Beat the Boss: An interview with Doug Geisler

Hi Doug, thanks for talking to us today. You are the creator of Beat the Boss, a TTRPG about union organising. You’re also a union organiser yourself. Can you tell us a bit about your background? What first drew you to organising?

I started organizing in 2001. I had gone to the World Trade Organization protest in Seattle, which is a short drive for me. The labor unions that showed up on the front line really made a significant impact on me. I was with this group of ten folks that were holding down an intersection, and the steel workers broke away from the big AFL-CIO march and pushed the cops back a block. Just physically confronted them. It was like nothing that I’d experienced before. 

After the protests, I wanted to figure out a way to get more actively engaged in making big changes. I was looking around, and it was clear that labor unions were one big, structured way to make an impact. 

That’s an interesting answer. You were kind of thinking of unions as agents of broad social change right from the start.

Well, changing the material conditions of workers became kind of a guiding orientation for me. For example, there’s not enough leisure time in industrialized America for people to even appreciate the woods or the outdoors. So how are you going to have a conversation with someone about environmental protection, if they don’t have any experience of nature in their everyday lives?

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On Tabletop Roleplaying Games and Fictioning 

By Simon O’Sullivan 

Seven purple polyhedral dice

What is at stake with tabletop roleplaying games? That is, besides the entertainment they offer (or besides their status as games)? Although I no longer play them as immersively as I once did (the phase of truly being in those worlds was relatively short, perhaps four years from age twelve or so to sixteen), they have had a determining effect on my imaginary and, I think, on the various life choices I have made (in many ways the art and ‘theory’ worlds I have lived in and moved through seem—in retrospect—a logical progression from those other worlds, albeit these latter worlds are more ‘worldly’ if sometimes less vivid). That said, I have recently taken on the role of a Games Master for my own two sons and have now watched them enter into what always seemed to me another space-time. Put simply they too have become caught up in exploring these other parallel worlds. Indeed, I remember clearly when, as it were, the penny dropped. When the two of them suddenly realised that this was not simply a game, but something else altogether.[1] Something much stranger, but also more magical. It was as if they had gone through a gate and, with that, had entered more fully into the characters (and the landscapes) they were playing. Since then, the eldest of them has been hooked and the refrain that I once spoke is now on their lips: Dungeons and Dragons (which is what we were playing) is not simply a game. It’s a way of life. Quite an over-the-top statement, but for a time it really was as if this were the case for me (as it is for them now). There is much more I could say here about their adventures. About how easy it is for them and their friends to enter these worlds, switch perspectives and so forth (and then also deeply experience various emotions within the game). About the importance of preparation, of setting a context, in order to allow this other kind of inhabitation to effectively take place (although I am also often surprised at how few ‘props’ are needed for the shift in perspective to be made).[2] And then also about how these games relate to other games—that are also more than games—that they play ‘outside’[3] (what is now called LARPing, although, for them, there are not necessarily any costumes or other props, besides that which is found lying around).[4] Some of those observations and reflections might appear in some other writing—some fiction perhaps?—that is, in a more appropriate form to what is happening in those worlds and with those children (and in my own late childhood) especially when on the cusp of adolescence (which, it seems to me, is when our imaginaries are predominantly formed).

In fact, my own experiences with roleplaying games was also split between live play—out on the moors in the North of England in my case—and then playing various tabletop roleplaying games themselves which, in many ways—when I first encountered them—somehow extended that live play and, again, made it more vivid (despite it coming after and being one step removed from the live play). I remember like it was yesterday the first actual tabletop roleplaying experience, which was Dungeons and Dragons. This was the most important game, though others followed.[5] The slight puzzlement about what we were doing (the game was initiated by an older boy) and then the moment it all fell into place—again, the penny dropped. I was hooked. Or we were. For this history I am briefly laying out is not just about me but about my twin brother too. We both entered that world—as we did many others—together.[6] There is also much more to say about this, but it is not just my own story and so I leave it to one side—except to draw something important from this determining factor: there were always two of us (at least) and so there was always already a community and a discourse happening around these experiences and this world creation.[7] The experience of roleplaying was precisely shared (I will, in fact, return to this).

