‘Putting Racism Aside’: Dungeons & Dragons, Ancestry & Culture, and Race Discourse in the Homebrew Community

By Jess Wind

In spring 2020, amid the global COVID-19 pandemic and the reignited Black Lives Matter movement, institutions were being called on to respond to deeply ingrained structural racism. Media organizations drafted commitments towards building more equitable and inclusive spaces for both creators and audiences. Dungeons and Dragons (D&D)publisher Wizards of the Coast (WotC) issued their version of a commitment to anti-racism on June 17, 2020. The announcement, ‘Diversity in Dungeons and Dragons’[1] led to varied responses online, from praise and excitement for the coming changes[2], to warnings that WotC risks harming its product and alienating ‘true players’ to appease the current social conflict[3]. The responses illustrate a familiar tension within ‘geek culture’ and gaming communities, marred by racist gatekeeping, and yearning for an imagined past[4] where social and cultural diversity are conversations for ‘the real world’ and the fantasy worlds of games and play are for escape.[5]

Some players appealed to their agency to adapt and extend official rules (‘homebrew’) to create the fantasy worlds they want to play in, partly, as some have suggested, to distance themselves from the conversation regarding diversity in D&D[6]. Yet as well as the risk of foreclosing diversity, homebrew content can allow players to develop characters and worlds in ways not offered by D&D’s standard rules[7], an opportunity which for marginalized individuals allows for a kind of visibility and player agency still rarely seen in mainstream media, and going substantially further than the changes made by WotC so far. While some responses to WotC’s commitment to diversity suggest a player’s relationship to homebrew content insulates them from shifts towards more inclusive content, I argue the practice of developing homebrew content positions players as active participants in D&D’s political and cultural economy, and that they are therefore affected by similar tensions around diversity and inclusion that WotC has committed to addressing.

Roleplaying game scholarship has focused on the history of racism in D&D‘s commercial content and other RPG products[8] or on the experiences of players during gameplay[9]. In her examination of gamers with marginalized identities, Adrienne Shaw argues ‘representation is part of a process of meaning making, but textual analyses tend to focus on the finished product’[10] and proposes that more attention should be paid to representation within play practices. Tanner Higgin urges that research about racism in representation must turn its focus toward the industry that produces content rather than only documenting and evaluating practices of racial representation.[11] Antero Garcia similarly argues that games ‘cannot be studied as if [they] are isolated from the cultures that influence them or in which they are embedded.’[12] Yet there is a paucity of research that addresses the community of homebrew creators despite their crucial role in the development of D&D content and culture. 

I situate this research between well-developed feminist game studies scholarship which critiques the long-standing tradition of white cishetero patriarchy[13], and critical fan studies scholarship engaged with unpacking racism and marginalization in fan spaces and cultural production,[14], to examine the vast community of D&D players that tell stories based on rules in a book, extending those rules to create sprawling social cultural fantasy worlds.

I begin by framing the discussion within broader contexts of racism in the fantasy genre, and within D&D specifically, through the case study example of Arcanist Press’ Ancestry & Culture: An Alternative to Race in 5e (A&C). While A&C is by no means the only homebrew publication that responds to social issues in D&D in this way, it has been chosen as a relatively recent and popular example  — at the time of writing, it is listed fifth among the most popular titles on DriveThruRPG with the ‘Dungeons and Dragons’ tag. 

Homebrew is distinctly part of tabletop roleplaying games, and has long been an encouraged practice in D&D. Where video game modding and writing fanfiction have at times been clouded by conversations about authorial control and copyright infringement[15], homebrewing elements of your D&D game is part of creating new and different worlds to play and tell stories in. The Player’s Handbook and Dungeon Master’s Guide, official rulebooks published by WotC,both include caveats that the rules are guidelinesmeant to give your game a sense of structure and balance. With the release of the third edition, WotC went further, encouraging third-party publishers to create content based on D&D‘s ruleset using their Open Gaming License (OGL)[16]. This is distinctly different from players deciding among their friends at the table to adopt certain ‘house rules’ or abandon published rules that don’t fit with their home game. The System Reference Document offers D&D players foundations that they can develop into their own commercial D&D products. WotC makes space for the active homebrew community through their partnership with OneBookShelf on the homebrew marketplace Dungeon Masters Guild, and the Guild Adept program. Homebrew is not only encouraged as a legitimate way to engage with D&D products, but includes a significant proportion of the D&D player community. Therefore, while WotC’s diversity statement addresses the changes they’re making to their commercially available products, this only goes part of the way in addressing discourses of harm and marginalization in the D&D player community. By examining homebrew content as a legitimate extension of D&D’s transmediated franchise, and by positioning creators within the wider D&D labour economy, we are better able to examine discourses surrounding inclusion and diversity in the D&D player community.

