Brian Niemeier is Saving Superversive + a Warning to the Pulp Revolution

Every once in a while, someone likes to meme the faux rivalry between the Superversive and PulpRev crowd. The latest has been the images of some white knight guy representing the former with a dread knight guy representing the latter, with implications ranging from the nature of each’s approach to storytelling to just that one is more badass than the other.

Brian Niemeier has written a bit of an analysis and response to the rivalry which can be read here in full. But he outlines a few points that his readers have brought up and some “actionable advice” to the Superversives.

  • The Superversives have more high profile authors.
  • The #PulpRev has a far bigger cultural footprint–due to their greater willingness to interact with the public on social media.
  • The Superversives lag behind in terms of marketing their ideas.
  • On the whole, the #PulpRev has the upper hand–though the two movements aren’t exactly in direct competition. There’s a high degree of overlap.
  1. Your membership is too private and insular. Discuss what’s going on in the movement out in the open more often. Conversations about upcoming projects, new members, superversive philosophy, etc. should be had in public to raise awareness and build interest.
  2. The Superversive Roundtables are too long. Try keeping the ordinary shows to one hour, tops. Your audience will give you a little longer for special events.
  3. Sci-Phi JournalForbidden Thoughts, and Astounding Frontiers are good. But there’s always room for improvement. Superversive magazines and anthologies should have a stronger editorial voice, and the story selections should show greater intentionality.

 

To me, the biggest difference between the two movements is that the Superversive movement is defined by its pursuit of the ideal of “superversive” while the Pulp Rev movement is (or was) defined by a pursuit of a certain approach to storytelling. The former is ideological while the latter is structuralist (if you don’t believe me, just see how often folks bandy about “Lester Dent’s Master Formula”).

I do see the Pulp Rev slipping towards where the Superversives are now, and I’ll explain why after I touch on Brian’s 3 points.

  1. The Superversive website requires users to sign up to comment, and that’s a barrier. Folks see the Superversive movement as more of a clique revolving around that website than a movement. Because the site has the name, the site is the movement. It’s a perception thing.
  2. Yes; shorter shows done more often with fewer people is generally better. Too many folks talking over each other combined with awful mics, tons of background noise, and ominous heavy breathing make the Superversive streams near unlistenable despite otherwise decent content. Despite not having any heavies of literary import, the Whippersnappers Superversive casts are generally better (even if they’re totally wrong about something!) because there are only a few of them instead of nearly a dozen.
  3. I can’t really judge these anthologies as I haven’t read any of them yet, but there’s the sense that they’re all coming from the same small group. Part of this is because not only is Superversive a movement and a website it is also a publisher. On the other hand, take Bryce Beattie’s Storyhack; some folks consider Cirsova one of the first Pulp Revolution publications, but Bryce has launched an impressive pub on his own completely independent from us. There’s no tie between Bryce and I other than that we’re looking for similar types of fiction. (We did ad-swap, but there hasn’t been any sort of collaboration between us as a means to ‘advance the movement’ or whatever.) As another example, I’ve published a couple stories from Misha Burnett, but he’s doing his 21st Century Thrilling Anthology (apologies if that’s not the exact name) completely independent from us or anyone else (though I think they may be approaching Superversive for possibly publishing it). I don’t know how many folks independent of the Superversive website crew are working on their own and saying “this is my contribution to the Superversive movement.”

Now I need to turn things to the Pulp Rev… Some folks worried about the Pulp Rev ossifying because I was gonna maybe go invite only in a year and a half from now. But I see it ossifying now for other reasons, moving towards having the same issues that Superversive has now. Ask yourself this: what growth has there been in the Pulp Rev community in the last three months? It may not have stalled out, but it looks like it’s plateaued.

Okay, now here’s a bit of a disclaimer before I go on; I don’t try to wrangle our authors into being a part of the Pulp Revolution – if they want to join in, they’re welcome to, but being published in Cirsova isn’t being drafted into a movement. Also, being involved in the Pulp Revolution does not improve your chances of being accepted and published by Cirsova.

