Monday, December 26, 2022

Technic and Magic: The Reconstruction of Reality

 

Technic and Magic: The Reconstruction of RealityTechnic and Magic: The Reconstruction of Reality by Federico Campagna
My rating: 5 of 5 stars

I had high expectations for Technic and Magic, since it had come so strongly recommended by my favorite podcast Weird Studies. I was excited for the prospects the book held, but I must admit that, at first, the setup felt a little . . . pedantic? For some reason, the Ralph Bakshi animated movie Wizards seemed appropriate to the opening salvoes of Campagna's analysis. And while I do love that movie, I did not want to simply read a book that was a rehash of the overly-simplistic "technology bad, magic good" argument. Also, I am often suspicious of works that explicitly or implicitly identify themselves as Marxist or Neo-Marxist critique, mainly because these forms can so often be idealized and lacking nuance. But in this case, I can see the utility of these arguments because of the natural mapping of scientific to economic power structures and people's blind faith in those structures. Honestly, I felt the book was largely apolitical, or at least dismissive of both liberal and conservative attempts to subsume interpretations of "reality" under their respective rubrics. Not directly dismissive, but passive, really. I honestly didn't feel like Campagna was concerned with politics here. Or at least, he barely nodded in that direction. This is a book about an individual's view of and participation in "reality". If anything, it's a touch anarchic.

Campagna's outline and explanation of the basic structure of Technic's version of reality felt well-reasoned and organized. Of course, that's easier when one realizes that Technic's overarching "power" comes from the use of linguistic strictures as a way of describing and categorizing . . . well, everything. The logical extreme of the argument is that "if it can't be explained in words, it's not real". I'll leave it at that, but there Campagna does an excellent job of breaking down how this "power" (this is my word, not his) radiates out to encompass all aspects of the way we think about reality. And before you go asking "what is reality," I'm not going to go over it, as Campagna takes an entire chapter to describe in detail what he means, and I'm not about to transcribe an entire chapter of a philosophical work. He wrote the chapter so I don't have to. Sorry / not sorry.

i worried that the second half of the book would not provide some practical examples of alternative paradigms that can provide some kind of escape from the Technic-al world. Without this, this text becomes sheer nihilism, with an especial emphasis on how we are trapped en masse. If one were to finish the book halfway through, the end result would likely be deep depression. Campagna laid out the skeletal structure of the "Magic" reality system, and I was skeptical if he could clothe those bones with flesh (the unsubtle reference to Ezekiel is intentional, by the way).

The arguments on the Magic side seemed a little more subtle, a little less cogent than the arguments about the structure of Technic. Can we think / work our way into a Magic reality? Can we even picture, clearly, what a world outside of Technic would look like? I hoped so, but I had my doubts that Campagna could effectively lead the way.

The main reason for my distrust while reading the second half of the book was that the biggest weakness of Campagna's book was a lack of examples. Perhaps he felt that pulling discrete data out of context was too "Technic" of a move, but a couple of case-studies would have gone a long way in more fully understanding the theory that is the kernel and the whole of his "Magic" proposal.

However, in the last chapter, through the use of "Secret," "Initiation," and the "As If" motif, Campagna gives some hints (though not outright instruction) as to how one can begin to implement Magic reality while living in a Technic world. This saves the book from the pile of pseudo-philosophical texts that present all the problems, but provide no solutions; or, at best, they present the need for "further exploration". But this is not what I came here to seek. Thankfully, Campagna does provide some starting points for a new way of thinking, a magic way of thinking.

It must be said that "Magic" here is not about illusion, but there is a strong element of the trickster throughout this last section. It is more, however, about tapping into the ineffable in the way that only you, as a "self" can. This is strongly opposed to the Technic view of the individual as a cog in the machine of ever-more efficient production and becoming. It is about Being, not Becoming.

Campagna ends on a hopeful note, albeit an open-ended note. As with all difficult texts, the reader is left to ponder what is presented and start on the path to reaching their own conclusions.

I think this book is necessary. It's not a utopian piece, at least not on the societal level. In fact, Campagna makes it clear that Magic is just one more way to contextualize reality beyond that of Technic. And while he doesn't, alas, provide any other concrete examples, he has shown a way (though not the way) to reconstruct reality, along with a roadmap or intellectual structure of how one might find their own way. He's taught us, as it were, how to fish. It's up to us to outfit ourselves and find the best places to drop our nets.

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Sunday, December 18, 2022

Get to Know Me! TTRPG Edition

 Okay, let's do this thing . . . This is as of December 2022. Things might change in the next . . . days? Weeks? Months? Anyway, here is a snapshot in time in relation to me and my relationship with TTRPGs;






1. It was a toy store in the lower level of Southroads Mall, Omaha (maybe Bellevue?) Nebraska. Can't even remember the name of it. My mom had bought me the AD&D PHB (1st edition, of course) for Christmas, 1979, and I bought the Holmes box set there, along with Dragon Magazine #33 in 1980. The first *gaming* store I bought something at was Aircraft Hobbies, Bellevue, NE, where I bought The Traveller Book in 1981. 