Continue reading “‘Putting Racism Aside’: Dungeons & Dragons, Ancestry & Culture, and Race Discourse in the Homebrew Community”

Just Make-Believe: Assumed Neutrality, Archetypical Exceptionalism, and Performative Progressivism in Dungeons and Dragons

By Kelsey Paige Mason

In a shareholder ‘fireside chat’ with Hasbro CEO Chris Cocks (former president of Wizards of the Coast from 2016-2022), and Cynthia Williams, the current CEO and president of WotC, both parties outlined Wizards’ four-quadrant strategy for investment growth with D&D: offering blockbuster entertainment, AAA high-end gaming, products for tabletop gamers, and products for the more casual fan.[1] Williams begins her response about Dungeons and Dragons by saying, ‘D&D has never been more popular, and we have really great fans and incredible engagement, but the first thing I saw with it is the brand is really under monetized.’[2] From their new acquisition of D&D Beyond giving them market insights into personal games,[3] to creating an environment which encourages ‘recurrent spending,’ much like paid DLCs and pay-to-play models of digital games,[4] Wizards is working towards taking advantage of D&D’s 50-year legacy but also its position as ‘a cultural phenomenon right now.’[5] By ‘engaging and surrounding the consumer’[6] with game products, entertainment media, and personal accessories and collectables, Wizards is building a unified lifestyle brand, under the codename One D&D. Wizards has already seen the success of D&D becoming a ‘generic trademark,’ where Dungeons and Dragons has colloquially become the shorthand or stand-in for the genre of tabletop roleplaying games. With more brand recognition than their most profitable property, Magic: The Gathering,[7] Wizards is working to expand beyond manufacturing simply TTRPG ‘products,’ and instead capitalize on fandom in all its forms – from film and video games to actual play performances[8] and lifestyle accessories.

While the shareholder seminar focused on how to increase spending opportunities for consumers to increase profits, WotC’s outward facing PR has instead – since at least 2014 – marketed the D&D lifestyle as a community, one which sees Wizards’ products as secondary to fostering a community of players and game masters (GMs). In the opening pages of the 5th Edition Player’s Handbook, Mike Mearls writes, ‘Above all else, D&D is yours.’[9] After the recent controversy with proposed replacement of the Open Gaming License (OGL), Kyle Brink echoed a more sheepish form of this sentiment, saying, regardless of whether the community trusts Wizards again or not, “either way, play your game with your friends. You don’t need to have [Wizards] at the table if you don’t want to. You know, your game is for you. We’ll make stuff for it, and if you want it, we’ll be over here making it. You can come get it. But, honestly, we should not be messing up your game. You should be playing your game.’[10] Statements put out by Wizards, Dungeons and Dragons, and D&D Beyond often invoke the community, while often simultaneously diminishing their own role in shaping that community. Wizards of the Coast (WotC) is actively and aggressively working towards, not just strengthening Dungeons and Dragons as a brand, but more importantly, pushing towards greater monetization of Dungeons and Dragons as a lifestyle. The first part of my work in this chapter is an analysis of published game materials, public statements, and recent events since Wizards of the Coast’s commitment to diversity in 2020.

Ultimately, this work aims to uncover what benefits are afforded to Wizards as a result of their push towards diversity and inclusion as part of rebranding and how this commitment allows greater control over reconciling D&D’s problematic history with monetization plans for the future. This reconciliation, tied with a unification and tightening of the ‘community’ of D&D fans, works more towards the security of D&D’s brand than as a platform for political progressivism. While there should not be any expectation for social change emerging out of a multi-million dollar corporation, the importance of my chapter’s intervention is to demonstrate how Wizards has used the language of social justice and progressivism to create an appearance of a utopian D&D community. My focus in analyzing WotC and D&D is not whether WotC’s revisions of game materials to move away from their racist, sexist, and ableist origins are beneficial to the brand. Rather, I investigate whether these utopian moves are demonstrably present in D&D products, in WotC as a workplace, and in the types of social relationships the game promotes.

