A
Dark Turn in the Pop-Culture: "Bleak
Future" and Occult-Horror Subgenres in Science Fiction, Fantasy,
and Gaming
by
Mark
Wegierski
Mark
Wegierski is a Canadian journalist, based in
Toronto
,
who contributes regularly to Praesidium.
The mention of or reference to any companies or
products in the following article is not a challenge to the trademarks
or copyrights involved.
The purpose of this essay is to draw certain social
and cultural conclusions from the burgeoning presence in late modern
society of various types of paper and electronic-based fictions and
entertainments: in particular, "bleak future" and
occult-horror subgenres in science fiction, fantasy, and gaming. While
perhaps not the largest of mass phenomena, the obsessions of an often
highly intelligent segment of the younger population are symptomatic
of many trends and directions of late modern society.
Dungeons and Dragons, the first
role-playing game
1999 marked the 25th Anniversary of both the
establishment of TSR (Tactical Studies Rules), and the launching of
TSR’s Dungeons and Dragons, the original fantasy role-playing
game (RPG). Arising from a convergence of interest in historical
board-gaming, medieval miniatures gaming, and the huge popularity of
Tolkien’s Lord of the Rings in the 1960s, Dungeons and
Dragons pioneered the concept of the RPG. What this essentially
consists of is a set of rules and procedures (mostly based on the
rolling of variegated combinations of dice—e.g. three six-sided dice
[standardly noted as 3d6] or one twenty-sided die [d20])—which allow
a person to participate as one individual and character (e.g., a
mighty warrior) in a given fantasy world (e.g., Tolkien’s Middle
Earth). Whenever there is some important action (e.g. in combat) to
which some uncertainty obtains, the dice are rolled to gauge the
character’s degree of success in the action. This can range from
spectacular triumph to total failure.
The RPG is normally played by a group of people and
refereed by the gamemaster—who structures the interactive sequences
in a storytelling-like fashion. The individual players’ choices
definitely have an impact on the evolution of the
"campaign". There is also a structure for increasing one’s
skills, powers, and abilities in relation to how well one performs in
the earlier interactions. This is usually calibrated in terms of how
many monsters one has slain and how much treasure one has looted. (It
should also be pointed out that skill-acquiring systems have been
enormously refined in successive RPG’s. There are also diceless
action-resolution systems usually based on drawing cards, on some
variant of "rocks breaks scissors", or on successful
performance of small physical tasks.)
The notion of "real magic" (and the
presence of magic-users), for which the archetypes are the Merlin of
Arthurian legend and the wizard Gandalf in The Lord of the Rings,
is integral to many RPG’s. Equally so is the presence of various
non-human races—e.g., elves, dwarves, halflings (i.e., hobbits), and
goblins—which appear in Tolkien’s work (supplemented by many
more). Another very common aspect is the presence of various
interesting, more or less gruesome monsters to fight, typically
dragons or goblins. (Goblin-type creatures are very often called orcs
in RPG’s, after Tolkien’s usage, and they are very often the
standard "cannon-fodder" type of opposition to the
player-characters.)
As Dungeons and Dragons became an
increasingly prominent aspect of the pop-culture in the early 1980s,
there was some concern expressed about the apparently occult nature of
the game, fueled by a number of very highly publicized cases of
teenage suicides. Indeed, there was a made-for-television movie, Mazes
and Monsters (obviously cribbing the Dungeons and Dragons
name) that explored the most prominent of these suicides. The
hue-and-cry over Dungeons and Dragons in the early 1980s was,
to a large extent, ridiculous. Some Christian fundamentalists—who
seemed to know next to nothing about the game—launched a series of
ill-advised attacks on it. For example, the anti-D & D
tracts of Jack Chick—presented in comic-book format—were met with
great hilarity by most gamers. In relation to what was to follow in
the 1990s, the mostly Tolkienian role-playing background or
"world" prevalent in the early 1980s had been very tame
indeed.
The Dungeons and Dragons Alignment System
Before further discussion, some comment should be
made about the so-called "nine-point alignment system" in Dungeons
and Dragons. (There have of course been attempts to further refine
this alignment system, but this one can be taken as standard.) One can
choose any of these alignments for one’s character. The following
nine alignments (for both player-characters and the various other
beings one interacts with) are recognized:
Absolute Law
Lawful Good
Lawful Evil
Absolute Good
Absolute Chaos
Chaotic Good
Chaotic Evil
Absolute Evil
Absolute Neutrality
The choice of one’s alignment will obviously have
major bearing on the style of one’s play. Some further explanation
of the meaning of the terms should be made (all of which have a
certain degree of arbitrariness to them, of course). By "Absolute
Law" is meant a frame of mind that emphasizes the usually
"good" belief system one holds, without being overly
fastidious about the means that are used to advance it. By
"Absolute Good" is meant a self-abnegating ethic of a saint.
"Absolute Chaos" means a delight in the embrace of entropic
forces of dissolution, anarchy. "Absolute Evil" means the
embrace of evil, whether by systematic or anarchic means.
"Absolute Neutrality" connotes the attitude of "looking
out for number one", or, "What’s in it for me?" The
character would side with whoever seemed to offer the greater
advantage to him.
The prefixes "Lawful" and
"Chaotic" generally indicate the degree to which one is
willing to coordinate one’s actions with others (especially to
submit to another’s authority) and the degree of consistency with
which one holds one’s given outlook. The embrace of Lawful Good
precludes the use of certain means, even when positive ends can be
accomplished. By Lawful Evil (admittedly a rather
contradictory-sounding position) is meant the strict upholding of a
code of evil, by systematic means. By Chaotic Good is meant a positive
but "anti-authoritarian" outlook that has difficulty
responding to authority and might carry out idiosyncratic and/or
joking actions. Chaotic Good could mean something like a libertine
outlook that is largely good-natured but enjoys and often indulges in
riotous and ribald behaviours. Chaotic Evil is also
"anti-authoritarian", combining anarchic rejection of others’
authority and the embrace of entropic disorder with the embrace of
evil. A Chaotic Evil figure would be guided more by his immediate
impulses and emotions than by focussing on the systematic pursuit of
evil.
This nine-point alignment system can obviously be
seen as better reflecting a Tolkienian-type fantasy world than the
realities of human nature. The conscious embrace of evil understood as
evil seems to be comparatively rare among human beings. It is
sometimes difficult to understand that some of the most evil figures
in human history (such as Hitler and Stalin) somehow found themselves
"good" in their own eyes. One also wonders if many so-called
common criminals do not consider themselves "good". The
cackling Hollywood supervillain is an unreal figure. Writers seeking
advice on creating "realistic" villains are often advised to
write villains (or antagonists) into their stories, from the villain’s
point of view—i.e., to pretend that he or she is really the hero
of the tale. It may be concluded that the nine-point alignment system
probably functions relatively well in the context of a pseudo-Tolkienian
fantasy background (once the allowance is made that role-playing tends
to accentuate all the stereotypical aspects of written fantasy) but
poorly mirrors real-world moral typologies. In many of the RPG’s
discussed below, the alignment system of Dungeons and Dragons
becomes irrelevant, since there are only different shades of darkness
to choose from.
Issues of Artistic Realism in Dungeons and
Dragons
It remains open to question whether a board game,
or even a role-playing game, can sufficiently capture the flavor and
feel of true, high-heroic fantasy. The War of the Ring (a board
game brought out in 1977 by Simulations Publications, Inc.—SPI—then
the most prominent war game company), based explicitly on Tolkien’s Lord
of the Rings, was not without its problems—such as being seen to
tamper with a too famous vision. It is said of J.R.R. Tolkien that he
both opened up and closed the genre of high-heroic fantasy, for
anything that followed would simply be seen as derivative.
It could be argued that those who really want to
feel the high-heroic sense of wonder should either re-read the
classics of the genre, or read any of the huge number of
para-Tolkienian works on the market.
An even more inferior board game brought out by SPI
in 1978 was Swords and Sorcery. This game can be seen as
slicing and dicing heroic fantasy conventions into a silly hash.
Indeed, the term "swords and sorcery" is often used
derisively by more serious science fiction and fantasy fans. However,
the distinction between high-fantasy and so-called "swords and
sorcery" may not be so clear-cut. The classics of "swords
and sorcery", e.g., Robert E. Howard’s Conan and Michael
Moorcock’s Elric, posit a world easily as far removed from
the many inanities of "D & D" as is the Tolkienian
vision. There is a harsh Nietzscheanism, an invocation of a hard,
difficult world, in many works conventionally considered "swords
and sorcery". Another clear distinction was the fundamental
innocence of the high-fantasy milieu, especially as typified by
Tolkien’s particularly chaste writing, and the sexual elements of
"swords and sorcery", which probably reached their
apotheosis in the works of Lin Carter (Tara of the Twilight)
and John Norman (the interminable "Gor" series—characterized
by the ritualized humiliation of women in the "bondage"
style).
"D & D", as it is probably most
commonly experienced today, is far removed from the charming, graceful
Tolkienian mythos while lacking any real sense of the Nietzschean
texture of the Conan vision. It is often enough repeated that "D
& D" amounts to the personalized power-fantasies (tinged with
obvious sexual elements, to say the least) of frustrated and often
highly intelligent adolescent (the politically correct term today is
"young adult") North American males. There is often a highly
unnatural element to all these florid scenarios. For example, one of
the things that irritated the author about this approach was when some
avid "D & D-ers" had calculated that Gandalf was at most
"a 7th level wizard", which meant he had little
appeal to those who were at the point of battling gods and demons.
Another passage that typifies this kind of tendency was the snide
comment that "Dante must have borrowed from D & D manuals to
come up with his descriptions of Hell." Yet another example is
when dragons firing machine-gun bullets were introduced into a "D
& D" campaign.
It is important to look at "D & D" as
lying at the root of all role-playing games. It is clear that "D
& D" is a specifically late-modern, North American
phenomenon. No earlier society could have generated the leisure time
available to be consumed by this tendency. No earlier society could
have ever been as flippant about appropriating numerous
world-mythologies as sheer entertainment—being so completely un-serious
about these. No earlier society would have accepted the obsession of
its youth with vicarious violence and sexuality in "flights of
fancy"—to the detriment of what had to be learned about the
nation’s real history, its place in the world, and the tasks which
awaited the young as the bearers of the national heritage. For most
young people, these new identifications took the forms of
rock-music/pop-culture, whereas for more reflective persons, the
alluring pseudo-worlds of "D & D" were offered on a
platter, as it were.
It may be argued that "D & D" and
historical board games have little in common. The former is
open-ended, amorphous, largely devoid of history and sociology, mostly
a mere chimera or riot of imagination. The latter are rooted in the
once-familiar (and, once, very necessary to know) terrain of history.
Alternative-history board games remain tied to the exploration of
history, whereas science-fiction board games are often based on
historical and sociological extrapolations of previous history. At the
same time, "D & D" often distances itself from the
graceful, allegorical elements of high-fantasy literature and the
creative-nihilist Nietzschean overtones of "swords &
sorcery".
So "D & D" typically conforms to the
vision of open-ended progress, amorphousness, florid lifestyles, and
wish-fulfillment fantasies which has increasingly come to characterize
the late-modern world.
The main lesson of writing in the high-fantasy
genre is that the writing must be done almost completely straight.
The author must at all points attempt to strengthen "the willing
suspension of disbelief"—he or she must take the world being
described entirely seriously. It is probable that a person
rooted in real religion or history will find it easier to
"sub-create" a world: Tolkien, it may be remembered, was a
devout Catholic and Christian. Similarly, readers who is deeply rooted
in real religion or history will no more tolerate flippancy in the
main text of the "sub-created" world—if they find it
attractive to begin with—than about the core beliefs of their actual
life-world. So for those kinds of persons, the genre of "comic
fantasy" does not work. (Incidentally, "the Faith"
posited in the SPI Swords and Sorcery game is treated in a
highly derisive way.)
SPI was probably trying to appeal to the most
stereotypical elements of the "D & D" mentality when it
chose to make the background of its Swords and Sorcery game a
thoroughly ridiculous world. As was pointed out above, the very title
of the game is a kind of joke, for the term is often used to express
disapproval of a work.
The fact is that the very attractive components of
the game—the full-color map, the character cards illustrated by Tim
Kirk, and the colorful counters—as well as the highly detailed
56-page rulebook were in enormous contrast to the poorly deliberated
background. (What could have been considered instead was a somewhat
generic, but entirely serious. background.) Although it might have
worked on the level of game mechanics, there was something very
off-putting about the whole thing. In any event, the game probably
looked too complicated to attract the average "D & D-er"
into playing it, while historical gamers probably also had little
interest in it. Although one heard of the map and background being
used for "D & D" campaigns, one also suspects it was too
jejune even for that. It probably failed to interest even one "D
& D-er" into picking up a historical board game. And it would
certainly have little appeal to those who loved fantasy literature in
a more noble way.
In retrospect, it could be seen that the Swords
and Sorcery boardgame was a signpost along SPI’s slide into
oblivion and its eventual takeover and effective destruction by TSR in
the early 1980s. RPGs triumphed over wargames.
The 1990s
The 1990s have featured a plethora of ever-darker
RPG worlds. There have also been parallel developments in other
genres, notably science fiction and fantasy writing, film, television,
and the comic-book genre. The comic-book genre is indeed known for its
pioneering embrace of various forms of the macabre. It has also been
characterized by a "dark turn" in the portrayal of
superheroes such as Batman (typified by the breakthrough graphic
novel, The Dark Knight Returns) or even Superman (where
Superman, for example, was subjected to death). The Spiderman comic
also went into a period of "gritty realism" where its lead
figure was plagued with doubt and afflicted with substance abuse.
Horror writing, film, and television have also intensified, probably
far beyond what the older writers and directors would have
countenanced. All these tendencies are magnified across not
infrequently blood-soaked video, computer and interactive Internet
games.
Indeed, computer and Internet games (played by
modem) have become a huge, burgeoning area, partially eclipsing the
dice, pencil, and paper-based games that are played face-to-face.
These computer and Internet games can be characterized in terms of
several genres: notably, arcade-type games, including so-called First
Person Shooters (FPSs) like DOOM; MMORPGs (Massively Multiplayer
Online RPGs), which can often accommodate virtually unlimited
individual characters (these were originally called MUSH—Multi-User
Shared Hallucination, or MUD—Multi-User Dungeon); and historical,
fantasy, or space empires and empire-building games (such as Civilization);
strategic/historical games (straightforward portrayals of military
conflict). Arcade-type games can usually be divided into aerospace
combat, ground combat, "abstract" (such as TETRIS), or comic
(PAC-MAN) subgenres. Combat games can usually be divided into "mecha"
(futuristic war-robots), aerospace, air or tank, and larger-scale
historical battle and campaign subgenres. There can also be an
identified a subgenre of "art" games, such as MYST, which
are characterized by little violence and elegant settings. There are
also online CCGs (collectible card games), where the participating
players are randomly dealt a set of cards.
It may be noted that there is occurring across the
Internet gaming culture a decrease of interest in straight historical
games, in favor of FPSs and sci-fi/fantasy. Many games which are
ostensibly based on a science fiction background are in fact dark
space fantasy, dark fantasy, or outright horror.
One of the interesting aspects of media structures
today is the vertical integration in pop-culture industries. Thus,
electronic video games may produce books, television series, or even
films based on the game; films may produce games based on the film;
and so forth. This vertical integration is a factor strengthening
"the gatekeepers" of the media industries, as it is always
the same image (whether in film, game, toy, or clothes media) that is
being replicated. This replication of images places so-called
"border-dwellers"—those persons who try to introduce more
idiosyncratic images—in a weaker position.
"Border-dwellers" typically have to spread their message
across various eclectic media. However, what one finds is that many
persons simply replicate the main images of the media giants in
somewhat less-well-crafted form.
It could be pointed out, for example, that there
has been a relentless replication of the vampire as one of the central
icons of the 1990s, called "the ultimate unattainable sexual
fantasy" and the focus of numerous subgenres, including
"vampire romances" and "vampire erotica". Among
the more successful vampire television series was Forever Knight,
which portrayed the half-shaded figure of a "vampire-cop".
Among the most popular RPG’s today are Deadlands:
The Weird West (from Pinnacle Entertainment Group), based on the
premise that an earthquake sinks California and releases a plague of
evil spirits and occult energy in the 1870s, the undead walk the
earth, and so forth. Its even more gruesome sequel is Deadlands:
Hell on Earth (set in the same world in the twenty-first century,
when the evil forces have virtually destroyed humanity).
Another very popular RPG, loosely based on The
X-Files television series, is Conspiracy X (from Eden
Studios). The curiously named Eden Studios has also brought out the
role-playing games, C.J. Carella’s WitchCraft, Extinction
(Conspiracy X, one hundred years in the future), Armageddon:
The End Times (subtitled, "A Game of War, Myth and
Horror"), All Flesh Must Be Eaten ("the zombie
survival horror RPG"); and Abduction: The Card Game
(humans trying to escape from alien abductors, the so-called Greys of
"UFOlogy"). A somewhat earlier X-Files-type RPG was Don’t
Look Back: Terror Is Never Far Behind (from Mind Ventures).
TSR had developed its own "dark world"
setting for the Advanced Dungeons and Dragons (AD&D) system, Ravenloft.