Enough biography. I want, if I can, to move a little deeper in, to shift, perhaps, from the realm of memories and images into something more theoretical. Or, as I said at the beginning of this essay, to think about the importance of these games beyond the games themselves. So, first of all, I mentioned ‘world creation’ above and, clearly, with tabletop roleplaying games there is a kind of world making that goes on beyond fiction per se. In these games one is actually living ‘in’ the fiction to some extent (or, at least, shuttling between the fiction and the reality outside of this). Certainly, as a character in the game one is making decisions that determine outcomes. In fact, even here things are a little more complex as there are two positions to occupy. One is the Games Master who has initially built or, really, written the world—even if they are using a pre-prepared scenario, they need to add detail, narrate the encounters, bring the world to life (I should also say here that my experience was that these worlds were always more successful when written by the Games Master). And then there are the players who then enter into that world and, with that, continue the world building or give it another dimension.

In passing it is interesting—for me at least—that universally it was my twin brother who would function as Game Master whereas I would be the player (or one of them). I think this determines a certain take on the imagination. A focus on construction and a generosity in building a world for another (and then, presumably, the satisfaction of seeing that world being interacted with). And then the other position, more oblivious to the scaffolding and the ‘behind the scenes’ work and so forth. More a sense—and perspective—of just being thrown in. In fact, both are—of course—needed, and, in fact, the two make the game, which is to say without the Game Master there is no world, or if there is, it is one that is chaotic, too spontaneous; and without the players the Game Master has simply penned a fiction.[8] These worlds need building and animating. They need to be invented and then believed in—interacted with ‘as if’ real—in order that everything can take off and, with that, become something that is greater than its parts.

Continue reading “On Tabletop Roleplaying Games and Fictioning “

Torque Control: Writing Futures

By Jo Lindsay Walton

NightCafe AI’s response to “Sunflowers, Van Gogh”

Klara and The Sunflowers

This issue’s cover was created by an AI. Or … was it?[1]

Machines have made art for a long time. In the mid 19th century, John Clark’s Eureka machine was dropping perfectly okay Latin hexameter bars on the daily. Harold Cohen’s AARON began scribbling in the 1970s and sketching plants and people in the 1980s.

But with the likes of MidJourney, DALL-E, Stable Diffusion, Disco Diffusion, Imagen, and Dream by Wombo, 2022 marks the start of a new era. These AIs accept natural language prompts and produce often startling images. Suddenly the conversation has shifted from what little the AIs can do to what little they can’t do.

The AIs can’t paint complex scenes with many parts, for instance. You’re better off generating the pieces separately and then jiggling them together in Photoshop or GIMP. They can’t paint eyes terribly well, unless your subject happens to be a stoner ghoul. If the moon shines behind your subject’s head, it often bulges strangely, bearing ominous tidings for tonight’s high tide.

Still, the AIs are getting better all the time. Some online art forums are already inundated with spam. There have been instances of AI users setting themselves up as freelance artists, claiming to create the images themselves using traditional methods (Photoshop is now ‘traditional methods’! We are definitely in the future).

Worse still, the rise of AI art has led to the rise of the AI Art Bro. These combat philosophers, who perhaps recently cut their teeth extolling NFTs, love nothing more than to troll freelance artists nervous about next month’s rent.[2] Yet it would be unfair to write off AI art just because it has some disagreeable advocates. Luckily, as science fiction writers and fans, we’re well-equipped to make more nuanced assessments.

Or … are we?

