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#diegetic fiction
lcatala · 9 months
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Paratopos #28
Preliminary report on investigation of Paratopos #28, authored by ███████████ for ██████. Authorized personnel only. Document not to be altered or removed from ███████████. Copies and note-taking prohibited.
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Background:
██/██/████: group of teenagers from ████████████ disappeared while exploring local woodland. Search parties organized. Resulted only in number of search volunteers going missing too.
Professional reinforcement brought in. Discovered entrance of concrete tunnel on side of hill at coordinates ██████████ ██████████, not on local maps. Witnesses described tunnel as "unnaturally" dark. Flashlights unable to get past entrance. Several people attempted to explore. Disappeared from view few meters in, ceased to respond to radio. None returned.
Over possibility of toxic gas leak or similar hazard, authorities had surrounding area evacuated and contacted ████████████████████. █████████████ was able to intercept file and pass it on to us.
Team sent to investigate. Location subsequently categorized as Paratopos #28.
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Observations:
Seemingly man-made concrete tunnel with square opening, 2.5 meters/8.2 feet across, 2 meters/6.5 feet vertically, running straight into hill. No path leads to tunnel, area mostly covered in trees and shrubs. Access difficult.
Strong shifting electromagnetic field radiating from tunnel. 5 meters/16 feet from entrance, magnetic compasses become erratic, start pointing toward Paratopos #28 instead of north pole.
No other anomaly detectable near entrance of tunnel. Air, flora and soil samples all normal. Insect life unperturbed.
Confirmed earlier eyewitness testimonies of impenetrable darkness rendering inside of tunnel unobservable. Any light ray entering tunnel dims quickly, vanishes couple of meters in. No difference with powerful artificial lighting. No difference depending on time of day or weather situation.
Occultation phenomenon, or related one, also affects sound. No sound heard coming out of tunnel. No audible impact when throwing objects into occultation zone.
Initial speculation of ideal black-body combined with extremely efficient noise-cancellation, perhaps meant as advanced cloaking device, falsified when occultation discovered to affect only direct biological observers.
No occultation when looking at Paratopos #28 thru recording device, analog or digital, on any kind of light spectrum, or even at reflection of entrance in mirror. Sounds from tunnel can be captured with microphone and then heard as playback, either live or from recording. Might also be possible to directly hear echos of sounds coming from tunnel, but surrounding geography not conductive to experiment. Could be confirmed with parabolic reflector.
No measurable effect can be linked to phenomenon. All readings from entrance normal apart from electromagnetic activity. Possibility of induced illusion. Unseen device affecting human brains directly to erase perception of inside of Paratopos #28. Exact mechanism unclear. No maximal perimeter observed. Occultation persists as long as tunnel in direct line of sight. Source lighting inside tunnel can't be seen directly, but objects outside tunnel in path of light appear illuminated.
ECGs performed on site indicate slightly decreased activity in parietal, temporal and occipital regions of subjects looking directly at Paratopos #28. PET and fMRI required for more reliable data.
Observation thru equipment revealed bare concrete tunnel. No discernible sections. 50 meters/55 yards in length. Ground flat and mostly clean near entrance. Covered with increasing amount of concrete fragments further in. Unclear origin. No visible damage on ceiling except at far end, where partial collapse has occurred and hidden most of exit from view.
Partially visible exit shows daylight and plant life similar to entrance side. Trying to access tunnel from other side proved impossible. Hill no more than 6 meters/20 feet high at peak, but much larger than tunnel is long. Theoretical position of exit in impossible location.
Speculation that exit actually underground room made to look like outside ruled out by exploratory digging. Excavating soil where exit should be revealed only more soil. Trench reached 20 meters/22 yards into expected location of tunnel without encountering anything.
Possible explanations include induced hallucination also affecting recording equipment (cf. Paratopos #23), stable wormhole (cf. Paratopos #17), or altered physical geometry (cf. Paratopos #6, #11 and #13). Digging halted due to potential risk of wormhole collapse (see Paratopos #17 Disaster, file ████████).
Exploration technically challenging. Frequency and intensity of electromagnetic field rise quickly deeper into tunnel. Significant interference with radio-transmission. Radio-guided robots become unresponsive inside occultation zone. Robots linked by cable to control-station perform better. However, past 22 meters/24 yards, frequency of magnetic field becomes high enough to induce currents and fry unshielded electronics.
Robots designed for exploration of radioactive environment able to progress up to 43 meters/47 yards into tunnel before dying. Further shielding theoretically possible, but would hit significant diminishing return on weight and necessary weak points (control and power cable, recording equipment).
All samples from robots normal. No contaminant, toxin, pathogen or other hazard detected at significant levels. Temperature, pressure and humidity all normal. Wall samples ordinary concrete with no special property. Walls themselves self-healing. Sample sites undetectable after 36 hours. Concrete debris within tunnel fused to each other and to ground. Process similar to cold welding. Successfully replicated experimentally within tunnel.
Direct recordings of shifting frequencies of magnetic field showed highly erratic patterns. Later demonstrated by higher-dimensional analysis to be governed by two strange attractors with riddled basins. Significance unknown. Far enough into tunnel, field produces ionizing radiations. Measurements indicate lethal amount of exposure to humans within hours at 36 meters/39 yards, within minutes at 41 meters/45 yards. Recovered samples only mildly radioactive.
Light and weather pattern on exit side not always consistent with entrance side. Ambient light on exit side dims then brightens on 38 hour cycle. Never fully reaches full night obscurity level. Lowest point similar to sunset, but noticeable purple tinge. Unpredictable EMPs can occur during this phase, damaging equipment beyond normally safe distance. No precipitation or wind observed at any point. Plant life static. No growth, weathering or shifting observable on time-lapse recordings.
Attempts at acquiring plant samples from exit side using mechanical telescopic arm containing no electrical part. ███████████████████████████████████████████████████████████████ ████████████████████ ███████████████████████████████████████ Nature of these plants remains speculative pending successful acquisition of sample. Almost certainly not what they seem to be.
Tests using animal subjects conducted. Outside of tunnel, animals sensitive to occultation phenomenon same way humans are. Other tested senses similarly obliterated by tunnel. Professionally trained detector dogs unable to locate target objects placed few meters within tunnel. Animals placed inside tunnel appear to suffer no perceptual impairment over sight, sound or other senses. Can perceive things both inside and outside tunnel without assistance.
Mentally, animals in tunnel sluggish and passive. Still responding to stimuli but not taking any initiative. Trained animals respond to commands, but with lowered ability to follow complex instructions. Tendency to mindlessly pursue current task. Effect scales linearly with complexity of nervous system. Simpler animals less affected. Arthropods show only subtle amounts of diminished mental capacity. Cnidarians show none that can be significantly measured.
Animals back from tunnel return to prior state. No sign of psychological disturbance. No sign of physical harm. No later development of ailment out of statistical ordinary. Exception for animals pushed far enough into tunnel. Show usual symptoms of acute radiation poisoning.
Human tests conducted. Human test subjects equipped with radiation-shielding suits and tethered to outside for additional safety. Humans entering tunnel display same mental sluggishness and diminished initiative as animals. Become highly suggestible. Mindlessly execute commands given to them that don't involve direct personal harm. Speech becomes erratic on discourse-consistency level. Subjects prompted to talk about particular topic will forget said topic after three or four sentences. Go only by associative reasoning with previous sentence. Sometimes switch mid sentence to entirely different idea. Speech generally devoid of metaphor and abstraction. Attempt to communicate with test subjects using metaphors, similes, allusions or other rhetorical effects result in literal interpretation. Answer to questions often incoherent, only tenuously connected to subject of inquiry. Speech devoid of affect, empathy. Emotions almost entirely absent. Temporal reasoning highly diminished. All sentences in simple present tense. No distinction between states, processes and events.
Spatial and temporal reasoning also impaired in task execution. Generally unable to execute complex task requiring more than two steps, unless given instructions at each step. Particularly poor performance on tasks requiring precision and intentionality, or outside normal training. Routine tasks and reflex actions unaltered, possibly enhanced. Poor proprioception. Individuals respond well to commands to move specific body parts, but great difficulty if asked to describe own movements and position.
Maximum safe distance within tunnel 25 meters/27 yards. Individuals beyond no longer consistently respond to commands. Have tendency to spontaneously walk toward other end of tunnel. Need to be forcibly pulled back with tether.
Individuals back from tunnel report memory loss about entire stay within Paratopos #28. Not loss-of-time experience similar to sleeping or general anesthesia. More akin to blanking out when driving car. Individuals aware on some level of passed time. Unable to give precise estimate. Aware that they were wakeful participants in series of events. But lack perceptual recollection of said events.
█████████████ advanced hypothesis of Paratopos #28 as qualia antagonist. If confirmed, would be strong evidence in favor of panpsychism, idea that consciousness is inherent property of matter, rather than emergent property of complex nervous systems.
No trace of missing persons. Presumed dead. Recovery of bodies highly unlikely.
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Risk assessment and containment policy:
No apparent danger of short term contamination. Paratopos #28 extremely stable and self-contained. Magnetic field active within very tight perimeter. No detectable expansion or contraction during entire period of investigation. No unusual activity outside of EMPs during "sunset" phase. Self-healing capabilities make infiltration and/or dispersal of material unlikely.
Longer term risk hard to assess. Underlying mechanisms not understood. Possible conditions of change unknown. Hard-to-monitor exit with unknown location leaves open possibility of hazardous material or entities spilling thru with no prior warning.
Recommend addition of sealable reinforced gate over entrance, to keep locked outside of testing periods. Build secure facility directly around entrance.
Recommend exclusion zone at least 2km/1.2 miles in radius around Paratopos #28, with extensive 24/7 monitoring. Facilities built on site should be properly concealed.
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Information containment:
Back official version of toxic gas leak and long-term contamination of site.
Discredit alternative theories in public eyes by supplying select influential conspiracy theorists with poor quality forgeries of leaked documents linking site to aliens, secret government testing facility, giant race, satanism, Hollywood elites, hollow Earth, flat Earth, etc.
Covertly expose intruders to non-lethal dose of ██████████████████ before sending to military hospital and make press statements about recklessness, dangers to public health, etc.
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fyeahaudiodrama · 2 months
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not me staring at that particular moment in the new camlann and
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hmm what was that about the power of compulsion?
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honestlyvan · 1 month
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Retagged a bunch of stuff -- my "Alex Casey" tag has now been split into "FBI Alex Casey" and "Fictional Alex Casey" since that seems to be the most commonly accepted nomenclature.
I still prefer "real!Casey" and "book!Casey" because I prefer bang notation and I like the firmness of "real", but eh. I've been outvoted by the common usage on this
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"carry on wayward son" only shows up diegetically twice. and yet both times it happens, dean expresses it's a good song - maybe one of his favorites. if that's the case, how come he never plays it of his own volition?
