Showing posts with label Songline. Show all posts
Showing posts with label Songline. Show all posts

Tuesday, April 7, 2009

Hunting Story

"Indeed, the ineffability of the air seems akin to the ineffability of awareness itself, and we should not be surprised that many indigenous peoples construe awareness, or 'mind,' not as a power that resides in their heads, but rather as a quality that they themselves are inside of, along with other animals and the plants, the mountains and the clouds." (1997) So writes David Abram in Spell of the Sensuous. The Hebrew word for "soul," ruach, also means "wind," as in Genesis 1:2, "and the ruach of God moved upon the face of the waters." Hebrew does not depict vowels—contrasted with consonants because vowels form simply from sounded breath. Thus, even reading in Hebrew demands interpretation, an active wrestling with the word of the deity like Jacob in Genesis 32; reading the Torah requires an interaction between reader and text, it requires the sounded breath of the reader to bring the text to life, to give it a soul. Our own word "spirit" comes from the Latin spiritus, also meaning "breath." The Latin word for soul, anima, gives us words like animal, animism, and animate, all words that share a common meaning of "bringing to life," but it also meant "breath." Our words like "psychology" derive from the Greek psychê, which meant "mind" or "soul," but also "breath" or "a gust of wind," and it came from the verb psychein, "to breathe" or "to blow." The Greeks themselves used the term pneuma to mean "spirit," a word that today forms the root for words like "pneumatic" because of its other meaning, "air." Obviously, we retain some understanding of mind, soul, spirit, imagination, intellect, whatever we may call it, as an interaction with our ecology, something we breathe in, effectively a kind of sense by which we perceive our environment just as effectively as we do with our eyes, ears or skin.

In Papua New Guinea, E. Richard Sorenson found that in "preconquest consciousness," people navigate the landscape by emotion, rather than abstract direction.

Navigating such affect-space is not at all like barreling down the Beltway to Bethesda or even going to Mars. Feelings mattered, not hours, kilometers, or abstract directions. ... Among these people, feelings about locales were what mattered, and it was feelings that defined them. Arbitrary geographical divisions were devoid of such meaning, so had no relevance to them and were unrecognized. A locale’s name varied according to the numerous affect relations different people had with it. There were no abstract sectionings of space, no geometric projections onto space, no projected boundaries to undo their sense of interdigitation. (Sorenson, 1998)


Closer to home, traditional Haudenosaunee assert a similar sentiment.

From a Haudenosaunee or Mohawk perspective, we notice that minds colonized by these assertions concerning the universality of imagination’s origins and functions are contributing dimensions to larger conceits maintained by anthropocentrically biased cultures. Cultures colonized by these conceits tautologically confirm the interior sources of their intelligence. Minds colonized by such conceits think and conceive of themselves in this grammar of posessive individualism. Onkwehonwe (unassimilated, traditional Haudenosaunee), in contrast, regard any assumption concerning the existence of autonomous, anthropogenic minds to be aberrations that violate the unity, interrelation, and reciprocity between language and psychology, landscape and mind. The ecology of traditional Haudenosaunee territory possesses sentience that is manifest in the consciousness of that territory, and that same consciousness is formalized in and as Haudenosaunee consciousness. Of course, other beings manifest that consciousness in their literature of tracks, chirrups, and loon calls. (Sheridan & Longboat, 2006)


To put it more simply, intelligence, imagination, creativity and emotion do not occur inside a human skull; they happen in the world around us, and we participate in it. This turns our usual understanding of storytelling and creativity on its ear; while we can certainly "make up" stories, having had the experience of discovering a story instead, purely fictional stories immediately reveal themselves, and feel disappointing and uninspiring by comparison. Many writers have remarked upon their experience as an exploration or discovery, describing story as something they find rather than something they invent. In his diary in February 1895, for example, Jules Renard wrote, "The story I am writing exists, written in absolutely perfect fashion, some place, in the air. All I must do is find it, and copy it." Samuel Butler said, "Books want to be born: I never make them. They come to me and insist on being written, and on being such and such." E.L. Doctorow said, "Writing is an exploration. You start from nothing and learn as you go." D.H. Lawrence warned, "Never trust the artist. Trust the tale." All of these reflect a persisting understanding, however unconscious, that stories do not originate inside the skull of a single, human author; that they already exist in some form, and the task of the storyteller lies not in creating the story, but in finding it.

This brings us back to "The Storyjammer's Journey." Rane Willerslev describes the experience of traditional Yukaghir hunters in terms that shed light on the origins of the phases identified by van Gennep in rites of passage, and by Campbell in heroic tales (2007). If we accept this native view of story, then the parallel becomes stronger. We don't make up story; we hunt it. The "liminal space" we enter exists in the landscape we explore, in the relationships between us in the jam, and the relationships we have with the landscape. The warm-up games help to strip us of our self-censorship and hesitation, breaking down the impediments we rely upon in our daily lives, so that we can enter this space to hunt story.