There is also the rather bizarre Planescape setting, based on
the notion of travel to alternate dimensions filled with incredibly
grotesque and usually evil creatures. TSR’s new sci-fi RPG system, Alternity,
had an X-Files-type setting, Dark Matter, and they had
put dark elements into its space-opera (Star Drive) setting. (TSR
had been absorbed some time ago by Wizards of the Coast, which has
itself been taken over recently by toys and games giant Hasbro.) A
rather morbid AD&D setting is Dark Sun, showing a planet
mostly ruled by evil sorcerers. Even a fairly innocuous-seeming
product, a strategic board game for the Greyhawk setting,
contains elements which point to the tendency of Tolkienian fantasy to
be played in an increasingly "cruel" way. For example, there
is reference to a particularly fiendish punishment, where a person
wears a "Ring of Flesh Regeneration" allowing him or her to
be almost continuously tortured over the span of years, if not
decades. Other negative elements which twist the basically Tolkienian
background of Dungeons and Dragons are the increasingly common
role-playing of such figures as "lich lords" (construed to
be a form of undead creature, created by vile rituals, who was once a
particularly evil human sorcerer) and of professionally sadistic
members of guilds of torturers. A recent book which typifies a very
well written, but de-ethicized fantasy is Steven Erikson’s, Gardens
of the Moon: A Tale of the Malazan Book of the Fallen (Bantam UK,
1999). This stands in strong contrast to recent works more faithful to
the spirit of Tolkienian high fantasy, such as Mark Sebanc’s Flight
to Hollow Mountain, The Talamadh, Volume 1 (Eerdmans, 1996). (This
book has been significantly re-worked and now appears under the title,
The Stoneholding [Stoneharp Press, 2004], by "Mark
James".) Anthony Swithin’s high-fantasy series, set on a small,
mythical mid-Atlantic continent, Rockall—whose existence is assumed
to have continued discreetly until this very day—also has
discernible traditionalist elements.
Having carefully looked and read through the
October ("Halloween Celebration") and November 1999 issues
of Shadis (one of the major role-playing magazines, which,
however, has now apparently suspended publication), as well as Pyramid
issues 26 to 30 (from July/August 1997 to March/April 1998: this is a
publication of one of the industry leaders, Steve Jackson Games, which
has now shifted to being an online journal at US$15 for one year
subscription), one would find it difficult to conceive what age group
the publications might be targeted at, and for what age group they
could be considered as acceptable. In today’s society, as Neil
Postman has pointed out, there is occurring "the disappearance of
childhood". One aspect of this is that ever younger children are
imbibing images of sex and horror that in the past would have been
strictly confined to adults. One could certainly say that these
magazines are playing to a lurid, overripe sense of imagination. As is
often the case in America (for example, in those so-called "teen
slasher-flicks"—admittance to which is only ostensibly
restricted), they combine soft-core sexual images with images of more
hard-core violence. Indeed, the question of what age of person today
is extensively participating in these genres is highly important, and
its answer not a little disturbing to think about. Rather young people
could conceivably have their entire life outlook substantially warped,
particularly by overindulgence in certain subgenres of these RPG’s,
which are, as I had pointed out earlier, much different from the
standard, early 1980s-style Dungeons and Dragons. Indeed, some
younger people would probably be increasingly drawn to these subgenres
in search of ever more jaded entertainments as their world seems
increasingly boring. It would also probably be a person of
greater-than-average intelligence, since for most other young people,
heavy metal music, gangsta rap, or horror-movie viewing (or horror
fiction reading) would probably suffice to give the necessary jolt.
It must be said that both positive and negative
passions can be discerned in and through rock-music. For example,
there are general good feelings associated with the music. While there
certainly is nihilism, as well, it can in some songs (such as 1980s
retro-alternative) be perceived as creative-nihilism. Unfortunately,
rock music can be seen as generally diverting or short-circuiting the
possible idealism of young people—not only the currently permissible
left-wing idealism, but also the politically-incorrect idealisms of
religion and nation. There are indeed both good and bad passions in
rock-music. The popular music of the 1980s (today called
retro-alternative) might be characterized as a mainly "white
electronic music", perhaps one of the last stands of a
Eurocentric aesthetic in late modernity.
What should be contested is the adage that the
multifarious role-playing games discussed above are "merely
fiction". I believe it was Kurt Vonnegut who said (and I
paraphrase), "We must be very careful about what we pretend to
be, lest we become the living image of our pretences." While a
person will obviously not literally transform into an evil sorcerer or
vampire, such role-playing might well begin to have an increasingly
negative effect on his or her worldview.
The major RPG industry leader White Wolf has a
whole World of Darkness where one can role-play vampires,
werewolves, magicians, wraiths, mummies, demons, and various types of
"fey". (The portrayal of the elves as virtual creatures of
horror is again much different from Tolkien’s vision.) These forces
are typically subdivided into various factions with differing goals,
philosophies, and abilities which are described at great length, using
various arcane vocabularies pillaged from various languages and fields
of study. Interestingly enough, the playing of human
"hunters" who oppose these various forces became possible
only several years after the initial launch of the "World of
Darkness"—which had begun with Vampire: The Masquerade.
The RPG was so successful that there was a brief television series
based on it. It has also inspired numerous novels, such as Nancy A.
Collins’ Sunglasses After Dark, with its vampire heroine,
Sonja Blue. Appearing originally in 1989, it won the Horror Writing
Association’s Bram Stoker Award as well as the British Fantasy
Award. It was re-released in a 10th Anniversary Edition in
the year 2000, with some graphic illustrations. White Wolf has also
brought out a sci-fi role-playing game, Trinity, based on the
premise of Psions struggling against Aberrants, who are twisted former
humans with superhuman powers.
Among the more extreme products associated with
White Wolf’s World of Darkness is Dead Magic: The Tome of
Lost Cultures and Civilizations for Mage: The Ascension. Produced
under the imprint of the Black Dog Game Factory, it is clearly marked
"for adults only"—although one wonders whether that is
only designed to entice younger people. One of the main themes of the
book appears to be the elaborate process by which an evil sorcerer can
transform into a "liche"—a powerful, undead being. But
what is perhaps more troubling is the mixture of real mythology and
history that is thrown into a hash to conform to the background of
White Wolf’s World of Darkness. In today’s world, where so
little is known by non-specialists about the mythologies and histories
of aboriginal and ancient societies, it is possible that some people
may end up basing much of their knowledge of Mesopotamia, or even of
Greece and Rome, on this kind of product. And that would be an
intellectual travesty similar in some ways to that promoted in the
grossly a-historical (if far less horrific) Hercules and Xena:
Warrior Princess television series.
FASA Shadowrun
FASA (another major company) had earlier supported
the sci-fi miniatures system, Vor: The Maelstrom, whose premise
was that evil energies had broken the Earth up into a twisted shell,
and a few humans clung precariously to survival. One of the flagship
RPG systems of FASA is Shadowrun: Where Man Meets Magic and
Machine. Shadowrun is mainly based on the cyberpunk subgenre of
science fiction; however, it introduces a further twist on the theme.
There is the introduction of so-called metahumanity (elves, dwarves,
orks, trolls), all manner of other creatures of legend (dragons,
etc.), and the possibility of magical practice for most beings—including
normal humans—into a high-tech, gritty cyberpunk world. The setting’s
premise for this evolution is an upsurge of an enormous wave of
magical and occult energies around the year 2010.
Some might suggest that our own world today is one
"where man meets magic and machine." There is a burgeoning
of the most fantastic occult tendencies today, combined with surreal
advances in technology. Shadowrun may both point to an
increasingly dystopic world, as well as possibly offer some aid in
understanding the parameters of such a future, under siege from both
the hyper-irrational (the occult, conspiracy theories, extreme forms
of rock music), and the hyper-rational (hyper-technology,
socio-technical controls, and corporate/bureaucratic rule).
Among the interesting supplements to Shadowrun
is the London Sourcebook (1991), which portrays Shadowrun’s
vision of the British Isles. Much of England and Scotland are covered
by toxic waste areas. On the fringes in Wales and Scotland, magical
forces have increasingly taken hold. Wales is a large Elven center,
while Tir Nan Og (Ireland) is under the rule of the Shidhe (pronounced
"Shee"—"the elves").
There are at least four aspects of this sourcebook
that could be seen as reflections on longstanding aspects of English
character.
First of all, the notion that the use of magic is
tightly controlled and licensed. This parallels the fact that today
and traditionally in Britain, guns are very tightly controlled. (One
remembers the line from Sting’s classic rock song, "An
Englishman in New York": "takes more than a license to own a
gun.")
Secondly, there is the office of Lord Protector
(which seems to be an especially favored title in many sci-fi
scenarios). It could be argued that a term like Lord Protector is
too-antique-sounding for this type of background. Also, it is
historically associated with Cromwell, who presided over the execution
of Charles I (1649); so it has never in fact coexisted with the
monarchy, or with traditional aristocratic titles, as it uneasily does
in this background.
Thirdly, the hypothesized British society is
portrayed as one with all manner of class intricacies, and with
various inter-class, inter-ethnic, and "inter-special"
(humanity and metahumanity) rivalries. Ironically, given the wrenching
effects of the posited hypertechnology and the flux of magic, the
hypothesized Britain has emerged as seemingly more traditionalist than
it is today. It must be said that the notion of "young Elven
aristocrats" is a rich conceit, one perhaps that can be
appreciated even more if one has had some actual contact with English
notions.
Fourthly, in the fashion common among the British
Left, the actual nature of the rule by privileged families (the
condition of England for much of its earlier history) is said to be
far different than it appears on the surface. The authors of the
supplement have taken great relish in "revising" the
now-prevalent notions of Elves in the conventions of fantasy, derived
most obviously from Tolkien. In a sense, they are returning to a more
traditional view of Elfin nature. (It is interesting that in many
dictionaries, elf and goblin are listed as synonyms.) While the Shadowrun
elves largely retain qualities of physical attractiveness, it is
obvious that many of them are "racists", and that (at the
extreme) they are plotting genocide. In a not entirely resolved
contradiction, the quasi-Masonic organization that is led by the
English Druids is actually an advocate of pure-human chauvinism. In
the supplement, this "new Freemasonry" is seen as extremely
powerful in Britain, far more powerful than the actual Freemasons
would appear to be today. It has sometimes been argued that in Britain
(as opposed to the Continent), Freemasonry has operated as a
right-wing, conservative force.
If the Elves are portrayed as at least somewhat
sinister, the picture of Orks and Trolls is also highly
"revisionist". The conventional view of these creatures in
the fantasy genre is also derived heavily from Tolkien. In a rather
striking twist on the familiar theme, while the Orks’ and Trolls’
physical appearance remains rather grotesque, they retain entirely
normal intellectual and emotional traits (though perhaps somewhat
prone to emotions). Thus, they almost invariably become an oppressed
proletariat—others typically judge them by their appearance, not by
their character and worth.
One could mention here the Shadowrun-related
product, High Tech & Low Life: The Art of Shadowrun (1997),
which has an interesting written introduction, followed by virtually
all of the art that had appeared up to that time with the Shadowrun
products.
Another RPG product of FASA, Earthdawn,
gives a prominent role to "The Horrors" in its portrayal of
a fantasy world. Earthdawn had been passed on to another
company quite some time ago.
The other major intellectual property of FASA is
the BattleTech universe. This portrays futuristic combat based
around so-called "Mechs" (huge, human-crewed war-robots—for
which the generic term, derived from Japanese animation, is "mecha")
set in a universe of warring feudal Houses and Regiments. These space
empires are mostly inspired by European (Russia, Germany, and
Scotland) and Oriental (Japan and China) societies.
FASA announced in January 2001 that it would be
closing down by April 2001. However, its two main creations, Battletech
and Shadowrun, were transferred to Wizkids LLC. Wizkids has
come out with the hugely popular miniatures collectible game, MageKnight,
and is owned by the son of FASA’s chief executive (the son was also
a co-founder of FASA in 1980).
Games Workshop: Warhammer
Another major company is Games Workshop, which
supports board games, miniatures, and RPG’s based on its Warhammer
and Warhammer 40,000 A.D. backgrounds. The Warhammer
background is dark-tinged fantasy. The Warhammer 40,000 A.D.
(or 40K) universe is utterly ferocious, a very dark space fantasy,
summarized by the line, "In the grim darkness of the future,
there is only war." In such a universe, there is no place for
"soft religions" or "soft emotions." Earth’s
stellar empire is guarded by ultra-elite, very heavily armored Space
Marines, who battle against all manner of hideous foes (Genestealers,
Tyrannids, and so forth) reminiscent of the Alien/s movie
series. Another race somewhat allied to the humans is the Eldar. One
finds that, despite the utter viciousness of the universe, there is an
element of campiness in the whole construct. For example, there are
Eldar warriors with Chinese Tao emblems, and the Orks who talk in a
combination of English "yobbo" and African-American slang.
It is probably not a coincidence that Warhammer/Warhammer 40,000
A.D. arose in Great Britain. Some have indeed suggested that it
might have some degree of appeal to "fascist or skinhead
elements". A fair number of "tie-in" novels placed in
the universe are available. Indeed, the combined Warhammer
universe could be seen as a fairly major, self-standing branch of
gaming. In some large North American cities, it was able to support
stores devoted exclusively to itself.
An example of the more horrific side of Warhammer
40,000 is the art-book, Inquis Exterminatus: Images from the
Dark Millennium. The images portrayed and the supporting text seem
like a grotesque parody of the Middle Ages, and of medieval
Catholicism.
Other RPG’s
Let us now move on to other material. There is Chaosium’s
Call of Cthulhu, the main RPG based on H.P. Lovecraft’s
delirious horror-stories. The central premise of Lovecraft’s writing
is the existence of malevolent, very powerful, demonic creatures that
will eventually come to dominate Earth "when the stars are
right." These creatures have "slept" for many
millennia, but are now beginning to awaken, encouraged by cultists
grouped in various cabals. Pagan Publishing has produced a supplement
to that game, called Delta Green, which enhances the Cthulhu
mythos with extensive, surreal conspiracies. Delta Green is the name
of the super-secret U.S. government agency—now operating in deep
cover—which is trying to combat the rising tide of evil. Two other
gruesome occult-horror games are Obsidian: The Age of Judgement
and Kult. The latter is based on the premise that God is an
evil Demiurge that tortures humankind by imposing "Illusion"
on its members. Only a few occult practitioners can see the
"Truth"—although, at the same time, the collapse of the
barriers of Illusion bring various demons and evil creatures into the
physical world. Interestingly enough, Kult was originally
conceived by Swedish role-players, showing the nihilism that can arise
in that social democratic "paradise". Obsidian, put
out by a company called The Apophis Consortium, is based on the
premise that demons have overrun almost all of the Earth except a
Bastion, which is a gigantic building.
A game based on secret conflict between different
occult groupings on Earth is Unknown Armies, by Atlas Games.
Another RPG from Atlas Games is Over the Edge, a game of
atmospheric horror set on the mythical Mediterranean island of Al
Amarja. Nightfall Games have brought out a game of a very dark future,
SLA Industries. Players compete with each other in
gladiatorial-like fashion (using various futuristic weapons) under the
direction of a vicious corporation, striving to become the most
successful killers and thereby win success and notoriety as
"entertainment" figures in the utterly debased media (which
are also all owned by the all-powerful corporation).
Already in the 1980s, there had appeared a darkly
satirical RPG called Paranoia, based on the premise of klutzy
clones living in an underground complex run by a nasty, paranoid
computer. The RPG inverted many of the standard role-playing tropes,
such as concern for one’s player-character. Indeed, in Paranoia
the clones were continually being killed off or meeting various
gruesome accidents. It seemed like an off-the-wall kind of humor that
would probably appeal mostly to rather jaded and cynical people.
The Whispering Vault (from Ronin Publishing)
is another popular, Cthulhu-like setting. There was an RPG simply
called Psychosis (from Chameleon Eclectic Entertainment)—a
company that no longer exists. Last Unicorn Games’ Heresy, a
"post-apocalyptic" setting, combined all manner of religious
and social transgressions—although that setting was dropped by the
company in favor of concentrating on Star Trek. Last Unicorn
Games was also introducing darker elements into its flagship setting,
the Star Trek universe. These included the portrayal of the
more "twilight" world around Bajor (Deep Space Nine)
as well as modules for role-playing in the Star Trek
"crossover" universe, where, instead of the benign
Federation, there was an evil Empire, with the starship crews
continually plotting against each other and indulging in the most
variegated vices. Of course, this evolution in Star Trek RPG’s
is itself derived from the dark turn in the evolving portrayal of Star
Trek in television and film, notably with the arrival of the very
powerful, evil Borg and Dominion. One could mention here a fairly
interesting book critical of many aspects of Star Trek, Michael
Hertenstein’s The Double Vision of Star Trek: Half-Humans, Evil
Twins, and Science Fiction (Chicago: Cornerstone Press, 1998).
Last Unicorn Games had been briefly taken over by
Hasbro/Wizards of the Coast. Because of earlier contractual
arrangements, the takeover resulted in Last Unicorn Games’ loss of
rights to Star Trek-based products. The major collectible card
game (CCG) company, Decipher, has now acquired the rights to produce
role-playing products based on Star Trek. And it has now hired
most of the former Last Unicorn Games’ employees. However,
Hasbro/Wizards of the Coast holds the right to produce role-playing
and board games based on the enormously popular Star Wars
background, which it acquired when the company West End Games (who had
produced an earlier Star Wars RPG), went under. It was
announced in January 2002 that Hasbro/Wizards of the Coast had also
picked up the CCG or TCG (Trading Card Game) rights to the Star
Wars universe. Until that time, Decipher had produced an extensive
array of Star Wars CCG products.
Hasbro/Wizards of the Coast is carrying out a
massive effort to make the recently released Dungeons and Dragons,
Third Edition (or "3E") the main template or game-engine
for many role-playing backgrounds, under the so-called D20
(twenty-sided die) system. D20 Star Wars has already been brought out,
and there is a D20 version of Deadlands: The Weird West being
designed. It is expected that at some point most of the distinct RPG
systems, such as those used in Call of Cthulhu or White Wolf’s
World of Darkness, will appear in a version with D20 mechanics.
Hasbro/Wizards of the Coast is also allowing any other company to
bring out original products based on the D20 system—which they call
"Open Source Gaming"—in the hopes of creating a major
synergy on behalf of the RPG system. The concept is somewhat derived
from the very popular idea (among some computer enthusiasts) of
"Open Source Programming" (in an attempt to undermine the
monopoly of such firms as Microsoft), of which Linux is the most
prominent example. However, the irony may be that "Open Source
Gaming" is meant to entrench the hegemony of the D20 system
(Hasbro/WotC may well be the dominant gaming company today), whereas
"Open Source Programming" challenges the hegemony of
Microsoft, the dominant computer company. The essence of the
arrangement is that D20 mechanics are combined with another company’s
original creative content.
