Solarpunk and Cultural Diversity
Continuing with the entire "Diversity in Solarpunk" topic, we get to the one, that Solarpunk as a community struggles a lot more with than the inclusion of queer voices. And that is ethnic diversity.
I kinda talked about it in the Solarpunk and colonial thinking post, but it is something that I generally notice.
Maybe I should not call it "ethnic diversity", but rather "cultural diversity" really. Because that is the thing everyone seems to be struggling with.
While the Solarpunk movement did originate in Latin America and is kinda intrinsically linked to Amazofuturism, at least in the Anglosphere it is primarily a white movement. And it is noticable in so many regards.
A big part of this is that white people have the tendency to assume that their experiences are universal. Which also makes them think that whatever worked best for them will work best for everyone culturally (and in any other area). There is a whole conversation to be had in the regard of this and religion. But it shows in many other areas, especially when it comes to Solarpunk or more broadly optimistic SciFi.
See, optimistic SciFi in general tends to feature a human culture based primarily in our western culture and western ideals. Even in stuff like Star Trek, that tried to question this, we see it still with the entire star fleet. Western culture + some spice seems to be the ingredients, there. When white folks imagine the future, they will always imagine a future based around white ideals, without even realizing it.
As such it obviously happens in Solarpunk. A really good example of this is science. See, western culture has this very specific idea how science is supposed to look like. We obviously could have a whole conversation about how much the islamic world has influenced the scientific methods... No, the point is, that other cultures did have science as well and their own scientific methods. And something that should happen is for western people to learn about this and understand it.
Instead of going ahead like "white science is best science" first try to see what you can learn.
And also (sorry, this is rambly)... when you imagine a Solarpunk world, allow for cultural diversity. People will still speak different languages and that is good. People will celebrate different holidays. And that is good. People might have their own rituals depending on culture around big family events. And that is good.
People should not be forced to adapt their lives to your culture. Even if they are living where you are living. It is okay for people to have different cultures. And to approach certain questions in a different way.
Instead of trying to imagine a homogenous world, imagine a world of differences. Because differences are good.
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Against Lore
For the rest of May, my bestselling solarpunk utopian novel THE LOST CAUSE (2023) is available as a $2.99, DRM-free ebook!
One of my favorite nuggets of writing advice comes from James D Macdonald. Jim, a Navy vet with an encylopedic knowledge of gun lore, explained to a group of non-gun people how to write guns without getting derided by other gun people: "just add the word 'modified.'"
As in, "Her modified AR-15 kicked against her shoulder as she squeezed the trigger, but she held it steady on the car door, watching it disintegrate in a spatter of bullet-holes."
Jim's big idea was that gun people couldn't help but chew away at the verisimilitude of your fictional guns, their brains would automatically latch onto them and try to find the errors. But the word "modified" hijacked that impulse and turned it to the writer's advantage: a gun person's imagination gnaws at that word "modified," spinning up the cleverest possible explanation for how the gun in question could behave as depicted.
In other words, the gun person's impulse to one-up the writer by demonstrating their superior knowledge becomes an impulse to impart that superior knowledge to the writer. "Modified" puts the expert and the bullshitter on the same team, and conscripts the expert into fleshing out the bullshitter's lies.
Yes, writing is lying. Storytelling is genuinely weird. A storyteller who has successfully captured the audience has done so by convincing their hindbrains to care about the tribulations of imaginary people. These are people whose suffering, by definition, do not matter. Imaginary things didn't happen, so they can't matter. The deaths of Romeo and Juliet were less tragic than the death of the yogurt you had for breakfast. That yogurt was alive and now it's dead, whereas R&J never lived, never died, and don't matter:
https://locusmag.com/2014/11/cory-doctorow-stories-are-a-fuggly-hack/
Hijacking a stranger's empathic response is intrinsically adversarial. While storytelling is a benign activity, its underlying mechanic is extremely dangerous. Getting us to care about things that don't matter is how novels and movies work, but it's also how cults and cons work.
Cult leaders and con-artists know that they're engaged in mind-to-mind combat, and they make liberal use of Jim's hack of leaving blank spots for the mark to fill in. Think of Qanon drops: the mystical nonsense was just close enough to sensical that a vulnerable audience was compelled to try and untangle them, and ended up imparting more meaning to them than the hustler who posted them ever could have dreamt up.