Continue reading “Just Make-Believe: Assumed Neutrality, Archetypical Exceptionalism, and Performative Progressivism in Dungeons and Dragons”

Rejigging the Algorithm

How Jennifer Walshe is Reinventing the Music of the Past and Reclaiming the Music of the Future

By Paul March-Russell

One of the highlights of the 2022 Proms season was the London premiere of The Site of an Investigation (2018) by the Irish avant-garde composer Jennifer Walshe. This thirty-three minute piece in twenty-six sections offered a synopsis of Walshe’s preoccupations. Walshe herself, sounding like a cross between Laurie Anderson and Diamanda Galas, took the role of soloist, offering an elegiac commentary upon such topics as the race to Mars, the threat to the oceans and the prospect of digital immortality. The orchestra, largely acting as the symphonic backdrop to Walshe’s fragmented monologue, were further inveigled into the proceedings by waving party streamers, building and demolishing a tower of bricks, and wrapping a four-foot high giraffe in crinkly paper. Both the absurdity and incoherence of the piece, culled from an array of internet sources, recalled ‘the blip culture bombardment’ of the mediascape in Don DeLillo’s White Noise (1985).[1]

Jennifer Walshe/Arditti Quartet, EVERYTHING IS IMPORTANT (2019). Credit: IMD 2016/Daniel Pufe

Exactly a hundred years since the first composition of Kurt Schwitters’s sound poem Ursonate (1922-32), a text that Walshe cites as an inspiration,[2] such anti-art performances can still drive audiences either to delight or despair. In Walshe’s case, however, The Site of an Investigation is only an adjunct to her two main projects in recent years. The first, Aisteach, archives an alternate history of an Irish musical avant-garde that never existed, presenting original sound recordings and learned academic discussion. The second, The Text Score Dataset 1.0, involves the compilation of over 3000 text scores with which to retrain machine learning algorithms so that new scores can be generated by AI. This article offers an introduction to these two projects from the perspective of Walshe’s acknowledged debts to science fiction. The final section presents a speculative synthesis since, at the time of writing, Walshe has not linked the two projects together. But what if Aisteach was included as part of the dataset? What kind of future music emerges from an invented set of past sounds? How might we reclaim the future as well as the past? Could we obviate that ‘slow cancellation of the future’ as described by Mark Fisher and others?[3]

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We Will Never Escape Utopia: Gender, Queer, Pragmatic, and Hopeful Utopia in The Treasure at the End of the Dungeon is an Escape From This Dungeon and We Will Never Escape From This Dungeon

By Grace A.T. Worm

The Treasure

Long game title, white text on red

In the tabletop roleplaying game The Treasure at the End of the Dungeon is an Escape From This Dungeon and We Will Never Escape From This Dungeon (hereafter The Treasure), players enter the game’s imagined world, a dungeon, knowing that the ‘treasure’ they seek by playing the game is impossible to acquire. The game cannot be won, only perhaps eventually abandoned. It may seem counterintuitive to discuss utopia in a game that announces from the beginning that its systems and structures are permanent, and that any attempt to escape them is ultimately futile. However, it is through this surrender to the process that players learn the lessons of continued hope, perseverance, and community that serve as a foundation for much of contemporary utopian thinking. For these reasons, in this chapter I describe The Treasure as a utopia, while also recognising that it may appear dystopian.

The Treasure can be understood as a process for utopia that, through play, invites the players to build their own counternarratives about what is valuable in the world they enter into, and also work together to change that world, even knowing that practically they will never ‘win’ the game. It is necessary to adapt an in-flux knowledge of utopia through a queer and feminist understanding of a future that will never reconcile the painful past. If the players cannot escape the dungeon, then the focus shifts to developing their characters’ relationships through roleplaying. The absurdity of the players’ situation, the cycle of endless dungeon rooms, and the descriptions of characters and rooms, encourage a sense of camaraderie and community. In this sense, the game reflects the structure of utopian hope. For the players, the importance lies in fighting the cycle even when the outcome may never change for, as the game states in the world description, ‘We will never escape this dungeon. We will always try to escape this dungeon.’[1] It is possible to work towards utopia while being pragmatic in the knowledge that a perfect future does not exist. In the rest of this chapter, I examine the function of archetypal characters, the utopian dimensions of the players’ roleplaying, and how the game mobilises themes of pragmatism in relation to its feminist and queer utopian ideals.