Another RPG brought out by Last Unicorn Games is
based on Frank Herbert’s Dune. Although there was a small
print-run of the Last Unicorn Games version of the Dune RPG
brought out by Wizards of the Coast, it will probably be re-done in
D20 format if WotC continues to hold the rights. The Holistic Design
Inc. Fading Suns RPG, with its aristocrats, priests, and merchant
guilds, is somewhat similar to the Dune universe. However, the
idea that Fading Suns valorizes the aristocratic and priestly virtues
is highly questionable. First of all, there is the curiously
hypermodern emphasis on absolute gender equality: for example,
noblewomen are portrayed as just as warlike and aggressive as male
aristocrats. Secondly, the attitude to religion is rather derisory:
for example, the Inquisitors armed with flame guns who are likely to
flame first and ask questions later. One gets the impression that the
religions of Fading Suns are almost invariably corrupt—merely a mask
for power and sometimes for almost unbelievable cruelty (as in the
orthodox religion’s treatment of those possessing psionic powers).
Thirdly, there are some highly disturbing elements of genetic
engineering, electromechanical body parts, and nanotechnology which
could make the background rather horrific. One finds here notions of
transgressive technology similar to that of extreme cyberpunk.
So this, too, is a very dark future. It should also
be noted that Fading Suns is now being reworked in a D20 version. A
fairly representative product of Fading Suns is the Lords and
Priests sourcebook (2000), which consists of revised editions of Lords
of the Known Worlds and Priests of the Celestial Sun . The
historical and sociological templates from which the various noble
Houses and religious groupings are derived are fairly easy to
identify. For the noble Houses, these include Byzantium and medieval
England, barbarous Muscovy, medieval Spain, medieval Islam, and
ancient China and Japan. The religious factions are mostly based on
medieval Catholicism, such as the main Church hierarchy, the crusading
orders, the monastic orders, and the inquisitors. There are also
factions of mystics and an order of compassionate healers.
Steve Jackson Games has brought out In Nomine,
portraying the struggle between angels and demons in the current-day
world, but in a manner very far from (and highly offensive to)
Christian beliefs. (This was based on a French RPG authored by an
iconoclastic figure identified only as "Croc".) Steve
Jackson Games has also pioneered, in a tongue-in-cheek but somewhat
disturbing fashion, the whole "surreal conspiracy" concept,
typified by their Illuminati games and settings. There have
also been some other disturbing modules in Steve Jackson Games’
Generic Universal Roleplaying System (GURPS), notably Black Ops,
a concept based on the premise of a "secret super-agency"
fighting against hidden aliens and supermonsters in the current-day
world. The very popular CthulhuPunk combines the dark
near-future cyberpunk genre with the Lovecraftian Cthulhu mythos.
Steve Jackson Games announced releases of products in 2001 around the
theme of "Summer of Horror".
It should be noted further that the whole science
fiction subgenre of cyberpunk (pioneered by, among others, William
Gibson in Neuromancer, 1984) is often characterized by highly
transgressive bio-tech (genetic manipulations of the sort which, for
instance, give a human being one lizard-like arm), and nano-tech (the
notion of micromachines altering human mind, body, and perception). It
may be pointed out that today, NASA is said to be developing a
nanotech-based deep space exploration tool called ANTS (Autonomous
Nano Technology Swarm). There is often in cyberpunk the notion of
human beings shoving various things into their brains and bodies (from
mind-altering drugs to electromechanical implants of various kinds).
Some of the GURPS modules contain the ideas of often gruesome genetic
engineering—or "gengineering" (Bio-Tech)—and of
technological and magical manipulation, i.e., so-called
"techno-magic" (Technomancer). All this points to the
malleability of human beings/human nature as one of the main themes of
both cyberpunk and current-day society’s "future shock".
Steve Jackson Games is also re-issuing the old
science fiction RPG Traveller under the GURPS umbrella.
Interestingly, the earlier-posited darkening of the Traveller
setting, engendered by a nanotechnology virus or plague that destroyed
most of the galactic civilizations has been cancelled in favor of the
continuing evolution of the rather benign Third Imperium. This dark
turn seems to have proven unpopular among the more serious science
fiction-oriented Traveller players.
A new GURPS background being developed is
Transhuman Space. According to the Steve Jackson Games website,
"This will be a fully supported, completely original hard
science-fiction setting which features transhuman themes such as
advanced biotechnology, sapient computers, self-replicating machines,
aggressive space exploration, and scientific social engineering."
The currently projected books in the series are Transhuman Space
(core book), In the Well (inner solar system), The Fifth
Wave (major power blocs on Earth), The High Frontier
(off-world colonies in the Earth-Luna system), The Deep Beyond
(outer solar system), Broken Dreams (the darker side of life on
Earth), and Blue Shadow (undersea settlements on Earth). The
line editor for the series will be David Pulver, who lives in Canada
(according to the Steve Jackson Games website).
Another dark-future background being explored by
Steve Jackson Games is OGRE. This is a dystopic future of constant war
between continental power-blocs (such as the North American Combine
and the Paneuropean Alliance), where the most powerful weapons are the
huge cybernetic supertanks, called "Ogres" because of the
awesome fear they inspire. The core product of the background is a war
game which pits one OGRE against a large variety of armor, armored
hovercraft, infantry, and artillery units defending a command post. A
GURPS worldbook for OGRE has been released, and another one is
expected, to be called The Factory States. Also, Steve Jackson
Games is promising new horrors, with the linking of OGRE and the
Cthulhu mythos.
Dream Pod 9 (known for its war-robots or "mecha"
game, Heavy Gear, as well as its Solar System conflict game, The
Jovian Chronicles) has also brought out an extreme occult-horror
RPG, Tribe 8, with highly questionable references to Christian
and Catholic beliefs. Heavy Gear, with its political conflict
of a northern vs. southern power on Terra Nova, smacks of sociological
ridiculousness. The social and cultural characteristics of the powers
on Terra Nova are difficult to place into a coherent sociological
framework. It may be noted that there is the very popular Heavy
Gear computer game from Activision.
Iron Crown Enterprises (ICE) (which has now gone
bankrupt) had published an occult-horror module, Shades of Darkness,
for their RPG system. They had also issued Nightmares of Mine,
a horror-RPG sourcebook. ICE had carried the rights for RPG’s, CCG’s,
board games, and maps based on Tolkien’s writings for over eighteen
years, but the managers of the Tolkien franchise pulled the plug on
the relationship in September 1999. A board game based on Lord of
the Rings has now appeared from Hasbro. A CCG game is being
released from Decipher when the massive Lord of the Rings movie
project debuted in December 2001. Decipher has also acquired the
rights to produce an RPG based on Lord of the Rings: they will
be heavily utilizing the former staff of Last Unicorn Games for this.
Games Workshop has received the right to produce a tabletop miniatures
game based on the background. ICE’s MERP (or Middle Earth
Role Playing game) was probably the second-best selling fantasy RPG.
Although it is a comparatively little known
role-playing system, the Torg mythos is based on the premise of
several so-called Cosms (or alternative realities) invading and taking
over portions of the reality of our current-day Earth. Among these
Cosms are ones of occult-horror, technological horror, and a
technological parody of Catholic and Renaissance Europe, known as
"the Cyberpapacy".
Another RPG which leans towards an imaginatively
lurid background is Palladium’s Rifts. Its premise is that of
a future world overwhelmed by a surge of occult and magical energies
(resulting in an invasion of hordes of inhuman creatures, including
multifarious demons). Rifts combines super-magic with
super-technology. The super-technology ranges from suits of
power-armor, which vastly enhance the capabilities of human soldiers,
to various half-human, half-mechanical battle constructs and entirely
electro-mechanical battle robots. A Palladium product with a bit of
interesting political subtext is Free Quebec: Rifts World Book 22,
which presents the Quebecois of the far-future as still fighting for
independence from a North American Coalition. The book has a warning
on its first page (part of which is cited below), which may not be
exactly reassuring: "The fictional world of Rifts is
violent, deadly and filled with supernatural monsters.
Other-dimensional beings often referred to as ‘demons’ torment,
stalk and prey on humans. Other alien life forms, monsters, gods and
demigods, as well as magic, insanity, and war are all elements in this
book." Rifts is considered, even by many role-players, as
an "over-the-top" background, where the abilities and
super-powers are simply overdone. It is said to appeal especially to
"munchkins"—the term used in role-playing circles for
those players who are keen on spectacularly killing as many creatures
as possible and accumulating ever-increasing levels of power within
the game.
In August, 2001, there appeared a rather ugly RPG
called Little Fears, which billed itself as "the
roleplaying game of childhood horror".
In December, 2001, Hogshead Publishing, a company
known for its "cutting-edge" games, brought out De
Profundis, a "New Style" RPG, inspired by the works of
H.P. Lovecraft. This "free-form" game suggested, as the main
vehicle for role-playing, carrying out an extensive back-and-forth
correspondence with those engaged in the game. It also made the fairly
bizarre suggestion of solo role-playing, calling it "solo
psychodrama". It is difficult to envision how this might actually
work. Some could pointedly say that it might consist of something like
slowly being driven into a fractured psychological state, perhaps
beginning to perceive the fictional malevolent entities of the Cthulhu
Mythos (and their impact on the player) as real.
The extent to which some gamers desire an "immersive"
gaming experience is attested to by the catch-phrase of the Majestic
online thriller/conspiracy game, "Play the game that plays
you." Players who had registered online would—as part of the
game—sometimes receive threatening and cryptic phone-messages and
e-mails relating to the activities they were pursuing in the game
setting. Some might take a dim view of this—that people with small
imaginations, lacking all excitement in their lives and with too much
time and money on their hands—were trying to effectively drive
themselves into a state of simulated paranoia in order to heighten the
sense that, after all, they "were important"—that
"they mattered."
Trading Card Games and Live Action Roleplaying
Games
Trading card games (TCG’s) (also called,
collectible card games or CCG’s) are a distinct genre from
role-playing games, yet many of the same themes pointed out above,
continually reappear. Even the standard, Magic: The Gathering,
features large numbers of horror images. And then there are CCG’s
based on struggles between vampire factions, as well as (again) the
Cthulhu mythos. A card game previously offered by WOTC/TSR was C*23,
where cybernetically enhanced HyperShock Troopers battled against
monstrous humanoid insects called the Angelans. In a recent
reorganization, many of the less successful CCG lines at WOTC/TSR were
retired. Much of the CCG’s appeal is based on stimulating a
combination of gambling and collector’s mania. This is because the
cards are sold in sealed packets, and there are only a few very strong
cards mixed in with the more standard cards. (It is somewhat like
buying tickets in a lottery, where only a few cards are "big
winners".)
Another type of role-playing is LARP’s (Live
Action Role-Playing) games. This is certainly taking the RPG concept
even further. Among the most popular LARP’s are those involving
horror subgenres such as the Cthulhu mythos or vampires.
In September, 2001, there appeared a distasteful,
darkly satirical booklet, called Vigilante, ostensibly in the
form of a LARP, which apparently called on its readers to kill as many
people as possible that they "didn’t like".
A rather telling comment about role-playing games
on an RPG website—although it was obviously meant to be flip—described
them as "kinda like porn, but with more killing." There are
certainly convergences there—the appeal to a frustrated
"geek" element, the exaggerated theatricality and
braggadocio, the "stage-managed" nature of both, the lurid
excesses of fantasy and sexual fantasy.
"Geeks" in North America
Many of the games and other products discussed
above are really varieties of "geek subgenres" The person
who is stereotypically a geek in high school faces the question of
whether he can ever transcend his geekiness/geekhood to hopefully go
on to something better, higher, and richer in terms of personality and
achievements.
There are a variety of terms for the geek—dweeb,
nerd, loser, computer-geek, arts-geek, female geek. There are many
socio-sexual aspects of the late modern crisis in North America that
are wrapped up in the typical geek-predicaments.
There has been a precipitous shift of emphasis in
the various geek subgenres. Collectible card games (or trading card
games), which are based on the combination of gambling and collecting
impulses, could be seen as a highly brazen exploitation of socially
awkward young men in a cultural vacuum. In science-fiction fandom, a
small core of super-enthusiasts practically defines the genre. For
example, the total membership of the Science-Fiction and Fantasy
Writers of America (SFWA)—which also includes Canadian and other
foreign writers—is only about a thousand persons. The minimum
criteria for full membership are professional publication of a novel,
or of three short stories in recognized publications, with payment of
at least 3 cents US (recently raised to 5 cents, I believe) a word.
The criteria for recognized publication are set so tightly that there
are little more than three magazines (i.e., Analog, Asimov’s,
and Magazine of Fantasy and Science Fiction) that qualify as
such. It has been estimated that little more than a 100 science
fiction and fantasy authors are making a reasonable living through the
genre in the U.S. and Canada. Also, the current-day push towards
promotion of women and minorities in science fiction and fantasy is
obviously at the expense of the white geek, for whom this genre
perhaps remains rare area of triumph in late modernity. Historical
board-gaming or war-gaming, which was once a major subgenre, is now
fading fast. Numerous pop-cultural factors seem to be working against
it. The direction of speculative fiction (science fiction, fantasy,
and horror) has been towards increasing grossness as well as political
correctness. The obsession by some persons (usually of high
intelligence) with role-playing games is arguably possible only in an
almost entirely historyless milieu.
Conclusion
The above survey of these aspects of pop-culture
has been partially inspired by William D. Romanowski's Pop Culture
Wars: Religion and the Role of Entertainment in American Life.
Three main conclusions can be drawn from this burgeoning tide of
society's playing around with dark themes.
First of all, there is the uttermost and
thoroughgoing atheism and/or nihilism of many young people today. For
such people, the notion of surrounding, powerful dark forces is the
basis only of diversionary, jaded entertainments. It should be made
clear that they do not actually believe in vampires, demons, and
conspiracies—but are even more remote from believing in God. Yet,
those who indulge in these amusements in a longstanding and obsessive
fashion may open themselves up to a more concrete embrace of evil.
Secondly, RPG’s can flourish only in a
history-less milieu, where there are no identifications with the long
history of one’s nation or people. It is also a milieu of highly
pampered comfort. These young people have virtually never felt any
real deprivation in their lives, nor confronted sharp existential
dilemmas such as those in a world living under the shadow of Nazi
Germany or the Soviet Union. These young people have never faced a
real test of character or conviction. Although we are now said by some
to be engaged in "World War IV"—which might contribute to
an atmosphere of "moral clarity"—millions of Americans and
Europeans appear entirely unaffected by the necessities of the
struggle. (Among the most popular albums today is Green Day’s American
Idiot, whose ranting anti-patriotic lyrics and spoken fragments
must surely strike most Americans—and especially the American
soldiers fighting and dying in Iraq—as an abomination.) The
self-absorbed participation in imaginative or pseudo-imaginative
exaltation as mere entertainment is possible only in a late modern
milieu where a person has usually never had to do real work, real
thinking, and real fighting.
The third point is that, in the late modern milieu,
RPG’s serve a role similar to the "Violent Passion
Surrogate" (VPS) described in Aldous Huxley’s Brave New
World. The life of these young people is all too comfortable, all
too boring, and lacks real meaning. The RPG supplies a kind of VPS,
ersatz meaning, and (in some cases) "sense of history"
(virtually all RPG’s of whatever subgenre have highly elaborate
backgrounds). One notices the catchphrase of the Call to Power II
computer game from Activision: "History is what you make
it."
It may be remembered that the advertising
catchphrase of the recent hit-movie, The Matrix, which
portrayed a dark future based on extrapolating both AI (artificial
intelligence) and VR (Virtual Reality), was simply that "reality
is a thing of the past." A number of meanings can be attached to
this phrase. For one thing, our own life in late modernity is often so
fluid and malleable that it may seem that there is no "hard
reality" to ever get hold of. The information traffic we are all
caught in leads to a "postmodern blur". For another, the
notion of reality may be tied to the sense of both a personal and
historical past, of having a sense of ongoing continuity in our daily
living. Insofar as we become wrapped up in a never-ending series of
fantasies and phantasms, our sense of reality becomes profoundly
fractured.
It could be argued that late modernity, as
expressed through audiovisual, electronic and role-playing media,
effectively "externalizes" and "commodifies" the
imaginary, the imagination, and the imaginarium (a person’s
imaginative faculties and processes) as a construct outside of
the person’s own creative capacities. There is in most cases a
profound difference between reading a book and experiencing
multi-media. The former usually involves an active exercise of one’s
imaginative faculties, whereas the latter is usually a passive
reception of someone else’s imagery, even when there is supposed
"interactivity" provided.
It could be argued that a sense of imagination
usually co-exists vigorously with a sharp sense of reality. In a world
where image and reality blend into a postmodern blur, real imagination
and creativity are probably as difficult to achieve as a sharp sense
of reality.
One may be reminded how much of the late modern
world is based on so-called branding: selling the image of a product
or celebrity, usually for driving forward or increasing commercial
gain. Among the consumerist and consumptionist pushing of commercial
brands, there is the mass-marketing of numerous entertainment
"franchises"—some of which are based on a once relatively
original conceptual impulse—while others are commercially driven
right from the start. In both cases, the multiplication of images and
concrete objects related to the "franchise" is so
overwhelming, that it becomes extremely pervasive across much of the
culture. Truly serious religious and national impulses, which have
developed slowly over centuries tend to wane in the face of these
highly ephemeral, but often fanatically followed, "brands"
and "franchises". There is a tendency for the disappearance
of non-materialist outlooks (such as those tied to the duties and
obligations of traditional religion or nation) in favor of a vast orgy
of material consumption and a frenzy of imaginative overloading and
short-circuiting that often amounts to intellectual narcissism.