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bellshazes · 1 year
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it's interesting to think about video games that attract lore-crafters as sizeable parts of their audience, and the legitimacy of those audiences within the fanbase entire. fnaf attracts this type because its origin as a simple horror game was effective because, in part, it was vague enough to make the horror work. now that it's become a beast of a franchise, the later works have leaned into answering and not answering core mysteries and reviving earlier plot points into narrative zombies. combine this with the explosion of popularity amongst a younger crowd, it's a recipe for a community who sees their favorite game as an encyclopedia brown exercise to be solved.
fromsoft games in the soulsborne+ suite have the opposite problem; the gameplay is not overly concerned with the details of the lore, but the lore is actually voluminous and requires a particular effort that has nothing to do with the gameplay to a) engage with and b) disentangle. the primary legacy of the fromsoft fanbase is "git gud," and fan interactions you're likely to stumble across are usually that angle - but the fraught, ambiguous suggestion of continuity across the dark souls series gives space for creators like vaatividya to arise and become storytellers in their own right. git gud and lorecrafting are not mutually exclusive, but require fundamentally distinct and not inherently overlapping skills; you can finish the game if you're good and still struggle to put the story together, even reading item descriptions. so there's a need and a hunger from people who played the game to have their gaps in understanding filled.
vaati has become an incredible storyteller in his own right - especially with the help of his team. they are cinematic and engaging and thoughtfully researched, almost anthropological or historiographical documentaries of a virtual fictional world shot with a filmmaker's eye. arguably the storyteller who positions themself as authority because they are telling tales originated by someone else is, in fact, the oldest form of teller's legitimacy, at least in english and its predecessors.*
while "theorycrafting" you might find may be qualified with phrases such as "I like to think," or allude to headcanons, the exercise is largely predicated on a search for an objective truth with attention to conflicting details and what it all really means. naturally this is challenging in a medium typically produced by teams of people who are often subject to the whims and wishes of corporate stakeholders and development cycles.
nevertheless, dark souls 2 fans are most curious of all for their obsession with the platonic ideal of DS2 which to many is evidenced by its cut content suggesting alternate concepts squashed by the tight and fraught development deadlines. to many, the cut content of DS2 - but also many other games, both in and out of soulsborne - speaks to a better, more preferable and more enjoyable "truth" that is revealed through the perfection of theorycrafting that deconstructs a game into code and dev tools and reveals its guts, which must say something about its true nature.
what it actually reveals is that these worlds and stories are artificial, narratives whose tensions and contradictions owe both to the in-universe narrators with conflicting interests and the fragmented nature of collaborative programming projects. i am myself not immune to the desire to know how the behind-the-scenes production process affects the final result presented to me, but sometimes things are cut from the final version because it better told the story the author wanted.
which, to my actual point, is really wild being a fan of anything mcyt-related because minecraft as a sandbox game with next to no lore** the story of minecraft is in perfect alignment with the story of the player playing the game. it is whatever story you are telling in the world you are making. and yet there is the constant pressure and/or desire to search for some unifying truth whether that be in analyzing the gameplay features and functions to derive lore from them or by seeking to interconnect every world and SMP into a larger multiverse*** in an effort to solve them. it is, again, encyclopedia brown behavior; fun, but a juvenile way of engaging with mysteries, and specifically a modern one!
this sort of "theorycrafting" or obsession with lore is only possible in a world where authorship confers intellectual property rights, thus illegitimizing the narratives about a narrative constructed by non-authors. it establishes a definitive version to which readers/players are beholden, a thing alien to the contradictory and divergent parallel narratives of pre-modern stories most easily identifiable in arthuriana. it requires active effort to let contradictory narratives occupy the same universe of fiction, even when the text/game suggests that they must through incomplete exposition or the infinite variations of minecraft seeds which have their own unique instances. i wish it weren't so hard.
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july-19th-club · 2 years
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one thing i really dont like in tv shows is when a scene carrying important or emotional dialogue gets a musical score with lyrics that are noticeable, because then i get too distracted by the song and it undercuts the drama too much for me to really appreciate it like i’d like to
#it's corny idk#like put your little song choice at the end credits if you have to but for me. for me? songs dont go in high drama scenes UNLESS#a) it is a musical b) it is an instrumental piece c) it is the kind of genre that permits songs with lyrics in high drama scenes#like a mixed-genre or comedy piece that can work#in a straight-up-and-down science fiction drama it's just distracting and makes the work feel less polished idk how to explain it#like. like if the characters are having emotional reunions or departures or being ripped from one another by Circumstances .#and it's NOT like......a romance (another genre which supports that device) or something. it just comes off different and it's distracting#i shouldnt have to hear a lady breathily saying words while you guys are sobbing into each other's arms or whatever#songs in drama shows are for: establishing setting . character intros or montages or dialogue-less action scenes. UNLESS you really want to#like highlight the action's impact then once again it's good to go no lyrics or even no score. and like....diegetic stuff#idk i make hugelong character playlists but i know i wouldn't put like.#heartache of goodbye by jayne trimble over a scene with emotional dialogue about saying goodbye it's too much! too on the nose#we dont need it spelled out for us. i'd put crow river waltz on at a volume SO low that it's only noticeable when they're not talking#and then later viewers would go 'what was that incredibly plaintive sound i heard then?' and look it up and find good old leo kottke
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tearlessrain · 1 month
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please help me- i used to be pretty smart but i’m having so much trouble grasping the concept of diegetic vs non-diegetic bdsm!
gfkjldghfd okay first of all I'm sorry for the confusion, if you're not finding anything on the phrase it's because I made it up and absolutely nobody but me ever uses it, but I haven't found a better way to express what I'm trying to say so I keep using it. but now you've given me an excuse to ramble on about some shit that is only relevant to me and my deeply inefficient way of talking and by god I'm going to take it.
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SO. the way diegetic and non-diegetic are normally used is to talk about music and sound design in movies/tv shows. in case you aren't familiar with that concept, here's a rundown:
diegetic sound is sound that happens within the world of the movie/show and can be acknowledged by the characters, like a song playing on the stereo during a driving scene, or sung on stage in Phantom of the Opera. it's also most other sounds that happen in a movie, like the sounds of traffic in a city scene, or a thunderclap, or a marching band passing by. or one of the three stock horse sounds they use in every movie with a horse in it even though horses don't really vocalize much in real life, but that's beside the point, the horse is supposed to be actually making that noise within the movie's world and the characters can hear it whinnying.
non-diegetic sound is any sound that doesn't exist in the world of the movie/show and can't be perceived by the characters. this includes things like laugh tracks and most soundtrack music. when Duel of Fates plays in Star Wars during the lightsaber fight for dramatic effect, that's non-diegetic. it exists to the audience, but the characters don't know their fight is being backed by sick ass music and, sadly, can't hear it.
the lines can get blurry between the two, you've probably seen the film trope where the clearly non-diegetic music in the title sequence fades out to the same music, now diegetic and playing from the character's car stereo. and then there are things like Phantom of the Opera as mentioned above, where the soundtrack is also part of the plot, but Phantom of the Opera does also have segments of non-diegetic music: the Phantom probably does not have an entire orchestra and some guy with an electric guitar hiding down in his sewer just waiting for someone to break into song, but both of those show up in the songs they sing down there.
now, on to how I apply this to bdsm in fiction.
if I'm referring to diegetic bdsm what I mean is that the bdsm is acknowledged for what it is in-world. the characters themselves are roleplaying whatever scenarios their scenes involve and are operating with knowledge of real life rules/safety practices. if there's cnc depicted, it will be apparent at some point, usually right away, that both characters actually are fully consenting and it's all just a planned scene, and you'll often see on-screen negotiation and aftercare, and elements of the story may involve the kink community wherever the characters are. Love and Leashes is a great example of this, 50 Shades and Bonding are terrible examples of this, but they all feature characters that know they're doing bdsm and are intentional about it.
if I'm talking about non-diegetic bdsm, I'm referring to a story that portrays certain kinks without the direct acknowledgement that the characters are doing bdsm. this would be something like Captive Prince, or Phantom of the Opera again, or the vast majority of bodice ripper type stories where an innocent woman is kidnapped by a pirate king or something and totally doesn't want to be ravished but then it turns out he's so cool and sexy and good at ravishing that she decides she's into it and becomes his pirate consort or whatever it is that happens at the end of those books. the characters don't know they're playing out a cnc or D/s fantasy, and in-universe it's often straight up noncon or dubcon rather than cnc at all. the thing about entirely non-diegetic bdsm is that it's almost always Problematic™ in some way if you're not willing to meet the story where it's at, but as long as you're not judging it by the standards of diegetic bdsm, it's just providing the reader the same thing that a partner in a scene would: the illusion of whatever risk or taboo floats your boat, sometimes to extremes that can't be replicated in real life due to safety, practicality, physics, the law, vampires not being real, etc. it's consensual by default because it's already pretend; the characters are vehicles for the story and not actually people who can be hurt, and the reader chose to pick up the book and is aware that nothing in it is real, so it's all good.
this difference is where people tend to get hung up in the discourse, from what I've observed. which is why I started using this phrasing, because I think it's very crucial to be able to differentiate which one you're talking about if you try to have a conversation with someone about the portrayal of bdsm in media. it would also, frankly, be useful for tagging, because sometimes when you're in the mood for non-diegetic bodice ripper shit you'd call the police over in real life, it can get really annoying to read paragraphs of negotiation and check-ins that break the illusion of the scene and so on, and the opposite can be jarring too.
it's very possible to blur these together the same way Phantom of the Opera blurs its diegetic and non-diegetic music as well. this leaves you even more open to being misunderstood by people reading in bad faith, but it can also be really fun to play with. @not-poignant writes fantastic fanfic, novels, and original serials on ao3 that pull this off really well, if you're okay with some dark shit in your fiction I would highly recommend their work. some of it does get really fucking dark in places though, just like. be advised. read the tags and all that.
but yeah, spontaneous writer plug aside, that's what I mean.
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zedecksiew · 2 months
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(Don't) Incentivise Ethical Behaviour
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In the ongoing project of rescuing useful thoughts off Xwitter, here's another hot take of mine, reheated:
"Being good for a reward isn’t being good---it’s just optimal play."
The quote comes from Luke Gearing and his excellent post "Against Incentive", to which I had been reacting.
My thread was mainly intended as a fulsome nodding along to one of Luke's points. It was posted in 2021, and extended in 2023 after Sidney Icarus posed a question to it. So it is two threads.
