

And the answer is: that’s hard.

But it’s a story about a community that is dedicated to not only surviving, but to not compromising on their fundamental ethical ideals. And that feels good to me.

It matters that those ideals are ones which appeal to me, of course.

Katherine Addison’s The Goblin Emperor is one of the few other books I’ve read recently that feel similar. Octavia Butler’s Parable of the Sower fits too. Not, in either case, because the writing is similar… but because the feeling of hope and perseverance despite obvious terrible circumstances is so powerful.

I’ll have to write more about this series again later, but I strongly recommend The Commonweal. If you’re good with trying military fiction, start with The March North. If you’d rather read about experimental transhuman wizard school, start with A Succession of Bad Days.

World Building: The Thousand Year Empire

I’m putting together a game for teens stuck in social distancing mode due to Covid-19, to be played over Discord. I’m using Exemplars & Eidolons, which I mentioned here. This is all being run through the auspices of the LARP camp where I work. I created this setting years ago, and have expanded it through several games since; for the quick and dirty version, think Romance of the Three Kingdoms meets Avatar: TLA, with a soundtrack by Lustmord and Dead Can Dance.

***

The Thousand Year Empress disappeared 20 years ago. No matter what else they disagree on, everyone can agree on that. Some say she was murdered, others that she died of disease or old age, and yet others claim that she ascended into the Celestial Firmament and left the mortal realm to its suffering.

Another thing all agree on: the Empire has suffered ever since.

Without the Empress’ guidance, her vast Empire has descended into chaos. Provinces take up arms against each other, proclaiming themselves Protectors of the Empire or rightful people’s rebellions. Several provinces claim to have the Empress’ true heir to guide them: sometimes one of her children or more distant descendants, sometimes claiming to have the reborn Empress herself.

Drought, flood, and famine scour the lands. Bandit armies rise and maraud. Some provinces fall to plague. There are rumors of disappearances, of demons, and of other worse things. And it is known that in some places the dead themselves rise and set themselves against the living. Some even say that the dead walk at the behest of the Empress, whose talking corpse leads them to retake her domain from beyond the grave.

The Empire as it was is gone.

But it need not be so forever; there are still pockets of stability, and many struggle to protect the land and each other. Many members of the Empress’ ancient knightly orders—both honorable and disgraced—and many of her ministers still strive to prevent bloodshed, to restore peace, and to build upon what they saved from that which came before. Here and there provinces band together in amity, supporting each other against the dangers of the world. It is a dangerous time, but it is a time when a dedicated few may make a difference.

What will YOU do?

Cold War Spies in Blades in the Dark

Last winter I revisited a game idea I’d had: inspired by Saladin Ahmed’s suggestion to tell a spy story about spies from disadvantaged minor nations during the Cold War, I wanted a game that would push the dilemmas experienced by those intelligence agents to the forefront. How do you achieve your goals when you’re tiny pieces playing a much larger game? How do you make sure your nation isn’t simply eaten and discarded? How do you achieve your own goals, and how do you do all that while holding onto your humanity?

I knew that GURPS and a good storyteller *could* do all that, but I wanted something that felt more like Monsterhearts (more on my love for that game here) with mechanics that pushed those experiences to the forefront. I spent a while jotting down notes and trying to puzzle out how it would work. I came up with the idea of people choosing particular trainings for the characters, each relevant level of which would give them another die for a skill roll. I thought of measuring stress as a clock (Apocalypse World style) to denote the growing burden of keeping your cool while everything around you is going to hell.

And then I bought a copy of Blades in the Dark (and here) and realized that what I wanted had already been developed.

Now, admittedly, I don’t yet know of a BitD hack that does everything I am looking for. I also haven’t dug deep into the pile of BitD hacks out there, either in circulation or in development. But I no longer think I need to design all of this from the ground up. I think Blades in the Dark, with some modification, should work extremely well for what I want.

I still must find some way to reward continued player-player interactions, encouraging some collaboration without assuming that everyone is on the same side all the time. I don’t want to sacrifice the experience of questionable loyalties, self doubt, and second guessing your own judgement—but I also don’t want to make those things so grating or dominant in the game that it’s impossible to play without giving yourself ulcers. Similarly, as long as I’m letting player characters not all be on the same side all the time (or even all be part of the same Crew) I’ll need to find some way to either replace the Turf mechanic or modify it, and some way to alter the underlying Crew dynamic.

Suffice to say, there’s still a lot for me to figure out. But this looks fun, and maybe some of you would like to see it?

Please let me know if you’ve seen other Cold War spy BitD games. I’m thinking more Quiller Memorandum or The Witch Who Came In From The Cold, less James Bond.

Here’s a few of the other BitD hack resources I’ve found, though none do quite what I’m looking for:

(https://www.reddit.com/r/bladesinthedark/comments/8l5ysh/has_there_been_a_simply_spy_thriller_hack/)

(https://forums.somethingawful.com/showthread.php?threadid=3713405)

(https://itch.io/t/420201/share-your-projects-forged-in-the-dark)

(https://thysane.itch.io/the-spies-that-death-forgot)

And, of course, the Forged in the Dark forums:

(https://community.bladesinthedark.com/c/forged-in-the-dark)

Haunted Mines of Frozen Time

In the western hills, below the growing height of the volcano Tupol, ancient quarries etch the slopes and lay bare the stone beneath. Near their bases, where erosion paints runnels through the scarce remaining dirt and channels the upslope waterfalls into a well-fed river, tunnels gape like burst cysts in the quarries’ walls. These tunnels eat into the hillsides, following the thick sheet of soft, mottled blue-green glass which miners first sought ever deeper under the old, cold lava flows which buried it.

The trees which grow on the abandoned mines’ tailings twist in odd shapes, their forms uncannily human. The forests below, fed by the river which leaches those tailings, echo those uncanny forms over and over again. The forests are well-known for being haunted.

The glass those long-dead miners sought still lingers in the hills, precious and coveted by archaeologists, alchemists, and artificers. It shivers in the cold, and shimmers with a light from within that waxes with the dying of the moon. In the deepest dark of the new moon, the glass is even said to whisper, growing louder and louder as it Continue reading