VR offers the idea of solipsistic self-creation
where the notion of human nature and natural limits has been utterly
abolished. The computer-generated images often purveyed in current-day
sci-fi movies (and television programs, especially the new crop of
"cyber" programs for children) are often grotesquely
unnatural, transgressive, and rather horrific, especially if
considered in relation to those sights regularly to be seen in the
human and natural worlds. They strongly project a gnostic,
pseudo-spiritual transcendence of the material world.
VR is obviously linked to the postmodern (or
hypermodern) notions of radical autonomy, and of continual
deconstruction, self-construction, and reconstruction, unhampered by
God, nature, or history. The notion of the radically disembodied self
(divorced from family, history, and religion) is inevitably amorphous.
While elevating individualism above all else, the self in late modern
society becomes a shallow, banal construct, filled with mass-media
images and concepts and pseudo-collectivities, often of the lowest
common denominator. So the cult of individualism of late modernity
actually leads to an atrophy of true individuality and character, and
the submersion of most people in a series of very low, herd- or
mass-mentalities.
One may wonder what the ultimate point of
life becomes, if it consists of a series of ever more jaded
entertainments and diversions. However exciting The X-Files
television program is, at some point, a sense of futility and
meaninglessness about the whole enterprise probably sets in. It is
possible that there may be some satisfaction in taking a
beginning-level character in an RPG to a highly proficient and
successful figure, displaying the gamer’s own artful acuity and
cleverness in the process. But at some point, the player-character (if
very successful) will become something like the equivalent of a deity
in the "game-world" and character and game interaction will
seem ridiculous or too abstract. Indeed, it could be argued that the
open-ended nature of RPG’s, while pleasing at first, is ultimately a
drawback. On the other hand, darker RPG’s in which the character’s
primary game goals are just staying sane or staying alive also seem
unsatisfying. In either case, the real experiences gained over what
sometimes may be thousands of hours of commitment may be rather
meager. Is there even a substantial degree of real friendship built up
between persons in the same gaming group? Are there not some better
endeavors in which one’s time could be spent? It could be argued
that, in the end, carrying out the real tasks of life while trying to
gain true knowledge about the world and our human state is not only
worthier, but more truly meaningful. Or, to put it in the current
idiom (taken from the cutting-edge cyberpunk work, Smoking Mirror
Blues, by Ernest Hogan): "Reality is the only game worth
playing."
Dark Futures in Gaming: Some Further Explorations
by
Mark Wegierski
The mention of or reference to any companies or
products in the following article is not a challenge to the trademarks
or copyrights involved.
In his essay, "A Dark Turn in the
Pop-culture", the author has discussed some of the aspects of
"Bleak Future and Occult-Horror Subgenres in Science Fiction,
Fantasy, and Gaming". In this follow-up piece, the author intends
to look at some other "Dark Future" settings.
What are some the leading "dark futures"
featured in gaming? It may be noted that, with their typical emphasis
on planet-wide disintegration and/or corporate control, as well as
individual interactions, board games on anything above a tactical
level are a rarity. The "dark future" also lends itself to
miniatures gaming.
"Dark futures" may be seen as divided
into two broad categories: near-future (often coterminous with
cyberpunk) or far-future. Probably the best known example of this kind
of far-future is Warhammer 40,000 A.D. (or 40K), which is a
self-standing system, focussed on separate board games as well as
miniatures, though it also has a role-playing system based on that
"world". Warhammer 40,000 A.D. has been discussed in
the previous essay, "A Dark Turn in the Pop-culture".
Role-Playing Systems
Shadowrun (Chicago, Illinois: FASA Corporation)
Shadowrun: Where Man Meets Magic and Machine (FASA),
is one of the more successful cyberpunk role-playing games (RPG’s).
It was discussed in the previous essay.
Cyberspace (Charlottesville, Virginia: ICE
[Iron Crown Enterprises])
CyberEurope: A Campaign Sourcebook for Cyberspace (1991);
Anders Blixt, Principal Author; Kevin Barrett, Editor; 112 b & w
pages, color front/backcover, 17" x 22" full-color map.
This product, put together by a group of Swedish
role-players, is (with some exceptions) probably the least gruesome of
the cyberpunk futures. It is set in the Europe of the 2090s. Some
might feel that the European national governments (with their powerful
military forces) and the Roman Catholic Church hold greater power in
that projected future than they do today.
The authors write, "The military’s strict
code of honor is based on 19th century equivalents from France and
Prussia; codes that strongly stress duty, discipline, obedience and
self-sacrifice. An officer must always be a gentleman.... The officers
see themselves as the defenders of Europe’s culture and greatness
against what they perceive as threats from Europe’s corrupt and
dishonorable politicians, greedy, unpatriotic and scheming Megacorps
and fanatical, incomprehensible Arabs" (p. 74).
The Catholic Church is also engaged in active
struggle against the Megacorps. The designers, however, could be seen
to have misunderstood the internal politics of the Church. The
conservative tradition as it exists in the Catholic Church (as
represented, for example, by Opus Dei) is, generally-speaking, as
fundamentally anti-capitalist as that of the Catholic Left. In a
situation of Megacorps world hegemony, insofar as the Church had some
freedom of maneuver, conservative Catholics would be just as
"radically" in opposition to the prevalent system as the
Catholic Left.
The emergence of a Russian neo-traditionalist,
nationalist regime in "The Third Commonwealth of Independent
States" is a fair prediction, though it might not necessarily be
any larger than current-day Russia (i.e., it would not include Belarus
and Ukraine). The notion of Poles in Byelorussia fighting for
reunification with Poland is an interesting, if far-fetched, concept.
Poland, if it ever departed from its very pacific current-day
policies, would be more likely to first claim the area identified in
this sourcebook as "Baltia" (i.e., the area around the town
currently known as Kaliningrad—called Królewiec in Polish, and
Konigsberg in German).
The most gruesome aspects of the future world
appear in Great Britain, where the projections are clearly meant as
parodic and satirical. The aim of the exercise was presumably a bitter
spoof (and a rather poorly executed one at that) on Thatcherite
policies. Could anyone believe that the Republic of Ireland will in
any possible future be in danger from British imperialism? Indeed, in
this sourcebook, Great Britain, which has initiated a brutal
occupation of all Ireland, is also the most violent, decadent, and
polluted of the countries described. A substantial portion of it (the
Manchester-Leeds Deletion) is irradiated owing to some grotesquely
tragicomic circumstances.
Some might suggest that a far different view of the
future of the British Isles would be better in keeping with the less
obviously dystopic nature of this future.
Cyberpunk 2020 (Berkeley, California: R.
Talsorian Games):
EuroSource: The EuroTheatre Sourcebook for
Cyberpunk (1991) Mark Galeotti, author; 80 b & w pages, color
front/backcover.
This sourcebook has some rather interesting
touches. Germany is very powerful and looks more traditional than
today. France is also a major power. The sociological trend known as
"dream-painting" can of course, be seen, as a trend somewhat
connected to today’s Generation X. (A similar current-day phenomenon
is discussed in Adrienne Miller and Andrew Goldblatt, The Hamlet
Syndrome: Overthinkers Who Underachieve [New York: William Morrow,
1989], and in Doug Coupland’s Microserfs.) The
"hellholes" in this region are the largely irradiated
Turkey, North Africa, and Middle East (apart from Israel); the New
Central Europe (a place for cheap-labour, heavily polluting
industries, and dumping waste); and (as in many cyberpunk scenarios)
Great Britain. (One supposes that this is again an ironic commentary
on the Thatcher years.) Great Britain is under a military government
that uses Orwellian-sounding abbreviations (e.g., LONDURMARLAUTH—for
London Urban Martial Law Authority). In a rather curious twist, the
military has removed both the monarchy and much of the traditional
aristocracy; indeed, they have apparently murdered the royal family,
and Royalists are among the numerous rebel groups fighting the
military. Northern Ireland is in a full-blown civil war, but the
Republic of Ireland is largely unaffected. The British situation
appears especially parodic and overdone, as is the one in NCE. The
resistance movement in NCE, consisting of an alliance of the various
nationalists, goes by the rather bland name of "3000". (One
could call it "Wola"—which means "will" or
"freedom" in most Slavic languages.)
In any event, that kind of situation is now very
unlikely. Near the end of the Communist regimes, there was indeed an
instance where a Polish Communist minister had been bribed into
allowing the dumping of several tonnes of radioactive waste in the
Polish countryside by a German company. And there was the rather
horrendous environmental record of all the East-Central European
Communist regimes. However, as the East-Central European economies
take off, that will become increasingly unlikely. Some economists have
estimated that by the year 2020, the GNP of Poland alone might be
equivalent to that of Russia, if current trends continue. Presumably
ever-lighter industries will replace the grimy industrial factories.
During an interview with American television,
Zhirinovsky had justified his comment of "fanning nuclear waste
onto Lithuania" by claiming that the West was dumping nuclear and
toxic chemical waste throughout Russia. One wonders to what extent
this is true. However, the Soviet Union throughout its history has had
an absolutely horrific environmental record, which became widely known
only after its fall.
Eurosource Plus: The New Eurotheater Sourcebook for
Cyberpunk (1995) José Ramos, Florian Merx, and Steve Gill,
authors; 144 b & w pages, color front/backcover.
The ink was barely dry on the previous sourcebook,
and it was already in many ways out of date. In a somewhat
questionable move, the "future past" timeline from 1990 was
continued, thereby already making the "near-future" an
"alternate-history". The "hellholes" of this
region are as in the previous sourcebook, though perhaps slightly less
grim. Poland is characterized as a personal dictatorship, with a
crime-fighting secret police called "the Harbingers"
(incidentally, the likely Polish term for these would be "Wici").
In a rather ironic commentary on the role of the Roman Catholic Church
in Poland, a breakaway "Church of Poland" is posited in
protest against the further liberalization of the Roman Catholic
Church (after the death of John Paul II). Such a breakaway movement is
clearly unlikely.
GURPS (Generic Univeral Role-Playing System)
Cyberpunk: High-Tech Low-Life Role-Playing Sourcebook (Austin, TX:
Steve Jackson Games, 1990); Lloyd Blankenship, author; 128 b & w
pages; color front/backcover; glossary; bibliography - books and short
stories, comic books and graphic novels, movies and television,
magazines and electronic newsletters; index.
Despite the somewhat weaker graphics inside, this
is in many ways a superlative product. (A prototype of the sourcebook
and other Steve Jackson Games property was seized in 1990 by the U.S.
Secret Service as part of an "anti-hacker crackdown". Steve
Jackson Games was eventually vindicated in court, and gained a lot of
publicity for its products. This raid was also one of the catalysts
for the formation of the Electronic Frontier Foundation, which defends
online freedom of expression.) The sourcebook benefits from its
generic nature, it does not have to take place in one specified
cyberpunk background. Thus, the sourcebook can experiment with various
alternative concepts, and alternatives to alternatives; e.g.
"Cross-Genre Cyberpunk", which may include occult-horror or
comic-book superheroes mixed with cyberpunk. In what is probably a
typical Steve Jackson GURPS trait, large amounts of information are
offered in comparatively short amounts of text; e.g., in one sidebar,
"Cyperpunk Soundtracks", there is a list of current music
genres that can easily fit into the cyberpunk campaign. For example,
New Age music is said to be evocative of floating through cyberspace.
The "Politics" section (pp. 106-109) in
"World Design" is outstanding, considering its shortness.
Among its clever points is a quick evaluation of the type of future
world in terms of how many sovereign powers there exist. The
1-sovereignty model is a world-government, with no competing
sovereignties. There are presumably large international armed forces
and any local rebellions are quickly stamped out. The 10-sovereignty
model presupposes regional blocs that could be in ferocious conflict
with each other or have minor conflicts among their small client
states. The 100-sovereignty model (which resembles our own world)
presupposes a number of larger states and a fair number of smaller
entities. The 1,000-sovereignty model could include mega-corporations
(such as Microsoft) as sovereign entities. It presupposes intense
fragmentation of the world—and suggests that once such a devolution
take place, conflicts on the planet would probably become perennial,
rendering a return to larger entities difficult.
The booklet’s "Glossary" and
"Bibliography" are nice touches. The sourcebook would in
many ways be useful to persons interested in the cyberpunk subgenre as
well as broader futurological-type endeavors. One of the most striking
themes is the "unnaturalism" of the cyberpunk future, with
all manner of mechanical and electronic interfaces and grotesque
interpenetrations of man and machine, as well as the ever-accelerating
dying out of Nature. Indeed, the booklet’s brief look at the future
of ecological movements is fairly derisory, though this may not be
surprising, given the dark premise.
The World of TANK GIRL (Honesdale, PA: West End
Games, 1995); Bill Olmesdahl and Brian Schomburg, authors; 160 b &
w pages; color front/backcover. MasterBook system (world-book
available separately, or sold in boxed edition with MasterBook,
2 MasterDecks, and 2 10 sided-dice. Full-color image on front
and back of world-book is identical to that on the front and back of
the box.
Based on the 1995 movie (numerous stills from the
movie are featured), this is an overwhelmingly parodic premise. One
supposes that by the 1990s, cynicism had reached the extent where even
apocalyptic situations were being played for laughs. Perhaps the real
subtext of the setting is the desire to feel oneself free of any and
all authority.
Incidentally, the often Australian-based, combined
theme of water-shortage and strong women occurs in, among other
places, Charles Sheffield’s Trader’s World (Del Rey/Ballantine
Books, 1988; the "Strine" society. However, Sheffield’s
work was criticized for being in many ways a throwback to the 1950s on
the ethno-cultural axis, as opposed to its decidedly more progressive
attitudes in terms of the feminist axis.
Millennium’s End: GM’s Companion
(Blacksburg, VA: Chameleon Eclectic Enterntainment [CEE], 1994);
Charles Ryan, author; 144 b & w pages, Lingo, pp. 137-139,
Appendix; In-Genre Film, pp. 140-143; color front/backcover.
This is a superbly produced product in support of
CEE’s Millennium’s End dark-tinged, near-future,
techno-thriller role-playing game. Millennium’s End is one of
the leading techno-thriller RPG’s.
Twilight: 2000 (Bloomington, IL: GDW [Game
Designers’ Workshop])
Twilight: 2000 is the "front end" of
the GDW future-history, which now (very fortunately, it may be said)
stands as twice-discredited in its near-future, in both the first and
second variants. It was originally derived from the series of GDW
board war games depicting a NATO vs. Soviet conflict: i.e., World War
III. The premise was that, as the major powers increasingly battered
themselves in a hopeless war (eventually involving nuclear,
biological, and chemical [NBC] components), civilization in Europe
itself began to significantly devolve. About the only remaining focus
of authority was the remnants of military formations, using
increasingly primitive equipment. In such situations, a single tank,
if it had a steady supply of fuel and ammo, could be decisive. Twilight:
2000 is a brutal, savage setting, where killing and fighting are
continuous. One suspects that mostly history-less North Americans, who
are actually the farthest from such a reality, derive the most
vicarious pleasure from immersion in such a simulation. Persons who
are more conscious of history are likely to be repelled by it.
White Eagle: The Fate of All Poland Hangs in the
Balance (1990); Loren K. Wiseman, designer; 48 b & w pages;
color front/backcover.
To begin with, the designer has a very superficial
understanding of the Polish language, virtually all of the case
endings are wrong, many common names of persons and places are
misspelled ("Wojiech" should be "Wojciech",
"Wojsko Ludowa" should be "Wojsko Ludowe",
etc., etc.). Despite an honest attempt to incorporate some aspects of
the Polish spirit, the designer simply lacks the necessary historical
background. For example, Polish nationalist partisans would not name
their formations after the (discredited) Communist-era "People’s
Army" (Wojsko Ludowe); and their banners would have the crowned,
not un-crowned White Eagle. The premise of this near-future
would already be seen by many as offensive, quite without adding
insult to injury by (in some very important respects) a perfunctory
design effort.
Twilight: 2000, 2nd Edition
East Europe Sourcebook (1994); Craig Sheeley,
designer; Loren Wiseman, development; 104 b & w pages; color
front/backcover; 17" x 22" full-color map.
The designers have again struck out on their
description of Poland, particularly in the "History"
section. Contrary to what the designer says, the German minority in
Poland is very small today; one wonders what (misleading)
sources were consulted. The "History", even in the strictly
historical part, borders on the ridiculous. Friction between Poland
and Germany is a rather unlikely premise for the beginning of World
War III; there are simply very few ethnic Germans in Poland, and
Germany is today, it should be remembered, a thoroughly liberal,
consumerist, and unmartial society. The idea of Polish-Russian
accommodation at the expense of (for instance) the Baltics,
Byelorussia, and Ukraine is certainly unlikely: Poles obviously lack
the ferocity to carry something like this through, whereas Russian
chauvinists typically see Poland as an enemy. The most useful part of
this sourcebook is probably the "Vehicles" section (pp.
70-103), with very fine illustrations and stats.
Rendezvous in Krakow, Book One of the Vistula Epic
(1995); Loren K. Wiseman, designer; 48 b & w pages; color front/backcover.
Despite some spelling mistakes, this module emerges
as the most competently done of the Twilight: 2000 material
being reviewed here. The setting is less obviously gruesome than that
typical of this game. The core of the setting is the Old Town of
Krakow (with a map obviously copied from some tourist guide), which
has stood since the Medieval period. This is actually a module where
the body count might well remain in the single digits—apparently a
rarity in this system.
Board Games
Dark Horizon: Escape, An APE Game of Prisoner
Agents vs. CorpsGuards in a Bleak Future (Magnolia, TX: APE
[Advanced Primate Entertainment])
10 Future Warrior Grenadier miniatures; 5 full
color floor tile sheets—45 pieces total; 1 sheet including 12
full-color piece and stands; 24 Close Combat cards; 32 page rulebook;
10 UV-coated, erasable player forms; 1 sheet with 120 die-cut
counters; 1 felt-tipped pen; 4 6-sided dice; Kevin Brusky, designer.
Scale: "Squares are 1.25" across, and
represent about nine feet. Game turns are broken into a series of 15
one-second impulses. This means that four game turns make one minute
of ‘real’ time" (p. 4).