Here they are, properly paragraphed, hopefully more cleanly expressed:
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(Don't) Incentivise Ethical Behaviour
This is my main problem with mechanically rewarding pro-social play: a character's ethical choice is rendered mercenary.
As Luke Gearing puts it:
"Being good for a reward isn’t being good---it’s just optimal play."
Bear in mind that I'm not saying that pro-social play can't have rewarding outcomes for players. Any decision should have consequences in the fiction. It serves the ideal of portraying a living, world to have these consequences rendered diegetic:
The townsfolk are thankful; the goblins remember your mercy; pamphlets appear, quoting from your revolutionary speech.
What I am saying is that rewarding abstract mechanical benefits (XP tickets, metacurrency points, etc) for ethical decisions stinks.
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A subtle but absolutely essential distinction, when it comes to portraying and exploring ethics / morality, in roleplaying games.
Say you reward bonus XP for sparing goblins.
Are your players making a decisions based on how much they value life / the personhood of goblins? Or are they making a decision based on how much they want XP?
Say you declare: "If you help the villagers, the party receives a +1 attitude modifier in this village."
Are your players assisting the community because it is the right thing to do, or are they playing optimally, for a +1 effect?
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XP As Currency
XP is the ur-example of incentive in TTRPGs. It began with D&D's gold-for-XP, and has never strayed far from that logic.
XP is still currency. Do things the GM / game designer wants you to do? Get paid.
Players use XP to buy better mechanical tools (levels, skills, abilities)---which they can then in turn use to better perform the actions that will net them XP.
Like using gold you stole from goblins to buy a sword, so you can now rob orcs.
I genuinely feel that such systems are valuable. They are models that illuminate the drives fuelling amoral / unethical behaviour.
Material gain is the drive of land-grabbing and colonialism. Logger-barons and empires do get wealthier and more privileged, as a reward for their terrible actions.
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If you want to present an ethical choice in play, congruent to our real-life dilemmas, there is value in asking:
"Hey, if you kill the goblins you can grab their treasure, and you will get richer. There's no reward for sparing their lives, except that they are thankful."
Which is another way of asking:
"Does your commitment to the ideal of preserving life outweigh the guaranteed material incentives for taking life?"
The ethical choice is the difficult choice, precisely because it involves---as it often does, in real life---sacrificing personal growth and gain. Doling out an XP bounty for doing the right thing makes the ethical choice moot.
"I as the player am making a mechanically optimal choice, but my character is making an ethical choice!"
A cop-out. Owning your cake and eating it too. The fictional fig-leaf of empathy over a calculated a decision to make profit.
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Sidney Icarus asks a question which I will quote here:
"... those who hold to their beliefs of good behaviour don't feel rewarded, and therefore feel punished. And that's not a good feeling. It's an unpleasant experience to play a game where the righteous players are in rags, and the mercenary fucks have crowns and sceptres. So, what's the design opportunity? How do we make doing the right thing feel pleasant without making it mercenary? Or, like reality, do we acknowledge that ethical acts are valuable only intrinsically and philosophically? I have no idea how to reconcile this."
I would suggest that the above dichotomy---"righteous players in rags, mercs in crowns"---is true if property is recognised as the only true incentive.
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Friends As Property
Modern games try to solve the righteous-players-in-rags "problem" in various ways. Virtue might not net you treasure or XP, but may give you:
Contact or ally slots, which you can fill in;
Relationship meters you can watch tick up;
Favour points you can cash in later;
etc.
How different are these mechanical incentives from treasure or XP, really?
Your relationships with supposedly living, breathing beings are transformed into abilities for your character: skills you can train; powers you can reliably proc. Pump your relationship score with the orc tribe until calling on them for reinforcements becomes a once-per-month ability.
Relationships become contracts. Regard becomes debt. Put your friend in an ally slot, so they become a tool.
If this is what you want play to be---totally fine! As stated previously, games say powerful things when they portray the engines of profit and property.
But I personally don't think game designers should design employer-employee relationships and disguise these as instances of mutual aid.
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Friends As Friends
In the OSR campaigns I'm part of, I keep forgetting to record money. Which is usually a big deal in such games, seeing as they are in the grand tradition of gold-for-XP?
In both games, my characters are still 1st-Level pukes, though it's been months.
I'm having a blast, anyway.
My GMs, by virtue of running organic, reactive worlds, have made play rewarding for me. NPCs / geographies remember the party's previous actions, and respond accordingly.
I've been given gills from a river god, after constant prayer;
I've befriended a village of monsters, where we now live;
I've parleyed with the witch of a whole forest, where we may now tread;
I've a boon from the touch of wood wose, after answering his summons.
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I cannot count on the wood wose showing up. He is a character in the world, not a power I control. Calling on the wood wose might become a whole adventure.
Little of this stuff is codified my stats or abilities or equipment list. They are mostly all under "misc notes".
Diegetic growth. Narrative change that spirals into more play.
This is the design opportunity, to me:
How do we shape TTRPG play culture in such a way that the "misc notes" gaps in our games are as fun as the systemised bits? What kinds of orientation tools must we provide? What should we say, in our advice sections?
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A Note About Trust
The reason why it is so hard to imagine play beyond conventional incentive structures has a lot to do with trust.
Sidney again:
One of the core issues is the "low trust table". I'm not designing just for myself but for my audience. For a product. How much can I ask purchasers and their friends to codesign this part with me?
Nerds love numbers and things we can write down in inventories or slots because they are sureties. We've learned to fear fiat or player discretion, traumatised as we are by Problem GMs or That Guys.
The reason why the poverty in Sidney's hypothetical ("righteous players are in rags") sounds so bad is because in truth it represents risk at the game table. If you don't participate in the mechanics legible to your ruleset (the XP and gear to do more game things), you risk gradually being excluded from play.
You have no assurance your fellow players will know how hold space for you; be considerate; work together to portray a living world where NPCs react in meaningful ways---in ways that will be fun and rewarding for everybody playing.
You are giving up the guarantee of mechanical relevance for the possibility of fun interactions and creative social play.
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The "low trust table" is learned behaviour--the cruft of gamer culture and trauma.
When I game with folks new to TTRPGs, they tend to be decent, considerate. I think there's enough anecdotal evidence from folks playing with school kids / newcomers / etc to suggest my experience is not unique.
If the "low trust table" is indeed learned behaviour, it can be unlearned.
Which rules conventions, now part of the hobby mainstream, were the result of designers designing defensively---shadowboxing against terrible players and the spectre of "unfairness"?
How can we "undesign" such conventions?
Lack of trust is a problem that we have to address in play culture, not rulesets. You cannot cook a dish so good it forces diners to have good table manners.
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This is too long already. I'll end with an observation:
Elfgames are not praxis, but doesn't this specific dilemma in the microcosm of our silly elfgames ultimately mirror real-world ethics?
To be moral is to trust in a better world; to be amoral / immoral is to hedge against the guarantee of a worse one.
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Further Reading
Some words from around the TTRPG community about incentive and advancement in games:
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However, the reason there is a big debate about this is that behavioural incentives in games clearly do work, either entirely or at various levels. This applies outside gaming, as well. Why do advertising companies and retail business use "rewards" structures to convince people to buy more of their products? Why do people chase after "Likes" on social media?
A comment by Paul_T to "A Hypothesis on Behavioral Incentives" from a discussion on Story-Games.com
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the structure and symbolism of the D&D game align with certain structures and values of patriarchy. The game is designed to last infinitely by shifting goalposts of character experience in terms of increasing amounts of gold pieces acquired; this resembles the modus operandi of phallic desire which seeks out object after object (most typically, women) in order to quench a lack which always reasserts itself.
D&D's Obsession With Phallic Desire from Traverse Fantasy
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In short, my feeling is that rewarding players with character improvement in return for achieving goals in a specific way impedes some of the key strengths of TTRPGs for little or no benefit in return. 
Incentives from Bastionland
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When good deeds arise naturally out of the players choices, especially when players rejected other options that were more beneficial to them, it is immensely satisfying. Far more than if players are just assumed to be heroic by default. It gives agency and meaning to player choice.
Make Players Choose To Be Kind from Cosmic Orrery
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Much has been made about 1 GP = 1 XP as the core gameplay loop driver of TSR D+D. But XP for gold retrieved also winds up being something of a de facto capitalistic outlook as well. Success is driven by accumulation of individual wealth -- by an adventuring company, even! So what's a new framework that can be used for underpinning a leftist OSR campaign?
A Spectre (7+3 HD) Is Haunting the Flaeness: Towards a Leftist OSR from Legacy of the Bieth
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Growth should be tied to a specific experience occurring in the fiction. It is more important for a PC to grow more interesting than more skilled or capable. PCs experience growth not necessarily because they’ve gotten more skill and experience, but because they are changed in a significant way.
Cairn FAQ from Cairn RPG / Yochai Gal
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Thank you Ram for the Story-Games.com deep cut!
( Image sources: https://knowyourmeme.com/memes/neuron-activation https://en.wikipedia.org/wiki/Majesty:_The_Fantasy_Kingdom_Sim https://www.economist.com/sites/default/files/special-reports-pdfs/10490978.pdf https://varnam.my/34311/untold-tales-of-indian-labourers-from-rubber-plantations-during-pre-independence-malaya/ https://nobonzo.com/ )
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PS: used with permission from Sandro, art by Maxa', a reminder to self:
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level2janitor · 3 months
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Introduction to the OSR
what's an OSR? it's a game that's kinda like old-school D&D. or is old-school D&D. or is compatible with old-school D&D. an OSR game generally has some or all of the following principles:
low character power with highly lethal combat. in old-school D&D a 1st-level fighter has d8 hit points and a longsword does d8 damage, and you die at 0HP. this is not to ensure characters die all the time but to emphasize the next bullet point:
emphasis on creative problem solving. most situations cannot be solved by straightforward use of your abilities (such as charging into every situation with swords drawn, if a fighter), so the game tests lateral, outside-the-box thinking.
emphasis on diegetic progression. spells are found, not obtained automatically on level-up. you get XP by finding gold more than killing monsters. most of your cool abilities come from magic items. making alliances & hiring followers is encouraged.
focus on managing inventory, resources, risk, and time. the players are constantly faced with meaningful decisions; this is the heart of the game.
very sandbox-oriented. the focus on creative problem solving means the game must be accommodating to players taking a course of action the GM didn't plan for. use lots of random tables to generate emergent story. some elements of new simulationism.
high tactical transparency, i.e., the optimal course of action is rarely system-specific, and ideally very possible for a new player to intuit.
usually semi-compatible with old D&D, but not always. usually rules-lite, but not always.
what does the OSR mostly NOT do?
focus on character builds. these change the focus too much to be on the rules than the fiction, can create situations where stuff everyone should be able to do is an ability locked to one class, and impede tactical transparency.
resolve everything with a die roll. combat uses dice to be scary, unpredictable and most importantly not your default course of action. everything else should bring up dice rarely - dice are your plan B when your plan A fails. the best plans need no dice.
use linear storytelling or put players into a writer/GM role. linear storytelling gets in the way of the decision-making so core to the playstyle; letting players write details into the setting is mutually exclusive with them discovering it.
rules for everything. 400 pages of crunch is worse at simulating a believable world than the GM and players' shared understanding. OSR games rely constantly on GM ruling.
mostly still applies to all the above. making your system a "pure" OSR game comes second to doing what's best for your game.