Same with cons – there's a great scene in the Leverage: Redemption heist show where an experienced con-artist explains to a novice that the most convincing hustle is the one where you wait for the mark to tell you what they think you're doing, then run with it (scambaiters and other skeptics will recognize this as a relative of the "cold reading," where a "psychic" uses your own confirmations to flesh out their predictions).
As Douglas Adams put it:
A towel has immense psychological value. For some reason, if a strag (strag: non-hitch hiker) discovers that a hitch hiker has his towel with him, he will automatically assume that he is also in possession of a toothbrush, face flannel, soap, tin of biscuits, flask, compass, map, ball of string, gnat spray, wet weather gear, space suit etc., etc. Furthermore, the strag will then happily lend the hitch hiker any of these or a dozen other items that the hitch hiker might accidentally have "lost". What the strag will think is that any man who can hitch the length and breadth of the galaxy, rough it, slum it, struggle against terrible odds, win through, and still knows where his towel is is clearly a man to be reckoned with.
Magicians know this one, too. The point of a sleight is to misdirect the audience's attention, and use that moment of misattention to trick them, vanishing, stashing or producing something. The mark's mind is caught in a pleasurable agony: something seemingly impossible just happened. The mind splits into two parts, one of which insists that the impossible just happened, the other insisting that the impossible can't happen.
You know you've done it right if the audience says, "Do that again!" And that's the one thing you must not do. So long as you don't repeat the trick, the audience's imagination will chew on it endlessly, coming up with incredibly clever things that you must have done (a clever conjurer will know several ways to produce the same effect and will "do it again" by reproducing the effect via different means, which exponentially increases the audience's automatic imputation of clever methods to the performer).
Not for nothing, Jim Macdonald advises his writing students to study Magic and Showmanship, a classic text for aspiring conjurers:
https://memex.craphound.com/2007/11/13/magic-and-showmanship-classic-book-about-conjuring-has-many-lessons-for-writers/
There's a version of this in comedy, too. The scholarship of humor is clear on this: comedy comes from surprise. The audience knows they're about to be surprised when the punchline lands, and their mind is furiously trying to defuse the comedian's bomb before it detonates, cycling through potential punchlines of their own. This ramps up the suspense and the tension, so when the comedian does drop the punchline, the tension is released in a whoosh of laughter.
Your mind wants the tension to be resolved ASAP, but the pleasure comes from having that desire thwarted. Comedy – like most performance – has an element of authoritarianism. You don't give the audience what it wants, you give it what it needs.
Same goes for TTRPGs: the game master's role is to deny the players the victories and treasure they want, until they can't take it anymore, and then deliver it. That's the definition of an epic game. It's one of the durable advantages of human GMs over video game back-ends: they can ramp up the epicness by "cheating" on the play, giving the players the chance to squeak out improbable victories at the last possible second:
https://wilwheaton.typepad.com/wwdnbackup/2009/03/behind-the-screen.html
This is so effective that even crude approximations of it can turn video-games into cult hits – like Left4Dead, whose "Director" back-end would notice when the players were about to get destroyed and then substantially ramped up the chances of finding an amazing weapon – the chance would still be low overall, but there would be enough moments when the player got exactly what they'd been praying for, at the last possible instant, that it would feel amazing:
https://left4dead.fandom.com/wiki/The_Director#Special_Infected
Critically, Left4Dead's Director didn't do this every time. As any showman knows, the key to a great performance is "Always leave 'em wanting more." The musician's successful finale depends on doing every encore the audience demands, except the last one, so the crowd leaves with one tantalyzing and imaginary song playing in their minds, a performance better than any the musicians themselves could have delivered. Like the gun person who comes up with a cooler mod than the writer ever could, like the magic show attendee who comes up with a more elaborate explanation for the sleight than the conjurer could ever pull off, like the comedy club attendee whose imagination anticipates a surprise that grows larger the longer the joke goes on, the successful performance is an adversarial act of cooperation where the audience willingly and unwillingly cooperates with the performer to deny them the thing that they think they need, and deliver the thing they actually need.
This is my biggest problem with the notion that someday LLMs will get good enough at storytelling to give us the tales we demand, without having to suffer through a storyteller's sadistic denial of the resolutions we crave. When I'm reading a mystery, I want to turn to the last page and find out whodunnit, but I know that doing so will ruin the story. Telling the storyteller how the story should go is like trying to tickle yourself.
