A quick note for board game fans:
Contributors to Twitter have begun a thread describing how to #RuinABoardGame: by cleverly, and minimally, renaming particular "classics" so as to alter their themes. The best titles, in Your Humble Narrator's opinion, are these:
1) Neglect Four
2) Hungry Hungry Hipsters
3) Flight RISK
4) Sharts and Ladders
5) Cards Against Huge Manatees
6) Spousetrap
7) Nose Candyland
8) Custody Battleship
9) Dungeons and Drag Queens
10) Mahjong Is Bigger Than Yourjong
Most of these (5 and 9 excepted) are the mass-produced dreck many of us learned to despise as children, and whose association with spoiled childhood afternoons makes their re-purposing with adult themes particularly entertaining. #2, incidentally reminds me of this, and #9 would probably appeal to more people than the original.
Wednesday, September 23, 2015
Sunday, September 6, 2015
The Horse We Rode In On
Them Bones, 1-10, 29-34:
Howard Waldrop's novel begins in 1929 with carefully-chosen details establishing the setting: a sultry night somewhere in the South, a tent lit by a sooty kerosene lantern, a record player “honking out 'Potato Head Blues,'” and the chapter's protagonist, Bessie, evoking an explorer or archaeologist in her khaki and "pith helmet.” Her first line, “There's a horse in the small mound,” tells us she follows the latter profession, while the mound reference indicates she and her partner Dr. Kinkaid are on a dig. The first paragraph on page two, describing “Louisiana swamp sounds,” lets the informed reader know why she is alarmed to have found the horse: no horses existed in America during these mound-building Indians' lives. In my account of Hiero's Journey I praised Sterling Lanier for establishing his novel's setting and describing the main character within two pages. Waldrop, an expert at short fiction, has worked even more efficiently here. By the middle of page two we have met two of the principal characters, established their profession and setting, and identified the research problem (an impossible anachronism) that proves key to the book's other two plot lines. Unlike Lanier, Waldrop makes this look effortless, the product of hints dropped in conversation or seemingly-minor details mentioned in passing. The apparent artlessness of the achievement belies, of course, the thousands of hours of writing experience that must have gone into so smooth an introduction.
Waldrop's story flows just as smoothly forward from there. Bessie and Kincaid head out into the thick, hot night, past lightning bugs and cheeping frogs, to investigate the unusual find. They arrive at "mound 2A," which the book describes as a fourteenth-century (CE) platform mound surmounted by a conical burial mound. Bessie's black assistant William (who wears shoes with "bunion slits," a nice touch) ends any uncertainty about the bones by positively identifying them; he had visited slaughterhouses and tells us “Ain't no mistaking” a horse's skull (5). Waldrop then elides a dull skull-cleaning scene by having Kincaid order Bessie and the other crew members to sleep while he works through the night, saving his finds for the next scene.
Howard Waldrop's novel begins in 1929 with carefully-chosen details establishing the setting: a sultry night somewhere in the South, a tent lit by a sooty kerosene lantern, a record player “honking out 'Potato Head Blues,'” and the chapter's protagonist, Bessie, evoking an explorer or archaeologist in her khaki and "pith helmet.” Her first line, “There's a horse in the small mound,” tells us she follows the latter profession, while the mound reference indicates she and her partner Dr. Kinkaid are on a dig. The first paragraph on page two, describing “Louisiana swamp sounds,” lets the informed reader know why she is alarmed to have found the horse: no horses existed in America during these mound-building Indians' lives. In my account of Hiero's Journey I praised Sterling Lanier for establishing his novel's setting and describing the main character within two pages. Waldrop, an expert at short fiction, has worked even more efficiently here. By the middle of page two we have met two of the principal characters, established their profession and setting, and identified the research problem (an impossible anachronism) that proves key to the book's other two plot lines. Unlike Lanier, Waldrop makes this look effortless, the product of hints dropped in conversation or seemingly-minor details mentioned in passing. The apparent artlessness of the achievement belies, of course, the thousands of hours of writing experience that must have gone into so smooth an introduction.