The uncomfortable fact is that science fiction hasn’t been amazingly good at illuminating the ongoing AI revolution. With notable exceptions, we focus on questions like, ‘Can an AI think? Feel? Love? Dream? What does the way we treat machines tell us about how we treat one another?’ These are enchanting and perhaps important questions. But they tend to overshadow AI as it exists within data science and critical data studies, and the huge role it is already playing in everyday life. So maybe science fiction writers could do more to infuse our work with an appreciation of AI as it actually exists?[3]

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Citadel of Chaos: an art practice to materialise an alternate present

By Mark Rohtmaa-Jackson & Allan Hughes / Blue Mountain Arcturus

When not in the tower he haunted the room where he had set up his War Tables – high benches on which rested models of cities and castles occupied by thousands of other models of soldier. In his madness he had commissioned this huge array from Vaiyonn, the local craftsman. […] And Dorian Hawkmoon would move all these pieces about his vast boards, going through one permutation after another; fighting a thousand versions of the same battle in order to see how a battle which followed it might have changed.

Michael Moorcock, ‘The Champion of Garathorm’[1]

In Moorcock’s The Chronicles of Castle Brass, Hawkmoon is consumed by a madness to commission his miniature armies, and finds their permutations and predictions more absorbing than the fine day outside his room of tables. Rather than turning inward like Hawkmoon, we, under the guise of the parafictional games company Blue Mountain Arcturus, find ourselves examining tabletop gaming as a means to turn our inward selves toward the wider world: as a language through which we try to alleviate our anxieties of the fine day. This text is a summary of how we hope to achieve alterations to our conditions through an experimental practice. It hopefully points towards areas of study that might be useful to others working with tabletop games as a means to learn strategies for survival: the challenge to critical games design in the wake of Guy Debord and Alice Becker-Ho’s Game of War (1987).

Citadel of Chaos (2019) is our case study for this article, an artwork made for the exhibition Polymorph Other at Queens Hall Arts Centre, Hexham, that same year. It was conceptualised, designed and built as a large piece of scenery or terrain for a hypothetical wargame table. It is a background rather than a focus; something that gives a place an environment that enables other things to happen. As such it is about the possibilities of things happening because of what we might have made. But this is not just on the small scale (a piece of scenery allows a story to be told between players through a game being played) but in the belief that this kind of work can change things outside of the system in which their world is contained (that such stories can lead to possibilities elsewhere).

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The Rules of Utopia: The Procedural Rhetoric of The Book of Cairn

By Tyler Brunette

In ‘Back to the Future: Wells, Sociology, Utopia, and Method,’ Ruth Levitas argues:

[…] we would be better served both as sociologists and as citizens by a more utopian method, one which embraces the Imaginary Reconstruction of Society (IROS) as an active device in reflexive and collective deliberations about possible and desirable futures.[1]

Few activities dovetail better with Levitas’ proposal, one of collective deliberation and active imagination, than tabletop roleplaying. Indeed, both utopianism and tabletop roleplaying are often derided by their detractors as mere frivolity, and unworthy of serious consideration. However, as an interactive medium based on cooperative imagination of the possible, tabletop roleplaying games (TTRPGs) offer a unique opportunity for analysis of the practice of the IROS.

Cover of The Book of Cairn. A hooded anthropomorphic mouse gazes over the hilt of a sword, which they are holding by the top of the blade.

In this article, I analyze one such game: SoulJAR Games’ The Book of Cairn (Cairn). While at first glance, Cairn appears to be little more than yet another ‘fantasy heartbreaker,’ I argue that Cairn’s combination of unique rules and use of a pastoralist utopian setting function as a method of critique, of both contemporary social conditions, and of the themes embraced by the TTRPG industry more broadly.[2] Specifically, I argue, two interlocking rhetorics are built into the rules of Cairn, producing through play of the game both a sense of what would be necessary to maintain (albeit imperfectly and abstractly) a small pastoralist utopian society, and also an enactment of those activities around the gaming table. Before turning to my analysis of Cairn and the implications of its rules, I first address the theoretical underpinnings of my approach. After my analysis, I conclude by discussing the limits of Cairn’s IROS.