System recommendations
old D&D or a retroclone
old-school D&D - or old school essentials or basic fantasy or swords & wizardry, which are old D&D's mechanics repackaged with quality-of-life tweaks (and the upside of not giving WOTC your money) - are usually the go-to when recommending someone's first OSR game. they're actually not my first pick, though!
PROS:
very complete, with more robust rules than a lot of the lighter games on this list.
100% compatibility: most OSR adventures are statted for old school essentials. converting them to other OSR systems is usually simple, but not 1-for-1.
easier to find games for. anyone interested in the OSR space knows what old school essentials is.
CONS:
jank. these games largely still have weird saves, level limits for non-humans, some still have descending AC, etc etc. it's not that bad but it is there
i hate thief skills. lots of essential dungeoneering actions are locked to the thief class as abilities, with abysmally low success chances. this is stuff i prefer being handled without a roll. thieves in this system suck and make everyone else worse at dungeon crawling by existing.
there's just lots of really cool shit in other systems i'm about to go into that you just don't get here
Knave 1e and its various hacks
this is a 7-page super-lightweight system that boils everything down to just the essentials.
rolling a character takes like 5 minutes. roll stats, roll gear, roll traits, go. done. it's great.
characters are defined entirely by stats and gear, no classes. wanna be a fighter, have high strength and carry a big sword and armor. wanna be a wizard, have high intelligence and fill your inventory with spells. item slots are elegant and pretty limited.
initiative is instant: roll d6. 1-3, monsters go first. 4-6, PCs go first. swingy, but god it is so smooth and shaves like the most boring 5 minutes off of every combat
monsters are so very elegant. old D&D gives monsters a "hit dice" rating to determine their HP, e.g. a 3HD monster rolls 3d8 for hit points. knave takes this number (HD) and uses it for attack rolls and saves (aside from exceptionally bad/good saves), so a knave statblock looks something like this.
spells are all one or two sentences long & extremely easy to remember.
7 pages is so light. i have the system basically memorized.
DOWNSIDES: there's no dungeon crawling rules (standard for meatier OSR games & something i consider essential) and no real bestiary, though the second point isn't a huge deal cause they're so easy to make. it also kinda assumes you already know how to run OSR games, so there's very little real advice or guidance.
KNAVE HACKS
knave 1e is in creative commons & comes with an editable word doc for you to publish with modifications, so there's a ton of variants (there was a spreadsheet of them somewhere, but i can't find it).
Grave is a favorite - i'm two years into a grave campaign and it's fantastic. it's a dark-souls-y version of knave with some really elegant innovations.
you have a set number of deaths before you for-reals die, as every character plays an undead as is dark souls tradition. makes it good for OSR beginners! being able to tell when you're close to your final death is really good - it lets you emotionally prepare for losing your character & raises the stakes more the more you die. (though honestly you should probably cut the number of extra deaths in half, it's super generous)
XP and gold are combined into one resource, souls. legendary creatures drop big souls you can make into magic items. this has ended up being the coolest thing in my current campaign. my players love finding powerful souls to make into magic items it's so fun
uses preset packages of stats/gear instead of knave's rolled ones, filling the role of more traditional character classes. has the wonderful side effect of not making you get stuck with low stats cause you rolled bad one time.
you have stamina equal to your empty item slots. you spend stamina on spells if you're a caster, or free maneuvers (on top of your attack at no action cost) if you're not. it's super elegant.
there's 3 classes of spells: wizardry for intelligence, holy magic for wisdom, and witch stuff for charisma. nice and intuitive.
there's a page of 50 magic items each a couple sentences long. this PDF is worth it just for the magic items.
DOWNSIDE: see the downsides for knave 1e. all still apply.
i enjoyed grave so much i made a variant of it with the dark souls bits removed (and some dungeon crawl rules added!) to use for my standard fantasy campaigns.
Knave 2e
sadly knave 2e is not purchasable yet (i backed it on kickstarter so i have access, though). but when it comes out i highly recommend it.
much larger and denser than knave 1e. it finally has dungeon crawling rules, it has GM and player guidance, everything is refined and the layout is so so nice and readable.
combat is a bit more interesting than 1e. you can break your weapon against an enemy to deal max damage. you get a free maneuver on high attack rolls.
there's rules for stuff like alchemy, warfare, building a base. it all kicks ass.
there are so many goddamn tables. i rifle through it anytime i need inspiration.
DOWNSIDES: i personally can't think of any! it's a very complete good functional system.
Mausritter
you play tiny little mice! in a world full of big dangerous things that want to eat mice. cat = dragon. you get it. what more could you want
the mouse thing is just super intuitive. you get the dynamic between you and the big scary lethal world. fantastic OSR game to introduce kids
nice and robust ruleset; nothing feels missing
tons of super nice GM stuff! faction rules, tools for rolling up hexcrawls and dungeons, plenty of tables
super clean readable layout. font isn't too small to avoid being intimidating. guidance is really nice and clear.
combat is autohit. super fast & lethal.
100% free
look mausritter is just. good. i wanna run it so bad someday
Worlds Without Number
sort of a middle ground between OSR stuff and 5e.
lots of classes, at least in the paid version. the free version comes with just the warrior, expert and mage. there's feats and more of a focus on builds than most OSR games. if you like more mechanical build variety than a typical OSR game, this is a great game for you!
extremely good multiclassing. y'know how in most games if you just mash together two classes you think are cool you'll end up with a total mess? not here! every combo is viable and works fine! easily the best multiclassing of any game i've touched
an absurd amount of GM stuff and tables. easily more than any of the other stuff i've praised for also having them. but personally i haven't dug into them as much, so i can't really comment on them
skills the way modern D&D has them. you roll dice and try to beat a target number. i don't tend to like rolled skills, but most people do, so if that's your thing WWN has them
DOWNSIDES
the layout is terrible. everything is a huge wall of text with very little use of bold text or bullet points to draw attention to the important bits. the table of contents has like 15 things in it for a 400-page book! i couldn't find any of the paid-version-exclusive classes for like a month after i bought it! looking up rules is a nightmare.
the way the default setting handles "evil races" is like an exaggerated parody of all the problematic aspects of how D&D handles it. like, it wants so bad for you to have an excuse to genocide sentient free-willed people. but at least the default setting is easy to chuck in the trash
Dungeon Crawl Classics
the goal of this system is to take all of the crazy gonzo moments people remember playing old-school D&D in their childhood and turn all of that up to 11 while cutting the stuff that doesn't add to that. i think a lot of its innovations have ended up kind of standard in newer OSR stuff (like fighters getting maneuvers with their attacks), but it still has more to offer.
the funnel: you start the game with four randomly rolled dipshit peasants that you then throw into a meatgrinder to get horribly killed. you pick one of the survivors to be your 1st-level character.
maneuvers: fighters roll an extra die with each attack that gets bigger as you level. if it's a 3 or higher, you get to do a cool thing on top of your attack. pretty standard for OSR games, but this game popularized it!
crit tables: fighters also get more crits and nastier crits as they level. every crit, you roll on the crit table. maybe you chop off a dude's arm. maybe you just knock them over. maybe you shatter their shield. it's very cool
spell tables: i don't really like roll-to-cast mechanics, generally. but DCC goes so all-in on roll-to-cast that it still looks fun as hell to watch. you cast a fireball and maybe it goes how you want. or maybe you explode, or you nuke everything in a half-mile radius, or from now on you permanently ignite flammable materials you touch, or whatever. casters just have to put up with turning into a weird mutated mess across a campaign
there's no dungeon crawl rules, no encumbrance - this game is all about the big over-the-top wacky shit, and is not really interested in the more down-to-earth number crunching. it's more in the you-die-hilariously-all-the-time area of OSR than the you-avoid-death-through-clever-play area. not really my thing but the system knows exactly what it wants to be and i respect it
iron halberd
this one is mine! as the author i'm not qualified to tell you what isn't good about my system, so just assume it's worse than i make it sound, but here's a bunch of the selling points
semi-random character creation where you flip back and forth between rolling dice and getting your own input. roll stats, pick ancestry. pick starting gear kit, roll different dice based on which kit you picked. etc etc. stats are random but all equally viable (no rolling incredibly low or high stats). every time i run this game the character creation is a hit. seriously go roll up a character it'll sell you on the whole thing
you start out a lot stronger than a standard OSR character but grow way more slowly. i don't like 4th-level characters being 4 times as strong as 1st-level ones; HP never gets that high. emphasis is more on diegetic progression instead.
way too many subsystems for alchemy, crafting, strongholds, warfare, renown, rituals, likes 9 pages of magic items, a whole subsystem for becoming a cleric mid-campaign. i couldn't help myself i love this shit
in my current campaign we had a player permanently sacrifice some max HP to become a necromancer after deliberating on whether that's a good idea for like thirty seconds, which instantly made me think my necromancy system is a success
also free
Adventure recommendations
(in rough order of size)
Moonhill Garden (by Emiel Boven): look at this. look at it! this is like the best template for a little dungeon in an OSR game. all of the little factions are tied together. this would be a great oneshot to introduce people to an OSR system with.
A gathering of blades (by Ben Milton): a system-neutral, one-page sandbox. i ran this for an iron halberd game and it went super well. lasted like 7 sessions. highly recommend.
The Waking of Willowby Hall (by Ben Milton): a single dungeon with a million things going on. it's super chaotic with half a dozen different factions crashing into each other and a big angry goose. highly recommend, especially for kids
The Black Wyrm of Brandonsford (by Chance Dudinack): small sandbox with a fun fairytale vibe and a very fleshed-out little town. and a big nasty dragon.
Evils of Illmire (by Zack Wolf): this is a very dense, entire campaign's worth of hexcrawl in a very compact package for like $5. it doesn't do anything particularly new, but the value-for-money is absurd and it's a really good template for how to do a sandbox if you're used to 5e adventures
Ask me anything!
if anything here is unclear or intrigues you, send me asks! i love helping people get into OSR games. i'll link frequently asked questions here if i get any.