Waldrop's story flows just as smoothly forward from there. Bessie and Kincaid head out into the thick, hot night, past lightning bugs and cheeping frogs, to investigate the unusual find. They arrive at "mound 2A," which the book describes as a fourteenth-century (CE) platform mound surmounted by a conical burial mound. Bessie's black assistant William (who wears shoes with "bunion slits," a nice touch) ends any uncertainty about the bones by positively identifying them; he had visited slaughterhouses and tells us “Ain't no mistaking” a horse's skull (5). Waldrop then elides a dull skull-cleaning scene by having Kincaid order Bessie and the other crew members to sleep while he works through the night, saving his finds for the next scene.
Bessie returns to Kincaid's tent at daybreak. Ominously, the gramophone is silent, and the varnished horse skull glares at her from Kincaid's camp table. Kincaid has his partner examine a neat round hole in the skull, of the sort a high-velocity projectile might produce, then hands her his most alarming find: a corroded metal cylinder, caked in dirt, that Bessie recognizes as a “brass rifle cartridge” (10). Ain't no mistaking one of those, either.
Waldrop breaks from the 1929 archaeologists to start his other two plot lines, but for sake of continuity and elucidation I'll finish this entry with the next part of this storyline, “Bessie II.” We rejoin Bessie and Kincaid later in the day, as their crew, “look[ing] like a bunch of ants” (29) in the distance, dig deeper into mound 2A. By now they have found another six jumbled horse skeletons, buried with other grave goods and some potsherds datable to 700-1500 CE. This confirms Bessie's fears about the cartridge: it postdates the upper chronological limit of the associated Indian culture by 350 years.
It's not the only thing the archaeologists have to fret about. Waldrop uses another feature of the landscape, the sluggish Suckatoncha Bayou, to tell readers that the mounds sit on a floodplain, due to submerge in a few weeks when the state finishes its newest flood-control barriers. However, recent heavy rains have caused state officials to close the dams downriver, and the waters near Bessie's dig are already rising. She and Kincaid have to solve an unsolvable mystery within a shrinking time limit.
Kincaid tells us new crews will soon arrive to help with the dig and its interpretation. It's a good thing, too: both he and Bessie are completely stumped.
Coming next: Madison Yazoo Leake is very lost.
**
(Image of Pharr Mounds, MS, courtesy of the National Park Service.)
Saturday, August 29, 2015
Ain't Like No Workings of the Lord
Like so many enterprises, science
fiction and fantasy have given big rewards to a few of their
practitioners and a pittance, or worse, to many more. Longtime fans
will recall stories of Philip K. Dick living on pet food, or H. Beam
Piper choosing a quick death over slow starvation. Howard Waldrop
numbers among the numerous SF writers who earn far less than they
deserve. In Waldrop's case this results, in part, from his preference
for short fiction, no longer a very marketable product, over novels
and series, which pay better but don't match his talents or
inclinations. This is a great pity, for Waldrop combines a well-honed
talent for story-telling with erudition, a nicely-perverse
folksiness, and fearless speculation. His story “The Ugly Chickens”
speculates on the survival into the present-day, in a Faulknerian
backwater, of the most famous extinct species of all, and includes
one of the most vivid dream sequences it has been my pleasure to
read. “Custer's Last Jump,” co-written with Steven Utley,
featured nineteenth-century paratroopers, Lakota fighter pilots, and
a massive bibliography of sources, all invented by the authors. In
“The Effects of Alienation” Waldrop staged a “Hitler
Victorious” alternate history scenario for the sole purpose of
testing its impact on Peter Lorre. “Night of the Cooters” pitted
a small-town Texas sheriff (a thinly-disguised Slim Pickens) against
H.G. Wells's Martians. One could go on and on.