  1. Because people are naturally ideological in general, there’s going to be a push towards defining a movement in ideological terms. As the Pulp Rev becomes more political and ideological in how it defines itself, it will face many of the same hurdles that the Superversives do – namely that the stories will be approached from an ideological rather than a structural lens.
  2. Having a Pulp Rev website signals cliquishness akin to what the Superversives suffer from. Outsiders will see a website and assume that the Pulp Rev is the website and the website is the Pulp Rev, and people not writing for the website are not part of the movement. It’s a perception thing. Just as a singular Superversive site dominates the Superversive movement and potentially stifles its growth, a PulpRev website could do the same.
  3. Branding the movement is a surefire way to kill it. You can be a movement or you can be a branded commodity, but you can’t be both. What killed the Sad Puppies was that the Mad Genius Club clique wanted to make Sad Puppies be a brand associated with them, and to ensure that, they had to stamp out independent actors who had believed that it was a movement. I don’t see that happening with the Pulp Rev, but so long as people see the Pulp Rev treated as a commodity (specifically tagging books as being “PulpRev”, selling “PulpRev” merch), it will have potential to kill its growth. The new wave in science fiction is about independence; who wants to be part of something that already has a website and is selling T-shirts with the name of the movement? Better to start your own new thing!

Honestly, the Pulp Revolution is far too small at this point for anyone to actually make money off trying to exploit the name, but people participate in movements, not brands – and if they think it’s a brand, they’re not going to participate. How does this tie into the issues Brian brings up? Because Superversive is seen as a brand rather than a movement. Fair or not, it’s seen as the Jason Rennie + John C. Wright & Friends’ brand. While Brian is trying to move the Superversives away from that, the Pulp Rev has been moving towards it. You can nip this in the bud, but it may have to be soon.

This is not meant to impugn anyone’s motives. I don’t think anyone who was caught up in the excitement of the Pulp Rev thought about exploiting or seeking to steer the movement or was even aware of the possible repercussions of putting together unofficial official sites or selling unofficial official merchandise. But at best, I think they will only serve to limit the movement’s growth at a point just before it could reach a critical mass.

One of the nicest things about Castalia House’s blog offering a platform for the Pulp Revolution is that while Castalia House is a brand, it has not imposed itself on movement. In fact, the commercial publishing wing of Castalia is almost wholly independent from the Pulp Revolution. Vox Day has never said “You’re on my site, so you’re going to talk about and promote the kind of science fiction I like and publish.” And Jeffro, the blog’s editor, has not put the clamps down or laid down the law or acted like he was the pope of the Pulp Rev despite having a tremendous amount of clout within the movement.

Remember – for a movement to grow and succeed, it can’t just be a vertical. Just as Superversive needs to branch out to thrive, the Pulp Rev needs to remain diffuse if it’s going to survive.

Alignment Part 3: Some Examples!

Part 1

Part 2

From the comments the other day:

I’m baffled.
Baffled by living in a world where people can’t figure out what words like ‘good’ and ‘chaotic’ mean and act like it is some obscure mystery.

You know, this is interesting, because in the first part of my explanation, I pretty much state that a major reason that Alignment doesn’t work is because people don’t understand what “good” and “chaotic” mean. The relativist approach means that someone can be playing as a demon whose very existence is a blasphemy upon creation and the laws of nature, but because the player wants the demon to be a “nice guy” or within the confines of his demonic culture he is an upstanding citizen, the player is able to declare for Lawful or Neutral Good, and then the rest of the group wonders why Alignment doesn’t matter at their table.

People DON’T understand the Law/Chaos spectrum any more than they understand the Good/Evil spectrum. For instance, many people think of Chaotic Good as the either the guy who does some good but is inherently selfish or someone who tries to do good but breaks laws while doing so. A lot of people would give Robin Hood as an example of Chaotic Good, but they’d be wrong, and here’s why:

While Robin Hood lived in the wilds and opposed King John and the Sheriff, he was not doing so from an angle meant to upset Nature’s law and/or the will of the heavens. On the contrary, he understood the natural and divinely bestowed rights of Man and fought against a power that was usurping them. Additionally, the power he opposed (John and the Sheriff) are portrayed as being in opposition to the rightful rule of King Richard – in this sense, Robin has positioned himself as an agent of the legitimate and rightful law that is respectful of the rights of man, acting on behalf of Richard, the true authority. Though certain trickster elements are incorporated, the classic portrayal of Robin Hood throughout many iterations in the 19th and 20th century* would be Lawful Good.