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discount-elysium · 6 months
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So I know that for us players Harry's inventory functionally operates out of hammer space, in that he can at will whip out a full wardrobe, a boombox, boltcutters, etc., without visibly having anywhere to store them, but here's an important question:
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calder · 5 months
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hello! i stumbled across your blog very recently and am curious as to what the tag v13 means- sorry if you’ve answered this before, i’m on mobile!
fallout is based on wasteland. wasteland is based on a canticle for liebowitz. a canticle for liebowitz is about catholics bickering about fiction in the dust of america for hundreds and hundreds of years. it is about religion and the concept of a dark age
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VAULT 13: A GURPS Post-Nuclear Adventure was the ip's name in the conceptual phase. the very first VAULT 13 worldbuilding pitch doc--a timeline--spoke of a Dark God, a term deployed throughout Fallout but only contextualized in the fallout bible, which does not actually use the term. Laura has a special voiced line just for Tell Me About: Dark,God: "The what?"
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Project V-13 was interplay's original Fallout Online, which was cancelled by the publisher bethesda like fifteen years ago now.
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pylon v-13 is a location at the end of Fallout 76's map where a character from Project V-13 built a time portal and disappeared. it is the most cursed location in the game
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by accepting its premise, we arrive at v13 lore, the rejection of canon in light of canonical time travel and multiverse, which has always been a thing, and is also literally a joke. it's the realization that fallout is defined by creativity, interpretation, expression, and argument. it is the understanding that non-canon lore and controversial lore are basic and vital pieces of the history of the setting. and it's the begrudging admission that fallout is a cultural legend, irreplaceable and beyond anyone's control. fallout makes sense to everyone and demands our imagination. it always will
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enabled by all the most hated and rejected lore, my characters are time-travelling supervillains who know the things i know, and scour the wastelands endlessly to expand their knowledge. this diegetic headspace and cosmology is a lens i use to explore the concepts of conspiracy theory, paranormal thought, religion, and occultism, all of which i am deeply critical of. i have learned a lot about these matters because i was able to fully engage with them in the context of fallout.
also the talking deathclaws lived in vault 13 and the courier carries the vault 13 canteen. there's also some esoteric shit about 13 high priests, 13 ghouls, and 13 landmarks. it's a pretty specific throughline. it's there if you're mad enough to look for it. and we'll never really know what it means if anything
thats what it means. to me
another thing i always say is. any setting where humans don't see ghosts is a strange fantasy. humans have always seen ghosts. don't mean ghosts are real. just means folks see ghosts. and at some point you gotta talk about it
hope this isnt complete nonsense
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taylor-titmouse · 1 month
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Have you seen the post going around talking about diegetic vs non-diegetic bdsm? Made me think about some of your other posts you've made talking about your work. I love what you do and how you portray kinky stories and Situations happening to your characters, and I think the other post talks about it in a way that explains it well, too. (For reference, this post: https://www.tumblr.com/tearlessrain/745444720398958592/please-help-me-i-used-to-be-pretty-smart-but-im)
(clickable link, though i just reblogged it too)
yes! yes! this person gets it!! i wrote about this idea previously myself but diegetic/non-diegetic is a great term to describe the difference between bdsm-as-bdsm and bdsm-as-narrative. it makes me NUTS that people don't get that fictional dubcon/noncon/whatevercon is functionally no different from a fantasy existing in the heads of a bdsm couple playing pretend. it's all pretend!! the bdsm couple is you and the book. the consent is the reader opening the book, the safeword is closing it!
god the bit about it being really annoying to read paragraphs of negotiating safewords and shit. i hate it, i will never write it. i am not here to read a manual on how to do bdsm so that i know the author is totally responsible. i'm here to see a babe get GOT by GOBLINS
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rabbit-surfboard · 7 months
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Fictional podcast recs
One of my friends got into audio drama and I just sent them a whole list of recommendations to go through, I thought someone who follows these tags might also appreciate it and perhaps have some more to throw in. I resisted the urge to throw in the little blurb about audio dramas as a weird little medium and their tropes that I wrote up. It was something to the effect of nodding at how the medium has rapidly been improving since Welcome to Nightvale started, also how a lot of the tropes that tie the medium together are products of the indie podcast scene being accessible and primarily based in audio. Also at how well horror works in the format. Those paragraphs went unsaved but writing first about the medium in general helped me to reflect on a lot of the things that make audiodramas appealing or repulsive to me for discussing each show in brief beyond just explaining what they're about.
All recommendations are tagged for the tldr.
Fiction podcast recommendations in no particular order:
The Magnus Archives
Horror
The biggest criticism I ever had of this podcast’s voice acting from episode 1 turned out to be a relevant plot point. This thing is probably the best of the best, but I would never recommend it to someone unfamiliar with podcasts because the listener only notices a plot hook somewhere between episodes 20-40 and that’s daunting in the face of a 200 episode show. Getting sucked in rewards you with 200 episodes of thoughtful content and a great explanation for most of the weird things this show chooses to incorporate.
Old Gods of Appalachia
Horror
Fantastic production quality on this ongoing show. Many seasons with interconnected lore and a hell of a narrator. It’s not my personal favorite but it’s quite excellent.
Red Valley
Found footage mystery
One of the newer shows I’ve gotten into, Red Valley is well-crafted. It becomes compelling very quickly with a rapid pace that slows down to land in a neat spot for a while so you can savor the cool parts. The production quality is excellent and the two main voice actors have excellent chemistry. The third and final season is currently being produced.
The Silt Verses
Horror
Often compared to American Gods, this newer podcast made by an experienced team is doing a lot of creative and fresh things at once. The magnificently fucked up religious system of The Silt Verses is both a neat plot vehicle and cleanly works as a criticism of late stage capitalism, where many podcasts like to jab at capitalism this one is much more pointed in its commentary. Episodes are long and very well produced. All the credits in the third season have been mostly diegetic and add flavor to the world.
Archive 81
Found footage horror
Slow to start but by season 2 the production quality and plot are among the best in the game. Unfortunately, on an extended hiatus.
Ars Paradoxica
Science fiction, historical
Very well produced considering its age, this is a highly regarded show among people who follow the medium. Excellent time travel mechanics here. The plot drags a bit by the end because time travel stories must violently contort themselves into a conclusion, but the first season or two are fantastic and it’s always nice to have an ending instead of interminable hiatus.
Caravan
Gay demons n stuff
Showed up, did magic and gay shit, disappeared and went on hiatus probably with some kinda unsatisfying cliffhanger seeing as I don’t remember the plot. Could I recommend it in good faith? Not until they at least cough up season 2. I don’t remember it being bad and that alone is notable for the medium.
Mabel
Gothic horror
This is the deepest cut on the list except for maybe Caravan. Lesbians pine at each other for increasingly complicated reasons, eventually devolving into them doing datura and then spewing cryptic poetry together for the rest of their days. The production quality is fair. The slow windup and creepy house are American-gothic af. This show has had a few hiatuses, but each time it comes back significantly more intriguing.
Welcome to Nightvale
Goofy spooky news broadcast
Old and iconic, not very consistent. Sometimes explores emotional, tense, spooky, or funny scenes well, but the show is really focused on being local news for an ooky spooky desert town because Cecil is damn good at his job. Don’t come here looking for plot, it’s a fun vibe and I don’t know that anybody’s ripped it off and notably improved on this classic. Above average production quality for its time which improved through the years.
Alice isn’t Dead
USA road trip, horror
Made by at least one of the Nightvale writers, totally different show with a lesbian trucker making wry observations of some magnificently twisted shit seen around the United States. The producers know how to run a show, so the production is pretty good.
Tanis
Found footage horror
Tanis is not good. However, it was the first fiction podcast to make me ask “Is this real?” and hesitantly believe it for a frankly embarrassing number of episodes. The stories in the first season were interesting and the lore is just some big-tent conspiracy style of cramming a bunch of fun Wikipedia research into what turns out to be an increasingly nonsensical plot. Every season after the second, I return to hate-listen and am gaslit into thinking the show might low-key rock a few episodes before the finale, which is routinely frustrating and makes sure to throw out any good plot points Terry Miles comes up with. The acting is routinely terrible, and the frame narrative allows lazy and frequent retcons, ruining what I think is a good premise. Also it’s incomplete.
The Black Tapes
Horror
Terry Miles started this show before Tanis began releasing about 5 months later. I think of it as one of his earlier works because it behaves like Tanis with an added layer of cringe from a time waster of an awkward romance(?) between the two main characters. I couldn’t finish this show. You won’t see this recommended as often as it used to be online because there’s many better shows now, but this used to be a big deal. There’s a bunch of memes making fun of the annoying cadence of the characters’ speech and iconic sponsorship reads in both this and Tanis. If you’re interested in some cringe atop your creepypasta podcast, the two are interchangeable.  
Rabbits
ARG investigation
Not as horror focused as Terry Miles’ other shows, the cringe is dialed down and the show is better for it. Tanis and The Black Tapes are more well known, I think the only reason more people don’t think about this one is because the first two don’t inspire trust in the production or narrative quality of this show, but I remember it being fine for a season. I have not gone back to catch up now that more is out.
Malevolent
Horror
Inspired by The King in Yellow, one man performs two voices and verbally abuses himself with aplomb. Having a blind main character with an extra voice in his head is a frame story I haven’t heard yet (unless it came up in the magnus archives and I don’t remember), the concept works out great for the frame of a podcast to deploy the environmental imagery that foley cannot communicate. It also prevents the podcast trope of lengthy exposition about visual surroundings from sounding awkward or potentially impacting someone’s character development to show setting.
Wolf 359
Comedy, science fiction
A crew of whacky characters is stuck in deep space, hanging out and researching a star. Since that’s not actually very interesting they crack jokes and fuck around for a slow burn until interesting stuff happens. Good but not great, this one is long and satisfying and a bit less heavy than all the horror this medium often focuses on. Decent production quality.
The White Vault
Found footage horror
I lost patience with this podcast even though the overarching story seemed very cool – it progresses very slowly yet appears to grow bigger and more confusing instead of deigning to answer basic questions for a frustratingly long drag through the first four seasons. I worry that this frustration may be the point and the Patreon gated stories are the drivers for this tendency towards the confusing patchwork of ideas this show communicates. The production quality is good though.
The Left Right Game
Found footage horror
Genuinely great reddit creepypasta got turned into an overproduced podcast – I say “over” in comparison to the voice acting quality because it’s kind of impossible to sell some of the lines, which makes sense considering the source. Brief, complete, punchy, interesting, and just a little odd to hear such a clean production but a creepypasta this fun deserves the effort.
Wooden Overcoats
Comedy
Surprisingly good production quality for its age, and also a refresher from the usual tropes of the medium. Just a chill sitcom about a funeral parlor in a small town. I haven’t finished this 4 season show yet but its good.
