• About
  • My Fiction
  • Reviews

The Subway Test

~ Joe Pitkin's stories, queries, and quibbles regarding the human, the inhuman, the humanesque.

The Subway Test

Category Archives: Dungeons and Dragons

Reading Roundup 2017

31 Sunday Dec 2017

Posted by Joe Pitkin in Dungeons and Dragons, fantasy, Literary criticism, Reading Roundup, Science Fiction

≈ Leave a comment

Tags

books, D&D, fantasy, literature, Politics, Reading Roundup, sci-fi, Science Fiction, Stories

I guess I couldn’t get any later with my yearly reading roundup. And, since joining Goodreads last month, the thought of chronicling my reading habits for the last year feels a bit redundant. However, these posts have been fun to write for the last three years, and it helps me to consider in full the books I’ve read over the last year, if only to re-evaluate the stuff I’m reading.

I had a paltry reading harvest this year–13 books in all–though partly this number hides the many short stories, longform journalism pieces, and political blog posts I waded through this year. Having said that, I hope 2018 holds a little less covfefe coverage for me and a few more actual books by thoughtful people.

So, without further prologue, here is my crop of 2017 reads:

Chabon, Michael. The Yiddish Policemen’s Union.  This is one of the most inspiring high-wire acts I’ve read in all of fantasy fiction. Actually, I’m not sure exactly how the book is marketed—it’s an alternate history detective story—but here Chabon manages to weave a truly absorbing and moral tale set in a counter-historical Jewish homeland (which happens to be Sitka, Alaska). Also, Chabon’s writing is much like Eddie Van Halen’s guitar playing for me: while it’s often not exactly to my taste, every page or two I find myself asking “how did he do that?” as Chabon drops off another metaphorical description of the Alaska sky or a tough chess move.

Dick, Philip K. Do Androids Dream of Electric Sheep? There’s a rough-cut, coarse grained quality to PKD’s writing that gives this book the feel of a brilliantly inventive first draft. For all I know, perhaps it was: PKD was forced by poverty to churn out pulp books at a fantastic rate, under the influence of a good deal of amphetamine. The book is different in almost every way from Blade Runner, the film that was based on it and which provided my first exposure to PKD’s work. The book has a bit more of a Ray Bradbury-ish quality—sci-fi objects like ray guns and electric sheep are not portrayed as believable objects so much as mythical symbols, the kind of objects one would find in a dream. Blade Runner has a good deal more world-building in it. However, the book is the dream that the movie was made from.

Dick, Philip K. The Man in the High Castle This granddaddy of “what if Hitler had won?” novels is my favorite Philip K Dick book. The novel follows the loosely connected stories of several Americans living in a California that has become a protectorate of Imperial Japan. The story has the kind of trippy plot twists that Dick was famous for, but this story seemed tethered enough to a believable reality that it was much easier for me to inhabit this world than, say, Ubik or Do Androids Dream of Electric Sheep? The book is a creature of its time and some of the characterization of non-white peoples—especially the Japanese imperialists—hasn’t aged well; however, I would argue that those depictions are more ham-fisted than aggressively racist. While I’m not normally a fan of alternate histories, this one really got to me.

Dozois, Gardner, editor. The Year’s Best Science Fiction #33. It’s been years since I’ve read a “year’s best” anthology; however, I read this one cover to cover in hopes of learning more about the field I’m writing in. As with any book by a medley of writers, some of these stories spoke to me more than others. There were some good stories from writers I knew about—Kelly Link, James S.A. Corey, and Pablo Bacigalupi all had solid entries—but I was more blown away by several new (to me) writers: Ian McDonald, Gwyneth Jones, Carter Scholtz, Chaz Brenchley, Nick Harkaway, and Kelly Robson. The best of these stories do what I hope (and often fail) to do in my own work, bringing believable characters and well-turned dialogue to stories with the whiz-bang plots and settings of sci-fi. I have such a broad reading appetite, and I’m such a slow reader, that I probably won’t read another best-of anthology in the coming year. However, I have learned a lot about the short sci fi market here, and I do hope to come back to Gardner’s anthology again.

Dungeons and Dragons. Player’s Handbook, Dungeon Master’s Guide, and Monster Manual (three books). I’ve been a Dungeons & Dragons player since Christmas Day 1980. However, this is the first time that I’ve read the three core reference books for D&D from cover to cover. At the time, I had some hope of writing a set of longer and more involved posts about D&D (in addition to this one and this one), and so I told myself that I was doing research. It helped, too, that the books are generally quite well-written and that they provide an old player like me some insight into the evolving sociology of D&D.

