
My rating: 4 of 5 stars
One of my favorite games is the old Surrealist game Exquisite Cadaver. I'm not only a proponent, I'm a teacher of the game. I spread the gospel of Exquisite Cadaver far and wide, whenever I have the opportunity. My primary reason for loving the game is that it breaks my brain and causes me to look at live in a whole new way. It's the cognitive equivalent of cubism - seeing objects (in this case, either grammatical objects, if you are playing the "sentence" version, or illustrative objects, if you're playing the "three part drawing" version). Through what appears to be an aleotory excercise, but is really a channeling of the sublimated unconscious, one discovers new ways of looking at (or reading or writing or drawing) Things. I capitalize "Things" because I think of those creations as entities - self-sufficient, complete entities created by a group of people exercising the collective unconscious in a double-blind experiment. These Things emerge as we take our disjointed thoughts or pieces of thoughts (memes, perhaps?) and force them into a relational structure that causes disparate bits of our processed perceptions to be ordered in a template that we would normally use to create "meaning" - sentences and/or drawings. Through this, we form a new "reality". Or, at least, we form a new perception of reality. And if perception is reality, well, you get the picture.
In The Book of Ants (I will use the English title, because, to be honest, there is very, very little French in the book, even though most of the protagonists are French Surrealists), we are introduced to all the most famous of the surrealist cadre, and quite a few minor, even peripheral players of that artistic/poetic era. The book is told from the viewpoint of one Henri Salem, but don't go researching him, he's not real. At least not in this reality. In the reality of The Book of Ants, however, he is a young poet who develops relationships (and rivalries, and sometimes downright mutual loathing) with Breton, Dali, Bataille, Magrite, and many others you have likely never heard of, who keeps a diary set in two worlds: The world of the Great War and the interwar years of Paris, and the strange "place" underlying the conscious world, The Dreamlands.
As others have pointed out, this book serves as a sort of addendum to an RPG book, The Dreamhounds of Paris (which I shall review at some future point), written for the Trail of Cthulhu gaming system. It is referenced in the rulebook as a possible history from which players and game-masters might leverage for their own game play.
That said, there is nothing game-specific about the book at all. It reads quite well (outside of some annoying typos). The style is sparse, at times elegant, but not "purple," which is a bit surprising when the narrator and many of the characters are French poets and artists and even more surprising when once considers the overly-ornamented prose of H.P. Lovecraft, who brought The Dreamlands into the popular conscience. It helps to know the Cthulhu mythos and The Dreamlands, specifically, but those aren't absolutely necessary to understanding and enjoying the story, in fact, that knowledge isn't necessary at all. There's enough context and explication to allow the reader "in," though some references, such as the names of certain creatures that inhabit The Dreamland, might miss their full impact. In summary, no experience with the game or the subgenre is necessary, though knowing the subgenre is helpful.
I acknowledged the annoying typos. And I've edited and written enough books to know that eliminating all typos from a manuscript is a herculean task and, in many cases, nearly impossible. But the number of typos in the book can throw one out of the "dreamstate" of the book, which is a real shame. One might be luxuriating in the strangeness of it all, only to be suddenly jettisoned back to grammatical reality by obviously missing words (or obviously "extra" words). Can this be forgiven? Sure, but not without losing a star on my rating.
But when it's flowing, this story will capture you, slowly at first, intriguing you through the historical relationships of the surrealists one to another, then accelerating with the discovery that many of those sensitive enough (note: Breton was not) might enter the dreamlands, then, with the discovery that the surrealists could not only enter that place, they could manipulate it, create, and destroy, the pace becomes almost frantic. A new reality is discovered, then it is manipulated, subverted altogether, and disintegrated by those who have crossed over. There is a strong thread of the responsibility of those who colonize and the heinousness of the erasure of another's culture. Some serious ethical questions are asked and the answers to those questions affect not only The Dreamlands, or early-20th-Century Paris, but our own waking reality today. This isn't a book about strangeness and horrific caricatures of monstrosities - it really is about what it means to have influence, and about the consequences of one's actions, intended or not. This takes the work a step further than any other book I've read that was based on a roleplaying game. This isn't a "real play". It's much more than that. It will cause something that roleplaying games rarely do, and which the best gamemasters will engender in their players: introspection.
It's not just a book based on a game. It has, dare I say it? Meaning.
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