So, what would be Chaotic Good? One of the most remarkable literary examples in fantasy would be Tom Bombadil. He is good and beneficent, but he is outside the realm of Nature and Nature’s law. He is unaffected by the magic of the Maiar; in fact, he is so far outside of the scope of the strugle that Middle Earth is going through, it’s acknowledged by the characters in the book that it would be irresponsible to rely on him – though he’s unaffected by the Ring’s power and evil, he’d probably forget about it!

Melkor would be Chaotic Evil, because his modus operandi was the corruption of creation; everything related to him is described in terms of perversion and marring the true and good intentions of benevolent creators. As an agent of perversion, the more he took on a fixed, absolute, corporeal form with which to rule over his Earthly domain, the weaker he became.

Sauron, as a created being within nature (one of the fallen Maiar) adheres to the laws of creation set forth by the Gods (it’s one of the reasons why he is so vulnerable), and though he wields great power and is able to use that power to corrupt the minds of his foes and cast a shadow over the land, he is still within the sphere of Law. Yes, the struggle in Middle Earth during the 3rd Age is between Lawful Good and Lawful Evil, with Lawful Neutral free people and Neutral Good elder races throwing in with LG against Lawful Evil.

Okay, let’s break away from Lord of the Rings for a minute.

I think that one of the best examples of a True Neutral character might be Garrett from the Thief games.

“But he steals things!” you say; “He’s a law-breaker!” you say; “He may save the world, but he’s probably a bad guy! He’s Chaotic Neutral at best!” you say.

All right, those things are all true, but you need to look at the bigger picture.

While Garrett is a Thief who steals things and breaks the law, he is not a wholly evil person. Assuming that Expert is the canonical way in which Garrett completes the missions, it’s clear that he has a code, part of which is to avoid killing at all costs. There is, if my memory serves, only one mission in which Garrett is allowed to kill his fellow man, and that’s because of an oversight in updating the goals for a mission that did not originally feature human opponents (the magi in the Gold version of The Lost City).

In Thief’s cosmology, there is a conflict between Law, as embodied by the Hammers, and Chaos, as embodied by the Pagans and Fae.** The Hammers aren’t the nicest dudes, in part because from a thief’s perspective, they crack down and crack down hard on criminality; while the current crop of Hammers may seem unnecessarily cruel, their order and the God they serve ultimately fall into the schema of Lawful Good. The Fae who are worshiped by the Pagans are inimical to human life (as it is currently being lived), and the Woodsy Lord is intent on pushing man back into a primeval state. His domain is the Maw of Chaos, so it’s right there in the name.

Someone pointed out in the comments on the previous post that Planes can shift in the relationship to alignment as their leaders change, and we see something of that in Thief 2 with Victoria. Constantine is the sworn foe of the Builder and stands against everything they represent; he is Chaotic Evil in Thief’s cosmology. Victoria, on the other hand, is more pragmatic; I’d place her as Chaotic Neutral – while acting as Constantine’s second, she will have his back, but on her own, her primary concern is not a victory of Evil over Good but preserving Chaos against an encroaching order of Law. Even Garrett notices that the nature of the Maw has changed subtly under her. Neutral Good characters like Lt. Mosley are aiming to find some sort of middle ground between the “Chaos” of the pagans and fae and the Law of the Mechanists.

So Garrett’s place in the “prophecies” is as a balancing agent; when the pendulum swings towards Chaos in Thief: the Dark Project, he ends up finding himself allied with Law via the Hammerites who aid him in sealing the Maw of Chaos. In Thief 2: The Metal Age, the pendulum has swung back the other way, too far in the favor of Law, so he becomes an ally of Chaos to fight against the Mechanist takeover of the city. He is not in those positions because he is a nice guy or a bad guy, but because it is his destiny to act as an agent of balance in the greater cosmic struggle around him.

