The Librarian, The Computer, The Android, and Big Data

By Nichole Nomura and Quinn Dombrowski

From our print edition, Vector 298

Introduction

“Computer, count some words”

“The computer” – a character unnamed save its technological form – is one of the most enduring characters of Star Trek, spanning multiple generations of hardware and software over a 250-year period ranging from Enterprise in the 2150s to Picard in 2399. The prominence of the computer as an information agent, and the repeated deployment of “the archive” as a mysterious space of potential discovery[1] has the effect of overshadowing a more familiar figure from our own era: the librarian. In this article, we take the librarian as the starting point for understanding the information landscape of Star Trek. What, in the universes of Star Trek, do librarians do, and how do those activities relate to the scope of librarianship in the real 21st century? We find the visible librarian pushed into a stereotyped corner, where a large swath of activities associated in particular with modern data librarians simply disappear from view. In this future landscape, it is as if data organizes itself – or at least, we are led to assume as much. We see the utopian embodiment of this process through Data, who both has access to these vast knowledge stores, and a positronic brain to deploy that data and interact with the world at a level where he is deemed sentient. But another form that data takes is “the computer”, which is narratively relegated to the background as a service worker, however complex that service may be upon closer interrogation. As one of the services computers perform, often hyper-invisibly, in the Star Trek universe is translation, we conclude with a case study of how translation depends not only on advanced computation, but an enormous amount of data – including cultural and linguistic information we might assume resists datafication. We pair examples from a few novels with a corpus of 774 Star Trek novels, using digital humanities text analysis methods to draw together those examples – much as one might do by calling upon the computer.

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Deconstructing the myths and stories we tell ourselves about the future

By Linna Fredström, Laura Pereira, Simon West, Andrew Merrie and Joost Vervoort

Examples from a small city in the middle of a Swedish forest

‘We live in capitalism. Its power seems inescapable. So did the divine right of kings. Any human power can be resisted and changed by human beings. Resistance and change often begin in art, and very often in our art, the art of words.’ Ursula K Le Guin

Intro and motivation for study

A growing body of research is calling for radical transformation of society to avoid catastrophic levels of climate change and create a more sustainable and just future (Adger et al., 2009; Westley et al., 2011; Kates, Travis and Wilbanks, 2012; Patterson et al., 2017; Fazey, Moug, et al., 2018). Such transformation will disrupt political and economic structures as well as knowledge and value systems, and require fundamentally changing “norms, values, and beliefs; rules and practices, such as laws, procedures, and customs; and the distribution and flow of power, authority, and resources” (Moore et al., 2014).

Many researchers studying such transformations are also acknowledging that their own role must change: rather than simply producing knowledge, they are beginning to actively participate in making knowledge actionable, with the explicit goal of enabling radical change (Cornell et al., 2013; Sala and Torchio, 2019; Fazey et al., 2020). In this new task, the social sciences can offer valuable insights on how to approach the value-laden and political dimensions of using science to bring about change (Wittmayer and Schäpke, 2014; Fazey, Schäpke, et al., 2018; Vervoort and Gupta, 2018; Woroniecki et al., 2019; Miller and Wyborn, 2020; Scoones et al., 2020; West et al., 2020). Critical social theory and critical perspectives in particular are believed to offer tools for sustainability transformation research (Death, 2014; Lövbrand et al., 2015; Stirling, 2015; Blythe et al., 2018). Critical social theory focuses on illuminating and challenging the power dynamics and hidden biases of science and knowledge itself. This focus on reflexive and critical perspectives is now gaining traction within the field of transformation toward sustainability. Conversely, researchers within the field of sustainability are reaching conclusions that point toward the need for critical theory. It’s becoming clear that to enable transformation to a more sustainable and just society we must be willing to challenge not only political and economic systems, but also the value and knowledge systems that brought us to this point in history (Stirling, 2015, 2019; Gottschlich and Bellina, 2017; Fazey et al., 2020).

Scenarios have become a frequently used approach to explore radically different futures and to identify transformative potential in the present (Pereira et al., 2019). As a tool, scenario development is versatile and allows for transdisciplinary exploration, combining scientific, local, practical, and emotional insights (Oteros-Rozas et al., 2015; Merrie et al., 2018; Pereira et al., 2018; Sweeney, 2018; Wangel et al., 2019). Scenario exercises in times of impending climate crisis can be a way to practice imagining the future, and through this practice to see potentialities in the here and now. We need new understandings of the world, new stories: alternatives to both climate catastrophe and naïve never-ending growth narratives. But how do we make space for such visions?

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Beyond the Library as Utopia

Beyond the Library as Utopia: Conditional Belonging, Representative Collections and Science Fiction Librarianship

Gina Bastone and Adriana Cásarez

Introduction

When we tell strangers or new acquaintances that we are librarians, we hear reactions like “Oh, how wonderful that you get to read books all day!” Sometimes, we might get the response, “You’re doing such important work. The public library changed my life as a kid!”

