Monday, 14 August 2023

The Dark Heart of Planescape

The Planescape campaign setting was described by its own creator Monte Cook as being self-consciously 'edgy', as a response to the vaguely grimdark turn taken in the world of RPGs in the mid-late 90s with the advent of the World of Darkness games (among others). Seen from the perspective of 2023 it looks very tame, but at the time it certainly struck me as being much more 'grown up' than what I was used to - although I was of course only a teenager at the time, and easily impressed by self-conscious 'edginess'.

The implications of the setting, though, were much more genuinely 'edgy' than I think Monte Cook or his co-designers were ever really consciously aware, and I have come to think of Planescape as perhaps the darkest fantasy setting of them all - pregnant with bleak import about the nature of reality and the lengths to which human beings will go in the name of constructed meaning.

Planescape, it will be recalled by those familiar with it, was based on the idea that all of existence is encompassed within a multiverse of many different planes. There was a jumble of concepts underlying this, but the one which was emphasised most strongly in the material was that these planes were related to one another by belief and alignment. Each of the outer planes was dominated by, and in a sense created by, a sliver of alignment ('Lawful neutral evil', 'Chaotic good neutral', etc.), which was where humans and demihumans of that alignment went when they died; where gods of that alignment lived, and so on. And changes in the alignment of the inhabitants of a place would actually cause its physical character to change, so that shifts between planes were possible: if enough people in one region of the Lawful Good plane became Lawful Neutral (or whatever), then the entire region would move from one plane to the other.

This was supposed to create the vague impression of conflict, evangelism, and philosophical debate continually unfolding across the planes, with each one constantly expanding or shrinking as the vagaries of prevailing belief changed from moment to moment, but as was (sadly) the case with everything in the Planescape line except the art and production values, the execution was a bit half-baked. The only time this idea was really treated with any seriousness or detail was in relation to the Blood War, wherein the Lawful Evil plane of Baator and the Chaotic Evil plane of the Abyss struggled for domination across the 'evil' lower planes. Otherwise the concept was just one in a long list of nice ideas which Planescape threw out there for individual DMs to puzzle through as they saw fit.

The political anthropology underpinning this concept was, however, fascinating if thought about in any depth. First, it is highly suggestive of the thought of the Nazi constitutional theorist Carl Schmitt, and the mostly French thinkers who drew inspiration from him and other Nazi thinkers in the middle-late part of the 20th century. To paint with a very broad brush, Schmitt understood human beings to be engaged in a life-and-death struggle over the most basic beliefs. In a pluralist, liberal democracy an attempt would be made to cover this struggle with fig leaves like general elections, freedom of expression and so on. But when the chips were down and an issue was at stake which spoke to a matter of intense conviction, those fig leaves would be blown aside as by a gale and fierce, winner-takes-all conflict would ensue. Politics was in the end, famously, a matter of friends against enemies - and what was 'political' was any issue (economic, legal, theological, artistic, etc.) which had come to be characterised by a friend/enemy distinction.

This has clear echoes in the work of thinkers such as Derrida, Baudrillard, and Fish, who eschewed foundational or rational explanations for political arrangements. For these thinkers - again, painting with a broad brush - it is not possible for human beings to get at the underlying objective reality through language, and since our thought derives from language, this is tantamount to saying that we cannot reach objective agreement through the application of reason. In other words, it will never be the case that we can reach any satisfactory political modus vivendi through the application of reason. Politics will ultimately to an extent always mean might making right: those who shout the loudest, and control the levers of power, get to make the political settlement, and that is that. Again, liberal democracy is a pipe dream: we have pluralism only insofar as there is not genuine disagreement. When there is genuine disagreement, a shouting match ensues, and to the victor in that shouting match go the spoils.

This sounds quite a bit like the metaphysics of Planescape. And it is what makes the setting so full of ominous portent. It is no accident that Carl Schmitt was a Nazi. The whole point of seeing the world in Schmittian terms is that all societies sit at the brink of tumbling into political violence and ultimately chaos. The violent potential implicit in the friend/enemy distinction can only be suppressed by a homegenizing, authoritarian state - but even such a state will have to rely to a certain extent upon violence so as to exclude the 'enemy' (and this violence may itself tip over into literal genocide). The idea that appeal to 'reason' will stave off this unpalatable conclusion is for the birds; there is no objective reason, or at least no form of reason that can access what is objectively true or real. 

Planescape's planes, then, if we take the premises of the setting as givens, would themselves be strongly characterised by brutally authoritarian efforts to manage friends and enemies and to exclude the latter; and they would also be the scene of continual life-or-death struggle over the substance of reality: the very moment the inhabitants of the Neutral Good plane feel themselves to be threatened by the shifting of perspectives and beliefs among some sector of the population, would be the very moment that forcible eviction would at the very least be on the table - ideological purity would literally be necessary for survival. And at the same time, genocidal war - the expunging of people holding belief X so that the people holding belief Y can metaphysically annex their land would be a fact of life wherever one plane abutted the other. In notionally 'good' planes genocide might take on the character of crusading war or mass conversion - that is perhaps something to discuss in the comments - but across the piece the implications are nighmarish. This is not so much an 'edgy' setting as one steeped in horror - something much more genuinely within James Raggi's 'fantasy fucking Vietnam' ballpark than Monte Cook's. 