 

*:Earliest incarnations of Robin Hood which do not incorporate much of the now established lore would be closer to Neutral Good or Lawful Neutral, depending on the telling; before the notion that Robin Hood was stealing money from nobles and returning it to the unjustly taxed, most folks were happy with a Robin who was stealing from nobles because fuck the nobility; with nobles as pieces of a framework of divinely ordained Law, such a Robin would be slightly more chaotic, since he was acting against the natural order of things (divinely righted stripped of their rightful treasures) – when the definition of the order which Robin was opposing changed, along with his reasons for opposing it, the character became Lawful Good.

**:Note that Nature in Thief’s cosmology is depicted as chaos/chaotic as opposed to the mechanical order believed to be set upon the universe by the Master Builder.

“Planet Stories” ::finger quotes::

Why do I dislike Paizo’s Planet Stories imprint and recommend against people buying from them when the opportunity presents itself? Well, besides the fact that I hate Paizo and dislike several of the folks who work for them, their “Planet Stories” brand is a bit of a misnomer.

From what I’ve pieced together, Paizo found out that no one had owned the Planet Stories name and trademark for decades. The original Planet Stories folded back in the 1955 along with Love Romances and its parent company, Fiction House. The name had probably been free and unprotected for ages.

It would be like if I decided to swoop in and register the trademark for Thrilling Wonder Stories or some other dead pulp magazine.  Paizo found Planet Stories’ corpse by the roadside and decided to wear its skin while publishing stuff that, ironically enough, wasn’t really Planet Stories. Paizo’s Planet Stories line is decidedly more Sword & Sorcery and Weird Fiction focused than the actual Planet Stories ever was, but I decided to take a closer look at just how little Paizo’s now-discontinued line had to do with its namesake.

  1. Anubis Murders – Gary Gygax – post pulp
  2. City of the Beast – Moorcock – post pulp
  3. Black God’s Kiss – CL Moore – Weird Tales
  4. Elak of Atlantis – Henry Kuttner – Weird Tales/Strange Stories
  5. Secret of Sinharat – Leigh Brackett – Planet Stories
  6. Northwest of Earth – CL Moore – Weird Tales/Leaves/Fantastic Universe/Fantasy Magazine
  7. Lord of the Spiders – Michael Moorcock – post pulp
  8. Samarkand Solution – Gary Gygax – post pulp
  9. Almuric – RE Howard – Weird Tales
  10. The Ginger Star – Leigh Brackett – post pulp
  11. Masters of the pit – Michael Moorcock – post pulp
  12. The Swordsman of Mars – Otis Adelbert Kline – Argosy
  13. Infernal Sorceress – Gary Gygax – post pulp
  14. Worlds of Their Own – Various modern – post pulp
  15. The Hounds of Skaith – Leigh Brackett – Post Pulp
  16. The Dark World – Henry Kuttner – Startling Stories
  17. Death in Delhi – Gary Gygax – Post Pulp
  18. Reavers of Skaith – Leigh Brackett – Post Pulp
  19. Robots Have No Tails – Henry Kuttner – Astounding
  20. The Outlaws of Mars – Otis Adelbert Kline – Argosy
  21. The Sword of Rhiannon – Leigh Brackett – Thrilling Wonder Stories
  22. The Ship of Ishtar – A. Merritt – Argosy
  23. Steppe – Piers Anthony – Post Pulp
  24. The Complete Silver John – Manly Wade Wellman – MoF&SF (Post Pulp/non-pulp)
  25. Sos the Rope – Piers Anthony – Post Pulp
  26. The Walrus & The Warwulf – Hugh Cook – Post Pulp
  27. Template – Matthew Hughes – Post Pulp
  28. Before they Were Giants – Various Authors – All Post Pulp
  29. Sojan the Swordsman/Under the Warrior Star – Michael Moorcock – Post Pulp
  30. Battle in the Dawn: the complete Hok the Mighty – Manly Wade Wellman – Amazing Stories
  31. The Planet Killers – Robert Silverberg – Post Pulp
  32. Hunt the Space Witch – Robert Silverberg – Post Pulp
  33. The Chalice of Death – Robert Silverberg – Post Pulp

So, we have 21 books that are either post-pulp novels or collections of stories that were not published in the pulps, 4 books that are wholly or primarily from Weird Tales, 3 works from Argosy, and one each of Amazing Stories, Thrilling Wonder Stories, Startling Stories, and, yes, Planet Stories.