While we much prefer the latter response, both reflect a stereotype of libraries as utopian institutions necessary for a healthy democracy and immune from criticism. Some people even hold libraries in holy regard, comparing librarians to clergy with a vocational calling, as Fobazi Ettarh notes in her groundbreaking article on vocational awe.[1] For many readers and SF fans, the library is a sacred place where knowledge is preserved and where they have treasured memories of encountering their favorite books for the first time or discovering their favorite SF authors.

We share a love for books, particularly SF stories, but we have a realistic view of libraries beyond these utopian visions. Margaret Atwood discusses the paradoxical nature of a similar utopia/dystopia binary in her book, In Other Worlds: SF and the Human Imagination. She says, “[W]ithin each utopia, a concealed dystopia; within each dystopia a concealed utopia. …”[2] It is from this tension that we draw similarities in libraries. Our idealized values of unfettered, egalitarian access to information and strong nostalgia for the love of books have a shadow side, especially when interrogated around white supremacy and patriarchy.

In her article “Concealing White Supremacy through Fantasies of the Library: Economies of Affect at Work”, Michele R. Santamaria describes “The Library” as “a fantasy space that denies its role in white supremacy.”[3] Santamaria builds on Gina Schlesselman-Tarango’s work on the concept of cuteness and how it insidiously reinforces the status quo in libraries. Schlesselman-Tarango says,

“By promising safety through gesturing to a pre-technological past, books preclude exposure to and engagement with the nasty realities of contemporary society. Inasmuch as they are associated with books, libraries too might be understood to provide an outlet for this sentimental yearning. …”[4] 

We see library nostalgia as a crucial underpinning to the romanticized utopian stereotype of libraries, yet Santamaria, Schlessleman-Tarango, and Ettarh all point to the dystopian shadow side of our shared profession. We will explore this further as we unpack our collecting philosophy.

Additionally, Santamaria’s use of “The Library” denotes a sense of institutional authority and is a direct reference to librarian, writer, and poet Jorge Luis Borges’ concept of the “library as a universe”.[5] In particular, Borges’ famous short story The Library of Babel comes to mind. The Library of Babel has dystopian elements, such as meaningless books that are never accessed, used, or even seen by the librarians doomed to wander its endless halls.[6] This Borgesian “library as universe” may seem the product of a dark fantasy far from the reality of working in libraries, but it is a helpful metaphor for challenging the equally unrealistic stereotypes underpinning library nostalgia and vocational awe.

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Finding Utopia in the Failures and Lost Languages of Dialect

By Ben Platt

It seems that the utopian imagination is trapped, like capitalism and industrialism and the human population, in a one-way future consisting only of growth. All I’m trying to do is figure out how to put a pig on the tracks.

Ursula K. Le Guin, “A Non-Euclidean View of California as a Cold Place to Be”

What happens when we combine TTRPGs, an artistic medium that often depends on the productive forces of failure, with utopianism, a ‘philosophy of hope’[1]that expresses the ‘desire for a better way of being’[2] but which has been undermined by its ties to the social and political failures of the 20th century?

TTRPGs often build their mechanical foundations on the bedrock tension between success and failure through action-resolution systems that some game studies scholars identify as one of ‘three key design areas […] relevant for all types of RPGs.’[3] Failure, for many players, makes the eventual successes that emerge through these improvisational stories all the sweeter. As Sarah Lynne Bowman remarks, ‘even players who enjoy various types of games for entertainment… locate their pleasure as rooted in the mental challenges necessary for success and the competitive gratification inherent to outwitting an opponent.’[4]

Utopianism, on the other hand, seems to have been undermined in the popular imagination due to its association with failure. In our current socio-political climate, ‘to call a political ideology or project “utopian” in this context was not only to signal that it was unrealistic or unrealizable,’ but also that utopianism as a whole is ‘irresponsibly and actively dangerous, an effort to exert political control over whole societies, freeze history, deny social complexity, and treat human beings as so much raw material for the fulfillment of grand philosophical visions.’[5] These visions were more often than not ‘the emanation of a single, individual will, a fantasy of total control.’[6] Remnants of a utopian desire persist, but have to contend with the bleak socio-political landscapes where they are often drowned out by the ‘empty din of globalized neoliberal capitalism’ and the general consensus within ‘mature capitalist liberal democracies’ that the ‘prospect of gradual progress under consensual, relatively depoliticized, liberal or social-democratic governance’ is the best path forward.[7] Because of its perceived failures, utopianism as a method of representing and bringing about concrete ‘replacement ideologies’[8] and ‘full-fledged alternative communities ready to supplant existing institutions’[9] has lost much of its foothold in the contemporary imagination, despite the urgent feeling that we need a better world now more than ever.

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‘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 “