Overall I loved most of the changes that these 5th edition books bring to the game. There is a long-running tension in the D&D community between those who like their games full of rules and statistics and those who favor the role-playing and interactive story-telling aspect of the game. (Of course, there are also many gamers, perhaps most, who play somewhere between these two extremes. As you can probably imagine, as a sci-fi and fantasy writer I play D&D for the story-telling). To my great joy, 5th Edition D&D is clearly an attempt to make role-playing and story-telling the center of the gaming experience. The focus on characters’ backgrounds and motivations and personal flaws, the reward of “inspiration points” to players who engage in particularly good role-playing, the inclusion of a more nuanced and morally complex alignment system—all of these innovations have turned 5th edition D&D into a game about inhabiting a character and playing a role. Yes, there are a few ways that the game has had its rules overly stripped down and simplified, but overall I’m much happier to see D&D moving towards a model of interactive storytelling.

I’m also pleased to see that the creators of this edition have worked hard to remedy the racist and sexist depictions of the first editions of D&D. So far as I remember, not a single illustration from 1st edition D&D depicted a non-white adventurer, and the descriptions of “savage” humanoids like hobgoblins and orcs were full of signifiers that associated these evil creatures with Asian hordes and African tribesmen (some of this racism was inherited directly from D&D’s source material. It’s no coincidence that the only African-American actors in The Lord of the Rings movies played orcs). Similarly, depictions of females in 1st edition D&D were almost always of the “chainmail bikini” variety—for example, on the cover of the original Dungeon Master’s Guide here:

dmg1e

5th edition has thankfully put real armor on the women, and the illustrators have broadened the color palette for illustrations, including (at last) for dwarves, elves, halflings, and all the other good-aligned creatures that might take up arms against a sea of goblins:

5thedfemale

Heath, Chip, and Dan Heath. Switch: How to Change Things When Change Is Hard. I’m generally skeptical of self-help books (especially those that are given to me at work), but I really loved the authors’ light tone here, as well as the well-researched underpinnings for what they were suggesting (hint: it’s in the title). I’m going to try these precepts in my own life and at work.

Kawasaki, Guy, and Shawn Welch. APE: How to Publish a Book. One of the best books on writing that I’ve ever encountered. Very different from the Brenda Ueland/John Gardner types of writing books, this one really focuses on the business end of publishing and promoting a book. I’ve built my publishing plan for Stranger Bird around these guys’ suggestions.

Hamilton, Alexander, John Jay, and Hames Madison: The Federalist Papers. Reading these fabulous essays was a bit of a slog, owing to the authors’ 18th century style. They were also at times hilarious: I wish I had counted the number of times Hamilton accuses the opponents of the constitution of wantonness, calumny, affectation, or speciousness (in the end he half-apologizes for his “intemperances of expression”). More importantly, though, I was struck by the genius of how the Constitution was framed, how an entire government could be brought about with so few moving parts in it. Of the three authors, Madison was my favorite: a gentle author, brilliant and deeply read, but also horribly compromised by his own slaveowning. Here (and elsewhere) we learn about Madison’s wish that slavery be abolished as inimical to a republican form of government; yet, like Jefferson and almost all the other founders, he did not free his own slaves in his lifetime or in his will. His Federalist 54, where he tries to explain the Three-Fifths Compromise, is one of the most fascinating and troubling things I’ve read from any of the founders. I have another take on these remarkable essays here.

Miéville, China. The City and the City.  I liked this book pretty well, though it suffered somewhat in comparison to Chabon’s The Yiddish Policemen’s Union, which I had read the month prior. Miéville turns in an interesting murder mystery in one of the most compelling imagined settings I’ve encountered recently, a double city in the Balkans somewhere where the inhabitants of each half are required by law not to see the inhabitants of the other half. Equal parts Kafka and Philip K Dick, this book offers a thought-provoking meditation on life in the Balkanized spaces of the world, the Jerusalems and Berlins and El Paso-Juárez double places.

Newton, Cam. Deep Work. I loved this book on first reading, though as Newton’s ideas have sat with me some of them haven’t aged well. I definitely agree with his overall thesis, though: that people who are able to focus for long periods of time on truly “deep work” (i.e. work that would be hard for others to do) can find themselves in great demand. This kind of focus is an increasingly rare skill. It is definitely having an effect on my work and home life.