Brackett is the one (perhaps the only) name on here who is solidly associated with the original imprint, though many of her classics were also in Startling and Thrilling (she was probably the best Thrilling ever had). Kline wrote stories you might have seen in Planet Stories, but due to the time frame he was writing in, he was primarily a writer for Argosy and Amazing.

Story or Game? An Oncological Discourse

I was recently solicited for opinions on what I would do if given the opportunity to be the one to “make” D&D. My answer was I’d pretty much make B/X, use Holmes rules for scrolls and spell books, use 1e’s rule for acquiring new spells, and Star Frontiers’ order of battle. But that’s not what this post is about.

One guy replied to the initial question with the following:

To me, it’s not about making more complicated mechanics in an RPG, it’s about maintaining an Improv mentality between DM and players. When you put the story first, everyone wins. Improv and RPG can be ruined when someone tries to win, or be a star of the session.

Let’s take a look at those last two sentences. The first is the total opposite of correct, but the second had some merit (thought it springs directly from putting the first into practice), so let’s hear him out:

“If you say “my character is a badass”, you are already ruining it. You have to be open to what will happen, and let your guy interact/change”

This is true, but I often see it coming from players who emphasize “story first” gaming and enabled by “story first” DMs. Players become desperate for their characters to be relevant to the story rather than function as an integral part of the adventure-machine. Story focused games often marginalize particular characters because they remove the mechanical purposes for that character to be there. Fighters with nothing to fight, thieves with nothing to steal or no traps to disarm, wizards with no new magics to find and cast, etc. will lead to unhappy players.

I say “game first”. Story emerges from the party’s gameplay experience. Plus, that way you avoid a Key-man crisis where one character gets too important to the “story”, can’t die, or the “story” stalls out if that player isn’t able to play. The adventure is the “game” and completing that adventure successfully is the win state. The story is what happens during the game.

What about personal player/character goals?

Personal goals are icing on the cake, and they are critical variables in the emergence of narrative.

  • The DM handles world & setting
  • The Party has overarching goals based on DM’s content
  • The Players have individual goals based on their characters

Story emerges from the pursuit of individual and group goals within the framework that the DM provides. Games that focus on story, however, often impose a top-down structure:

  • The DM creates story and sets party goals.
  • The Party goals must conform to story
  • The Individual goals must jibe with the DM’s story goals, or they may go ignored and unfulfilled.

In this situation, players most willing to conform to the DM’s story will take the spotlight away from players who may have different or conflicting goals.

For example, in the con game I was in that Bruce Heard ran, the airship had:

  1. A murder mystery
  2. A haunted train
  3. A zoo full of magic animals

The top-down story, however, was the murder mystery, so it didn’t matter if some players wanted to ride the train or pet the animals. Players willing to conform to the top-down story imposed on the session got the most playtime and impact at the table.

A non-story game of the Dreams of Aerie module would be “Here is an airship, here are the things on the airship; what do you want to do?” The party could discuss and reach a group consensus based on both party and individual goals. The story then becomes what the party does.

Are individual/personal goals undesirable, a problem, or, at best, superfluous to the party’s goal? Of course not! Your thief’s desire to get rich could provide in-game justification for adventures as you’re offered hooks. A DM’s creative bandwidth is not unlimited, and being aware of players’ individual goals allows them to create content that will be of interest to them. Content is responsive to players’ goals.

But what about player’s attachments to characters? Won’t individual goals lead to players becoming over-invested in characters?

“Don’t go bonkers, but let people stay in the game somehow, no matter what.”