A critic aptly called Waldrop's work
“brilliant and berserk.” One could also describe it as
labor-intensive and uncompromising. The author never hinges a story
on one idea when half a dozen will do, and he never tells the same
story twice. This makes it impossible for him to churn out the
serials and hackwork that provide other SF authors with their path to fame and, if not wealth, at least self-sufficiency. Indeed, Waldrop apparently finds
it hard to write novels: his humor, intellectual games,
Classical references, and cultural ephemera work much better in the
confined space of a short story or novella. He has, however, left us
one solo novel, Them Bones, and it shows that, whatever the cause of Waldrop's
aversion to novels, it isn't lack of talent. It is a
multi-plot book of time travel, alternate history, and
apocalypse, involving baffled archaeologists, Mound-Builder Indians,
mammoths, lost G.I.s, Aztec priests, and a heady evocation of the
lower Mississippi Valley, a place more alien to SF writers than Alpha
Centauri. I read it at just the right time: in grad school, just as I
began my study of Native American history. I reread it when I took my
first trip down the Natchez Trace Parkway, a journey that showed me
the dense interlayering of pre-Columbian Indian culture and early
American history in the Deep South. “The past...isn't even past,”
one Mississippi writer famously wrote, and Waldrop, born in
Mississippi himself, show that this applies just as readily to
Coles-Creek Indians as Faulkner's peasants and nabobs. Lying at the intersection
of my hobby and my vocation, Them Bones remains one of my favorite
books, and over the next year or so I plan to spend some time on this
blog revisiting it and its many charms. I hope my readers will enjoy
the trip.
**
(Above image, of Waldrop in 2007, courtesy of The Jeff and Wikimedia Commons.)
Sunday, August 23, 2015
Accursed Leng
Despite his other defects as a writer
(and ample enough they were), H.P. Lovecraft had one gift that helped
him surpass the limits of the pulp-fiction ghetto and endure to the
present day: his power to describe the uncanny, horrifying worlds
that lay just beyond the edges of our own. Who among his readers can
forget the crumbling houses and fishy residents of Innsmouth, the
distant shrieking of shoggoths on a wind-blasted Antarctic plateau,
the locked library cabinets wherein potent grimoires waited for
victims, the terrifying inscriptions one narrator found in a
long-buried Australian ruin, the fungus-encrusted kingdom of the
damned festering beneath Exham Priory? Poe could certainly craft
better prose than HPL's, but he rarely matched his
successor in crafting such evocative settings, such sublimely hostile
and inhuman places perched on the very edges of our more comforting
reality.
Lovecraft's influence on modern horror
remains incalculable. His creations even bleed over into other
genres, like techno-spy fiction and detective stories. Take, for example, one of his chillier minor references,
to the Plateau of Leng. This deeply isolated land, situated in some
mountain fastness on this world or near it, sheltered a race of
barbaric near-humans who worshiped the demon god Nyarlathotep and
ate human flesh. HPL first mentioned Leng and its “corpse-eating cult” in his story “The Hound” (1922). Later, he called it the
“roof of a bloated and tenantless world” (“The Dream Quest of
Unknown Kadath”), noted the yellow-masked, nameless high priest who
dwelt at the plateau's center, and suggested (“At the Mountains
of Madness”) that Leng and its “temples of horror” might
actually lie within Antarctica. Part of Leng's mystery came from its
uncertain location, suggesting it was an archetype rather than a
fixed domain. “Dream Quest” situated Leng within the otherworldly
Dream Lands, while “The Hound” placed it in Central Asia, and a
1935 letter from HPL to Robert Bloch suggested it was in Tibet,
identifying Leng's inhabitants as the demihuman “Tcho-tchos”
invented by Lovecraft's protege August Derleth. In all these tales, the devotion of Leng's inhabitants to evil remained a constant.
Later in the twentieth century,
accursed Leng made its way into a number of stories written by HPL's
admirers, like Neil Gaiman, Charles Stross, and Marc Laidlaw, as well
as novels by Brian Lumley and Stephen King and one or two mentions in
the game Magic: The Gathering. As a concept, if not a name,
Lovecraft's demonic mountain kingdom seems to have spread still
further. In his novel Flood (2008), the physicist and sci-fi writer
Stephen Baxter posited the catastrophic upwelling of a vast
subterranean sea, more capacious than all the oceans of the present
day. Over the course of four decades the floodwaters drown every
city and inundate every forest and plain on the planet's surface. As the
end approaches, a handful of wealthy or sufficiently desperate
refugees made their way to Tibet. No longer the icy mountain kingdom
of our own era, Tibet has become the last substantial piece of dry
land on Earth. There, however, the travelers learn that murderous
warlords had conquered the province, and would only allow in those
they wanted to take as slaves or “harvest” as food. The human
skulls adorning the gates to this hellish new realm told strangers
what they could expect within.