In yesterday's post, I wrote about Csikszentmihalyi's concept of "Flow," and how it relates to the RPG player's experience of "immersion." With no single author, I think this perspective bears even more potential for roleplaying and story games than it does for regular storytelling. It also addresses one of the questions I left open yesterday: what "goal" do we pursue in a storyjam? We need to answer that question before we can even begin to design for flow—it will inform how we can more clearly define it, how we can provide clear feedback on our progress, and even what kind of skills it involves and what kind of challenges we face.

This view of story suggests a goal immediately: to hunt story. We can make it as clear and unambiguous as hunting a deer, with feedback just as clear as the tracks you might follow. Tomorrow, I'll get down to some solid game mechanics ideas on how the Fifth World can address the concerns of flow and immersion, using this perspective to inform goals and feedback, in the liminal phase of the storyjam.

Thursday, February 26, 2009

One Map

At GASPcon and Dreamation, I used a pre-generated region for the playtests, in order to get into regular play as quickly as possible. I do subscribe to the philosophy of Fred Hicks that character creation should play like a game unto itself, but for the purposes of conventions, sometimes compromises become necessary. Since I had a pre-generated region, I produced a map with all the information printed directly on it, invested some time into making it look nice, and had it printed at FedEx Office (the copier chain formerly known as Kinko's). At both cons, the map seemed like a big hit. It happened at Dreamation, too; plenty of people remarked on how unique and evocative they found the map.

In native cultures, that "native" part plays a big role. E. Richard Sorenson describes the sense of space in "preconquest consciousness", saying, "Geographic sensibility was simply affect relationships thrust out onto surroundings. Such geography was haphazard and rarely uniform. It fluctuated over time, from place-toplace and from individual-to-individual." (Sorenson, 1998)

In indigenous societies such as the Native Americans and also the Australian Aborigines, great importance attaches to the relatedness of a person to a particular named place. Such a person might introduce themselves by saying: "I am from this place, and my father's family comes from these mountains, and my mother's from this river." It is only after describing in some detail their relationship to that place, that land, that they can proceed with the business at hand. In Euro-American society, we are much more likely to introduce ourselves and friends by saying "what they do," their profession, accomplishments, and the like. We don't know where we are "from" very often; even if we own a house somewhere, we might not really be "inhabiting" that place with consciousness, or feel at home and rooted there. The Indo-European tribes have always been nomads, wanderers, emigrants and invaders. They invaded Europe, conquering and dominating the aboriginal civilization known as Old Europe, thousands of years before they set sail for the so-called "New World." It has been aptly said, that as the Euro-American descendants of the European invaders and colonizers begin to understand the true story of what happened, perhaps the time for the real discovery of America has now come. (Metzner, 1999).



That "real discovery of America" lies at the heart of the Fifth World. David Abram (1997) also writes powerfully about the centrality of place in the native sense of self, going so far as to claim that "[t]he local earth is, for them, the very matrix of discursive meaning; to force them from their native ecology (for whatever political or economic purpose) is to render them speechless—or to render their speech meaningless—to dislodge them from the very ground of coherence. It is, quite simply, to force them out of their mind."

Naturally, with sentiments like that, a map of the setting has to play a major part in the Fifth World. But the v0.6.0 game that I ran at Dreamation has other maps, as well. The character sheet really presents a relationship map in disguise (I use the term "relationship map" here in its most generic sense, not in the same sense as, say, Ron Edward's Sorcerer). You have a character built up from relationships, so your character sheet really just shows you one nexus in a relationship map. Putting all the character sheets together, you could draw a single map for the story.

I also took an initial step towards another dimension of the setting map in v0.6.0, an admittedly weak step, but an attempt to define each place as an affect, as Sorenson describes it. Abram (1997), Ingold (2005) and Sheridan & Longboat (2006) all discuss the differing assumptions about where imagination comes from. While we assume that imagination comes solely from the human brain, native cultures experience imagination as an ecological function, something that belongs to a place, and they get to participate in it while at that place. In other words, they do not make up stories; they discover them in the landscape.

I wanted this to become an important part of the Fifth World; by defining places with themes, a story moves across a landscape of not just geographical changes, but changes in tone and emotion. I don't think v0.6.0 accomplished that very well, but the movement across the map could still become a movement through the story. In fact, that kind of mirroring of internal and external seems to strike precisely the magical realist tone the game needs.

Biologically, you don't go too far wrong to call an animal a bit of soil ecology that wraps itself up in a skin so it can go for a walk. And when you die, you go right back to living as soil ecology. So, the setting map has places connected by paths; the relationship map has characters connected by relationships; and then you can have a theme map, with themes connected by transitions. In the modern viewpoint, these all need to have their own maps; people don't map to places, and neither map to themes. In the native viewpoint, people exist as places, which express their theme.

So, why not have everything on one map?