Yeah, because when someone’s character dies, we evict them from the table. This isn’t a Jack Chick tract and you’re not booting someone from the group when their character dies. They’re still in the game. And remember, I said “individuals'” and “players'” goals; a player’s goal can easily outlive any number of characters.

“A good DM will finesse the rules so that there can be consequences just shy of death for a character, just like GoT or other great shows.”

No. Just no.

While I don’t necessarily advocate that characters should be constantly dying, keeping characters alive by perpetual DM fiat destroys the game part of Dungeons & Dragons. Frequent character death at low levels can be a lot of fun, though, because you get to try a lot of new and different things.

D&D Alignment Part 2: D&D’s Cosmology

Q: Why don’t alignment mechanics work in 5e?

A: Because alignment was a mechanic used in conjunction with a rarely used portion of the game.

Alignment in #dnd is not supposed to be a personality test but a simplified representation of how a character or creature relates to the cosmos in chart below.

Cohn_blank_planes500

A shift in D&D’s cosmology combined with the move away from a human-centric model for the adventuring party effectively broke how alignment worked.

While some people have argued that player-selfishness is part of what’s going on, you need to look at alignment not as a play-style but as a mechanic. The alignment mechanic represents an aspect of the world in which D&D is set. Trying to drop that mechanic into a different cosmology just doesn’t work without rebuilding the cosmology it represents from the ground up. It would be like trying to apply Tolkien’s concept of light and dark elf to other settings’ elves, bereft of any meaning due to the absence of the Trees of Valinor in said other setting.

Isn’t alignment just a reflection of the cosmos through a character’s behavior? To an extent, but not exactly. Alignment in D&D is not necessarily an indicator of behavior: a character can be “good” but not fall into the “GoodTM” column of a cosmology. Just look at the “virtuous pagans” in Dante’s hell.

For alignment to work mechanically as designed, it needs to be treated almost like a birth-sign. You don’t necessarily have to adhere to all of the associated tropes and traits strictly, but you need to assume, for game purposes, that there’s something greater in effect beyond your own understanding and control. You also might need a touch of Calvinism in your setting for alignments to work as designed, too.

Changing alignment should not be done lightly, because you aren’t just changing some behaviors or habits – you are revolting against cosmic forces and changing your destiny.

Alignment is generally more important at higher levels, since a bunch of low-level mooks have little effect on cosmic affairs. As a mechanic, alignment exists to say that “this person is aligned cosmically with x in a tangible way” for purposes of spells and magic items.

As one gets access to specific magics or has done things which have drawn the attention of extra planar beings, alignment matters both mechanically and for story purposes. At lower levels, detection and masking magic reveal or conceal those tangible connections to the cosmos. “Hide Alignment” isn’t going to keep someone from noticing whether you’re an obvious asshole or nice guy, but it will keep someone from seeing the tangible links you have to the greater conflict playing out across the planes. But until you’re a heavy, those tangible links will be relatively insignificant most of the time. But it’s those same links that explain why certain magic items work in certain ways for or against certain adversaries – they are attuned to the cosmic struggle in the same way everything else is; alignment is a wavelength, which also perhaps best explains the bizarre phenomenon which is alignment language.

Picking an alignment which fits your character’s personality and shaping the cosmos around those characters’ alignment choices is doing it backwards, which is why many people find alignment rules baffling. Unless you are actually using AD&D’s implied setting and cosmology, of course, there’s no mechanical reason to keep alignment. It becomes almost purely cosmetic since players and DMs use it mostly as a personality marker. It can be entirely discarded because it’s a rule that explains a character’s relationship to 1e AD&D’s batshit cosmology!

Please keep in mind, I’m not defending alignment as a mechanic, I’m trying to give context of WHY it’s not working the way people think it should.

The reason I like the 1 axis scale is that it’s a pretty simple range of “Is this character aligned with Mankind or aligned with Fae?”