Rulfo, Juan. Pedro Páramo. This slim story took me forever to finish, pokey as I am at reading in Spanish. I found the style much more accessible than Fuentes’ style in Artemio Cruz, and Rulfo’s story is both hilarious and frightening, like a gothic Poe tale retold by a Mexican John Kennedy Toole. The story was difficult, too, though—lots of unannounced time shifts, POV shifts, moments where it was unclear whether the speaker was living or dead. I may well teach this book sometime for my sci-fi and fantasy class. Anyone who liked the movie Coco should read this darker take on the subject.

Garamendi--de Pedro Paramo

Photo: “De Pedro Paramo 1/3,” Antonio Garamendi

 

Poetry, Theater, Dungeons & Dragons

01 Monday May 2017

Posted by Joe Pitkin in Dungeons and Dragons, fantasy, Games, Musings and ponderation

≈ 3 Comments

Tags

fantasy, mythopoesis, nerd culture, Stranger Things

I’ve written before about my childhood love of Dungeons & Dragons. When I was 11 years old, D&D transformed me from a kid who loved The Hobbit and the D’Aulaires’ books of Greek and Norse myths into someone who wanted to make his own mythic stories. D&D (and related role playing games like Call of Cthulhu and Paranoia and Traveller: 2300) were one of the few ways I interacted with other human beings during a challenging early adolescence: my friends and I would gather in my dad’s basement to roll dice and shout about spells and orcs for entire weekends, for long, oppressively hot summers.

I still feel a twinge of embarrassment when I tell people that I play D&D every Sunday evening. Anytime I mention my adult D&D habit to a casual acquaintance, I fight the urge to explain that it’s not what you think. Thanks to the Internet’s capacity to link the shy and geeky with one another, we celebrate nerd culture today in a way that I could never have imagined when I was 13; however, Dungeons & Dragons has remained a cultural signifier of beyond the pale nerdity. We’re all nerds for something, for Star Wars or Game of Thrones or Fallout, but the ones who play D&D, they’re, well, nerd nerds.

Popular culture has never been very kind to D&D players, holding us up for a special kind of ridicule:

Image result for art thou feeling it now

One might argue that the treatment of D&D in shows like Stranger Things is more sympathetic and sweetly nostalgic, and I suppose that’s correct as far as it goes. But even here the Duffer Brothers built their series opener around D&D as a canny quotation of the D&D scene in the movie E.T.–and in both E.T. and Stranger Things the D&D scenes serve to establish the main characters as misfits and somewhat ridiculous young nerds:

The party back together again [Netflix]

Stranger Things [Netflix]

(Viewers who rolled a successful spot check also noticed that the Stranger Things lads were playing an adventure in which the characters were facing the awful demon prince Demogorgon, a name-check which also dredges up the old 1980s terror of D&D as a plot to involve children in devil worship. D&D thankfully survived that literal witch hunt.)

Why do I continue to play a game that people typically regard as an obsession for socially awkward tweens? The short answer is that it’s great fun, and I suppose I need no more elaborate an answer than that. But as I reflect on why I still have fun playing D&D, it occurs to me that tabletop role playing games mean something more than nerdly entertainment. Role playing games represent a distinct art form, a mix of fiction and theater and puzzle that is hard to appreciate as a spectator.  But when it’s played well–and I acknowledge that D&D is often not played very well–the game can be transformational for participants.

D&D is a kind of collaborative storytelling in which each of the participants plays the role of one of the characters. Players choose to a large extent the characters they want to inhabit–their backgrounds, their motivations, their strengths and weaknesses. The Dungeon Master acts as a kind of stage director and omniscient narrator, describing for the characters what they can see and hear, acting out the reactions of the characters’ enemies and friends and environment.

It’s a historical accident that these stories generally take place in a Tolkien-esque (some would say highly derivative) fantasy world of elves and dwarves and dragons. Gary Gygax, the creator of Dungeons & Dragons, tried adding a Tolkien-influenced “fantasy supplement” to his tabletop medieval warfare game Chainmail, largely in an attempt to boost his game’s popularity. The first role playing game could just as easily have developed from a science fiction concept, or from Lovecraft’s Cthulhu mythos, or from film noir. It just so happened that Gygax was obsessed with medieval warfare and that his players were Lord of the Rings addicts (ironically, Gygax hated Lord of the Rings–he considered it bloated and lacking in action).

The key to Dungeons & Dragons is not the dungeons or the dragons. It’s the idea of a person creating a story whose outcome can only be determined by the others at the table, those people who in ordinary storytelling would be the listeners or the readers. If the Dungeon Master is a good storyteller, and if the players are decent actors–or at least willing to play along with a bit of enthusiasm, the experience is, well, magic.