Utopia is a complex term, and how different pieces of media create and present utopia varies wildly. For this chapter, I approach utopia as a practice stemming from discontent that arises from problems in the present, and exploration of possible futures where these problems are solved or nonexistent. Later in this chapter, I will explore how this vision of utopia shifts into focus through a queer and feminist lens. As suggested by Lucy Sargisson’s Fool’s Gold?: Utopianism in the Twenty-First Century (2012)and Erin McKenna’s The Task of Utopia: A Pragmatist and Feminist Perspective (2001), utopia can present visions of a future in which deeply entrenched social, economic and political problems are resolved or transformed. Sargisson writes that utopia is working towards ‘identifying core problems with today […] and placing them in a new imaginary context. They thus imagine how the world might be if the core “wrongs” identified by the author were transformed.’[2] McKenna explores utopia in relation to the philosophical tradition of pragmatism, and also emphasizes the centrality of hope in interacting with utopian ideals: ‘Utopian visions are visions of hope that can challenge us to explore a range of possible human conditions.’[3]

Utopia is ostensibly where problems are fixed. The creation of a completely separate and carefully integrated fantasy world has often been central to utopian thinking; and not just that it is separate, but that it is totalising. Fredric Jameson describes the movement away from causal utopias as either obsolete due to an inability to solve any and all social disintegration or due to the unparalleled global wealth and technology; however he argues using utopia as an idea to examine politics is still useful.[4] Thomas Moylan in Demand the Impossible similarly describes this developing idea of utopia as imperfect and rejects utopia as blueprint, he describes utopia as ‘[f]igures of hope’ through opposition where utopia is ‘produced through the fantasizing powers of the imagination, utopia opposes the affirmative culture maintained by dominant ideology’.[5] The completely separate utopian world — with readily available solutions for all the problems it seeks to overcome — has fallen out of favor. As Sargisson writes, ‘Most contemporary utopias tend not to offer visions of complete worlds. And most contemporary utopias avoid depicting a single solution; they decline to offer one complete and finished vision of the good life.’[6] In contemporary society, where political, religious, social, and environmental issues have remained at least as divisive as they have been historically, the idea of a perfect utopia that solves all the major conflicts of our current society seems impractical. The Treasure is fundamentally focused on creation and exploration, while providing enough character descriptions to spurn new identity formation without homogenising identity experiences. For example, there is no perfect solution to climate change, and scientific consensus on its causes has not translated to broad political and public agreement, but this does not preclude the struggle for environmental justice. So progress must be made in a more improvisatory, patchwork way. Similarly, contemporary utopias usually don’t try to articulate one single vision of society that is so compelling nobody could refuse it.

Continue reading “We Will Never Escape Utopia: Gender, Queer, Pragmatic, and Hopeful Utopia in The Treasure at the End of the Dungeon is an Escape From This Dungeon and We Will Never Escape From This Dungeon

“Finding Nothing Can Be Finding Something”: Medievalism, Book History, and Accessing the Archives in Patrick Rothfuss’ Kingkiller Chronicle

By Grace Catherine Greiner

This story begins with a book that was given, and then taken away.  It was Christmas Eve, the night my family and I traditionally exchange gifts.  My youngest sister took her turn doling out packages, many of them small, rectangular—the size of books.  My brother and I were recipients of two such similarly-sized, book-shaped packages.  We were instructed to open them simultaneously (with the caveat that they might be mixed up, that I might be holding his, and vice versa).  I tore off the wrapping paper from my book and behold: it was the wrong book. 

This is how Patrick Rothfuss’ The Name of the Wind (NW) first made its way into my hands:[1] briefly, and only to be snatched away and swapped with another mainstay of contemporary fantasy writing—Brandon Sanderson’s The Way of Kings.  This first encounter, however, is hardly inappropriate given the particular place of books—the ways they circulate, the value they hold, the physical spaces in which they’re stored—in Rothfuss’ Kingkiller Chronicle, a trilogy whose third installment has yet to appear on shelves (though an off-shoot novella, The Slow Regard of Silent Things, has offered readers an interlude while they wait for no. 3).

The Chronicle is, from its earliest chapters, exactly what it says on the box: a chronicle—events which are being written down by the appropriately-monikered Chronicler, who records, by hand, the life events of the narrator, Kvothe—musician, student, and would-be arcanist-turned-innkeeper by the time we meet him in the outer narrative frame of The Name of the Wind.  Kvothe’s life story, as told in The Name of the Wind and its sequel, The Wise Man’s Fear,[2] follows his development as a young boy who grows up among an itinerant troupe of performers (thespians, musicians, and magicians) and is singled out, at a young age, as a prime candidate for education at the (apparently singular) University and instruction in the arcane (read: magical, but also scientific and plastic) arts.  Before the troupe’s massacre by the mysterious Chandrian (a traumatic event which kindles his desire to enter the University in order to gain access to its famous Archives and learn more about his family’s killers), Kvothe begins his training in the art of sympathy with the skilled arcanist who travels with the troupe.  From this arcanist, he inherits a book—a book that he later hocks to fund his first term’s tuition at the University, where he undertakes study in a variety of subjects, quickly passing from one rank of the Arcanum to the next whilst also facing an inordinate number of extracurricular trials and adventures along the way.