New Novella from Howie K. Bentley

Under a Dim Blue Sun, from past Cirsova contributor Howie K. Bentley, is out now. You should definitely check it out.

http://dmrbooks.storenvy.com/products/20576513-lands-of-the-earthquake-under-a-dim-blue-sun

(*not a paid advertisement or shill; I had a chance to read an early draft of this one and it was a ton of fun – plus, it’s paired with a Kuttner novella, so it’ll be worth your while.)

D&D Alignment

Thought I would post this here for posterity; I wanted to share my thoughts on why people complain about the 2-axis alignment system in D&D doesn’t work, why it gets thrown out, or has no real impact on the game.

To those saying alignment doesn’t work in 5e: D&D’s bi-axial alignment system has NEVER worked (at least it doesn’t seem as though it’s really worked as intended), but moral relativism totally kills it. Now, I’m not even talking about real-world moral relativism, cultural rot, yadda-yadda-yadda, but the trend towards standardizing monstrous and non-human PCs.

By using two axes, chaos moved away from, in the minds of gamers, opposition to Laws of Nature to opposition to the Laws of Man.

The Law of Man can be good or evil, but the cultural/moral relativism introduced by moving the adventuring party outside of the traditional heroic fantasy framework makes it even more difficult for the alignment system to usefully reflect anything about a party.

A “Lawful” party would act on behalf of the world of man against the world of fae/demons/tangible evils, while “chaotic” parties would treat with those forces for their own benefits. A “Good” party in the two axis system would act on behalf of the commonweal, or to its benefit.

But when everyone is playing half-demons, orclings, and priests of nebulous gods of mystic ambivalence, then, yeah, alignment means jack. The cultural and moral framework of elves, half-demons, fae-cat-girls, and all of the other dumb shit you see in post TSR D&D are so alien to the traditionally western framework of morality that both the 1 and 2 axis alignment systems were designed to model, of course it’s not going to actually work!

PC Bushi noted that it might be useful for stuff like Protection from Evil, but Protection from Evil was originally in a system without the Evil alignment axis! Evil was supposed to be so self-apparent to people who were around the table that it didn’t need to be explicitly spelled out what Evil was. The big problem with alignment is that the sort of parties people run today often look like out-of-depth monster encounters old parties had to fight: “You see two orcs warriors, a half-demon thief, a cat-man with a lute, and an elf wizard. They are the lawful-good party at table 2.”

While the alignment system has never been very good, a lot of folks complain that it doesn’t work without really understanding WHY it’s not even working for what they think it’s supposed to be use for or why so many DMs just toss the whole thing out entirely. A DM doesn’t have any justification for dealing with alignment mechanics for your blood-god-worshiping cat-elf being Lawful Good within the framework of its own culture. It’s easier to just ignore the implications of a system that was initially built upon an objective approach to morality within a cosmology rather than attempt to apply that framework to alien cultures and moralities.

Related Reading https://gamingwhileconservative.wordpress.com/2017/07/18/the-angry-gm-is-a-fking-coward/

Related (TL;DR) Reading http://theangrygm.com/conflicted-and-misaligned/

Note: More on this later, as I expound upon how D&D’s in-game cosmology accounts for much of the mechanical aspect of alignment and why it “doesn’t work” at the table in many folks’ games.

News & Pulp Futures

Okay, mostly just wanting to keep things front and center and blogging about it is a way that lets me do that.

Where am I?

  1. I’ve got final edits ready to put in. (I am here)
  2. Send out to authors
  3. Finish getting ads in
  4. Send ARCs to backers

Somewhere in there I will also

  1. Start incorporating my own edits on stories I’ve bought
  2. Wait for checks to new writers to clear
  3. Once checks have cleared, announce 2018 lineup to the authors
  4. Upload the lineup on the website
  5. Officially announce the lineup to the world

Then

  1. Setup a pre-order kickstarter for the 1st half of 2018. I’ll be doing it a little different this go round, but you’ll see.
  2. Pick stories to be featured on the cover and hire illustrators.

Also

  1. Try to make sure things are progressing smoothly on not-so-secret project 1.
  2. See if things will work out for secret project 2.
  3. Do the immensely tedious scutwork necessary for not-so-secret project 3.

As you can see, I have a lot of work to do!