The Black List Table Reads
Movie script readings
Some movie scripts just short of making the cut to be turned into a full Hollywood production were well liked enough by a group of film nerds that sat down to act them out as a podcast. Half of the episodes are interviews with screenwriters, and the other half see a script read all the way through by actors. They’re all rejected for different reasons so there’s a pretty broad spread of genres. My favorites were Blood From a Stone and Balls Out.
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makapatag · 3 months
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tabletop role-playing games, as a medium i think, are predisposed to crafting reals, on top of it being largely an exercise of language.
i'm using "real" right now as a basic "something that is completely true thing." in a sense, role playing game design is reality-crafting.
this means that every mechanic and every word used in the game, down to the language, is a way of crafting a real wherein the players must accept that is real (within that space). the reality is the bounds of the fiction and also the major expressive influence into the player's minds. however in a very weird positivist way, what mechanics exist in a game reify what the game says is real, and what doesn't exist doesn't exactly mean something isn't real. so instead of a real/unreal dichotomy we have a real/real (in fiction)/implication(pseudo real)/unreal
so for example: a game might have Stats, Classes, and mechanics for making attack rolls. all of these are Real, and they inform the fiction (a high STR might mean your character is strong, being of a FIGHTER means you're good at fighting and you can pull off maneuvers, making attack rolls is you committing physical violence on another). So they're both real and real in fiction. the localized reality around player characters now exist and they interact with the game through these reals.
now these things might be non-diegetic (frex, a FIGHTER (CLASS) might not actually exist within the game setting, they're archetypical representations, which is something D&D 4e and D&D 5e do), but that doesn't matter: those things are now real due to game design. this means there ARE fighters in your game, even if there is only one kind of fighter that the PC is, there are still fighters.
going further, these Reals also imply something about the established game world. these are not yet the pseudo-reals: so for example, a game that has CAP Skills (skills that cap any other skills you might use while doing something within their field, such as Horseback Riding [a Riding Skill 3 might mean you can only add +3 to when you're doing Melee Combat despite your Melee Combat being at +7, etc.]) this presupposes then that someone who isn't good at Riding cannot be as effective with their martial skill despite having been skilled at martial skill for years.
is this realistic to real life? it doesn't matter: with that established within the game mechanics, that is now what's Real there. and in role-playing you must follow along the Reality crafted there. this has a number of pseudo-reals (implications) such as (cavalry are all good at horseriding, etc.) but the importance of pseudo-reals is that these are things the table (the player aspect) can interface with as they wish. those things which the player has no choice but to interface with are the highest of reals in a roleplaying game
your choice of language informs this even further. not just the fact that you choose to write it in english (tagalog, spanish, etc. expresses things and imposes different priorities when it comes to real) but the wording choice you choose. frex: having INTELLIGENCE as a Stat can be somewhat ableist. what does high INTELLIGENCE mean? aren't there different kinds of smarts, is knowledge the same? or is this an abstraction? but is it a meaningful abstraction or an abstraction brought about by historical momentum (it's what D&D used). why is INTELLIGENCE a meaningful abstraction but STRENGTH and CONSTITUTION are split? these are all arbitrary until it isn't, and you must establish a real to live in the imagined space (that is, the fiction). i'm not saying the 6 stat array is a bad thing mind you but i think it's useful to understand why you have it in there in the game. if it's just because it's the most well known stat array then that's fine i guess
finally, what reals you put into the game is inherently informed by your own worldview. it actually doesn't have to be (that's the point of creation) but commonly game designers simply inject their worldview into the games as real and recreate that real into their tabletop rpg (frex, misogynists who think its realistic for men to be stronger than women, capping women's STR stats etc.) so choosing what is real and what isn't is a matter of paradigm shifting and realizing that not all realities irl are the same (not to go into metaphysics and sociopolitical philosophy)
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eldritch-elrics · 5 months
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so me and my friends decided to watch all of skibidi toilet together last night and i've been having way too many thoughts
first of all it's unironically pretty good? great animation, and the guy who made it clearly has a very solid sense of pacing, escalation, and visual storytelling. it's also made all the more delightful by the fact that it's just one guy fucking around in sfm - just a great example of something that never stops being deeply stupid even when it evolves into a more serious story. corporate entertainment could never hope to replicate this energy with the same level of sincerity and pure shitpost vibes
i've also been reading some of the journalism trying to make sense of the series and i think it's funny how many are claiming that it's a pure gen alpha thing when it's so clearly born out of early gen z internet culture. there is nothing surprising to me about skibidi toilet except its quality and virality. "sfm series that starts as bizarre shitpost and then grows into something with serious plot" is absolutely nothing new, and it's kinda wild that this has now broken into the mainstream. i think a lot of the people reporting on skibidi toilet just do not really know how to talk about it you know?
lastly, it's really interesting to see how skibidi toilet uses diegesis. it's that "the telling of the story is diegetic to the story" and "the fact that this thing is being recorded has consequences for the narrative" type of storytelling that you see in stuff like r/nosleep stories or web fiction such as marble hornets. sometime i'd love to dive into why this sort of storytelling is so common in internet fiction because i think it's fascinating
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gogandmagog · 5 days
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Guys! Yesterday I had a book-shaped piece of mail, and inside of it was my copy of Children and Childhoods in L.M. Montgomery: Continuing Conversations being returned, from another very dear user here! I bring this up only because some-months-ago I promised to copy out a particular article from this book, for yet another user here, who was interested! Interested because it’s on the the subject of a Fan Favourite thing... fan fiction. And better still because some of our (basically famous) mutuals here are mentioned by name! If you’ve ever wondered if the Montgomery scholarship is reading your fan fiction... the answer is yes, they are! They totally are. More than that, they also have some thoughts to share… as well as recommendations of their faves too! This article even covers the F/F and M/M fan fiction presented by fans in LMM’s universe, and I’m personally super excited to be able to begin reading these works, as soon as I can find them all. I’ve done my best to link what I could immediately find, but some of the mentioned stories were unavailable... potentially due to changes in usernames? (That said... if anyone knows of the works indicated here, that I haven’t provided a link for, please do share!)   This article, by the way, was written recently... in 2020! It’s very current, and it covers a few stories that were still being actively updated during the pandemic. The focus of this article is less so on canon (or really just the Anne/Gilbert pairing), though, and seems to prefer demonstrating the versatility of mixing relationships (Anne and Emily, for one!) and the wider more general universe-building aspects (the entanglements of future generations/Anne’s grandchildren) that fans have been expounding on for nothing less than decades. 
Okay, here we go! xx
Continuing Stories: L.M. Montgomery and Fanfiction in the Digital Era by Balaka Basu
Fanfiction – the recreational (re)writing of texts – is a literary genre of rapidly growing significance. Abigail Derecho in her brief history of fanfiction identifies it as “a genre that has a long history of appealing to women and minorities, minorities, individuals on the cultural margins who used archontic writing as a means to express not only their narrative creativity, but their criticisms of social and political inequities as well.”
Insightfully defined by Francesca Coppa and Mary Ellen Curtin as “speculative fiction about character,” fanfiction can be even more precisely understood as fantasies about the diegetic positioning of characters in the context of various settings, communities, relationships both textual and paratextual, and eventually all manner of cultural mythologies.
Kristina Busse and Karen Hellekson describe the production of fanfiction as “part collaboration and part response to not only the source text, but also the cultural context within and outside the fannish community in which it is produced.”
They point out that the shift in the method of dissemination of fanfiction from newsletters and zines to internet archives means that “ever-younger fans who previously would not have had access to the fannish culture except through their parents can now enter the fan space effortlessly; financial resources have become less of a concern because access to a computer is the only prerequisite; and national boundaries and time zones have ceased to limit fannish interaction.”
The nature of fanfiction allows participants to cross-generational and socio-economic boundaries in an ongoing exchange of responses to a source text with which they share a fascination, developing new texts that in turn elicit their own responses. While the creation of fanfiction is evidence of an affective, loving, communal relationship with the source text, this genre of writing is still dismissed in many quarters as overly emotional, purely erotic, and even perverse, a type of amateur and immature engagement with popular texts that produces writing necessarily divorced from literary significance. Produced in staggeringly vast quantities by subcultures with complex vocabularies and traditions that can intimidate the casual reader, fanfiction is perceived by many to be more of a cultural practice than a literary genre, variously denigrated for its pornographic potential and its lack of originality. However, close examination reveals that fan writers are able to create a critical dialogue with the originating author in acts of communal storytelling that incorporate allusions and reference points to which other dedicated fan readers and writers may respond.
In this chapter, after examining how L.M. Montgomery and her writer heroine Emily themselves engage in practices now associated with fanfiction, I survey four forms of fanfiction that remove Montgomery’s novels from her seemingly idyllic and timeless island settings, contextualizing her characters and plots within history and other genres: the sequel set during the Second World War, the modern AU (alternate universe), the gap-filler, and the slash fic, all of which allow the young readers who grow up with her novels to engage in dialogue with the stories they love, a type of literary conversation that Montgomery herself models within her texts. Emily’s reading, which is active rather than passive, resembles twenty-first-century fans’ ownership of the texts they love, provoking creative responses. For instance, after reading works by Lord Tennyson, Elizabeth Barrett Browning, and Matthew Arnold, Emily writes, “Teddy lent me 3 books of poetry. One of them was Tennyson and I have learned The Bugle Song off by heart so I will always have it. One was Mrs. Browning. She is lovely. I would like to meet her. I suppose I will when I die but that may be a long time away. The other was just one poem called Sohrab and Rustum. After I went to bed I cried over it. Aunt Elizabeth said ‘what are you sniffling about?’ I wasn’t sniffling – I was weeping sore … I couldn’t go to sleep until I had thought out a different end for it – a happy one.”
The reactions Emily catalogues are those of the fan; they are viscerally felt in the body and attempt to dissolve the boundary between author and reader, producer and consumer. She inscribes Tennyson within her heart in order to possess the poem she loves; she creates a relationship between Barrett Browning and herself; and, most significantly, she interjects her own desired happy ending into Arnold’s tragic narrative, a corrective desire that is at the core of many works of fanfiction. Emily’s diaries and her story reflect Montgomery’s own experiences from childhood to adulthood as reader, writer, and reader-turned-writer discussed in the introduction to this volume. Depicting Emily as a voracious reader and a life-writer like herself, Montgomery places the child Emily’s voice in conversation with that of the narrator through Emily’s letters to her dead father in Emily of New Moon and through her diary entries in Emily Climbs and Emily’s Quest, creating a form of joint authorship that is referenced explicitly in “Salad Days,” the second chapter of Emily Climbs: “book is not going to be wholly, or even mainly, made up of extracts from Emily’s diary; but, by way of linking up matters unimportant enough for a chapter in themselves, and yet necessary for a proper understanding of her personality and environment, I am going to include some more of them. Besides, when one has material ready to hand, why not use it?”