As the title of the trilogy and its first installment suggest, names, stories, and storytelling should be at the forefront of our minds as we read the Chronicle—stories which we witness literally coming into being as stories as we listen to Kvothe tell them and watch Chronicler write them down on one broad sheet of paper after another.  But it’s not only stories themselves which fascinate Rothfuss and his characters in the Chronicle.  It is also the physical forms through which stories and histories are transmitted that matter.  That is, for Rothfuss and his characters, books matter

Continue reading ““Finding Nothing Can Be Finding Something”: Medievalism, Book History, and Accessing the Archives in Patrick Rothfuss’ Kingkiller Chronicle

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 “

Dialogues Between Science and Fiction in the Creation of an Anthology

Emma Johanna Puranen

Introduction

As Le Guin famously put it, “science fiction is not predictive; it is descriptive”. Science fiction reflects what its writers see in the world around them—often from current scientific discoveries—and it sparks ideas for scientists. Scientists and SF writers endlessly inspire each other in a classic chicken-or-egg scenario. But little research has been done on how exactly this inspiration happens — on the dialogues and interactions between these two often-overlapping groups. Given SF’s reputation for applied speculation and future thinking, these dialogues are key to any studies of the same. I address this gap through analysing qualitative data on the experiences of scientist and writer participants in an SF anthology project which included significant interdisciplinary encounters. 

Around Distant Suns: Nine Stories Inspired by Research from the St Andrews Centre for Exoplanet Science (2021) is my recently-published SF anthologycontaining five short stories, two radio play scripts, and two poems. Each contribution was created by a pair of one scientist and one writer, and has a basis in the scientist’s research. The St Andrews Centre for Exoplanet Science produces research addressing questions about the origin of life, planet formation and atmospheric evolution, planet characterisation, which environments might be suitable for extra-terrestrial life, and more – questions that form some of the core themes of SF. Scientists and writers met virtually at least three times as a team in the process of creating their stories, and filled out detailed questionnaire responses after each meeting. My goal was to investigate how scientists and SF writers work together in creating science fiction stories, with a particular focus on the processes of deciding when to stay realistic, when to be plausible, and when to make things up.

I present results from qualitative analysis of the questionnaires, which asked about communication successes and failures, challenges encountered and solved, and when and how story decisions were made and inspired. These results point to a significant role for SF in science communication efforts – a role which introduces concepts and piques curiosity, but, in keeping with Suvin’s idea of estranging the worldviews of the readers (1979), also leaves room for the fantastic and the unknown.

Background

The genre of science fiction has a unique relationship with empiricism in its worldbuilding. This relationship is highlighted by theorist Darko Suvin’s definition of the genre, that SF relies on “estrangement and cognition” and features an “imaginative framework alternative to the author’s empirical environment” (1979, pp. 7-8). In other words, this means that SF features at least one significant change (estrangement) from reality, which is presented cognitively in a way that distinguishes it from fantasy – SF works must account for their worlds rationally within the text. Carl Freedman revises Suvin’s definition to include not cognition per se, but the “cognition effect”, that is, the attitude of the text towards the estrangements being performed must have a cognitive effect on the reader (2000, p. 18). In the worldbuilding of the text, the estrangements are treated as science (whether or not they are consistent with real-world science), rather than being left to magic and mystery. Put differently, the science need not be accurate, but the effect of it being accurate must be there – the cognition effect leaves room for some very ‘soft’ (scientifically inaccurate or implausible) science fiction.