This lavishly produced game is essentially rules
for a man-to-man combat system (for no more than five combatants per
side in any one general area) using the finely crafted miniatures on
the floor-tile sheets, with various support sheets. The societal
background (a corporate-run dystopia), it must be said, appears to
have been put in on a rather perfunctory basis. The main point of the
game appears the slam-bang kind of action most often found in
arcade-style computer games.
The disjunction between the amount of effort put
into the production of physical components and that devoted to
sketching out the background is rather too jarring.
Cybernaut: The Duel for Cyberspace (Sacramento,
CA: One Small Step [OSS], 1996); Joe Miranda, designer; appeared in Competitive
Edge (formerly GameFix) no. 11; printed, full-color
cardstock sheet yielding 120 double-sided counters—requires careful
assembly; 11" x 17" map; introductory essay, pp. 9-12;
rules, pp. 13-20; "A Guide to NSA Strategy", pp. 21-25).
One of the few cyberpunk board games available, Cybernaut
is actually a twist on the conventions of the genre. It posits one
world government called STATQUO... perhaps something like "World
Union for Peace and Progress" or "the United Nations"
would have been a more likely term for such an entity. A small number
of super-hackers are challenging STAQUO’s NSA (Net Security Agency:
the reappearance of German SS runes is highly gratuitous—typical
one-worlders are more likely to have a dove or flower as their emblem,
the better to mask their hidden agenda, some would say). In a rather
sharp reversal of the subgenre conventions, this handful of
individuals is said to be initiating the revolution that will topple
STATQUO. In the reviewer’s opinion, Joe Miranda should have either
explained that these super-hackers’ activities are simply a
schematic for what is being repeated tens of millions of times over in
that world (as the planet-wide revolution against STATQUO begins), or
have refocussed the game on the merely individual flourishing/survival
of these super-hackers. As currently posited, the situation has a
highly naive optimism about the possibility of revolutions in a
dystopian world, as well as a grossly exaggerated inflation of the one
resisting individual hacker. The message of cyberpunk appears much
different: the individual is thrown into a rather inhuman
technological system of which he or she understands little, on which
he or she can have little impact, and where personal
flourishing/survival is the paramount question. Serious politics is
dead.
Supremacy: The Game of the Superpowers (Buffalo,
NY: Supremacy Games); Robert J. Simpson, designer; Third Edition, 1992
(First Edition, 1984); 30" x 20" game board, 65 cards, six
charts, 370 plastic playing pieces: armies, navies and mushroom
clouds; 260 bills of game money; banker’s tray; rule book; four
six-sided dice.
This game, in some ways a derivative of the simple,
abstract "conquer-the-world" war game Risk, would
delineate a highly dystopian world if one were to take it as a literal
projection of the future. The main game, and its various supplements
and extensions (of which there are too many to list here), is full of
really savage weapons-systems, running the full NBC
(Nuclear-Biological-Chemical) spectrum, as well as space-based systems
(e.g., orbital laser satellites). It gives a whole new meaning to
"victory at all costs". Many of these games end with the
sprouting across the planet of nuclear mushroom clouds.
Looking at the above items and those discussed in
my earlier essay on "A Dark Turn in Pop-culture", I perceive
a progressive turning away from politics and history (even in its most
attenuated form) in many of the gaming subgenres. There is in the last
few years a burgeoning of dark space fantasy, dark fantasy, and
outright horror in RPG’s and videogames. It appears that late modern
society is indeed being overwhelmed by various kinds of ever more
florid simulacra.
back to Contents
***************************
Teacher,
Make Me Wise!
The articulate exponent of Greek Stoicism Epictetus was no
writer. Like Socrates, Confucius, and Jesus, he would have left no record of his
teachings if a disciple had not undertaken to set them down. The amanuensis in
this case was one Flavius Arrianus (not the Arrian who accompanied
Alexander and later wrote a history of his miraculous journey of conquest). As a
speaker inured to verbal exchange, then, rather than a dreamer perched with pen
in an ivory tower, Epictetus knew well the frustrations of today’s classroom
teacher. Not infrequently, if one may judge by the accounts of Arrian, the
master chided his pupils for the un-teachable attitudes which they carried into
his presence.
Ponder whether this verbal portrait would not fit the profile
of many a graduate student and college professor today. It appears in a
selection entitled, "To Those Who Take Up Philosophy Only to Chatter About
It" (Book II, xix):
"Who was Hector’s father?" [the hypothetical
student is asked]. "Priam." "Who were his brothers?"
"Alexander and Deiphobus." "Who was their mother?" "Hecuba.
That’s the information I’ve received." "From whom?"
"Homer. And I believe Hellenicus writes about the same matter, and there
may be another."
In the same way, what further have I to say about the
Master Argument [an invincible rhetorical strategy]? But if I am vain, I can
dazzle everybody at a party by enumerating all those who have written about
it. "And then you have Chrysippus, who has a brilliant piece in the first
chapter of his Possibilities. And Cleanthes likewise wrote on the
subject, and so did Archedemus. I mustn’t forget Antipater, who not only
tackles the subject in his own work called Possibilities, but addresses
his Master Argument to it exclusively. Do you know the piece?"
"No, I don’t." "Well, you really should."
And why should he—to what end? He will be more digressive
and irrelevant than he is already! Of what profit has its reading been to you?
What insight have you based upon its discussion? You will tell us the
equivalent of Helen and Priam and that island of Calypso’s which never
existed and never will!
Epictetus goes on to concede that building such castles in
the sky is of no great harm in literary studies—but that in matters ethical,
it wholly undermines the good life.
"In reality [continues the student], some things are
good, some bad, and some morally neutral. The good are the virtues and what
partakes of them, the bad are vices and what partakes of them, and the morally
neutral are whatever falls between these: wealth, health, life, death,
pleasure, pain." And where did you learn this? "Helenicus says it in
his Matters Egyptian." What difference does it make whether he
said it there or Diogenes did in his Ethics or Chrysippus did or
Cleanthes did? Have you put to the test any of these things and made of them
something all yours? Show me how you conduct yourself during a storm on
shipboard! Do you recall this distinction you just mentioned as the sail pops
overhead?...
Have you ever wondered what a zealous disciple of Derrida
would do if the smoke alarm went off? Probably not shrug urbanely and
proceed to prove that the carbon content of any given atmospheric volume can be
considered either toxic or negligible by shifting reference points. Au
contraire—we know darned well that he would be the first guy out the door
and down the staircase! And have you ever had occasion to observe a Marxist
professor’s interest in his IRA’s progress? If people are frauds generally,
the pedant captures the very spirit of fraudulence: to borrow a timeless phrase
from Eric Voegelin, theirs is an intellectual swindle.
A slightly later essay in Arrian’s collection is dedicated
"To One Whom He Did Not Consider Worthy of His Efforts" (Book II, xxiv).
A pupil who appears to have attended lectures rather briefly—and always only
with the intent of catching the Master’s eye and posing him a question—has
tried Epictetus’s patience for so long that he devotes a few choice words to
the situation.
What am I supposed to talk to you about? Show me! About
what are you capable of hearing? About the good and the bad? Whose good
and bad? A horse’s? "No." A cow’s? "No." What, then? A
man’s? "Yes." And do we know what a man is, what his nature is,
how to conceive of him? Are our ears opened to this matter—if so, to what
extent? Have you even a conception of what nature is, or can you follow me as
I speak? If so, to what extent? What sort of proof should I use before you?
How should I use it?
Epictetus again recurs to Homer (something all ancient
philosophers were fond of doing, as we know from Plato). He observes that even
the epic quarrel between Agamemnon and Achilles originated in a basic
misunderstanding about
τα
συμφέροντα:
the appropriate, the rationally balanced. Both forget their purpose for being on
the shores of Troy, and they can only—as we say today—talk past each other.
The pupil in question seems to be rather preoccupied with his wealth, his good
looks, and his oratorical skill. He is no mere "frat rat", but a
full-blown man-about-campus. Epictetus points out to him that he is nevertheless
no match for Achilles in any of these dubious assets—yet the semi-divine
Achilles still sacrificed the lives of his comrades over an infatuation with his
concubine. If the greatest of Greek heroes is unfit to converse with a
philosopher, why waste words on someone so bombastically oblivious to the
eternal truths immured behind human speech that he expects to be yielded the
floor because of his perfumed hair?
This is all I have to say, and even this I have not said
with zeal…. Because you have not stirred me. What is there in you whose
prospect would excite me as jockeys are excited by well-made horses? Your
body? You have primped it shamefully. Your clothes? These, too, are all
affectation. Your bearing, your countenance? You might as well bid me look at
nothing. Whenever you wish to listen to a philosopher, don’t tell him,
"You’re not speaking to me." Merely show yourself to be someone
capable of listening, and then see how you inspire his speech.
Imagine if the contemporary college student were expected to
rouse his professors to do their best work by showing up for class, reading the
assignment, staying awake throughout the hour, making occasional eye-contact
instead of gazing out the window, switching off cell phone, removing headset,
shutting down laptop, and even—but this might be asking too much—responding
intelligently once a week when a question is posed to the assembled group. No,
Epictetus would positively get killed on his student-evaluations. He probably
wouldn’t even use PowerPoint. He probably wouldn’t even answer e-mail!
But then, he probably wouldn’t be fool enough to attempt
teaching in the present environment; or rather, he would do his teaching from an
office desk and over the lunch table and on the evening subway rather than
neutering his endeavor in the contemporary classroom.
back to Contents
***************************
Four Poems by Michael H. Lythgoe
Lt. Col. Lythgoe is retired from the United States
Air Force. He has devoted himself to poetry—both its composition (as
a poet himself) and its evaluation with the help of the poets’
personal testimony, which he enjoys collecting. He has published
frequently in Praesidium and has lately appeared as a reviewer
in Christianity and Literature.
Gossip
The 16th century poet
Told us to give the lie.
He meant not to lie.
Poets ought not bear
False witness. It is a sin to gossip.
So just stop it.
So the homily goes…
So many rumors in the parish
Bear repeating. There was a priest,
Dearly beloved, who was sent
To an island to be a missionary.
Some say he was sent away
Because he was so holy, so well
Loved. Was jealousy responsible?
Now, another rumor is afoot:
More gossip poisoning air.
This priest is said to have heard
The confession of a Narco—
With sins to tell of such evils
As ruin a land, repel islanders.
The priest held his tongue,
Kept his holy silence, suffered
Grave threats because he heard
The Devil’s secrets. One night
The priest was driven off a steep
Road, crashed by drug traffickers
Who would silence a priest
Who knew their sins. The priest,
They say is in a coma, martyred
For his goodness in a place
Of banishment and silence.
Jealousy some say.
But this is only gossip.
So just stop it.
Revised 18 July 2005
Blackberries
We hiked as campers out past Indian Creek,
Carrying with us some number 10 cans
To pick plump blackberries, to stain our hands.
We walked rows of Indiana farm's corn--silks
And stalks--foot-printing fresh furrows.
The ascending ears grew higher than hikers
Fording streams, scouring ravines to pilfer
Cemetery bushes where berries grow.
A lady in the county came to the library,
Inviting me to pick thumb-thick sweets away
From bush-hogged-brambles, to claim berry
Fruits before they ooze fuzzy decay.
Seedy fruit-fall tattoos a tin bottom,
Awakens tongue-dyed tastes for days unripened.
This sonnet takes me back to Evansville, Indiana
where
I spent summers as a camper and lifeguard at a Y
camp.
I just drove thru on a trip back to visit my parents’
graves. Same old Indiana corn. Strong memories.
Ornithology
Some poems live in books.
Some poems never get to leave
Their rooms, or walk out of doors,
Or get kicked out of a homey box
Like a young screech owl
Scolded by Mother raptor
Out on a limb, learning to hunt,
Looking.
I know poems happy in alleys
And trashy street corners
Dangerous with traffickers.
I admire lines let loose
To lumber through inky thickets
Out of wisteria nests, tangled,
Untamed, aimless—unless
The right bird comes along.
Look! Feathered lines not yet
Extinct like the ivory-billed
Woodpecker recently rediscovered
As a cult-leader in cypress
& tupelo swampy eastern
Arkansas. Soon these too
May slip out of sight.
All American 4th of July:
A new visitor flies in—
Like the holy ghost of Audubon—
In the form of a large, shadowy
Bird spotted pick-axing.
His bill stabbed like a serial
Killer with an ice pick---
Breaking off tree bark, pecking
All along branch & down
The trunk & up under the limb.
What industry in feeding its
Appetite, this Pileated
Woodpecker:
Dryocopus pileatus.
Going beneath the surface,
To get at the grubby beetle
Meat of the thing. Heavy
Metal rocker, drummer
In Mohawk headdress,
Beats up the tree
And leaves.
Another "Grail Bird"
For watchers with binoculars?
So obsessively human.
What a world
Out the window,
Beyond the ruby-throated
Hummingbird hovering,
Female heart always in a rush
To refuel from the strawberry
Feeder—hovering out there.
Revised 18 July 2005
Debriefings
My duty was to stay grounded
When the fighter planes were scrambled.
They sat alert on the base
In Florida. Radars painted
The skies over the Florida Straits.
Cuban contrails marked a Cold War.
Our jets flew in two flights of two
To patrol the air space with MIGS
Aloft. No dog fights, just sorties.
I was the non-rated listener,
An intelligence officer reporting
To commanders what pilots saw.
I learned to rise in Vietnam
Before dawn without alarm,
To brief my pilots on flight lines,
To see their afterburners light.
When they landed, I would listen.
A debriefing is writing down
What warriors speak of war.
I heard tales of secondary explosions,
Bomb damage assessments, (BDA),
Missile firings, wing man hit, pilot down,
Enemy troop movements on the ground.
Debriefers are the scribes of war.
Soldiers brief another mission,
Analyze the last operation;
Interrogations help and hurt.
A cell phone at a check point rings:
Another martyr called to salvation.
Task Force debriefs: White Mountains—
Below Tora Bora caves, in a high pass
To Pakistan, trails out of Afghanistan—
A lost helicopter, enemy chatter
Intercepted, special ops beeper
Signals in distress—a call for rescue.
Missing troopers. The awful silence.
back to Contents
***************************
Career Year
by
J.S. Moseby
Mr. Moseby has contributed short stories faithfully
to Praesidium for years, often in a "magic realist"
vein. This piece, however, is all too plausible.
From center field, Ty watched the umpire’s
blue-clad arm flail the air overhead and then pump. A throaty shriek
reached his ears at about the same instant—but not quite. He was
aware that sound traveled a whole lot slower than light waves.. They
hadn’t even started studying that in school, but he had read up on
it. The pause between the barrel’s recoil and the ragged pop when he
would see another duck hunter shoot across the marsh never failed to
fascinate him.
He fought against the image of cool, misty mornings
in the wild. This was what he hated about the outfield: how hard it
was to stay focused. Especially with Wade closing out the final
inning. Nobody ever hit Wade. He could hit Wade in practice—all
you had to do was let your hands take over. A ball going that fast
would fly off the bat on contact. A few guys who had faced Wade
several times in their own league would occasionally put his pitches
in play. But in these out-of-town tournaments, nobody ever touched
him. It sure wasn’t going to happen today—not in this
tournament. All the other teams seemed to be made up of midgets. In
his own start two games ago, Ty had only allowed a couple of base
runners—though walks. In this tournament, it probably wouldn’t
have been any less boring even at shortstop, where he played sometimes
in tight games. The only guys who ever handled the ball this weekend
were the pitcher and the catcher.
Another strike three. One more out. Ty straightened
up, took a few steps to his left, and moved in. The little kid
stepping into the box certainly wasn’t going to pull Wade, and with
two outs, he could run the remote risk of having the ball get over his
head. There were no runners on base (and anyway, this team would need
eight more bases on the field before they could bring the tying run to
the plate), so the tiny risk was far overbalanced by the likelihood
that any hit would be a weak blooper. Besides, with his speed, he
could cover the ground from second base to the fence before anything
but a low liner hit the ground. He was faster already than any kid in
Houghton Middle School, and he had only just finished the sixth grade.
"Two outs!" shouted Braden from shortstop
belatedly—Ty’s favorite position, entrusted to a complete idiot.
"Did you just figure that out?" he
shouted back. He was so close to the infield that Milio looked around
with a start, and began waving him back from the other side of second
like a kid who doesn’t want classmates gathering over the porn
hidden in his textbook.
"Cuidado!" Ty mocked him. "Muy
cuidado!" He was more afraid of the lecture he would catch
from his dad for not re-positioning himself than he was of some paisan’s
territorial pride.
The hitter actually fouled the third strike
straight back to the screen, forcing Wade to work one more time. The
catcher’s mitt popped on cue. The umpire’s arm went up almost
wearily, the conclusion all but foregone, and whatever cry he gave
with the gesture was lost in the screams and squeals of moms and
sisters and girlfriends from the stands. The other outfielders
sprinted in, but Ty crunched onto the infield like a reaper coming
home at sundown.. Wearily.
"You’re slipping," he joked over his
shoulder, refusing to high-five Wade as the triumphant closer emerged
from the hugs of more exuberant teammates.
"What do you mean? I struck out the side, didn’t
I?"
"Yeah, but it took you twelve pitches."
And Ty continued to saunter toward the dugout.
He enjoyed being the cool guy who didn’t whoop
and holler and fling his cap… but, frankly, there was also something
deep inside him lately that didn’t care to celebrate. He could put
it out of his mind while he played; but the last out was in the books
now, and there it was again, nagging at him. Just like that—faster
than he could run down a fly ball.
"You damn cheaters!"
The voice caught his attention in its disagreement
with the joyous uproar behind him. Ty didn’t look up: he didn’t
break his lanky stride. But underneath the long bill of his cap, he
could see two black kids hanging on the chain-link backstop. Like
orangutangs. Judging by their reach, they would have been high-school
age.