Like being tickled, experiencing only fun if the tickler respects your boundaries – but, like being tickled, there's always a part where you're squirming away, but you don't want it to stop. An AI storyteller that gives you exactly what you want is like a dungeon master who declares that every sword-swing kills the monster, and every treasure chest is full of epic items and platinum pieces. Yes, that's what you want, but if you get it, what's the point?
Seen in this light, performance is a kind of sado-masochism, where the performer delights in denying something to the audience, who, in turn, delights in the denial. Don't give the audience what they want, give them what they need.
What your audience needs is their own imagination. Decades ago, I was a freelance copywriter producing sales materials for Alias/Wavefront, a then-leading CGI firm that was inventing all kinds of never-seen VFX that would blow people away. One of the engineers I worked with told me something I never forgot: "Your imagination has more polygons than anything you can create with our software." He was talking about why it was critical to have some of the action happen in the shadows.
All of this is why series tend to go downhill. The first volume in any series leaves so much to the imagination. The map of the world is barely fleshed out, the characters' biographies are full of blank spots, the mechanics of the artifacts and the politics of the land are all just detailed enough that your mind automatically ascribes a level of detail to them, without knowing what that detail is.
This is the moment at which everything seems very clever, because your mind is just churning with all the different bits of elaborate lore that will fill in those lacunae and make them all fit together.
SPOILER ALERT: I'm about to give some spoilers for Furiosa.
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FURIOSA SPOILERS AHEAD!
Last night, we went to see Furiosa, the latest Mad Max movie, a prequel to 2015's Fury Road, which is one of the greatest movies ever made. Like most prequels, Furiosa functions as a lore-delivery vehicle, and as such, it's nowhere near as good as Fury Road.
Fury Road hints as so much worldbuilding. We learn about the three fortresses of the wasteland (the Citadel, the Bullet Farm, and Gastown) but we only see one (The Citadel). We learn that these three cities have a symbiotic relationship with one another, defined by a complex politics that is just barely stable. We meet Furiosa herself, and learn something of her biography – that she had been stolen from the Green Place, that she had suffered an arm amputation.
All of this is left for us to fill in, and for a decade, my hindbrain has been chewing on all of that, coming up with cool ways it could all fit together. I yearned to know the "real" explanation, but it was always unlikely that this real explanation would be as enjoyable as my own partial, ever-unfinished headcanon.
Furiosa is a great movie, but its worst parts are the canonical lore it settles. Partly, that's because some of that lore is just stupid. Why is the Bullet Farm an open-pit mine? I mean, it's visually amazing, but what does that have to do with making bullets? Sometimes, it's because the lore is banal – the solarpunk Green Place is a million times less cool than I had imagined it. Sometimes, it's because the lore is banal and stupid: the scenes where Furiosa's arm is crushed, then severed, then replaced, are both rushed and quasi-miraculous:
https://www.themarysue.com/how-does-furiosa-lose-her-arm/
But even if the lore had been good – not stupid, not banal – the best they could have hoped for was for the lore to be tidy. If it were surprising, it would seem contrived. A story whose loose ends have been tidily snipped away seems like it would be immensely satisfying, but it's not satisfying – it's just resolved. Like the band performing every encore you demand, until you no longer want to hear the band anymore – the feeling as you leave the hall isn't satisfaction, it's exhaustion.
So long as some key question remains unresolved, you're still wanting more. So long as the map has blank spots, your hindbrain will impute clever and exciting mysteries, tantalyzingly teetering on the edge of explicability, to the story.
Lore is always better as something to anticipate than it is to receive. The fans demand lore, but it should be doled out sparingly. Always leave 'em wanting more.
If you'd like an essay-formatted version of this post to read or share, here's a link to it on pluralistic.net, my surveillance-free, ad-free, tracker-free blog:
https://pluralistic.net/2024/05/27/cmon-do-it-again/#better_to_remain_silent_and_be_thought_a_fool_than_to_speak_and_remove_all_doubt
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Ectoberhaunt 2024: Past and Future
Y'all ready for this? Here is our prompt list for the event this year! (Please clap)
What's this? A triple prompt for the first day?
That's right! We're celebrating the Phandom new and old for our favorite ghost boy's 20th anniversary with a theme centered around the passage of time and what that could mean to Danny and his rogue's gallery.