I argue that this aspect of SF, the cognition effect, leads to a distinctive relationship between science and SF writers that is not found in other genres, as well as to the genre’s reputation for being at the forefront of scientific discovery. Sources of scientific inspiration and the degree of superficiality or robustness of the fictional science is as varied as the genre itself. Many scientists write science fiction – Isaac Asimov and E.E. Smith for example – and many SF authors are avid supporters of science programmes and science communication (Stepney, “Real Science”). Creators of SF literature and film and television often refer to science consultants for accuracy, and workshops like the NASA-funded Launchpad, which aimed to teach writers about science for their books, are not uncommon – the Hugo-award winning author N.K. Jemisin was inspired to write the Broken Earth trilogy at a Launchpad workshop (Khatchadourian, “N.K. Jemisin’s Dream Worlds”). Acknowledgements sections of SF novels are often filled with references to e-mail exchanges and similar with science consultants. Physicist Kip Thorne famously made real scientific advances in determining the optical-wavelength appearance of a black hole for the movie Interstellar (James, von Tunzelmann, and Franklin et al 486). However, unless the writer themself is also the science consultant, science consultants rarely play an equal role in story creation. As physicist Sean Carroll, science consultant on several Marvel movies, describes “You talk to the screenwriter or director or producer—whoever asked for your help—and you chat for a couple hours, and you do your best to give them advice, and then you never hear from them again” (“Being a Hollywood Science Consultant”).

What are the benefits of having a science consultant? How does science influence SF? What can SF do for science? Curious about all of the above and inspired by my research into the relationship between science and SF, I decided to set up an experiment to create SF with scientists and writers as equal partners, and to record their thoughts throughout the process. 

Continue reading “Dialogues Between Science and Fiction in the Creation of an Anthology”

The Living Infinite

Laura Pereira [1,2], Guillermo Ortuño Crespo [2], Silvana Juri [3], Patrick Keys [4], Hannah Lübker [2], Andrew Merrie [2], Edoardo Superchi [2], Naomi Terry [2], Bwalya Chibwe [2], Juliano Palacios-Abrantes [5, 6], Maria A. Gasalla [7], Erick Ross Salazar [8], Moriaki Yasuhara [9,10], Farah Obaidullah [11], Gabrielle Carmine [12], Salomão Bandeira [13], Diva J. Amon [14, 15], Ghassen Halouani [16], David E. Johnson [17], Lynne J. Shannon [18], Jean-Baptiste Jouffray [2], Colette C.C. Wabnitz [6, 19], Beth Fulton [20]

Introduction

Ever since humans ventured into the ocean to fish for the first time 40,000 years ago, the principle of Mare Liberum, an ocean without boundaries, prevailed (Corbyn, 2011). In 1982, the third United Nations (UN) Conference on the Law of the Sea successfully opened the UN Convention on the Law of the Sea (UNCLOS), the ‘constitution for the ocean’. For the first time in history, humanity had drawn a jurisdictional divide between the coastal ocean and ocean in the areas beyond national jurisdiction (ABNJ, referred to as the High Seas) at the 200 nautical mile mark from the coastline. Over the past four decades, various sectors, including shipping, underwater cable infrastructure, and fishing, as well as mining interests have expanded from the familiar sunlit waters of the continental shelf far into the open ocean, and into the deepest, most unknown corners of our blue planet (Jouffray et al. 2020). Despite the High Seas covering 40% of the surface of the planet, comprising nearly 95% of the ocean’s volume and being highly connected to coastal ecosystems and communities (Popova et al. 2019), the High Seas remain a distant concept that is out of sight and out of mind for most people.

Cultivating a relationship to almost half of our planet is essential if we are to protect this vital ecological system – both for its own intrinsic value, and for our own culture and needs (Allison et al. 2020). However, inculcating such a connection is no simple task. One way to start to build such empathy is to envision a sustainable future for the High Seas — one that embodies both empathetic connections and hope (Blythe et al., 2021).

The COVID-19 pandemic provided a fortuitous opportunity to convene a diverse group of High Seas stakeholders virtually across multiple time zones to explore the ingredients and composition of more desirable futures. We used an adapted science fiction prototyping approach with inputs from artists to foster a space for creative reimagining. Below we share the science-fiction narratives that emerged from this process, drawing on knowledge ranging from technological innovations, like gene editing, to marine cultural connections that have been eroded by industrialisation. Governance was a central feature of all of the stories, accentuating how important upcoming negotiations are in setting out an international framework to steer humankind towards more equitable futures and away from current extractivist paradigms. Our aim is for these outputs to help inform alternative framings of what is possible in the ongoing UN Decade of Ocean Science for Sustainable Development, as well as negotiations for a new international legally binding treaty towards the conservation and sustainable use of biodiversity beyond national jurisdiction (BBNJ negotiations), and the Mining Code being developed at the International Seabed Authority, to advance pathways toward a thriving High Seas. We will also ensure the work feeds into the upcoming Intergovernmental Science-Platform on Biodiversity and Ecosystem Services (IPBES) Transformative Change Assessment to strengthen marine aspects of this initiative.