2. Probably the one I created in the mid-90s: Glamwell. It was a haberdash of Greyhawkian baseline, with a strong dose of Tekumel, and elements from Jorune. I still have all the notes. I even created my first website (now very defunct and no longer available) for that world. It was gaudy as heck and I loved it.


3. Lassiviren the Dark, from the AD&D Rogues Gallery, made a strong impression on me as a kid. In my adult years, at a gaming convention, I sat down to play an all-evil PC game with Alan Hammack as DM. I was the first one there and so he let me pick from the characters. I saw Lassiviren and said "Oh, heck yeah, that's who I want to play". He said "That's who I played in Gary's campaign". Good thing we were on the same level as the bathrooms because I nearly shat myself. I had completely forgotten that he, Al Hammack, had originally played Lassiviren. So I got to play the wily assassin for that game. Well, until I (or Lassiviren) was killed by a bouncing lightning bolt that our lead mage had stupidly cast in the inner chambers of an arch-devil. Way to go. Needless to say, we all died horrible deaths, but Lassiviren was the first to go. And I couldn't have been happier!


4. The first TTRPG I bought directly from the creator was Black Sun Deathcrawl by James MacGeorge. Now I game with James online on Saturday mornings and have been to a concert with him. Good times. 


5. I honestly don't know. It's a toss up between Gamma World 1st edition, AD&D 2e, Classic Traveller, DCCRPG, and Call of Cthulhu. I honestly don't know. 


6. Pheelanx Durrowphael: My entirely chaotic (and, to be honest, borderline chaotic evil by the time that campaign finally fizzled out after five years straight) 1/2 elf Magic User / Thief. He had a penchant for wild magic and just all around chaotic action. If it caused chaos, he was totally in the deep of it. As a result, he got caught up in the blood wars in a limited way, for instance, grabbing a fairly powerful devil (not and arch-devil, though) and dragging him (via teleport - but that's a different story) into the Abyss, to abandon him there once he had attracted the attention of several demons in the area. My DM took the idea of the Deck of Many Things and created a Wand of Many Things, which combined ten different tables of variations on the Deck of Many Things. He would use that wand a LOT, which got him in serious trouble a few times and got him out of serious trouble more than once. That many random results gave a lot of leeway for chaos, and Pheelanx loved every minute of it. It's a wonder he survived, but somehow, he did . . . barely. 

You'll note that some of his stats are preternaturally high. This is the result of using that Wand of Many Things so many times. I think he embraced chaos so much because, as a rule, he was very, VERY lucky!



7. As a rule, if I spend money on a TTRPG, I play it. Life's too short . . .


8. Favorite TTRPG for its art: Has to be Skyrealms of Jorune. Wow. Just wow. Incredible art. 


9. Favorite TTRPG for its writing: The Call of Cthulhu 7th Edition Keeper Rulebook, Chapter 10: "Playing the Game". Everyone who runs any TTRPG of any system at all should read this chapter. I think I learned (and re-learned) more about running a game reading this than the previous, oh, 25 years or so of advice I had read before it. Yes, it's that good.


10. I have not yet played a journaling game, but I recently bought and reviewed Thousand Year Old Vampire, so I will be playing it, maybe this next year. 


11. I've played more hex crawls than I can number. But I prefer point crawls over hex crawls. 


12. I've designed many dungeons. I've published and sold a few of those dungeons


13. Outside of doing historical fencing with metal swords and daggers, no. But I have done rapier and dagger matches. Got kicked in the nuts the first time I did that and learned really quickly that historical fencing is not a sport, it's COMBAT!


14. See Wand of Many Things in section 6, above. Best. Magic. Item. Ever.


15. I played a really flirty thief character in the last Greyhawk campaign. He had . . . relationships. Um, yeah. 


16. Certain designer? Not really. I'm pretty loose and free with who designs what. If I like it and I think I can use it, I'll buy it. If not, I won't. 


17. I try to play a new TTRPG at every con I attend (usually I get to Garycon and Gameholecon each year). I'd like to play Vaesen in 2023. Tried to get in on a game in 2022, but they sold out quickly!


18. I'm going to answer the question I wanted to be asked here: What is the most memorable confrontation you've had with a villain in a TTRPG? The flirty thief I mentioned in section 15, above, Ryn was his name, was going through Return to the Tomb of Horrors. That is one tough mofo of a module, let me tell you! Anyway, we were squaring off with some Death Knights (yes, plural). We were getting pounded pretty good. Ryn had been saving a Potion of Gaseous Form for an outright emergency, and this was it. But rather than slink away while the rest of the party died, he made one last desperate attempt, a do-or-die proposition, to save the party. I asked the DM if gaseous form would allow me to enter a small hole, say 1/4" in diameter or so. He agreed, so Ryn, in gaseous form, snuck into the nostril of one of the Death Knights (who did not realize what was happening and failed his save and Magic Resistance rolls), then, once he had wiggled down to where the chest cavity was, shut off the effect of the potion. Ryn literally exploded the Death Knight from the inside out, essentially piercing the thing with his pair of magic daggers. The Death Knight was wearing platemail, so Ryn suffered substantial damage, but managed to hold on with just a couple of hit points left. And that was the end of the Death Knight. True story!