Building Worlds

05 Saturday Dec 2015

Posted by Joe Pitkin in Dungeons and Dragons, Musings and ponderation

≈ 2 Comments

Tags

fantasy, maps, marketing, mythopoesis, sci-fi, utopia

When I was  in sixth grade, I made a map out of my imagination. I drew it in colored pencils on six pieces of graph paper which I connected with masking tape, so that I could fold it like a codex or some mystical road map. While I’ve largely forgotten what it looked like, I remember that I had drawn a continent which clustered around an inner sea, a dragon-infested Mediterranean. The land was divided into kingdoms and empires, a crazy-quilt of realms filled with Dungeons and Dragons creatures, which is to say filled with a Lord of the Rings-fanboy descendants of Tolkien’s elves and dwarves and orcs.

map_of_earthsea

A Map of Earthsea, by Liam Davis, after Ursula Le Guin

 

What first drew me to fantasy and science fiction as a reader, and as a gamer and as a writer, was the world building. I’m reminded of the words of a friend’s son who said that you can tell if a book is going to be good if there’s a map at the beginning of it. When I read fantasy as a kid, I could put up with a lot of weak writing–poor characterization, wooden dialogue, tedious exposition–if there was a map in the book that represented a world that I would want to exist.

And yet, a map is also judged by its verisimilitude. Middle Earth, Earthsea, The Hyborian Age all drew me in with their plausibility: however oddly shaped the continents, those drawings seemed like maps of the actual world from a much earlier time, or a map of what might be the world. A map with no connection to a world that the reader does know is a useless map.

That’s the tricky thing about world building. There is no building a truly new world, untethered from any human world. Every map we draw, every pantheon of ancient deities we imagine for a game world or a novel, is a variation on a theme that was laid down in the real world. The Shire looks a lot like rural England. Earthsea is an imagined Bronze Age for the San Juan Islands. Gormenghast is the drama of a noble English house played out in Beijing’s Forbidden City. The City in Little, Big is New York City. The challenge with such world-building is to arrange these oddly-lensed realities into a world which seems totally distinct.

There’s a tension in fantasy and science fiction–as there is with all art–between the craving for the new and the comfort of the familiar. Audiences long for the new world, that giddy disorientation that comes from reading of an unfamiliar hero or a far country and knowing that these people and places fit into a coherent world that the book is slowly uncovering. But readers also crave the comfort of recognition, in the original sense of the word recognize: to know again. That is, readers are still happy to pay for something that reminds them of Lord of the Rings or Alice in Wonderland, no matter how many others complain about how much derivative fiction is out there. A book with a map that looks something like the real world is far likelier to appeal to readers than a book with a map of a totally new place, a place so different as to be unrecognizable. But some, thank goodness, can’t rest until they find the totally new place.

 

 

Subscribe

  • Entries (RSS)
  • Comments (RSS)

Archives

  • May 2022
  • August 2021
  • June 2021
  • January 2021
  • October 2020
  • May 2020
  • March 2020
  • February 2020
  • January 2020
  • July 2019
  • June 2019
  • December 2018
  • October 2018
  • July 2018
  • May 2018
  • April 2018
  • January 2018
  • December 2017
  • November 2017
  • September 2017
  • August 2017
  • July 2017
  • June 2017
  • May 2017
  • April 2017
  • March 2017
  • February 2017
  • January 2017
  • December 2016
  • November 2016
  • October 2016
  • August 2016
  • July 2016
  • June 2016
  • May 2016
  • March 2016
  • February 2016
  • January 2016
  • December 2015
  • November 2015
  • October 2015
  • July 2015
  • May 2015
  • March 2015
  • February 2015
  • January 2015
  • December 2014

Categories

  • A Place for my Stuff
  • Advertising
  • Beta Readers
  • Biology
  • Book reviews
  • Curious Fictions
  • Dungeons and Dragons
  • fantasy
  • Games
  • HPIC
  • Journeys
  • Literary criticism
  • Musings and ponderation
  • My Fiction
  • Pacifica
  • Politics
  • Reading Roundup
  • Science
  • Science Fiction
  • Science Fiction Writers of America
  • SETI
  • Stories
  • Stranger Bird
  • The Ideal Vehicle
  • The Time of Troubles
  • Uncategorized
  • Utopia and Dystopia
  • Welcome
  • YA fantasy

Meta

  • Register
  • Log in

Authors

Blog at WordPress.com.

  • Follow Following
    • The Subway Test
    • Join 66 other followers
    • Already have a WordPress.com account? Log in now.
    • The Subway Test
    • Customize
    • Follow Following
    • Sign up
    • Log in
    • Report this content
    • View site in Reader
    • Manage subscriptions
    • Collapse this bar
 

Loading Comments...