I have no idea if Baxter was a
Lovecraft fan, but the similarities between his future Tibet, a land
of cannibalism and murder, and HPL's Leng, a mountain kingdom of
flesh-eaters at the roof of a seemingly empty earth,
appear greater than coincidence can explain. Perhaps Lovecraft was so
adept at evoking geo-cultural archetypes that even a hard SF writer,
not known for his flights of fancy, could not help describing the
same dreamscape when his narrative called for it. As with Carcosa, Leng has a real substance to it that transcends the
imagination of a single genre author.
Tuesday, August 4, 2015
Pop Goes the Space Miner: Outland Still Entertains
On its release in 1981, Outland
received poor reviews from critics like Roger Ebert, who dismissed it
as “High Noon in space,” and sci-fi critics who pointed out its
technical and scientific flaws (such as the spacesuit helmet lights
that would actually have blinded the wearers). In the longer term,
the film became lost in the glare of other contemporary SF
classics, like The Empire Strikes Back (1980) and Blade Runner
(1982). Yet the film repays careful viewing, and watching it again
recently I was struck by Outland's high technical quality and
super-competent acting.
The movie's plot is nothing fancy.
Space marshal William O'Niel (Sean Connery) wonders why workers on a
distant mining colony are going crazy; when he uncovers the reason,
mining company officials target him for assassination. As in many
other sci-fi pictures, the plot of Outland takes a backseat to the
setting, into which writer-director Peter Hyams and his crew clearly
infused most of their creative energy. They present the mining
station as a tense, dirty, fully realized world. Battered scaffolds
cling to vertiginous mining faces. Grimy white corridors
distinguished only by stenciled numbers remind us that the station's
builders had no concern for individuality. Stacked sleeping cubicles,
where miners sit or lay exhausted, evoke a giant insect hive. Inside,
fluorescent lights glare and, outside, welding arcs paint sharp-edged
shadows on the dangerous landscape. Even the walls of station manager
Mark Sheppard's (Peter Boyle) subdued, well-appointed office seem to
press in on him, as he tries to push back against them with rounds of
virtual golf. Station 27 is, in short, a tightly-sealed world barely
containing itself against the hellish environment outside, a world on
the edge of exploding – as O'Niel explodes with anger on the
station's squash courts, as miners explode with violence when they go
buggo, as bodies explode (with, admittedly, unrealistic velocity)
when exposed to the near-vacuum outside.
Hyams clearly drew some of the
inspiration for Station 27 and its denizens from Ridley Scott's
Alien, whose grimy, cavernous spaceship and mundane freight handlers
contrasted sharply with H.R. Giger's baroque, sleekly-deadly
monster. Outland, however, has no alien monsters. Here man's enemies
are the deadly environment and the people it warps and torments.
Outland also stands in sharp contrast
to earlier sci-fi films in the age and disposition of its characters.
Movies like Star Wars, Logan's Run, and Star Trek: The Motion Picture
assumed the denizens of the future (or of a space empire) would be
young, athletic, and forward-looking. Alien challenged this
convention by featuring a predominantly older cast, but ensured that
the two youngest actresses, Veronica Cartwright and Sigourney Weaver,
would number among the final survivors. Outland has no place for
youth or optimism. Its miners are uniformly grim and surly, its cops
depressed time-servers, its only cheerful character Mark Sheppard,
whose bonhomie masks his exploitative and murderous designs. O'Niel,
after his wife and son leave for Earth, spends much of the film
wondering if a washed-up mediocrity like himself can make a
difference, or if he should just serve his tour and keep his mouth
shut. Ultimately, Hyams reveals that one old marshal probably can't
make a difference, but two has-beens probably can: the station
doctor, Lazarus (Frances Sternhagen), who describes herself as an old
“wreck” and who spends her free time kvetching and drinking, not
only helps O'Niel solve the mystery of the exploding miners but helps
save his life in the film's closing scenes.