"You ain’t no f… no freakin’ twelve
years old! Ain’t none of you no twelve years old! Bunch of freakin’
cheaters, that what you all is."
He’d heard it all before. He knew the words
before they were uttered. He never batted an eyelash—just slouched
his way into the dugout. Even when Coach Nick clapped him on the
shoulder and said, "Good hit, Ty—the hit of the game!" he
just continued on toward the water cooler. Even when he heard, from
the shadows and with a Dixie cup to his lips, Sara Poston singing to
her younger brother, "Good game, Lassiter, good game! Whoa-whee!"…
then more than ever, he just stared into the blue shadows behind the
cooler. Even when he heard his father, the manager, call, "In
here, guys! Everyone in here!"… even then, he lingered over the
last swallow. Then he crumpled the cup into a ball and flung it under
the bench with a smack.
***
The victory celebration at his house that evening
was mild—mere pizza and rented videos (though Dad couldn’t let the
occasion pass without making them all view a poorly executed run-down
in the tournament’s second game: he had had someone filming every
minute). Somehow, the triumph was lame. All three victories had come
too easily. "We won’t make it through the Southeast Region
Finals playing like that," Dad had at lat mumbled, unable to
sustain cheerfulness. "We didn’t get challenged, so we played
down. At regionals, they’ll kick our butts."
At 7:30 the next morning, Ty heard his father’s
pick-up rev and back down the driveway, as usual. Then he turned over…
and when he opened his eyes again, it was almost eleven. His mother
and sister had tiptoed around the house so as not to awaken the
conquering hero. They must have departed together for some summer sale
at the mall. He saw a pink "sticky" in the refrigerator as
he limped barefoot across the kitchen’s linoleum. It would say
"love U" at the end. He didn’t bother to read it.
There had been no practice scheduled for that
afternoon—there never was, the day after a tournament—but he was
going to the batting cages, anyway. He stopped by Wade’s along the
way, his protruding bat bag propping the bike upright against the
lofty front stoup’s top course of bricks. Wade and Braden were
already locked in a high-scoring ball game on Wade’s PlayStation,
and neither acknowledged his entry into the bedroom. He slumped down
ion the carpet, leaning a shoulder against Wade’s dresser, and
started fingering through some baseball cards scattered over the
floor.
:You shouldn’t step on these, you idiot," he
murmured to his friend’s back. "They’ll be worth something
some day."
"Oh, shee-ooot! Stop it—get it, you… dumb
butt!" hissed Braden over his controls, and Wade burst out
laughing. Braden started laughing, too, and his moist teeth glistened
in the same leer they would have assumed before a triple-x Web site.
It was an evil smile… and Wade’s laugh, too, had something evil in
it. Ty watched them both spellbound for a moment as they bullied the
screen’s images with commands. Was Braden really his friend, and was
Wade really his best friend? Why, then, did he feel now that he didn’t
like either one of them very much?
He fled the thought, directing his attention back
to the cards. An uncreased Juan Gonzales: he deposited it on the
dresser, in relative safety. Gonzales would go to the Hall of Fame,
unless they decided to keep out steroid-users. But they wouldn’t.
They would fake an investigation—the owners, the people holding
Major League Baseball’s controls—and then all their favorite
money-makers would get a free pass. Gonzales and Sosa would get the
kid-glove treatment because of what they meant to Latino fans: that’s
what his dad said. But his dad didn’t mind the idea of McGuire as a
Hall-of-Famer. His dad wanted to see Pete Rose in, too. His dad…
Coach Nick… adults. They were full of high standards—as long as
they got what they wanted. All those lectures about steroids… yeah,
but what exactly was in the special vitamins he’d been fed for two
years now, and which he never saw at the drug store? His dad had
mentioned a client, Dr. Small or Short or something (what a joke!—for
Ty was fast discovering irony, almost faster than he could bear). He
had asked Dad why the whole team didn’t take them, and Dad had
answered, "You’re at the stage when you need to start standing
out… never know when there might be a scout in the bleachers."
And he had asked Dad why Eliot Calvert was already six feet, and was
it because his father was a doctor and was giving Eliot something
special, and what was it, and… "Knock it off," was his the
dependable response.
"You wanna play the winner, Ty?"
"That’d be me!"
Ty shifted carefully in the sea of cards.
"I’m going to the cages."
"Shee-eet, man, give it a rest!"
"Do you mind? My mom’s in the next room—you
want her to take my PlayStation away?"
"What? I said ‘sheet’. You know, like on a
bed? You know, a bed, like where you wanna get Dana Morrison…"
Ty rose quickly, forgetting about the vulnerable
mementos around him. He thought he was about to suffocate… or
explode.
"Hey, man, did you hear those two black dudes
yelling at you yesterday?"
Braden was trying to call him back, to win him over
with low-to-the-earth jokes as prickly humid as his smiles. Braden
would do anything to be Wade’s best friend—even sucking up to the
competition. For Ty somehow had absolutely no doubt at this moment
that Braden wanted to be his buddy as a way of impressing Wade. Wade
was always impressed by anyone that Ty paid attention to.
"They wanted to say the ‘f’ word, but they
freaked when you got too close," Braden continued in gravelly
tones of excitement. "You scared the living crap out of ’em,
dude."
"If my mom hears us use the ‘f’ word,
butt-hole…"
"She won’t. okay? I wasn’t effing going
to!"
"They had a point," said Ty shortly.
Both boys looked up at him: the idle PlayStation
recycled rock music and crowd roars. "What?"
"Well, look how big we are. Why are we so
big?"
"What?"
He impatiently shifted his emphasis. "Why are
we so big?"
He wanted to use the "f" word himself—and
he sensed, strangely, that it wouldn’t sound adolescent coming off
his lips just now. He vaguely sensed, even, that that was why he did not
use it. His authority scared him a little. "Look at you, and you…
and me, and Calvert. Milio’s the smallest kid on the team, and none
of the teams we played had any kid bigger than Milio."
"Damn spic."
"He got more hits than you, butt-brain."
Ty wanted to beat them both with his fists. He made
a last effort after grinding his teeth—in fact, he was surprised at
the effort he was putting into his explanations. "Something’s
not right. Something can’t be right. Why are we so much bigger than
everyone else we play, if all of us are under thirteen?"
"But the football guys on the varsity squad at
Catalina High… the whole offensive line got held back in eighth
grade. My dad told me so. And he said it wasn’t unusual—I mean,
that everyone does it in the district, not just Clayburg."
Ty saw hurt in Wade’s darkening eyes that was
flirting with anger. The funny thing was, he appreciated that anger.
It was the first time he had liked Wade all day—it was something
honest. Or something honestly afraid of the truth.
"But that’s high school," he said
almost gently. "You get to play on a school team until you
graduate. Our league’s supposed to be done by age. If we’re too
old, we’re cheaters."
"But we’re not too old! Haven’t you
ever seen your own birth certificate? We’re just big guys in
Clayburg."
"Nobody gripes when a bunch of black guys are
six-foot-seven on a basketball team!"
Braden’s irrelevant bid for a place in the
conversation shattered it. Ty turned away with a shrug.
"What are you going away like that for? I
asked you a question! Haven’t you seen your birth certificate?"
"I see a copy every year we register."
"And?"
The gentleness had departed him—all longing to
explain, to express himself, had departed. Ty gave one more look back
at Wade from the bedroom’s door, his fingers grinding in his palms.
"If I’m too old, it would have to be a
forgery."
***
Dinner was the one occasion when all the family sat
in the same room. Ty’s parents, reinforced by a sermon that Reverend
Blaney dusted off at least once a year, insisted on the sanctity of
"family time" in the evening. Ty knew his father’s
blessing more or less by heart: it differed only in particulars, so as
not to seem like what it was—a formula. "Thank you, Lord, for
this food. Thank you for our family, our church, our community, and
out nation. And thank you most of all for your incredible grace and
mercy." He dreaded the days when Dad commanded him to say it
(usually occasions involving visitors). All he could ever do was
repeat the formula—and he hated the formula more all the time.
Dad inquired closely into his progress at the
batting cage. "You working on your left-handed hitting? The
scouts love switch-hitters."
"I worked on it a lot. It’s coming
along."
"Good, good." But Dad couldn’t get the
first bite of pot roast into his mouth without eying it severely and
pursuing, "Don’t ever take a day off. Do something every day.
To come out on top, you gotta be awake while everyone else is
sleeping, you gotta work while everyone else is resting. You gotta
make all your own breaks in this life."
And Ty said nothing, because he never did at this
juncture. Neither did Mom or Stacie Lee. In fact, they started
chattering about the mall. He hated them for doing that—for
completely ignoring, for always ignoring, that Dad had just said the
whole freakin’ world, still freshly anointed with his blessing, was
a hell with one survivor.
He retreated to his room and pursued his own
rituals, his own formulas… up to a point. He was well aware that
gazing on every page of the yearbook where Sara Poston appeared had
become as much a part of his night as brushing his teeth. He hardly
even looked at her any more—just around her, at the grainy,
sometimes black-and-white images of how her ears turned, of how her
neck angelically became her shoulder, in case he might have missed
something before. The rest he had memorized, so memorized that he
could look straight at her smile for the camera and see nothing.
Tonight he heard her voice, laughing and cheering as he had heard it
yesterday afternoon: "Good hit, Lassiter—whoa-whee!"
A crummy bloop single—the kid’s first hit in any tournament this
summer. He shouldn’t even have been on the team, maybe, except that
he covered a lot of ground in the outfield. But what about his
hit, his bases-clearing triple? He hadn’t heard her cheer then (and
he had listened, even over his father’s muttering from the
third-base coach’s box, "You coulda broke your arm with that
slide"). Why didn’t she ever notice him? Was she too
embarrassed—did she like him too much to call his name? Sure, fat
chance! More likely, she hated him for that stupid incident when
Braden had christened her kid brother "Lassie" and Ty had
suddenly, uncharacteristically, uncontrollably burst out laughing. (It
was a stupid name, though: who would name a kid
"Lassiter"?) Ever since then, Braden had gotten into his
thick skull that he could amuse Ty by picking on Lassiter… and Ty
seemed paralyzed by the situation, for some reason. Why didn’t he
take the kid under his wing, maybe, and show him how to bunt? (He
tried to one time, but Lassiter had hedged suspiciously away: the bad
joke had already worn too deep a rut.) Here he had a golden chance to
make her like him by helping her klutzy brother—and, through no
fault of his own, he came out looking like a bully!
Still, wouldn’t she have noticed how well he
played, what a star he was? And he had played better than ever since
Lassiter had arrived, knowing that she might hear about his
exploits from her brother or even watch him from the stands. Maybe she
did hate him… but she would also have to admit that he was the best.
(If only Dad could see these thoughts—could realize how much of his
game-winning play was aimed at Sara, not a Major League scout!) Wouldn’t
that be almost an advantage… almost? To be hated, but secretly
admired? Then one day (and he had rehearsed a million such days in his
daydreams, lying late in bed on a summer morning) she would see that
he wasn’t a bully at all. He would say, "Leave Lassiter
alone!" as she watched a scuffle in practice… or he would
charge the mound and deck the pitcher for sending a fastball under
Lassiter’s chin. His father would kill him for that one, but it
would be a small price to pay.
Yet these scripts were never acted out. The only
things that happened were indeed like weird little skits where he was
acting a part—a part that wasn’t remotely himself, that he hated…
but that he had already played out before he knew it. And the parts
always just made him look worse. If only he could have walked up to
Sara and spoken to her. If only he had classes with her… if only he
were not a year behind her.
The lost year, the year he couldn’t catch up…
no, time was not on his side. Sara already had boys hanging around her—older
versions of Braden, with their tongues lolling out and one hand on
their zipper. This fall she would be in eighth grade, he in seventh.
It would be his last year to be anywhere near her, until… and then,
by the time he got into Catalina High, she would be a sophomore. There
wouldn’t just be other sophomores chasing after her, but juniors and
seniors. Maybe, if he could have become her kid brother’s best
friend (his only friend, the dork)… but what chance was there
of that now? It was his only hope, but even that was a chance just to
stay barely alive.
That fatal year between them… on this night, Ty
began to grow so upset that his eyes bore straight through the
yearbook to nothingness. This was not part of the ritual—but
was starting to become so. Ever since he had found his mother’s
diploma while digging through a closet for his dad’s old program of
the 1988 World Series (he wasn’t supposed to be in that closet, his
parents’ closet… but it was summer, just a month ago, and everyone
had been gone, like this morning—and Dad had already said that he
could see the program some time)…. The diploma bothered him at first
glance, but it had taken him much of the last month to figure out why.
He had needed at least a day to find his way (mentally, then
physically) to the snapshot of Mom in her graduation gown, shoved back
on a high bookcase in the den. In her graduation gown, yet very
clearly ready to have a baby (for Mom had always been thin: she was
thin in every other snapshot, and she was thin now). Another week went
by before he possessed both the courage and the opportunity to take
the photo out of its frame… but the top strip where you usually saw
a printed date had been neatly shorn away. Then another week to figure
out a sly way—a disingenuously plain-and-open way—off asking her
if he had been really been born the year of her graduation. (It hadn’t
worked: the look on her face when she said, "Why do you want to
know?" had been a defiance… but it had also, after all, been
the very answer he needed, the very answer he feared.) Then another
week trying to think it all through—or trying not to,
focusing on that tournament in Martersville and pretending that he
hadn’t found a snake pit under a rock. He had even toyed with
theories about his mother’s having a miscarriage, or an abortion. He
knew that she had lost a child between Stacie Lee and him (his sister
had whispered out the whole secret last year)… but none of the
shocking dramas he imagined made any difference to the basic facts. He
couldn’t hide those facts in the mysteries of reproduction, or in
the not-to-be-spoken tragedies of their household. These weren’t
that kind of fact. They weren’t about conception and gestation, or
about arguments and stress: they were about public events. A
graduation and a birth. She had graduated just before he was born—and
her diploma, hidden away in the back of a forbidden closet, said when
she graduated.
He should have been in Sara’s class. He was a
year older than he was supposed to be.
***
They lost the regionals that year, though not in
humbling fashion. They came within one game of being the fifth team
from tiny Clayburg to earn a trip to the national championship in ten
years. The final game lurched into extra innings; and though they were
soon down a run when Wade gave up a long homer (Ty had told him before
that he needed to change speeds once in a while—that throwing flames
would burn him), the last at-bat was theirs. Ty bunted his way on, and
moved up to third on Calvert’s double. Then the opposition walked
the bases loaded to set up a force at home, and Von Landreth flied out
a mile high but far too shallow for Ty to tag up. Who should wander
into the box then but Lassiter Poston? Ty couldn’t repress a dark
glance at his father in the third-base coach’s box… but Dad was
sticking with "Lassie". "On contact," he whispered
at Ty’s neck. The only kid out there as fast as Ty might have been
Poston. Dad must have figured that if Lassie could so much as touch
the ball, the tying run would be home and speed would beat the
double-play at first.
It did. Lassiter was jammed on a pitch and beat it
meekly toward third—so meekly that by the time the third-baseman
touched his own sack and gunned the ball over to first, the runner was
already decelerating past the bag into foul ground. The game was tied.
A few impartial fans roared their appreciation (since the trip had
been too long and expensive for many relatives to undertake: certainly
Sara was there only in Ty’s imagination). The Clayburg bench was
supplying most of the many decibels of bedlam Ty heard all around him
as hands reached out to smack his helmet and his shoulders. Something
very strange was happening, however—something out of a baseball
nightmare. The home and first-base umpires were conferring. Ty noticed
it even as the screaming continued in his ears. His mouth fell open:
it seemed to him that he could see the plate umpire’s right arm lift
and sign "out" before it made a move, as if he possessed
some gift for catastrophic prophecy. Then the arm did indeed come up,
and the thumb came out. For no good reason at all, and without
physically affecting the actual play, Lassiter had run most of the way
to first on the grass, clearly inside the baseline. Now that the sky
was falling in, Ty could remember seeing it as he sprinted. Inning
over. Game over. Tournament over. Season over.
Ty’s Dad was all wrapped up first in trying to
get a straight explanation from the umpires, then in arguing that the
tying run should at least count. He didn’t see any of what happened
next, and Ty could never give him a very plain account, since his own
store of images was a great blur. Braden had come up and slammed
Lassiter into the chain-link fence. Then he slammed him again, and
maybe again. "You ran out of the fucking baseline!" he kept
screaming. The clearest image out of the next flurry was of Ty himself
rattling Braden against the same fence. Above all, he could see the
surprise on Braden’s face—but he could also hear himself shouting
Braden’s words back in his face (something like, "We wouldn’t
be in extras if you’d put the fucking ball in play in the
fourth!"). Then Braden tried to throw some punches at him—but
he just rattled him against the fence some more.
Dad said later that it was the most shameful hour
of his life—that they had lost fair and square and played a great
game, but that to have his own players fighting each other afterward
was something he would never live down. No one said a word on the bus
home. Only that night (and after a lot of talk on the phone with the
other coaches) did he come up to Ty’s bedroom and tell him he was
proud of him for defending a teammate who was already carrying a great
burden of guilt… but that he was also grounding him two weeks for
foul language.
Ty didn’t care. He had hidden the yearbook under
a blanket when Dad tapped at the door. Entirely by accident—like a
bolt of generous lightning, an act of divine grace—he had finally
done something to tie Sara’s brother to him for life. At the time,
nothing had been further from his mind… but it had worked out just
fine. The whole day, the whole summer, had worked out just fine.
***
His new affiliation with Lassiter turned out to be
both less and more than Ty had expected. On the one hand, he scarcely
got any closer to Sara than he had been before. Lassiter was
mind-bogglingly unaware that his sister was a Greek goddess. He
exerted himself constantly to avoid her and her friends. If Ty phoned
to ask about coming over to play pitch, Lassiter would answer,
"Okay, my stupid sister should be out of the way all
afternoon," or, "No, my sister and her stupid friends are
camped out here—I’ll come to your place." If Ty managed to
hang onto Lassiter after school on the pretext of arranging a later
session at the batting cages (but really waiting nervously for Sara to
converge upon them where Mrs. Poston’s van could be expected to
cruise up soon), Lassiter would annoyingly work him across the lawn:
he would at last announce, "There’s my mom!" as Sara
distantly shouted at him. Yet even from the distance, Ty could tell
that she was not wasting any effort studying him.