19. I don't know what this means. Yes, I have bled before. Sometimes profusely.


20. I was introduced to TTPRGs indirectly by one of my dad's friends named Bill Walters, in 1979. He actually gave me a copy of the Steve Jackson metagame "Rivets," which I became enamored with. Before he had a chance to get me to play a TTRPG, though, we moved from San Vito AFB, Brindisi, Italy (where Bill and my dad were stationed) to Sartell, Minnesota to live with my grandma while dad was getting cross-training. While in Minnesota, I discovered and bought the Official Advanced Dungeons & Dragons Coloring Album. We then moved to Offutt AFB, Omaha, Nebraska. A few months later, Bill was reassigned to Offutt and, with my mother's permission, he whisked me off to play D&D with a bunch of people 2 - 3 X my age. And the rest is history. 

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Saturday, December 17, 2022

A Trick of the Shadows

 

A Trick of the ShadowA Trick of the Shadow by R. Ostermeier
My rating: 5 of 5 stars

Broodcomb Press is doing some amazing things. Their trade paperbacks are, first of all, beautiful books - about the best quality you'll ever see in a TPB. Secondly, they are distinctive. There is no mistaking a Broodcomb book for something else, which speaks to their dedication to a tight, easily identifiable aesthetic; so kudos for that.

But what really stands out is, of course, the prose. I've previously reviewed The Night of Turns and Upmorchard and noted the style of both. They are smooth and and clean, and yet idiosyncratic, especially Ostermeier's voice. There's a certain "tic" that I can't quite suss out that is a sort of literary fingerprint. I'd have to spend more time than I have to pull out an example, but I know it when I read it. Something for me to watch when I next read another Ostermeier book (which I will). I'd love to know how much crafting goes into the writing - how many rewrites, edits, notebooks full of scratched out paragraphs, etc. I know my own experience, but what I wouldn't give to watch Ostermeier write a couple of stories from beginning to end.

And how do the stories in A Trick of the Shadow fare? I liked all of them, loved most of them. There were two that didn't hit home for me, but that's because of my personal tastes, not because of any fault on Ostermeier's part.

To start, Ostermeier folds Mark Fisher's notions of the weird and the eerie in on themselves in "A Tantony Pig". It is a disconcerting method, to say the least, and deeply affecting. I rarely get legitimately scared while reading a story. This was one of those that scared me, even with the lights all on and other people in the house. The unexplained mysteries left behind in the wake of the story make it even more effective. There's a lingering aura that one feels long after reading the closing words.

In "finery" the old phrase about the clothes making the man is transformed and split into the clothes making the woman and the woman making the clothes. Both are inextricably sewn together, the weave and weft of what one wishes to be and what one one must admit she is.

"The Chair" is as disturbing as the title is banal. A strange device may or may not allow one to see another's dreams. I'm reminded somewhat of the Christopher Walken movie "Brainstorm", but this is much more disturbing on a personal level. Children's dreams meet adult problems in this story of the loss of innocence amidst family dynamics where no one, yet everyone, is to blame. A strongly affecting story!

While I do like vagary in short stories, I don't like downright inscrutability. I found "The Object" more affecting than effective. Yes, there was an emotional response to reading it, but the utter chaos of the elements didn't work particularly well for me. Utter nihilism and loss, without some stirringly emotional connection feels empty and a bit academic. I supposed nothing's more horrific than academia. Still ... I liked the story, but didn't love it as much as I loved the others.

Body horror just isn't my thing. And "The Intruder" is all about body horror. It was highly unpleasant and disturbing, just like the experiences of the main character. The story was "clunky," and maybe that was by design. If so, it clearly engendered discomfort in this reader. Not that I like my reading comfortable. Au contraire. But stories that leave me feeling almost physically ill are not for me. Maybe for you? If so, this story is definitely for you.

I love folk horror. For folk horror of a different sort, "The Bearing" is hard to beat. The rurality and ritual tropes are present, but the horror doesn't arise from the strange inhabitants of the area. In fact they are trying to prevent the evil from gaining a foothold. Or a hoof-hold. One is left wondering if they actually succeeded, and the need for an annual rite all but ensures that some day they will get it wrong. But only once.

The longest story in the collection, "Bird-hags," is not easily categorizable, which means it's right in my wheelhouse. Part psychological horror, with a slight flicker of body horror, but a huge dose of cosmic ur-horror from the depths of our dreams, this novella hits many different notes, but hits each one soundly. The cosmic aspect is something disruptive to our world, yet uncaring. Not malevolent, just uncaring. I believe this is the sort of thing that Lovecraft was striving for, but Ostermeier uses far more simple language to greater effect, in this instance. This is possibly because the horror here is so darned personal. Perhaps it's because the narrator, while an adult, is showing the story from his childhood point of view, where innocence is slowly being eroded away.

A Trick of the Shadow is another gem in the Broodcomb Press crown. Gaze into it and let it dazzle your eyes! You will . . . see things . . .

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