That aging losers can make a
difference, that they still have a place in a forbidding future, was
a clever message to send to sci-fi fans, many of whom were Baby
Boomers approaching “the Big Four-Oh” and real or imagined
midlife crises. Certainly it became a central feature of many of the
Star Trek films, to the point of ridiculousness in the case of
Generations*, and more recently of John Scalzi's Old Man's War
series. The young, of course, will always dominate the other SF and
fantasy franchises, if only because they are more desirable to
advertisers.
* The climactic scene of which one of
my friends characterized as “three old white guys fighting on a
rock.”
Thursday, July 23, 2015
Games That Don't Suck: Splendor
(For a list of games in this series, click here and scroll down.)
The latest entry in our series of “Games That Do Not Resemble Monopoly in the Least, and Thank Goodness for That” comes from the same company that produced Seven Wonders. It also employs two of the same mechanics as its Belgian predecessor, drafting (players take cards from a common supply) and engine-building (players accumulate advantages based on previous card buys). Technical and intimidating as this may sound, Splendor is an even easier game to learn, and a quicker one to play, than Seven Wonders. Ostensibly, the players (2-5 of them) take the role of Renaissance princes trying to amass wealth in the form of precious gems, buildings, ships, and artwork. That premise, though, is just a thin skin overlaying a simple game with potential for deep play.
The latest entry in our series of “Games That Do Not Resemble Monopoly in the Least, and Thank Goodness for That” comes from the same company that produced Seven Wonders. It also employs two of the same mechanics as its Belgian predecessor, drafting (players take cards from a common supply) and engine-building (players accumulate advantages based on previous card buys). Technical and intimidating as this may sound, Splendor is an even easier game to learn, and a quicker one to play, than Seven Wonders. Ostensibly, the players (2-5 of them) take the role of Renaissance princes trying to amass wealth in the form of precious gems, buildings, ships, and artwork. That premise, though, is just a thin skin overlaying a simple game with potential for deep play.
The game “board” consists of twelve face-up cards in three rows, ranked according to their expense, and replenished as players buy old cards. Each card bears a colorful illustration, a cost, and a banner identifying the assets it gives the purchaser. All cards supply one permanent gem, which the holder may spend on all subsequent buys. Many also give victory points, of which players need 15 to win. Players purchase cards with gems, usually several gems of different types: rubies, emeralds, sapphires, diamonds, opals, and wild-card gold pieces.
On his or her turn a player can take three gems of different colors, or two gems of a single color (if that gem stack is full), or buy a card. S/he may alternatively reserve a card for future purchase, taking the reserved card in hand and acquiring a gold piece at the same time. The gem supply is limited, and all of a player's assets and cards (reserves excepted) always remain on display, so adept players can interfere with one another's plans by taking scarce gems or buying cards they think someone else wants. Limiting inter-player interference are a 10-gem ceiling on each player's hoard, and the possibility that a card even more useful to one's opponents will replace the card one has just bought.
Adding another layer of complexity to
the game are nobles, large cardboard counters, each bearing the image
of a Renaissance monarch or aristocrat, who permanently “visit”
players who have amassed sufficient wealth. One can only “purchase”
nobles with permanent-gem cards, usually four of each of two colors
or three of three. Each noble counter gives the recipient three
points, but acquiring them can distract players from buying expensive
permanent-gem cards with a higher point value. The noble “option”
multiplies the pathways players can take to win the game.
I find Splendor strangely mesmerizing.
The quality artwork and the solidity of the gem counters and noble
tokens draws one into the game's mental space, and figuring out which
path one will take to victory, and which combination of gem tokens
and permanent-gem cards will take one there, presents the mind with
an ever-shifting puzzle. One must also keep in mind the progress of
one's opponents and measures one can take to slow them down. It's a
short game for all that, usually lasting only 25-30 minutes. As with
Seven Wonders, I have almost never been able to play just one game of
Splendor at a time.
Monday, June 8, 2015
Sorry, Ladies, C.S. Lewis Finds You Tedious and Icky
The Narnia novels, which C.S. Lewis
wrote as children's stories, generally avoid sexual themes. An
episode in the final book that Lewis's readers call “the problem of
Susan” thus becomes multiply alarming: it brings sexuality (teenage
romance) into the series and then condemns it, and the women who
express it. In The Last Battle (1956), Susan Pevensie was denied
re-admission into Narnia – and thus allegorically into Heaven –
because she dared develop an interest in “makeup” and “boys,”
neither of which left her time for Narnia or Aslan. Several authors
have subsequently addressed Lewis's callous dismissal of Susan in
their own stories. Ana Mardoll last month drew her followers'
attention to a recent and curiously moving addition to this Susan
Pevensie subgenre, “Elegant and Fine” by T. Kingfisher (alias
Ursula Vernon).