On the other hand, now that school had started back
up, Lassiter’s conversation became surprisingly useful—sometimes
even interesting. The kid was really sharp in physical science, and Ty
was vaguely but increasingly captivated by biology. Lassiter was more
keen on building rockets and designing weather balloons, Ty on looking
for nests or pulling up plants to see their roots; but their
inclinations seemed to dovetail, and they made a formidable team as
lab partners. Their experiment to study how fast a baseball
decelerated when thrown with various trajectories—overhand from a
mound, sidearm from a mound, upward from a pitching machine—was a
favorite to take a ribbon at the state fair. Both of them were
discovering math as a further reason for living.
Baseball naturally continued to be the basis of
their odd friendship. Ty talked Lassiter into signing up for a
"fall ball" league (Lassiter had sworn never to touch
another bat after his gaffe in the tournament). He told him (sounding
like Dad) that the only thing you could bury the past with was the
future—that you could be a quitter or get better than ever, but not
stand still. The two of them got better than ever from their very
different positions in the Race for Excellence, while most of their
former teammates chose instead to "risk their future"
(another of Dad’s phrases) by playing football. From among the
All-Star group, only Wade joined them in devoting all his
extracurricular energy to baseball; and Wade, in a way that Ty often
tried to define but couldn’t, was no longer as much his friend as
Lassiter. He hung around too much with Braden. The two of them, who
were also lab partners (briefly), were almost suspended from school
for setting up a camera somehow in the girls’ locker room.
Rumors that Lassiter was gay also began to
circulate through the campus like the stink of a carcass, whose
rotting hide Ty knew instantly, instinctively, must have lain in
Braden’s smirking mouth. Ty threatened to cram one kid’s head into
his locker for repeating the smears—but he was looking at Braden the
whole time, who just stood by smiling. An odd thing happened as the
fall wore on. He and Lassiter grew tighter than ever, Ty muscling
aside would-be hecklers and Lassiter pretending to see none of it; but
Ty was also aware that his repelling of the slanders drew him toward
their bull’s eye even as it beat them down in direct confrontations.
Braden, he knew, would be whispering the same things about him.
It wasn’t a major blow to his ego, his image. Admired for his
baseball exploits, he was still generally looked up to… but the
distance widened between those who supported him and those who didn’t.
He now had many casual friends and a few bitter enemies: not so long
ago, he had just had "buddies" in a vast, vague middle
ground. Parts of life were turning a blurry gray. Not the least of
these was why his social life had turned so black-and-white.
He could have nipped all the rumors—at least
those about himself—if he had openly chased after girls or drooled
over Braden’s stash of porn. He had several friends among the campus’s
female population… but he didn’t drag anyone behind the gym for a
kiss and a grope, and he didn’t even ask anyone out to movie. He
would have been embarrassed to have either of his parents chauffeuring
him on such an occasion, and maybe even more to have his big sister in
the driver’s seat. (Stacie Lee repeated everything to Mom:
that was why asking her about the birth certificate would be
suicidal.) How other kids managed to hold hands or smooch with a
parent in the front seat, he couldn’t imagine. But more than that—more
than anything—he couldn’t bear the thought of being
"unfaithful" to Sara. As long as she was alive in this
world, no other girl held much interest for him.
Both he and Lassiter, then, were trapped in a kind
of loneliness that no one knew anything about. He certainly couldn’t
tell even Lassiter—especially Lassiter—about Sara ("my stupid
sister"—what an idiot!). And Lassiter, as Ty realized more and
more, was also walled up in a prison: not being gay, but being
petrified around girls. That may have meant the same thing to some
uncaged baboon like Braden, but Ty could see the difference. Once or
twice (or more—more all the time), he had seen how Sara’s
"stupid friends" made up to her slim, blond, blue-eyed
brother. Ty (who was dark, like his father) actually envied his new
sidekick that movie-star look. He wondered, even, if Sara’s
girlfriends hadn’t grabbed onto her for the same reason (or the
reverse or converse reason, or whatever you called it) as he had
"adopted" Lassiter: so that they could bait their hooks for
the lean brother with the fair, wavy hair. They came onto Lassiter so
strong sometimes that Ty could understand why he wilted. It would have
been impossible to pick one jewel out of so rich a treasure chest.
On his side of the ledger, close approaches to Sara
gradually became more common—distantly close, and very gradually.
Mrs. Poston proved more helpful than Lassiter. She had taken a
distinct liking to the quiet, well-mannered young man who was drawing
her son toward a healthy team sport (and Ty grew so well-mannered when
he found this door of opportunity unlocked that he often felt his face
hot with hypocrisy as he biked back home from the Postons). Sara would
now wander into the kitchen while Ty was being fed ice cream by her
mother. Sometimes she would smile at him. Once she said, "Hi, Ty!"—and
then laughed, probably at the silly jingle. To think he’d once
called Lassiter’s name stupid!
These encounters electrified his soul, but they
also left him downcast afterward. How was he to take the next step?
Lassiter was just her kid brother, and he was just her kid
brother’s friend. Wasn’t it better hardly to be known at all,
perhaps, than to be easily recognized as a nobody?
By November, as their team took dead aim on the
fall league’s championship, the rest of Houghton Middle School was
entirely swept up in the football team’s homecoming. There was to be
a dance, and Sara’s hand had been claimed early by the quarterback
(as Ty overheard several times from locker-room gossip). Without Sara,
of course, he would not go… and Lassiter never gave a thought to
going, but only talked about his "stupid sister’s" date
with Clive Clements until Ty finally told him to shut up about it all.
He was in the worst mood of his life.
Braden chose that week to ask him between classes,
in front of a million students, if he were taking Lassiter to the
dance. Ty immediately took out after him, but Braden slipped through
the tangle of kids with amazing speed. Ty yelled after him, "Too
bad you didn’t run that fast when we played Freemont, asshole!"
Old Mrs. Threlkell, unfortunately, had emerged from
a door behind him at just that moment. As he was marched off to the
Principal’s office, Ty smacked Wade on the elbow, pointed in his
face, and solemnly warned, "Tell your friend he does not
play on any more teams with me. Never again."
***
Ty wasn’t particularly upset by his subsequent
two-week grounding. For once in his life, he didn’t really want any
close approaches to Sara: her date with Clive struck him, for some
reason, as a sign of weak character, if not a betrayal. His dad,
besides, was much less hot under the collar about the incident once he
had listened to the whole story. In fact, he made a special trip back
up to school the next day to tell the Principal what he thought of
letting one boy go free for besmirching another’s honor; and, at
church that Sunday, Ty saw him refuse to shake Mr. Saddlewhite’s
hand. As his mother hustled him and Stacie Lee away, he heard phrases
like "porn" and "bad influence" being unleashed
(for Ty had not hesitated, in his fury, to apprise Dad of Braden’s
favorite pastimes).
Those lonely weeks of isolation just before
Thanksgiving also proved very fertile. It was then, with no baseball
practice after school and no visiting privileges at friends’ houses,
that he conceived his plan to push for advancement into high school a
year early. His grades had been exceptionally good this fall, and he
could make them even better. He was on the verge of being at the top
of the class. Bowling over the paper-shufflers in the front office
with his academic performance was one thing. It wouldn’t be enough
in itself, probably. But if he could get Dad on his side by saying
that he wanted to "play up", to skip eighth grade so he
could try out for the high-school team… Dad had always said that one
way to get better was to jump in a little over your head (which didn’t
add up with cheating to shave a year off your son’s life—but
adults made up rules as they went along). Since the Principal’s
refusal to punish Braden had already ticked him off highly, Dad could
be relied upon, Ty felt, to back up his crazy idea all the way—to go
down there and thump people’s desks—if only he were convinced that
this "I’m taking my son out of your clutches" approach
also made good baseball sense.
Before he unveiled anything to anyone, Ty began
coming home during his weeks of incarceration and hitting the books
hard. His mother was struck speechless: she didn’t know whether to
take his temperature or fall on her knees and praise God. He was going
to ace every one of his approaching exams before Christmas. Then,
while their mouths were still gaping over his report card, he would
reveal how bored he was in seventh grade, how much he wanted to be
moved up.
Then he would be with Sara—maybe even this
spring, but certainly next fall at Catalina. He would sit in the same
classrooms with her. He would no longer just be her kid brother’s
buddy: he would be her classmate. And Clive Clements’ classmate,
too. She could measure the two of them, side by side, and see which
one stacked up better. Clive could have a piece of him, if he wanted—if
he dared. After all, they were really the same age. That class
was where he belonged. Clive was the one who should have been proving
that he could keep up. Who could say—if the varsity didn’t need a
new quarterback for a few years, maybe Clive would be held back in
eighth grade.
***
The Friday morning that marked the last real day—the
last weekday—of Christmas break was as bright and gentle as the
first day of spring. People were talking about the new year’s
mildness. The two old biddies who clerked in the courthouse’s office
of records were clucking about it as Ty eased himself through the
glass-paneled door. He had scarcely needed a windbreaker as he biked
the couple of miles downtown to the Clayburg square. Now, in a room
absurdly heated for no better reason than that the calendar read
"January", he had to slip the jacket off. The dry warmth
wrung sweat from him—that and the fear that his way would be
blocked. Or that it wouldn’t. He wanted to know the truth almost as
much as he didn’t want his suspicions confirmed. Or maybe just a
little more.
Now the clerks had noticed him. The one nearer to
the counter did a double-take behind her glasses.
"Well hello, there! Happy New Year! Is school
not back in session?"
He was as big as an adult—some adults, anyway. It
bothered him to be so quickly classed as a kid: it didn’t bode well
for his undertaking.
"Um… hi. No ma’am. Next week… school
starts Monday."
"Bet you’re ready for baseball season,"
sang the one at the far end. So she knew who he was—they both knew,
because they both cackled like grandmothers. He hadn’t realized just
how famous he was in Clayburg. A big minnow in a little puddle.
"What can we help you with today, sir?"
He had to let his lungs pump two or three times
before he found enough air for the short reply, already rehearsed into
a single nonsensical word.
"I-want-to-see-public- records-on-births." Too late, he
learned in listening over the phrase that he had left out a
"the" somewhere. Would his mouthful still have made any
sense to them? His eyes wandered along the walls. Were they in those
filing cabinets—the birth certificates?
Then he realized that both women were staring at
him with a new intensity. Their eyeballs seemed to have fused with the
lenses of their granny-spectacles.
"You know… birth certificates?" He said
it like a question.
"Why would you want to see those, Ty?"
asked the woman from the far end very slowly, almost gently—but not
gently: more as if she were reading a surgeon instructions for
removing a heart.
He shifted his weight, and thought about asking
them to turn down the heat. "I need to look something up… for a
school project."
"But I thought you said school was still
out."
"I… I’m doing some extra work. I’m
trying to graduate early."
"Oh, my goodness! I haven’t heard that
in a while!" The one near him seemed won over, and cackled
comfortably, showing her yellow teeth. When he was her age, he
wondered, would a year more or less on his total sum mean anything?
But the other one, having very deliberately risen
from her swivel chair, disappeared through a door just behind her. Ty
grew uneasy. In his imagination, he had pictured someone leading him
to a bunch of files and then leaving him alone, as they did once in
the library when he looked up an old newspaper story on microfiche.
She couldn’t very well bring him out the files in an armload—she
didn’t even know what he was looking for (and neither did he,
entirely).
"Are you gonna try to go to Catalina next
fall, hon?"
Before Ty could answer this maternal question, a
uniformed man marched out of the door with the old woman—the old
Judas—at his heels. His eyes found Ty instantly, and a smile spread
over his face that wasn’t reassuring at all. (Sometimes a pitcher
smiled at you like that just before he purposefully launched the ball
at your head.) The uniform was light brown, not navy blue: not a cop’s,
but maybe a… Ty wasn’t exactly sure.
"You having trouble with some birth
certificates, Ty"
"Nossir, I… I…"
"He said it was a school project."
"Well just have your teacher give us a call
and tell us what you need. Mrs. Sibley can Xerox it for you, if she
needs to."
"I…." Ty tried to protest. He was
furious with himself for being so terrified by a uniform and a booming
voice. "I was supposed to look it up myself."
"That’s right, just have your teacher give
us a call. Those things, you know, they’re all boxed up down there
in the basement. Dust… mice… whew, I’ll bet Mrs. Sibley would
come right up through these floorboards if she saw a mouse!"
That evening, he was half-expecting to hear his dad’s
footsteps measuring the length of the hallway to his bedroom, the more
noticeable—the more dreadful—for being quietly placed in a thief’s
discreet strides. Part of him said, No, you’re being stupid… they’d
never call Dad over something like that. But another part of him said,
They’ll tell him, because they’re all in on it—it’s Clayburg’s
dirty little secret, and they’ll all get together and throw you in a
cell before they let it all out. That part won the tug-of-war,
especially after Dad said so little at supper. Sure enough, as he
listened to the distant clatter of dishes in the kitchen, the board at
the hall’s far end creaked under its carpet.
He recited for Dad the story about the history
project. He did it almost too well, too eloquently. He wondered behind
his fluid explanation if he had ever in his life spoken so many
uninterrupted words to his father.
"So I would be finding out when Mom’s family—the
Henleys—first came to the county. Mr. Selis said that would be way
beyond what most of the eighth graders are doing for their projects. I’d
just have to write it up good. He said I could have into the summer,
if I needed to. He said he wouldn’t stand in my way. That would just
leave math I’d have to test out of—and that’s more Mrs. Renfrew
being a pain than anything else, because I already know more math than
most of those idiots in eighth grade."
"Mr. Selis," his dad finally mused
distastefully, distantly. "I wonder where his people are
from?"
Ty watched the tanned, muscular jaw chew over its
next words as he felt his hands begin to ooze sweat. He shoved them
furtively under a book lying open in his lap.
"Well, they’ll help you with all that
downtown. J.D. said they’d make copies of stuff for you."
"But I’m—"
"Mr. Selis won’t know the difference. You
can tell him you got the stuff any way that makes him happy. Or you
can direct him to me. I’ll see he’s satisfied."
Ty looked down into his book: he could feel his
palms beginning to dry, and to grow ice-cold. He had lost. Had he
really expected to win?
"You wouldn’t be lying to me, would you, Ty?"
The question caught Ty entirely by surprise. He was
amazed that his dad could leave himself so exposed, and he looked up
at the manly face with the invincible steadiness of shock—not of
shocked innocence, but of… shocked guilt, maybe. The shock of
someone who knows he is guilty before someone else who’d done the
same crime and pleaded innocent.
"Lying?"
His dad quickly turned and left the room, pulling
the door shut silently behind him.
***
The next day was Saturday. Ty hadn’t been over to
Lassiter’s house since the week before Christmas, when he had seen a
pile of presents stacked painstakingly apart from those under the
Postons’ tree—had seen, further, that the gift-wrapping in the
separate stash bore no Santas or candy canes or sleigh-in-snow scenes—and
had been informed by Lassiter that he and his sister shared a birthday
on the twenty-third, two days before the Big Day. It seemed to Ty that
months had passed since then. How many days, how many nights, in how
many dreams, had he been haunted by the faces of the creature he loved
most on earth and the reclusive kid who had become something like his
best friend? Sara and Lassiter, Lassiter and Sara… the fair, wavy
hair… the serene blue eyes… the spotless skin, the slightly
upturned nose, the slightly back-tilted ears, the dimpled chin, the
cleft in the lower lip, the mild lift between the brows as if to pose
a question… they were the same face. The face he always saw before
him, if only as a festive background for a sordid world’s sordid
present—the "gift" present of present time, an empty box
whose greatest delight was its hopeful wrapping… that same face had
been catching his warm-up tosses and explaining weather systems to him
for the past half-year.
To think that they had expected—all of them, all
of Clayburg (for they must all have been in on it)—two such faces to
pass merely as siblings born a year apart! To think that they had even
had the nerve, the arrogance, to dangle their lie before everyone’s
nose (everyone not from Clayburg… but then, who in this hole was not
from here?) by actually leaving the birthday of both children
the same—by merely inserting a year? For Sara and Lassiter were
twins.
But then (he would begin to think an hour later,
before going back to his first outrage an hour after that), maybe he
was just obsessed with Sara. By his own admission, he saw her face
behind every curtain and above every cloud. Maybe, since he was
continually denied real access to her, he had started seeing her even
in her brother. It wasn’t impossible, was it, for one child to be
born exactly a year after another? (He honestly didn’t know, but
none of his reading suggested that it was.) Maybe he was just losing
his marbles—all that studying, the tension of play-offs, Mom’s
diploma…. For that matter, maybe the year printed on Mom’s diploma
was wrong. It could happen, couldn’t it? And maybe his size, Wade’s
size… maybe it was just vitamins and exercise.
And then, a few days later, along about Christmas
Day, he saw Braden’s ugly mug in his nightmares. Braden calling him
a faggot. The most beautiful face in the world… and he was beginning
to see it in a guy! The girl’s brother, yes—but still! Could that
be normal?
With the utter failure of his courthouse end-around
play, Ty decided that the best thing to do was work on some way to
confirm his mom’s graduation day. He thought they might have the
Hardesty College student newspaper on microfiche somewhere. He thought
the paper might just list graduating seniors for every spring, and if
he went far enough back…. He thought Mrs. Poston might give him a
lift to the Hardesty library some time, since she was working on an
education degree—to research his history project, of course.
In the meantime—on this first Saturday of a
bright new year—he thought he might just have his first-ever private
conversation with Sara. He strapped his glove to his bike in case
Lassiter wanted to loosen up (the kid had pitcher potential)… but if
he could find any way the fit it in, to address Mrs. Poston herself,
he was going to announce his plans for entering high school next fall.