As always, our last prompt day is the 24th where we hand off to @ectoberweekofficial for their event. This makes our free days October 5th, 6th, 19th, 20th, and the 24th to Halloween this year.
Please tag all prompt fills as "ectoberhaunt24" so we can find your posts, and follow the guidelines below the cut.
Posting for this event begins Monday, October 1st!
Down below are our written out calendar prompts (for accessibility) AND our posting guidelines. Check 'em out!\
The Prompts
Below are the listed prompts in date order, if it's blank it's a catch up day. First prompt is Past and second is Future.
Past, Present, & Future
Dinosaur & Robot
Archaeology & Meteorology
Came Back Wrong
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Bury & Unearth
Pirate Ship & Spaceship
Rise & Fall
Creepy & Wet
Dark and Stormy Night
Isekai: Past Prompt (Here)
Isekai: Old Hero, New World
Cult Classic & Murder Mystery
Science Fiction & Double Feature
Bloom & Wither
Gothic Horror & Cosmic Horror
Mirror Image
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Analog & Digital
Steampunk & Solarpunk
Big Bang & Heat Death
Time Loop
Ectober Week: 25-31
Post Guidelines
The following are the posting guidelines. Please follow them so we can reblog and share your posts without issue. We will also have this as a post available on our blog separately.
Tag all posts with “Ectoberhaunt24” so we can find it. If you do not use this tag, we may not find you.
Tag which calendar you're pulling from (“EH Past” or “EH Future”), which day the prompt is for ("Day X").
You do NOT need to tag which prompt it is for, but PLEASE put it somewhere in the post so we know which prompt you are filling- if you do not do this we will likely not reblog it.
Put your fics under a readmore.
Add a summary before the cut with a short preview, content warnings, and which prompts were used.
Then, add a readmore no more than 150 words or 10 lines/groups of text under your summary. If you're using mobile, type :readmore: and hit enter to make a readmore. If you do not do this, we will NOT reblog your post.
Make sure to tag all common content warnings (blood, gore, death, drugs, body horror, existentialism, & vermin)
We will try to reblog every prompt we can. Feel free to @ us in the post too or send us a DM with the post!!
Here's a handy dandy google sheet to keep track of your own progress, simply make your own copy and mess with it -> LINK
Banner graphic by @kawaiijohn
Calendar Graphics by @ajitated (template) and @five-rivers (composition)
Google sheet by @ajitated and @jackdaw-sprite
Happy creating!!
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Pondering a Solarpunk Writing Group
Lately, both my thoughts and Ariel’s have turned to what to do for the Solarpunk Action Week that will be kicking off on Earth Day. She’s got tons of super ideas for her actions, but, so far, the only solarpunk thing I can think of to do that would be more than just stuff I do anyway, would be to kick off a solarpunk writing group. Call it The Solarpunk Writing Group, maybe, although that smacks most unsolarpunkly of exclusivity.
Whatever. The point is that I am now enthusiastic about kicking off a solarpunk writing group during Solarpunk Action Week that would meet online (over, say, Zoom). But to do that, I NEED YOU. Or at least enough of you to fill up a writing group.
I’m hoping that the number of people who commented on the hero's journey just needs to end already post means that there are lots of you out there who’d be interested in joining a solarpunk writing group… for whatever you’re writing… fiction, nonfiction, poetry, and whatever else there is that qualifies as writing.
If you’re interested in joining a solarpunk writing group, drop me a comment on this post.
In fact, tell me more than that you’re interested. Because, not only am I trying to figure out if there is enough interest to found a solarpunk writing group, I’m also trying to figure out how often to meet, for how long, and what would the structure be. This, of course, depends upon what YOU want out a writing group.
Would you want meetings that are just quiet time to work? Would you want meetings where I’d provide writing prompts or other exercises? Or would you want just to meet so we can all read our work out loud and give each other encouragement (here’s what is good about the work) or perhaps even constructive criticism (here’s how the work could be improved)?
Once I figure out if there are enough people for a writing group, what the meetings would be like, and how often we would meet, then we can sort out the trickier issue of when we would meet.
So, please, let me know in the comments if you’re interested and what you’d be looking for in a solarpunk writing group that would kick off during Solarpunk Action Week (and then keep going)!
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