The narrator’s willingness to use the “material” that is “ready to hand” reflects Montgomery’s and Emily’s practices, and also validates other writers’ use of the material Montgomery places at their disposal. As with many fans, Emily’s reading frequently makes itself felt within her writing.
Like Montgomery, Emily learns her trade through mimicry, from her first poem in blank verse inspired by James Thomson’s Seasons to her unwitting imitation of Kipling that is pointed out by her teacher, Mr Carpenter, in his review of her work. Like Sara Stanley of The Story Girl, whose compelling and fascinating stories are rarely if ever original, Emily is a fan of the oral traditions of her community, incorporating and building upon them in her own writing, transforming and recreating, for instance, the story of “The Woman Who Spanked the King” in Emily Climbs.
The retelling and versioning that Emily practises signal her immense admiration for the source texts she adapts, just as the creation of fanfiction does for Montgomery’s readership and fans. The possibilities inherent in versioning and adaptation are illustrated in Emily’s Quest. When Montgomery depicts Emily undertaking the reworking of someone else’s narrative, she is adapting an episode from her own experience while working for The Echo in Halifax, which she records in her journal. Montgomery, like Emily, was asked to create an ending for a serialized story, “A Royal Betrothal,” after compositors had misplaced the original text.
Like Emily, she claims that her “knowledge of royal love affairs [was] limited,” and that she was unaccustomed “to write with flippant levity of kings and queens.” Nevertheless, Montgomery manages to create a conclusion that passes muster, since “as yet nobody has guessed where the ‘seam’ comes in.” She is, however, curious about the original author’s reaction to her unauthorized adaptation, and while she never discovers this in real life, she does imagine it in her fiction when she introduces Mark Greaves, who is horrified by Emily’s new ending for the story but enchanted by its author. Neither Montgomery nor Emily engages in this sort of writing from a place of fandom; they have no previous attachment to “A Royal Betrothal,” and both are writing professionally. Nevertheless, the ability to solve the puzzle of the story and the weaving of their work into an already extant text are the very project of fanfiction: ludic narrative composition that recalls the way children play make-believe with the narratives they love, reworking and extending them. It is telling that Montgomery uses the metaphor of the “seam” to describe this particular craft. Jane Dawkins, writing about her fanfiction, which is inspired by Jane Austen, describes her fan novel Letters from Pemberley as “an old-fashioned patchwork quilt, where in place of the scraps of fabric reminding one of the favorite frocks or shirts whence they came, there is a line or a phrase or a sentence from one of [the original] books or letters stitched alongside the lesser scraps of my own manufacture.”
Montgomery’s final book, framed by the two world wars, is just such a patchwork sequel, albeit providing only brief glimpses of the characters that readers met as children and who have now grown older. When a version of the book was published in 1974 as The Road to Yesterday, these glimpses, lacking the interstitial materials, became even briefer, mirroring the more forced insertion of beloved characters that the two earlier collections, Chronicles of Avonlea and Further Chronicles of Avonlea, display. Only two of Anne’s grandchildren – Gilbert Ford and Walter Blythe – are obliquely referred to, in the story “A Commonplace Woman,” where an unpleasant young doctor reflects on both of them as potential rivals for the affection of a beautiful girl he himself hopes to pursue.
However, the full novel, The Blythes Are Quoted, published in 2009 and comprised of short stories about the people in Glen St Mary and over the harbour, is interspersed with poetry by both a young Walter and an adult Anne. The poems are cut with tiny slices of dialogue that suggest the continuing lives of fans’ favourite characters and how they might have developed. In “‘Dragged at Anne’s Chariot Wheels’: L.M. Montgomery and the Sequels to Anne of Green Gables,” Carole Gerson notes the mixture of feelings from pleasure to frustration that Montgomery records in her journals as she prepares to write her first sequel.
While Montgomery wrote the first installments of her various series out of inspiration, she was certainly aware of what her market desired from subsequent installments. She often regretted the necessity of marrying off her characters, but was aware that her fans demanded this conventional outcome for the characters they had come to love; these traditionally romantic endings, when not offered by Montgomery herself at the instigation of her publishers, are regularly deployed by contemporary fanfiction authors building on the source texts.
Indeed, long before the original structure of The Blythes Are Quoted was revealed to readers in Benjamin Lefebvre’s afterword, fanfiction writers were spinning off lengthy narratives that included a third generation of young Blythes, Fords, and Merediths dealing with the onslaught of the Second World War. While earlier installments in the Anne series – such as Anne of Green Gables and Anne’s House of Dreams – depict the deaths of Matthew, Anne and Gilbert’s first daughter (Joyce), and Captain Jim, Walter’s death in Rilla of Ingleside is somehow more striking. Unlike Matthew and Captain Jim, he has not yet had time to grow old; unlike Joyce, readers have had opportunities to get to know him as a child in Rainbow Valley and as he grows into young adulthood in Rilla of Ingleside. His death is unnatural and, therefore, all the more horrifying. These two aspects of Rilla of Ingleside – the evocation of history by a nostalgic fictional world that is still tied to real time and the use of high drama, tragedy, and romance – provide fanfiction authors with a model they can use to appeal to the emotions of those readers who are immersed in the next generation of Montgomery characters.
The Second World War, then, provides an entry point into the series for fanfiction authors, who can deploy real history coupled with beloved characters to create a tale that feels absolutely authentic. One example of this is a short story, “The Pen and the Sword,” written in 2007 by MarnaNightingale. Here, mimicking the style of Dorothy L. Sayers’s The Wimsey Papers (a series of Spectator articles published between 1939 and 1940, which interestingly also continue the story of First World War–era characters during the Second World War), MarnaNightingale employs epistolary excerpts and newspaper articles to tell the story of a family going through the horrors of war for a second time. Grounding her fragmented story – like The Blythes Are Quoted, a mixture of genres – in the accounts of novelist Mollie Panter-Downes (1939) and war correspondents Ernie Pyle (1940) and Ross Munro of the Canadian Press (1941), whose articles are attributed to Kenneth Ford, she offers a story that, like Rilla of Ingleside, is anchored to the historical moment, while also nostalgically focusing on the character development that comes from Gilbert Ford’s death, Rilla’s and Faith’s reactions to the war, and the lives of their children. Here war also serves as an opportunity for new experiences, particularly for women and children: Rilla takes a factory job as a machinist, liking it better than working in Carter Flagg’s store; one of Anne’s grandchildren, Susan, plans to be a doctor; and Faith, who worked as a Voluntary Aid Detachment nurse in the First World War, mentions how she can sympathize. As well, the daily tidbits that flavour the pages of Rilla of Ingleside are there: one article, attributed to Anne, includes the recipe for Susan Baker’s war bread, reminding readers of the problems of wartime rationing, even in the Americas. Real life events – like the Canadian forces trying (and failing) to make a beachhead at Dieppe – arouse the passions of the reader. Unlike Austen – who also famously wrote of three or four families in a country town, but kept the Napoleonic wars firmly in the shadows – Montgomery brings the passions and high drama of the world stage into the sleepy villages of Prince Edward Island, which inspire fanfiction spinoffs.
The long novel Cecilia of Red Apple Farm, by a fan author who posts under the pseudonym ruby gillis, also directly reworks passages and scenes from the whole range of Anne books, set in the late-nineteenth century, to The Blythes Are Quoted, set in the early years of the Second World War, to highlight the similarity between her new generation of characters and their ancestors. Cecilia is the daughter of Una Meredith and Shirley Blythe (characters often married off in fanfiction). Like MarnaNightingale, ruby gillis provides period flavouring in the styles of dresses and behaviour and in references to 1940s popular films and songs. Simultaneously, this setting offers new opportunities to her female character: Cecilia wants to be a doctor, and rather than staying in Canada, she joins up to be a nurse in England. She has a series of romances – one with Sid Gardiner (before he marries May Binnie), and one with her cousin Blythe Meredith, who is this generation’s poet – before finally ending up with Marshall Douglas (the son of Mary Vance). Just as Anne initially refuses Gilbert Blythe in favour of Roy Gardner’s resemblance to her ideal man in Anne of the Island, ruby gillis’s Cecilia is fooled by the allure of Sid and Blythe as Roy Gardner–like romantic heroes into believing that she does not truly love her fun, practical, “Gilbert-esque” friend. Published in 2004, Cecilia of Red Apple Farm further illustrates the opportunities presented by reusing and reworking a body of texts through its incorporation of Montgomery’s poem “I Wish You” as the work of Blythe Meredith. Montgomery includes this poem and attributes it to Anne in The Blythes Are Quoted, although ruby gillis could not have known this when writing. The repetition of names and circumstances might seem derivative, but for readers who have read and reread the original books so many times, the extension of the story world is prized, even if – perhaps even because of – its callbacks to the original text. Due to the tendency of fans to fixate on “the good bits” in a reread, these parts can be taken for the whole.
Austen fanfiction demonstrates this aptly. Indeed, Helen Fielding’s second Bridget Jones novel, Bridget Jones and the Edge of Reason (1999), illustrates just such a reading of Pride and Prejudice: she shows Bridget, a fan, watching the scene from the 1995 mini-series in which Darcy, dripping in a wet see-through shirt, exits the lake, and then rewinding and rewatching the scene multiple times. How many times might a similar fan reread Walter’s letter from Courcelette? This repeated reviewing of selected portions can replace the amplitude of the original novel. With this delimited focus, narrative is no longer seen as a progression, but as a single moment of pleasure, sustained as long as possible. Reading the Second World War as a repetitive sequel to the First World War further highlights this possibility.
Even Montgomery seems to do so, as demonstrated in The Blythes Are Quoted, with its new generation of characters confusingly named after the old: Walter, Jem, Rilla, Di, Anne, and Gilbert. A variation on Marah Gubar’s kinship model, this kind of continuation highlights the blurred boundaries between child and adult characters who are literally related to one another and whose adventures mimic one another.
In a third example of fanfiction set during the Second World War, Weeping May Tarry, a long novel by ElouiseBates, Meggie, the heroine, is Shirley’s daughter (and also, surprisingly, Paul Irving’s granddaughter). In this story, which like Cecilia of Red Apple Farm is an installment of a longer series, Meggie is sent off to a conservatory of music to study singing, aptly combining the traditions of the nostalgic boarding-school novel with “Girl’s Own” wartime fiction. Following the tradition of Magic for Marigold, which explicitly suggests in its second chapter that the Murrays of Blair Water and the Lesleys of Cloud of Spruce exist in the same universe, @e-louise-bates (like many other fanfiction authors, including ruby gillis) suggests that all of Montgomery’s characters exist in a single universe: Meggie partners briefly with the grandson of Sara Stanley (The Story Girl and The Golden Road) and is close friends with Jane Stuart (Jane of Lantern Hill).