And then he would say, "Do you think Sara would go over with me
just what they’ve done in eighth-grade math? Math is my last
hurdle." Or something like that.
To hell with the courthouse, Braden, tournaments,
scouts, and lies! It was going to be a great day. He was going to make
it so—a new kind of day for a new year, the beginning of his new
life.
Mr. Poston, on his way to the golf links, waved him
in through the garage door. Tall and lean, the man definitely looked
more like Fred Norman than Jim Edmonds… a golfer, not a ballplayer.
Would a man like that, mild but aloof, forever unrattled, be capable
of sacrificing his son to a maniac local tradition? He didn’t even
act like he was "from here".
Sara almost ran into his arms coming down the
staircase as he sheepishly rounded a corner.
"Oh—hey! You scared me!"
"I…." He could not imagine anything in
the universe more beautiful than her laugh, any sound more heavenly
than her laughter.
"So… d’you have a good Christmas?"
She was already starting past him.
Maybe it was the shock of having looked—for one
entrancing instant—straight into her eyes from one foot away—or
maybe it was her awkward pause for an answer in mid-stride, peering
back over a shoulder (that thin, perfectly squared shoulder) which
wanted to be somewhere else… but the words knotted thickly on Ty’s
tongue leapt all at once into the void. He heard them, in amazement.
"I’m going to be in your class next
year."
"Really?"
He had stopped her cold. Was that a good sign?
"Yeah. Well… probably. If I can just get one
or two more things okayed. As a matter of fact, I was hoping you might
sit down with me some time and tell me what kind of math…"
"Ty—Mr. Baseball! I thought I heard your
voice. Come on back! Lassiter is in the back yard with his new dog.
Sara, go tell Lassiter that Ty is here—but don’t let him bring
Dixie in. Did you have a good Christmas, hon?"
Blonde and tall herself, but maturely filled out in
all the right places, Mrs. Poston was always impossible for Ty to
resist. Even now, when she had just broken up one of his life’s
great moments, he couldn’t frown at her. She was like no other woman
he had ever known (certainly not like his own mother, whom Clayburg’s
minimum standard of two children and its mandatory teetotaling had
somehow left as skinny as a board, and as withered as an old board).
The Postons didn’t go to their church—they were some weird
denomination: but when, on Sundays, he did manage to locate a buxom
blonde matron in the pews, the similarity with Mrs. Poston only
pointed to deeper, more meaningful contrasts. He had never seen her in
a low-cut top, had never smelled strong perfume on her. As far as he
was concerned, her advantages stuck out all the better for not being
thrust in your face. She had class.
"You don’t want ice cream, do you?" she
continued on. How he loved being liked by her! Why didn’t his own
mom ever express half as much pleasure in his presence—why did he
get nothing but stupid "Luv U" stickies on the
refrigerator?? "I know it’s not cold outside… but you’ve
got to help us eat up all this birthday cake. That, on top of the
Christmas goodies… we’re all going to get as fat as pigs around
here!"
"It’s weird about their birthdays," he
heard himself saying. What was he trying to do? "I mean, about
them being the same day, just one year apart. I’ve never heard of
that before."
He keenly looked up under his dark brows to find
her blushing. God, he was already uncovering what they had sealed the
courthouse to keep away from him—what they had stuck high and deep
in their closets. There was no use hiding it, with Mrs. Poston’s
blush in town.
Her blush and her silence. His stare lifted and
steadied on her when she said absolutely nothing, but only fled to a
cabinet. At last she exhaled heavily, raggedly, as if the effort of
reaching for a plate had worn her out.
"I’m going to let you help us eat up these
cream cheese sparkle cookies. They won a prize one time! Is that
okay?"
And she looked back with a beautiful smile—Sara’s
beautiful smile—so full of perfect teeth that it erased her eyes;
for Ty realized at that moment that people can actually hide behind a
smile, hide and not fear anyone’s wanting to continue the pursuit
past such a lovely barrier.
Yet he pursued. "Was that here, in Clayburg?
Where you won the prize? I heard somewhere that you moved to Clayburg
just before Sara and Lassiter were born."
Had he heard that—or had he only wondered
it to himself a few minutes ago? Why had he said "Sara and
Lassiter" in one lump like that? He hadn’t meant to imply…
had he?
The look she gave him fled so quickly (and not
behind a smile this time) that he hadn’t time to be embarrassed.
Instead, he was drawn in farther than ever. The counter physically
nudged his limp forearm as he leaned after her ever so slightly. Her
beautiful throat was swallowing.
"They… they were both born here. It was so
cold in Wisconsin." Her smile faintly thawed under a flutter of
eyelashes. "Someday you’ll go up north, Ty, and you’ll see
for yourself. It’s a big world. You can’t imagine down here! Why,
we had to leave our apartment through a window the first winter after
we were married, the snow was so high! You just can’t imagine."
Ty spoke very slowly, hardly speaking at all. He
was aware this time that his question was aimed at her vitals.
"Is that why you never go back?"
Is that why you have no photographs of your kids
when they were little, he asked behind his wedge of much simpler
words. Is that why Lassiter gave me a funny look once when I asked if
he had any of Sara’s baby pictures? Was it because there weren’t
any pictures—none of either of them? Because they would both
have been together, and they would have been the same size, wearing
the same suits or pajamas, like my twin cousins? Or was it because the
photographs would have dates printed on the back, and you didn’t
want to mess them up with scissors—is that why he’d never seen
them? Did you burn those photographs, or did you just put them in a
box—a box in the topmost back corner of your private closet? Or did
you just not take any? Did you think that far ahead? Or did they tell
you it would be a bad idea, if you wanted to play the game—if you
wanted to fit in and have your son be part of Clayburg’s pride? Was
my father one of them, the men who came around and told you how it was
here?
His eyes finally fixed on the molded stars
sprinkled in red and green sugar. The long, slender, perfect fingers—Sara’s
fingers (but Lassiter’s, too)—kept turning them and turning them
after settling them on the china plate.
They heard squealing. Through the kitchen’s broad
bay window, they turned their heads together to see Sara and Lassiter
rolling in the brown winter grass with a young Schnauzer between them.
Ty had never observed brother and sister playing side by side,
laughing with that same show of luminous teeth The resemblance was
beyond mistaking. It hit him like a light but unexpected punch, and it
must have hit her, too. He could hear a sudden catch in her breath,
even though his eyes remained glued to the vision—the vision of
perfect twins. Infant twins ready for bed after a bath in the same
tub, toddler twins hugging each other on either side of a rocking
horse. Angelic twins—not plump and dark and brooding like his
cousins. Twins that everybody would notice. Maybe they were separated—bodily
exiled from each other—at some point so it wouldn’t be too
obvious. Maybe they were made to play with other friends rather than
themselves—maybe that was why Lassiter shied away from his
"stupid sister" now, and also from the girlfriends who were
out-of-bounds because they were with her.
But at this instant, the perfect twins were
reunited. They were the angels in pajamas, more than a dozen years
after those snapshots "got lost", and they loved each other
in a way that they could never love anyone else, and that no one had
quite managed to scare out of them.
He found that he could no longer look at Mrs.
Poston, even under his "cave man brows" (as Lassiter called
them). There was no need: her silence, her stillness, were even more
telling than a blush. The same sight which had riveted his gaze had
pierced her like a sword’s thrust. After all, she would actually
have seen the "lost" photos.
"I… have to go," he mumbled—and tried
to add, "I just stopped by for a minute." But the lie stuck
in his throat. He was suddenly terrified of lies.
Mrs. Poston didn’t raise a word of protest. He
walked very slowly (the thief-walk of his father) toward the garage
door, waiting for her to say, "So soon?" or "Come
back!"—to say anything at all, for anything would at least have
cast a shadow of doubt on the truth.
Instead, he overheard something like a stifled sob
the moment he pulled the door in a pasty kiss from its tight, exact
seal of weather-stripping. He very nearly turned back. He wanted to
sob with her, and to hug her close (as he should have hugged his
mother but never did… and also, maybe, as he longed to hug Sara, an
older Sara whose waist would be magically, blissfully thinner than her
bust). But he also half-wanted to ask more questions—to ask the
simplest question, "Why did you do it?" In the surge of
compassion that ballooned into his throat was a spark of fury; and
once that spark had popped in his eyes—a millisecond’s dizzy spell—he
lunged through the door and slammed it.
He pedaled and pedaled until he thought he had
huffed the lump right out of his chest, until the afterglow of the
spark in his eyes was the sting of the wind he created. The day had
grown late, later by far than he would have guessed. The nes year had
grown very old. Already mid-afternoon sat in the leafless trees,
streaking the suburban lawns and the silver pavement with bars that
would thicken at last into night. It was not, after all, the beginning
of spring. The days still plummeted toward their finish just after the
sun had deceptively brought every shiver and misgiving to a
standstill. In the breeze he felt a lurking promise of frost. Couldn’t
even practice hitting in this weather… too close to 50o ,
when aluminum bats became brittle. Already, it must have been well
below that temperature in the shade. The hard, mute shade of leafless
limbs.
He hadn’t even realized that he was passing Wade’s
house—he hadn’t even recognized Wade in the flannel-shirted figure
armed with a leaf-blower. When the figure suddenly flung out the snout
of his raucous machine as if to block the way, Ty almost lost his
balance. His tires went skidding through a heap of moist, wilted
litter against the curb.
"What the hell!" he roared back angrily.
"Are you out of your… Wade, you moron! You almost broke my leg
for me!"
Most of his vexation was fully audible up and down
the deserted street, for the blower had instantly been shut off.
"Hey, I’m sorry!" laughed Wade, not
very apologetically. "I just looked up, and there you were! I’ve
been trying to reach you all afternoon. Can you believe my dad wouldn’t
let me watch the rest of the wild-card game until I came out here and—"
"So you had to call me about that?"
"No, no. It’s…." Wade had sidled over
to the bike, which Ty refused to point anywhere but up the street.
"It’s that butt-head Braden! He’s signing up to play for
Paynesboro. Can you believe that butt-brain? He says his dad’s going
to take him all the way over there for try-outs in two weeks. Can you believe
that?"
Ty shrugged. "I can’t wait to pitch to
him."
It was amazing to hear how much like Braden’s
laugh Wade’s had become. "Oh, man! Me, neither! Oh, man! My
first pitch is gonna put him right on his ass! Oh, man! That’ll be
so funny, dude!"
Ty wasn’t smiling. "At least he’ll be
legal this year. We all will. But then, we’ll probably sit on the
bench for a year."
"Oohhh… so you finally found out! No more
Santa Claus for Ty." This was the old Wade, his leers and
sniggers keener, more subtle. In a strange way, Ty almost preferred
the Braden version.
"So how long have you known?"
"I’ve always known, man!"
"And Braden?"
"Are you kidding? That butt-head?"
"You didn’t tell him?" Ty wrenched
himself around on his seat as if he might leap off. "Why didn’t
you tell me?"
"Hey, I couldn’t! My dad would’ve killed
me! My PlayStation, my GameBoy, my I-Pod, my scooter—I couldn’t
run the risk—he would’ve taken everything!"
Ty turned back around, but without any thought of
launching his bike again. He looked right through the thin veils of
sunlight sheeting across the skeletal hickory trees. For some reason,
he saw his dad’s muscular jaw working: for some reason, it occurred
to him that he must look just the same way right now.
"God, don’t take it so hard! You see—this
is why I couldn’t tell you! I knew you’d blow it all out of
shape."
"Oh, really?" If his fist hadn’t been
busy squeezing the life out of a handle bar, he would have grabbed
Wade by the collar. "You thought it might bother me to find out
that we’re just a bunch of freakin’ cheaters?"
"Oh, shit!" Wade delivered himself of the
word confidently from the lonely curbside, and produced just the right
laugh to go with it—hoarse, throaty—a laugh which would be Braden’s
and his from now on, Ty realized. "Ask your dad to explain
it to you. Look, man… nothing is fair. It’s not fair for a
little hicktown like ours to have to compete against some big city
team. What chance do we have? We’re nobody! We’re
just a bunch of shit-kicking rednecks to them! And if there’s ever a
scout around, he doesn’t come here, he goes there—to
the city! Is that fair? We’re just taking back some of the chances
that they stole from us."
Ty shook his head more and more vigorously.
"You’re wrong!"
"Oh, I am, am I? And my dad, too? And your
dad? My dad says he’s actually built more houses since Clayburg
started winning. People are actually noticing us."
"No, you’re wrong. You’re all wrong."
"And your dad, too?"
"Yeah, and my dad, too!" Ty heard his
answer bounce back to him from the calm brick exterior with the high
stoup, and fought to bring his voice down. "Baseball’s supposed
to be about… about being the best."
"We are the best!"
"No, we’re a bunch of freakin’
cheaters!" Suddenly he had a kind of inspiration, and he tried to
chase after it with his words. "What if you were in the
Major Leagues? You’d be there because you were good, really good.
You’d be one of the best. It wouldn’t be because of your size or
your age—it would be because you worked your butt off!"
"Exactly! They’re all different ages in the
Majors."
"No!" He pounded his handle bar.
"No! They’re… you’re as big as you’re going to get by
eighteen. It doesn’t matter after that. But right now, it’s… it’s
just cheating. You all act like we’re proving something—like we’re
the next generation of big-leaguers. We’re not proving anything!
Nothing! All the games we’ve won mean nothing! If we make it to the
Little League World Series this year, it’ll be the last world series
we ever see. I want my adult life to be… I want to get ready to be a
real adult. Now I don’t know what I’m going to be, I don’t
know how good I am. I might not be any good at all. When am I
ever going to get to find that out?"
Wade turned away, reaching for the pull-corrd of
his blower, and spat succinctly into the dead leaves. "Braden’s
right—you’re weird."
"What’s that supposed to mean?"
Ty discovered that he had wrenched Wade’s arm off
the cord—he heard his bike clatter behind him.
"Hey, let go! I mean it, man! Let go of me
before I call my dad!"
"Just remember who’s in charge. Just
remember who’s stronger than you. I can kick the crap out of you if
I want to. Just remember who’s gotten stronger. I’m stronger!"
Ty found himself pedaling again as if he were
recalling a deed already done—as if he were watching himself looking
back on himself, from the other side of those alternative blinding and
blind streaks of light and dark which sped over his face like spokes
of a wheel. He watched himself run Braden off his scooter and onto
somebody’s lawn, and pick Braden up and shake him like a sack of
rages. He never got a good look at the other kid who tackled him from
behind; but he watched his heart swell inside, as a glutton watches a
feast being laid, while Braden and the other kid tried to trample him.
The joy of being outnumbered burst into a kind of exultation. He
watched himself wear a grimace that might have been a savage smile as
he caught Braden’s foot, overthrew him, tripped up the other kid in
his legs, pounded the kid’s head into the earth as he held Braden’s
belt with his left hand, and finally slapped Braden three times—forehand,
backhand, forehand. You’re signing up with Clayburg again, he heard
a voice command (it had to be his, but it had belonged to his father
once in a quarrel with a drunken parent). You’ll come to try-outs
and you’ll come to practice, and if you’re not good enough you’ll
sit on the bench. You’ll do what you’re told—you’ll do what I
tell you. I’ll tell you because I can. You’ll do it because you’ve
got no choice. You can’t keep me off your chest even with
someone to help.
He continued to watch it all in his mind back home,
over and over, as he fired pitches into an elastic netting and caught
their pale rebounds under a single blue shadow now blanketing the
entire yard. He asked himself once or twice, between furious slings,
why he couldn’t seem to recall those heavenly eyes a foot in front
of him just an hour or so ago. Why wasn’t Sara coming back to him…
why was it just shaking Wade and slapping Braden? He struck them out
over and over again, set their teeth chattering with pitches right
under their fists—the two of them, the ten of them, the whole
fucking town. Two more weeks of grounding for foul language! Good,
make it ten. He was already grounded—he had been grounded all his
life. Living in Clayburg was perpetual grounding. Reverend Blaney had
told them their parents had grounded them well. Ground this! And he
seared more imaginary knuckles, watching himself grind the unknown kid’s
face in an unknown neighbor’s manicured grounds.
"That’s a damn good pitch."
Ty shuddered. For once, his dad’s stealthy
approach had been entirely successful. How long would he be
grounded this time?
"By golly… you’re south of sidearm. That’s
almost submarining. It’s got a… a corkscrew to it. When’d you
start throwing that, boy? Ty, I asked you—"
"Just now. It… it just came to me." And
Ty threw it again—less rabidly and more sloppily, so that the
corkscrew opened wider than ever.
"You’ll be unhittable this spring,
son."
He had never heard such a tone of respect in his
father’s voice before. As if to strangle it before it resumed, he
squared around and stared his father in the face. The solid shadow
cast by the back yard’s fence washed thickly about the man’s body
, but his head emerged into the last sunlight, and he wore an eagle’s
majestic squint. Ty felt the same sunlight in his own hair, almost
pricking his own eyes. He was already very nearly as tall as the most
manly man he had ever known.
"How old am I?" he asked.
Like an eagle cocking its head to peer down upon an
infinitely distant hunting ground, the sharp chin rose on a long sigh,
the sinewy brow twisted, and the jaw shut tighter than a beak.
"I won’t have you questioning me,"
answered his dad, calm and quiet. Then he turned to walk away.
"At least… at least tell me it wasn’t your
idea!"
Ty swallowed his voice: it sounded tremulous and
cracking, like a child’s trying to say, "I love you," or,
"I hate you." How could he ever have thought he sounded like
a man, let alone this man?
He knew he wasn’t going to receive an answer,
anyway. The precise steps that might have belonged to an Olympic
gymnast—or a master jewel thief—never wavered an inch off course
before disappearing into the house. When he finally understood that he
was all alone again—when he began to feel a shiver under his shirt
as the night closed in—he resumed pitching, more deliberately now,
looking for that big open corkscrew. He saw neither Wade nor Braden
any more, and he could hardly even think of Sara. He just saw a
hitter, a tall figure with a stick who stood between him and where he
had to go.
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