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Post-it Utopia: The Promises and Pitfalls of Arium’s Lean Worldbuilding

By Nicholas L. Stefanski 

Arium: Create

The worldbuilding TTRPG Arium: Create by Adept Icarus promises a utopian procedure for creating gameworlds that are generative, safe, and liberating environments for roleplayers, an undertaking animated by recent debates over the prevalence of harmful, stereotypical, or simply repetitive tropes throughout the TTRPG industry. While the shift away from these problematic tropes is admirable and perhaps overdue within the industry, Arium’s approach to addressing this issue is also notable for its enthusiastic endorsement of creativity techniques stemming from the world of corporate management and innovation consulting. Specifically, Arium’s Lean Worldbuilding approach shares many commonalities with the Lean management philosophy that emerged in the 1990s, largely inspired by Toyota’s operating model. Both Arium’s Lean, and Lean as it is now understood in business, are associated with the pervasive use of Post-it notes for ideation and collaboration.

Image Credit: Shutterstock

This article explores how Arium’s utopian solutionism and endorsement of a signature technique of post-Fordist management presents both pitfalls and opportunities for inventive, utopian roleplay. Beginning in the critical mode, I suggest that by adopting techniques that reduce the art of imaginative worldbuilding to a ritualized formula, Arium: Create risks building worlds that are creative merely for the sake of creativity, and consensual mainly in their appeal to the lowest common denominator. Inspired by Adorno and Horkheimer’s critiques of jazz and the culture industry, and following Eitan Wilf’s ethnography of Post-its and critiques of the innovation and creativity industry, the first movement of the article asks whether such strategies of routinized, commodified creativity can only ever produce the ‘freedom to choose what is always the same.’[i] Nevertheless, while this danger should not be ignored, I argue that it would be wrong to dismiss Arium or to label it as utopian in only the pejorative sense. Taking cues from theorists responding to Adorno’s pessimistic stance toward popular culture, notably Adorno’s Frankfurt School colleague and interlocutor Walter Benjamin, the second movement of the article suggests that despite its embrace of corporate solutionism, Arium’s collaborative worldbuilding contains a generative kernel, revealing an additional movement in the dialectic between oppressive technologies of control and the utopian impulse.

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Yesterday’s Technological Tomorrows?

By Paul Kincaid

A review of Futures of the Past: An Anthology of Science Fiction Stories from the 19th and Early 20th Centuries, with Critical Essays, edited by Ivy Roberts. McFarland, 2020, 196pp. 978-1-4766-7810-8.

For a literature supposedly intent upon the new, the inventive, the futuristic, science fiction seems inordinately interested in its own past. I am as guilty as anyone of this, which may be why I notice the phenomenon so much. But the question is: what are we looking for in the past, and (a very different question) what are we finding? Generally, the past is assumed to hold the key to where we are now and what we might become. That, however, is far from always being the case. The history of science fiction is extraordinarily full of false trails, dead ends, U-turns, twists, side tracks, abrupt changes of direction, and so on. Somehow, where we are today emerged out of the mess of what we once were, but in retrospect the route is neither clear nor consistent. Simply diving willy-nilly into the science fiction of days gone by, shining a light at random onto a story over here, a novel over there, offers no clue as to how or even if those writings are connected. And it offers even less of a clue about the evolution of what came after.

That, in a nutshell, is my problem with this latest selection of hoary tales from the dusty and neglected by-ways of science fiction’s infancy. Or rather, since the various contributors seem wedded to Gary Westfahl’s bizarre argument that true science fiction only came into being with the launch of Amazing Stories, this is science fiction from before there was science fiction. There are seven stories and three novel extracts gathered here, the earliest of which was written in 1826 (though not published until 1863), and the most recent published in 1923. Ten pieces of writing drawn from near enough a century of science fiction, each accompanied by an introduction (to call them “critical essays” as the subtitle does is, to my mind, to over-inflate their role); there should be enough here to forge a narrative, give us a perspective from which to consider where we come from and where we might be going.