You don't need a character sheet—everything you would have on your character sheet already exists on the map. When your relationship with your sister sours, the path connecting your place to hers becomes difficult—which again, strikes precisely the magical/animist realist tone the game needs. Themes arise from the place, and apply to a character like issues in Primetime Adventures. The issue map could also help generate the story. In a collaborative game, you may not want to throw trouble in the way of other players, but blocked paths and conflicting issues on the map can do that for you.

In v0.7.0, I think I can work out the whole game on one map. I don't know if any other game could do this, but because of the native perspective that the Fifth World aims to recreate, I might have a chance at it after all. Ambitious? Definitely. But I don't think this particular game will settle for anything less.

Do you have any ideas, advice, encouragement or feedback? I'd love to hear from you—please comment!

Thursday, March 20, 2008

Setting, Place & Character

For a while now, I've heard about the idea (often in Story Games) of players collaboratively creating the setting in which their story takes place. I love this idea. But The Fifth World began from a discussion of open source gaming, and how you really need an open source setting, not just open source rules. For a while, I thought, perhaps, as awesome as it sounds to have collaborative setting creation, it just didn't fit with this game.

Then I read Tim Ingold's "To Journey Along a Way of Life: Maps, Wayfinding and Navigation," which he includes as the thirteenth chapter of The Perception of the Environment: Essays on Livelihood, Dwelling and Skill (this one appearing under the "Dwelling" heading).

There, in his typical fashion, Ingold challenges the idea that we navigate by "mental maps," drawing an analogy of maps to navigation as writing to communication. Like writing, maps follow from the "building perspective," an attempt to detach ourselves from an engagement with the world, to give us an impossible "god's eye view" where we can somehow, paradoxically, know the world without participating in it. Now, Ingold does distinguish between "mapping" and "mapmaking," along the same lines as one would distinguish between "speaking" and "writing." When we give directions, we map; we use that word, "map," as a verb here. We do something. We map something out for someone. When we make a map, we deal with a noun instead: we shift our focus from the process of mapping, to the relic of mapping, the map itself. Similarly, writing shifts our focus from communicating, to the relic of communicating, the form of the letter left behind.

But getting more to the point, the map shows us a region as a continuous plane, but this does not reflect our phenomenological experience. Consider when you yourself give directions: do you orient the lost person to a map, or do you tell them, "go down that way until you cross the bridge, then make a left and go up the hill"? In other words, do you give them a map, or tell them a story? Ingold contrasts wayfinding to using maps; we do not navigate by mental maps, but rather, following stories. We experience journeys as narratives, a continually changing landscape and an experience in our muscles and bodies.

We see this related directly in how traditional societies relate to place, as Ingold highlights. Australian Aboriginal songlines provide only the most well-known example. With maps, we plot a course from one location to another through space, all idealized concepts, detached from any necessary experience with the world (readers of David Abram's Spell of the Sensuous may recall his discussion of Euclidean space). Ingold offers a definition of a region as a matrix of places connected by paths. Places exist as crossroads of paths, as distinct nodes of story and human participation. Camp sites and watering holes mark some of the most important places in Australian Aboriginal regions. Paths connect these places, formed from many, many journeys between them. Ingold uses the example of one Aboriginal group that makes drawings of these regions, making circles for each place and drawing lines between them.

This gave me the perspective I needed to put together these two, seemingly conflicted, design goals.

Places make for a particular kind of character, with relationships all their own. Characters have relationships with particular places. Among Australia's Aboriginal people, many believe that a child's life comes from the place where he first kicks. The mother and father having sex gives the child flesh, but he doesn't come to life until that place gives him or her life. From Tom Brown and his students, we get the concept of the "sit spot," and its powerful potential for connecting us to place, which seems like a very similar practice.

Paths look an awful lot like relationships between Place characters, and give you stories of the journey between them. Such things could give you the fun parts of a "random encounter," without the absurdity of its, well, randomness. You might encounter difficulties getting from one place to another, but such difficulties would arise from the story of that journey; as you might put it in terms of the Aboriginal Dreaming, becoming the Ancestor, and reliving his journey, and thus remaking the world. It ties in quite beautifully to what we so often see as a paradox of tradition and innovation.

Take a set of places and the paths connecting them, and you have a region; a watershed, for instance. We can include rules for making your own regions and provide example regions. When you create your character, you can create a Place character he or she relates to. With some framing mechanics we'll get to later on, defining the setting for a scene at a particular Place will give some characters bonuses, and others perhaps penalties, depending on their relationships to that Place. You can publish the regions you make to the wiki, where others might decide to use them, just like the Town Archive for Dogs in the Vineyard, or the Oracles collection for In a Wicked Age, and we'll have rules for how to add new places to existing regions.

So you still can participate in a truly massively-multiplayer world, and still come together and collaborate to create a vision of your own region in the Fifth World, and find the stories of the Places that matter to you, and the Paths that connect them.