Kingfisher speculates Susan turned away
from Narnia because she and her siblings, who after all had grown to
adulthood in the ancient kingdom, had all taken lovers there, of whom
fate or Aslan had robbed them when it (or he) forced them back
to Earth. Lewis showed no particular interest in his young
protagonists' adult lives in Narnia and the psychological impact of
losing those lives, but “you cannot live to be thirty years old and
have it wiped cleanly from your mind.” Susan remained a
thirty-year-old woman trapped in a girl's body, and sometime after
the narrative of Prince Caspian, she decided she would not let her
heart and mind remain broken. She left Lewis's children's story for
her own grown-up one. For the crime of growing up, or refusing to
live meekly as a “tame woman” at the feet of untamed men and
Lions, Lewis cast Susan into perdition.
All due praise to those of
Lewis's fans who do not accept this condemnation. His characters,
especially the female ones, have dignity and depths that their
literary creator hinted at but refused explicitly to acknowledge.
Arguably, Lewis could not show these dimensions because he regarded
many of his fictional characters as subalterns, intrinsically
inferior to the princes and gods who really made things happen in the
world. In an earlier post here I observed that Lewis's dislike of
outspoken women, unruly students, and insubordinate “lesser breeds”
(dwarves, animals, commoners) is of a piece: he argued quite
explicitly that people could not be happy if they did not recognize
their subordinate stations and learn silence and obedience. In the
same essay Lewis averred his belief in equality before the law, but
insisted one should not carry this into the church, the family, the
classroom, or any place that really mattered to him.
I suspect Prof. Lewis's confident
defense of inequality suffered a major blow after the Second World
War, when many if not most Britons decided to pursue social equality
as well as the legal variety. His later writings on subordination and
rebellion, particularly those concerning the subordination of women,
are those of a curmudgeon and escapist, fighting a battle lost long
ago. Lewis's harrowing of liberally-educated Jill Pole in The Silver
Chair, and his damnation of sexually-maturing Susan Pevensey, both
occur in a fantasy world far removed from this one. Later in the
1950s, Lewis transferred his misogyny to another speculative genre,
that of science fiction. In one of his last published works,
“Ministering Angels” (1958), he suggested that many men, if
unable to live in a world of meek and submissive women, would prefer
doing without the female sex altogether. In the story, a bureaucratic
Earth government sends two sex workers to an all-male colony on Mars.
The “angels,” one a meddling female bureaucrat and the other an
aging prostitute, are to minister to the colonists' carnal needs, but
the astronauts have no wish for their company and indeed would rather
flee Mars than stay with them.
In fairness, Lewis wrote this story as
a response to an earlier essay in the same magazine (Fantasy &
Science Fiction), “The Day After We Land on Mars,” in which
Robert Richardson argued that men settling on the red planet would
probably require regular visits from “nice girls” to boost
“morale” and keep them from falling into bad habits, like
masturbation and homosexuality. Lewis's speculation is less emetic
than Richardson's, but he obviously wrote it to advance a particular
message: no “nice girls” would ever fill such a role, and men did
not necessarily need or want women's company in any case.* Together
with Lewis's fantasy story “The Shoddy Lands”
(1956), whose narrator expresses horror at women's vanity and their bodies (he finds bikini lines particularly icky), “Ministering
Angels” and the later Narnia novels all yearn for isolation from the feminine. All express the wish that women
– actual, mature women with their own opinions and carnal desires –
would simply go away, and that a just God would arrange an afterlife
free of their troubling presence. This sounds hellish to me, but for
Lewis 'twere better to reign in hell than have to listen to assertive
women in heaven.
* Lewis did marry during these last
years of his life, and the marriage grew into a happy one, but
his wife Joy was in poor health and neither expected the union to
last long. Joy Lewis died in 1960.
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