Method

A diverse group of 30 stakeholders, many of whom are co-authors of this article, joined an online workshop in three parts to undertake a creative process to define transformative visions for the High Seas. These participants ranged in terms of their expertise on marine issues, from fisheries experts, marine ecologists and modellers to practitioners and activists at all career stages, representing all six continents. Crucially, many of the participants play key roles in shaping the future of the High Seas, whether through participating in ongoing negotiations or undertaking scientific research that will inform these negotiations. The Nature Futures framework (NFF) from the IPBES expert group on scenarios and models (Pereira et al. 2020) was a starting point for the discussions. The NFF is a triangle space with each of the corners representing a different positive value perspective on nature and its contribution to people (Fig 1).

  • Nature for Nature: in which nature has value in and of itself (emphasising the intrinsic values of nature);
  • Nature for Society: in which nature is primarily valued for the benefits or uses people derive from it (focussing on instrumental values for nature);
  • Nature as Culture: in which humans are perceived as an integral part of nature (recognising relational values for nature).
Figure 1: The Nature Futures Framework illustrating the three main value perspectives (Source: Pereira et al 2020).

The aim of the NFF is to provide a simple way to illustrate a complex blend of values for appreciating nature, particularly in thinking about diverse desirable futures that recognise all of these values.

During the workshop, we combined the approach from “Seeds from the Good Anthropocenes” project (goodanthropocenes.net/; Raudsepp-Hearne et al. 2019) in conjunction with science fiction prototyping (Merrie et al. 2018). Using the ‘Seeds approach’, we asked each participant to submit their idea of a seed – ‘a process, initiative or way of seeing the world’ that was currently marginal, but that they thought could contribute to a better future for the High Seas (Bennett et al. 2016).

Participants were then allocated into the three groups formed around each corner of the NFF triangle to discuss a future, where either instrumental values for nature (Nature for Society), intrinsic values for nature (Nature for Nature) or relational values for nature (Nature as Culture) were emphasised. Each of the seeds (see Appendix in Chibwe et al. 2021) was allocated to a corner by the participant as they introduced the seed, but for purposes of keeping groups equal in size and mixed in terms of geography and expertise, the three groups did not always have all the people who had submitted seeds to that corner. As is outlined more fully in the method described in Chibwe et al. 2021, each group had rich discussions about their seeds, what they represented and how they could grow to contribute to better futures.  The result was a set of stories about the future of the High Seas focusing on each corner of the NFF triangle. To help with the development of the narrative, each group started their narrative journey on board the same ocean research vessel, the Manta. Additionally, to push for more transformative, creative thinking, a set of seven characters were defined prior to the workshop by the workshop coordinators and allocated to each story based on their corner and a throw of the dice (Figure 2). This allowed for common threads through the stories although not all original characters are in the final stories and some new ones emerged.

The stories are not chronological, they are intended as parallel futures, but it is possible to see potential links and pathways between them. Due to the level of technology and progress in each of the stories, the reader may pick up a temporal logic to the order in which each of the stories is presented here. This is more for ease of reading than to put them on any single timeline. However, it may help if the reader jumped ahead a few decades in their mind in-between reading each narrative. This is, however, not essential as each should also be able to stand alone and read in any order. These stories are not intended to be utopian, but they hopefully offer a pause to reflect on where we want to go and how we might get there…

(Please see the slides)

Figure 2: Short description and image of each of the seven characters © Care Creative

*Take a deep breath* As you read this, realise that some of the oxygen that is now flowing through your veins was generated from the High Seas. Embrace that connection.

–-

Continue reading The Living Infinite

Dimension 20’s The Unsleeping City: Fantasy and Play as Means of Claiming Agency in Modern Dystopias

By Emma French

Although the degree to which a game of Dungeons & Dragons (D&D) is required to contain a meaningful narrative differs amongst player groups, D&D’s facilitation of storytelling is now widely acknowledged.[1] According to Jennifer Grouling, ‘something about the TTRPG [tabletop roleplaying game] invites a narrative response’.[2] This is especially true of livestreamed, podcasted, or edited ‘actual play’ D&D – games that often include actors, comedians or other creative professionals, and that are consciously performed, recorded, produced, and distributed as a serialised fictional narrative for their audiences.