Going even further, @e-louise-bates introduces the grandchildren of the What Katy Did series as friends for Meggie and includes Betsy from Dorothy Canfield Fisher’s Understood Betsy as Bruce Meredith’s wife, creating a world where all the characters of early-twentieth-century girls’ fiction seem to have truly lived, where their descendants must cope with victory gardens and dances with soldiers at the Exhibition Grounds, and where kisses are much more commonplace than they once were.
These particular continuers of Montgomery are also desirous of membership in the community of her fans, seeing their literary endeavours as productive of approval from a fellow readership. Likewise, the novels are notable for their sociality – they seem to offer the reader not only a fantasy friendship with the characters themselves but also the very real society of fellow readers of the works. Thus, these fan authors attempt to diversify their stories so that they represent contemporary beliefs regarding multiculturalism; ruby gillis, for instance, introduces into the family by way of marriage a French girl who has had to flee the Nazis due to being Jewish, a situation Montgomery and her contemporaries might have had some difficulty accepting, considering early-twentieth-century attitudes toward interreligious marriage and Montgomery’s othering of the German-Jewish peddler who sells Anne green hair dye.
The Second World War thus offers writers of Montgomery fanfiction the loom on which to weave new, more diverse stories, even as The Blythes Are Quoted, which also traces the characters’ reactions to this new war, demonstrates how these readers-turned-writers followed Montgomery’s own trajectory, not knowing that they were doing so. On the subject of fanfiction, young-adult author Patricia C. Wrede writes: “The thing that fascinates me about fanfiction, though, is the way that it models the decision tree that writers go through (whether consciously or unconsciously) to get to their final product. For those of us who do this part mostly unconsciously, it can be interesting and instructing to see the multitude of alternate paths that a story could have taken, all laid out more-or-less neatly in different authors’ fanfics [… taking a slightly different fork in the road] resulting in the plot veering in a completely new direction. Friends become enemies; enemies become friends; goals and objectives and results shift and change.” Within these pieces of fanfiction, then, fan writers are able to follow these decision trees with subsequent generations of characters as well.
Another avenue of access occurs when fan authors transpose historical narratives into the contemporary moment. Perhaps the best-known example of this modern alternate universe [AU] conversion is the television program Sherlock, which takes Arthur Conan Doyle’s Victorian detective into the twenty-first century. While new cultural contexts appear, the essence of character is meant to be retained. Just as Sherlock uses text messages and blogs to substitute for telegraphs and handwritten journals, fans of Montgomery reimagine the relationships between her characters as if they were taking place online.
For instance, “Work in Progress” (2012) by verity postulates a friendship between Montgomery’s most famous heroines, Anne and Emily. In this piece of fanfiction, Emily circumvents Aunt Elizabeth’s injunction against fiction during her time at Shrewsbury High by becoming a blogger who is restricted to the “truth.” The story’s online summary, a part of which reads “Anne rolls her eyes. ‘Is your aunt really going to know if you cheat on your nonfiction with some hot prose on the side?’” shows how the story preserves the character qualities that Montgomery laid out, complete with references to the Murray pride and Anne’s orphanhood. Mr Carpenter’s admonitions are spelled out at the beginning of the story:
“Emily Byrd Starr has a sticky note on her desktop. It reads:
ITALICS
CAPITALS
!!!!!
“just”
“really”
CTRL+F!
It is almost like having Mr Carpenter in the room with her.”
Verity creates humour through the juxtaposition of contemporary social media and allusions to Montgomery’s source text. Another story by verity detailing Rilla’s romance with Ken Ford and her friendship with Una Meredith, “Rilla of Toronto,” takes place mainly through instant messages. In this story, Rilla reflects on her life from eighteen to twenty-five, tracing a continuum from her child self to her new adulthood, underscored by verity’s translation of Montgomery’s work into contemporary millennial language.
A third type of fanfiction narrative, the gap-filler, focuses on and expands the implications of the source texts. Moira Walley-Beckett’s Netflix/CBC series Anne with an “E,” as Laura Robinson shows in chapter 12 of this volume, is somewhat fanfictional in and of itself: as Robinson points out, the show fills gaps by bringing to the fore the darker currents that have always been beneath the seemingly untroubled waters of Anne of Green Gables, including Anne’s potential post-traumatic stress disorder from the disturbing life she led before coming to Green Gables. This kind of versioning and adaptation tacitly permits fan authors to feel that their versions are just as valid as those produced by professionals. Gap-fillers frequently expand on romantic pairings and in fandom are often referred to by portmanteaux of characters’ names that perpetuate some inside joke or work as puns. “Shirbert” – a moniker for Anne and Gilbert – is the latter, and demonstrates how fans posting on sites like Archive of Our Own (Ao3), Fanfiction.net, and Wattpad (this last generally populated by younger fans) develop their own language to identify their stories within the community for which they write.
One such story, “You caught me staring, but I caught you staring back,” by Anuka, clearly inspired more by the television series than the novels, begins with an author’s note that reads, “I decided to write some fluff for these two, because I need more Shirbert moments, and season 2 is so far away. I added gifs to make it more vivid.” Here, the romance between Anne and Gilbert as depicted by Montgomery and Walley-Beckett is not sufficient for the reader-turned-writer. Anuka wants the gaps in the narrative to be more fully explored than they are on either page or screen and to be made more “vivid” by the inclusion of images that help make the story come alive.
Similarly, “Rilla Blythe’s Wedding: A Not Entirely Comprehensive Account” by Scylla also fills a gap: Rilla and Ken’s wedding day, a scene that Montgomery leaves to the reader’s imagination at the end of Rilla of Ingleside. Modelled upon other accounts of weddings within Montgomery’s fiction, the story also suggests that accounts of Walter’s death have been gravely exaggerated, as he makes a stunning appearance at his sister’s wedding. In order to align her work with Montgomery’s novel, Scylla ensures that Little Dog Monday’s awareness of Walter’s death remains, but makes it only a technicality, writing, “His heart had stopped for a full ten seconds – long enough for his Captain to feel for his empty pulse and for Dog Monday to be jolted with the fullness of his death. Little dogs, after all, can only have tender dogs’ hearts. Grief to Dog Monday was an all-consuming thing, and when Walter’s heart began to beat once more, he was deaf to its spark of joy.” After meeting with his eldest sister, Joyce, in heaven – which is, as he had always hoped, Rainbow Valley, Walter is returned to life so that he may write of peace as well as war (as he did when he was a boy), marry Una, and repair the broken hearts of readers who did not want to lose him.
While heterosexual pairings are the most prevalent in Montgomery fandom, there is room for queer imaginings as well.
This very popular genre of fanfiction, known as “slash,” is generally defined as stories that centre on samesex romances between characters, particularly between men. Montgomery slash fiction usually stars Walter Blythe.
One slash story, “but i don’t know who you are” by @freyafrida, imagines a bisexual Walter. Told in an enduringly popular sub-genre of fanfiction often referred to as Five Things Plus One (which involves a series of thematically linked but not necessarily chronological scenes), the story is summarized by @freyafrida as “Five people Walter thought he wanted, and one person he didn’t notice until it was too late.”
This last person is original to Montgomery’s text: Una, whose apparently unreturned attraction to Walter is woven through Rilla of Ingleside. The other five potential partners are all alluded to as Walter’s close friends, beginning in childhood with Alice Parker from Anne of Ingleside and Pat Brewster from The Blythes Are Quoted and then carrying on through adolescence and young adulthood with Faith Meredith, Ken Ford, and finally Paul Irving from Anne of Avonlea. While his feelings for Faith and Ken are clearly unrequited, Alice, Pat, and Paul all express their own desire for Walter. The inclusion of the famous poet and Walter’s “model” uncle, Paul Irving, in particular, particular, illustrates how traits of sensitivity and aesthetic appreciation that challenge traditional ideas about masculinity are frequently interpreted as queer by fan readers and writers.
In another slash fiction, cero_ate’s “The Moving Finger Writes, and Having Writ Moves On,” Walter discovers his homosexuality while fighting in Europe:
He wrote half truths and lies once more, when he wrote his Rilla that he could not form poems of the depths of the war. For who could write his sister of the phallic love he had found? He had found his reason in a tow-headed American boy. He meant so much more to Walter than mere friendship could explain. He wanted to write, as sweethearts write, of the tempest of joy in the darkest night. But how would they understand? How would they even try to understand he sought not the Dark Lady of Shakespeare but the youth, fair and Wilde? When he was presented with Una’s faithful heart, he spurned it. When his tow-headed darling presented his own, Walter took it, greedy for him. His grecian style love, the boy who’s [sic] eyes danced, even in the darkest of days. He would do anything to keep him safe. But he could not present him to his family, for their scorn or pity. War had broken him, but made him as well.
While male/male pairings are generally the most popular stories in fandoms, Montgomery’s novels, peopled as they are by communities of girls and women, require that readers who want to queer the text must explore what is called femslash (that is, slash fiction featuring two female characters).
Such relationships have been explored within the academic setting. For instance, Laura Robinson remarks in “Bosom Friends: Lesbian Desire and the Anne Books,” that the relationship between Anne and Diana uses “the language that readers associate with adult romantic love rather than girlhood affections,” even as it is expressed through the heterosexual paradigm of marriage.
One fanfiction author, ArcticLava21, makes it clear that such fan written stories are not speculation but instead address key issues of representation. The author’s note to ArcticLava21’s short Anne/Diana story, “Nature,” reads, “Hello everybody! Hope your [sic] having a wonderful day. Before anyone yells at me for ‘sexualizing platonic friendships’ please note that this is for all those queer kids who grew up pretending. Pretending that he ended up with him instead of her, or desperately wanted representation. Are we good? <3 Enjoy yourselves lovely people.” The intended audience of the story, “queer kids who grew up,” again establishes the transgenerational kinship between Montgomery’s child and adult fans.
All fan fiction, shared on the Internet, exist in dialogue not just with Montgomery’s fiction but with the author herself, and between the fans who read the novels as children and adolescents and the adults that these readers become.
Whether fan writers extend the narrative or fill gaps, transpose chronology or to queer the text, these pieces of fanfiction allow fans not only to insert themselves into the narrative, but also simultaneously to revivify the original novels, published a century ago. In performing interventions to the text, Montgomery’s young fans grow up to reply to the discussions that she began long ago in the pages of her journals and stories, ensuring that all three – author, reader, and text – are continually reborn into a conversation that will never end.
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