We finally – ugh, the slings and arrows of everyday life – managed to kick off our mini-campaign of Fearful Symmetries last night. I’d better not say too much for fear of spoilers.
The heavens shall quake, the earth shall move & shudder & the mountains With all their woods, the streams & valleys: wail in dismal fear In the second “night”, the theme of women ruling is discussed but there is an emphasis on how the ability to create constricts them. Humanity is imprisoned by creation, and experience causes great pain…
Vala, or The Four Zoas
William Blake (1797-1807)
Alienist Hauke Greiner (57) and parapsychologist Emily Cheek (34) met Prophet of Albion James William Barnes (?-?) during last night’s session; a survivor, or one might say casualty, of our Bookhounds of London mini-campaign: they were moderately discommoded by finding him addressing the heavens from a box on Speaker’s Corner.
The PCs witnessed the maw of the sky run red, cozened a book scout and dowsed north-north-west from Oxford; Emily found herself upon a throne not of her choosing. Our ignorance of the work of William Blake runs fairly deep but it’s a chance to extemporize, and Innocence brings its own rewards.
Next week: witches. Yes, witches. Loves me some witches.
The set-up for the Fearful Symmetries playtest went well. It’s a beast of a document but it turns out to be fairly easy to use: the improvisational approach with plenty of background material suits the way I tend to facilitate games anyway and the guys enjoyed creating their characters.
We’re using the Radcliffe Camera campaign frame from the book; I’ll have to avoid freewheeling with the rules-as-written and I haven’t delved too deeply into the folklore engine as yet, but I find myself easily persuaded by the marriage between William Blake and the Cthulhu Mythos. It helps that Blake’s poetry and Crowley’s system of Magick have so insinuated themselves into the popular imagination: there’s little or no need to get bogged down in prep.
One of us was away this week and another of us is travelling for work the next – but that doesn’t turn out to be too much of a problem either. There’s a touch of Ars Magica to the way Fearful Symmetries suits troupe-style play, magickal rivalries and sudden affiliations. The self-proclaimed “Prophet of Albion” arrives in our game next week… but some of the players don’t know that yet.
We lack – we need – a term for those places where one experiences a ‘transition’ from a known landscape onto John’s ‘far side of the moon’, into Hudson’s ‘new country’, into Berry’s ‘another world’: somewhere we feel and think significantly differently. I have for some time been imagining such transitions as ‘border crossings’. These borders do not correspond to national boundaries, and papers and documents are unrequired at them. Their traverse is generally unbiddable, and no reliable map exists of their routes and outlines. They exist even in familiar landscapes: there when you cross a certain watershed, treeline or snowline, or enter rain, storm or mist, or pass from boulder clay onto sand, or chalk onto greenstone. Such moments are rites of passage that reconfigure local geographies, leaving known places outlandish or quickened, revealing continents within countries.
What might we call such incidents and instances – or, rather, how to describe the lands that are found beyond these frontiers? ‘Xenotopias’, perhaps, meaning ‘foreign places’ or ‘out-of-place places’, a term to compliment our ‘utopias’ and ‘dystopias’. Martin Martin, the traveller and writer who in the 1690s set sail to explore the Scottish coastline, knew that one does not need to displace oneself vastly in space in order to find difference. ‘It is a piece of weakness and folly merely to value things because of their distance from the place we are born,’ he wrote in 1697, ‘thus men have travelled far enough in the search of foreign plants and animals, and yet continue strangers to those produced in their own natural climate.’ So did Roger Deakin: ‘Why would anyone want to go to live abroad when they can live in several countries at once just by being in England?’ he wondered in his journal. Likewise, Henry David Thoreau: ‘An absolutely new prospect is a great happiness, and I can still get this any afternoon. Two or three hours’ walking will carry me to as strange a country as I expect ever to see. A single farmhouse which I had not seen is sometimes as good as the dominions of the King of Dahomey.’
The American artist William Fox has spent his career exploring what he calls ‘cognitive dissonance in isotropic spaces’, which might be more plainly translated as ‘how we easily get lost in spaces that appear much the same in all directions’. Fox’s thesis is that we are unable to orient ourselves in such landscapes because we evolved in the close-hand environments of jungle and savannah. In repetitive, data-depleted landscapes with few sight-markers, ‘our natural navigational abilities begin to fail catastrophically’. Fox had travelled to Antarctica, to the American deserts and to the volcanic calderas in the Pacific to explore such monotone spaces – but David and I had stumbled into one a few hundred years off the Essex coast.
Art is not merely solace nor spectacle nor sustainment of the bourgeoisie: it is the most beautiful of all the lies we tell ourselves in order to live. Make something today. If it’s about you or someone you love no-one else can really own it, no matter what prisons they may erect.
Social media has turned into a game of dodge the 200 Word RPG Challenge entry, so I haven’t been online quite as much. Judging begins on April 26th (Wednesday), so I’ll probably release Issue 2 of Machineries of Joy on Monday or Tuesday. It’s on roleplaying games from the Nørwegian Surreal and includes work from the following array of wonderful people:
Ole Peder Giæver
Issue 2 of Machineries of Joy, a fanzine on roleplaying games from the Nørwegian Surreal, has doubled in size but I’m now halfway through laying it out. The main image is the character sheet for a hack of Tarot-horror game Psychosis (Charles Ryan, John Fletcher, 1993) called Infernal Desire Machines. I’ve just reread Steve Dempsey’s riotous-but-playful critique of “creative agenda” Tbilisi: it’s inspired by Georgian Dada and is a lot of fun. John Rose has supplied another collage for Steve’s game. It’s beautiful.