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Everybody makes monsters: An interview with Kim Newman

Kim Newman is the author of Anno Dracula (1992), a novel set in an alternate Victorian London where Dracula has become the Prince Consort and vampires have emerged as the new ruling class. Since then he has written many more books in the series. Anno Dracula is being reissued by Titan Books in October 2022 as a deluxe signed hardcover edition with an introduction by Neil Gaiman and a new short story by the author. Under the name Jack Yeovil, Newman has also published books which helped to build Games Workshop’s Warhammer Fantasy and Dark Futures universes. In addition to writing fiction, Newman is a major critic of horror cinema whose work can be found in Nightmare Movies (1985) and his Sight & Sound columns. He also served as the executive producer of Prano Bailey-Bond’s Censor (2021).

Updates about Newman’s work can be found at his website and on Twitter @annodracula. We are delighted to have Kim back to chat to Vector, as Jordan S. Carroll asks him about Anno Dracula, shared world writing, film criticism, as well as Kim’s latest novel, Something More Than Night (2021), a horror-detective mystery set in Hollywood during the 1930s and starring Boris Karloff and Raymond Chandler

How did you get started writing?

I hate defaulting to other people’s quotes, but somebody asked George Bernard Shaw that question, and he said he couldn’t remember — because writing was like the taste of the water in his mouth. It was something he’d always done.

I mean, I wrote from childhood. I’m not quite sure at what point that went from writing stories for my own purposes to writing for an audience. I think I always wanted to communicate. It took me a while to consider that this might also be a way of making a living. But as a teenager, I wrote plays and comedy sketches with my friends at school. I wrote novels, or rather novel length manuscripts, in my teens.

The useful thing about starting early is you get a lot of the embarrassing stuff out of the way early on when nobody can see it. Now, you just put your stuff online free for people to read, but it is there forever. It comes back to haunt people. I’m not even sure if I have copies of the stuff I wrote as a kid. I think if I do, it’s in a trunk somewhere very deep.

What drew you to horror in particular?

I started out being interested in monsters, I suppose. I was one of those kids who liked monster movies. I liked the effect of horror, I read a lot of it. But I read a lot of general stuff as well. I’m interested in genre, but I’m not necessarily somebody who wants to be confined by it. I don’t self-identify as a horror writer, or a science fiction writer, a crime writer, a mystery writer. I’ve done all of those things. But I do recognize that I operate best in that kind of arena.

When you tag yourself as a horror writer, that comes with an obligation to be frightening, in the same way that picking comedy comes with an obligation to be amusing. And I think some of my stuff is scary. Certainly other readers have reported that. But I think for a lot of my writing, being frightening is not its primary purpose. I’m interested in exploring other things. I tend to write more about what makes me angry than what makes me frightened. Although obviously there’s an overlap.

So what is it that makes you angry?

The world! And what’s more, I have not calmed down with age. Having written a series of books about what happens when really truly terrible evil people come to power … well, the last ten years have just made me think I overestimated people.

How would you describe your writing process?

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Call for Submissions: SFF and Libraries

Vector invites invites proposals for articles for a #298, a special issue on speculative fiction and libraries, as well as adjacent themes, e.g. speculative angles on archives, collections, repositories, simulations, antilibraries, catalogues, metadata, preservation, curation, media archaeology, literary publics, open access, search, big data, taxonomies, folksonomies, epistemes, architectures of knowledge, hypomnemata, the history and future of print, oral traditions, embodied knowledge, book stores, index cards, bibliographic management, scholarly apparatuses, indexes, performance archiving, back-ups, more-than-human knowledge systems, data futures, code libraries, toy libraries, tool libraries, etc.

See the full call here for more information.

Abstracts due 30 April 2022. Guest editors Stewart Baker and Phoenix Alexander.