If ‘play’ is often associated with make-believe and the unreal, could there be something oxymoronic about the term ‘actual play’? It implies some kind of authenticity, but the nature of this claim cannot be easily summarised. Evan Torner traces the term’s origin to indie game design discussions in the 2000s on the influential forum The Forge. During this time, ‘actual play’ referred to written reports, used for ‘seeing the system in action through the lens of a game facilitator or player […] public, critical probing of a game’s text and rules through play.’[3] More recently, the term has come to refer to TTRPG gameplay as a kind of performance: players still enjoy a game amongst friends, but the act of play is also ‘geared toward an outside audience who become invested in the characters, narrative, storyworld, and meta-play behaviours of the players.’[4] These actual play broadcasts tell two stories at once, the story set in an imaginary world, and the story of that story being created. The blurring of these two kinds of stories can open up new creative possibilities. While any D&D game can provide an avenue for storytelling, Matthew Mercer – whose own livestream Critical Role is perhaps the most famous game of its kind – argues that games are often broadcast when ‘people […] find something that’s lacking in the space of storytelling, that they want to convey’ (10:17-10:22).[5] The known presence of an audience and ‘reader’ means that some streams use D&D for the creation of narrative with deliberate authorial intent, for instance to address real world issues and political concerns.

Continue reading “Dimension 20’s The Unsleeping City: Fantasy and Play as Means of Claiming Agency in Modern Dystopias”

Mosquitoes, mushrooms, magic: Africanfuturist SF for nature’s futures

Charne Lavery [1,2], Laura Pereira [3,4], Bwalya Chibwe [4], Nedine Moonsamy [1], Chinelo Onwaulu [5], Naomi Terry [4].

1 Department of English, University of Pretoria, South Africa

2 WiSER, University of the Witwatersrand, South Africa

3 Global Change Institute, University of the Witwatersrand, South Africa

4 Stockholm Resilience Centre, Stockholm University, Sweden

5 Independent author and editor of African speculative fiction

  1. Introduction

The future is African: by 2100 one in three people are projected to be from the African continent (Council on Foreign Relations 2020). And yet the stories that the world tells itself about this future are decidedly not African — or at least not of a prosperous, plausible future Africa (Pereira et al. 2021). In a post-colonial world, Africa continues to be colonised by dominant perspectives that dictate what to aspire to and which values are important (Oelofsen 2015). This is to the detriment not only of the continent but the world. It misses the diverse possibilities that local cultures and traditions could offer in terms of preferable futures, drawing on pasts that are deeply connected to the land and ancestors. Addressing this marginalisation of knowledge systems and the people who practice them is of critical importance in the shift towards a more equal development agenda that values diversity (Tengo et al. 2014). The Sustainable Development Goals (SDGs) are a set of objectives set up by the United Nations to improve quality of life around the world, protect the environment, and promote peace and prosperity. There are seventeen SDGs, including the eradication of poverty and hunger, the spread of health and wellbeing, quality education, gender equality, and climate action. Governments, businesses and non-profits use the SDGs as a framework for understanding their broader purpose and impact. Are the SDGs fit-for-purpose? It’s a controversial question, but one thing is for sure: as the world struggles to meet these goals, fresh ideas, and bold pathways away from current trajectories, need to be explored.

Speculative fiction has a role to play in this. How we think about and imagine the future is an important aspect of decision-making in the present (Vervoort and Gupta 2018). As Lao Tzu says, “if you don’t change direction, you may end up where you are headed.” When we are continually confronted by stories of doom and gloom, these can often be self-fulfilling (Evans 2016). We end up where we are headed.  We are currently experiencing overlapping global environmental crises. The most recent is the  Covid-19 pandemic (zoonotic diseases are fundamentally linked to human-environment interactions). The most existentially threatening is climate change. The most ethically compromising is, arguably, the human-induced sixth mass extinction. A business-as-usual trajectory is suicide for humanity. However, what are the futures towards which we do want to navigate? And how might we begin to imagine them?

Part of the answer lies with how we value nature. Calls are growing to reimagine transformative futures for nature using more than just positivist science (Wyborn et al. 2020). Traditional environmental policy has often treated nature as a realm whose laws we can know and master, to maximise its economic benefits to humans. In recent years, there has been more recognition that economic benefits are interconnected with social, cultural, and even spiritual benefits. The beauty and abundance of nature give inspiration and solace to humans in ways that are hard to quantify, let alone control, ways that are grounded in the diverse values that people find in nature. Yet perhaps this still doesn’t go far enough. There is now growing interest in futures that value nature in its own right, independent of the many benefits that nature provides to humans.

Continue reading “Mosquitoes, mushrooms, magic: Africanfuturist SF for nature’s futures”