22 comments:

  1. I think your reading makes sense if we treat Planescape as representing a multiverse that has fixed underlying laws, in the same sense as our universe has (presently) fixed physical laws. My interpretation of the multiverse of Planescape is an atomisation and reification of all possible concepts and a totality of all possible laws. In this model, the multiverse can't cleave to authoritarian horror, because not-authoritarian not-horror must also exist. Indeed, the key characteristic of this multiverse, in its entirety, is that it can't bend in any particularly "political" or conceptual direction permanently. That's what makes the Blood War fundamentally pointless, from the perspective of an outsider.

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    1. Yes, and that is what makes the setting feel weirdly inert. Like there's no real point to anything. I wrote a blog post about this a while ago.

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    2. Yes. Because the planes are infinite, there’s always room, so there aren’t really any stakes in the politics. You can have a purge if you want one I guess (and the alignments of certain places would for sure), but it ultimately doesn’t matter because the very nature of reality tidies up any misalignments.

      And that’s because the land itself is people. So the purge is eternal and fully automated. If a cult springs up in Mt Celestia it will take care of itself if they “believe wrong”. And the land loss doesn’t matter because there’s an infinite amount more anyway. Same with the land wars in the Abyss. Yes yes, you’ve expanded your infinite domain on an infinite plane by an infinitesimal amount, bravo. Sure sure, fight about it for a while, but the stakes are superficial. Even when the gods die they’re only replaced by subtle variants that still fit within the compass alignment.

      Ennui and the gray waste are perhaps the only true enemies and the “dead gods” of the astral are probably only taking a break from the crushing pointlessness of their immortal existence. All the factions are ultimately just coping mechanisms.

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    3. This the issue in a nutshell. 'Inifinite variety' is actually kind of dull.

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  2. AI, is that you? Seriously, I thought a human wrote this until the last paragraph. Pretty sneaky!

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  3. This is really weak world building. If the political can shift reality then the concept of 'living space ' in an infinite and shifting plane is nonsense. This is... Schmidt was an idiot... This is somehow worse than that.

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    1. And thus RPG settings themselves become political. I think I could actually get another good blog post out of this comment - thanks!

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  4. "For these thinkers - again, painting with a broad brush - it is not possible for human beings to get at the underlying objective reality through language, and since our thought derives from language, this is tantamount to saying that we cannot reach objective agreement through the application of reason."

    This is a succinct way of phrasing it. I have wondered if this meme is the root cause of the almost pathological dishonesty that permeates the communication of modern activists. If you do not believe that rational agreement is possible everything you do will be an attempt at manipulation. Learned sociopathy. Eerie.

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    1. That's a nice idea but I think the dishonesty is more just to do with the desire to win at all costs. Some people are not interested in discussion - only triumph. So honesty is irrelevant to them.

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    2. Hah! The chicken or the egg! If you believe there is no truth and only eternal conflicts over power, then trying to win at all costs is the only sensible course of action.

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  5. I'm not altogether familiar with Planescape, but I have to wonder to what degree there are metaphysical differences between planes that will (fairly directly) effect policy.
    So, a statesman or potentate in Lawful Good-land will be better off supporting Orderly, Good policies and conduct - not just because the populace of LG-land expect it, but because they simply work better in that dimension. Vary as necessary for Evil and Chaos; goodness knows how things work in True Neutral-land.
    Of course, in the event of (say) an attempted breakaway or distinct turn to Evil (or Neutrality?) by a seventh of the populace of NG-land, NG-policies would presumably work less well and the temptation for NG-potentate to use non-NG methods rises. Cue vicious cycle.
    All this might apply as well for the invasion of and occupation by (say) LG-land and CE-land.
    Anyway, this seems to result in a little less scope for Authoritarian Horror.

    My impression, incidentally, is that Planes are not exactly infinite and not readily metaphysically malleable.

    Writing this, my mind goes once again to The Great Fold. https://falsemachine.blogspot.com/2017/04/the-great-fold.html

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  6. Some scattered thoughts:

    -Alignment languages as deliberate ideological/symbolic silos made to prevent casual planar spillover

    -Could you weaponize a planar shift of this sort? Deliberately cultivate a splinter group and isolate them to one area to drop it like a reality-bomb on your enemies

    -Besides physical violence, in such a universe I'd expect to see advertizing, mass psychology, spiritual possession, hypnotism, enchantment, etc., develop to control beliefs of populations

    -Reminded of this by recent Majestic Fly Whisk post: https://majesticflywhisk.blogspot.com/2023/08/feel-it-in-your-bones-bourdieusian.html - possible that it's not explicit, consciously-held belief that sustains or changes the planes, but unconscious practices and "famas" - much harder to authoritarianly monitor and control, perhaps leading to less horrific outcomes, very grounded in tradition

    -Been said by many before, literal physical infinities of the planes tends to lead to this Rick & Morty multiversal nihilism - could by improved on by changing it to a archetypal/Blakean sort of infinity - if Acheron is the plane of conflict, there are not infinite sieges taking place there, but there is The Siege, which provides the mold for all other sieges - and that mold can be reshaped, or broken

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    1. There is something compelling about the idea of wars being waged by shifting the very rules of reality into one's favor. Your antidote for multiversal nihilism is reminiscent of Amber.

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    2. Yeah, Amber is a very good shout and it had not occurred to me at all.

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  7. The creator of planescape was David “Zeb” Cook and not Monte Cook who joined later.

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  8. For me the real heresy of Planescape is the break with thousands of years of IP, from Manichaeanism through its Christian reskins and florid fantasy reimaginings by the likes of Moorcock, that while the "other planes" are the homes and anchors of clearly expressed, black and white social and moral values, we, the chiaroscuro world of mortals, are the battlefield. The closest analogy I know is in the Hindu-Buddhist planar war between Asuras and Devas, which those two faiths interpret differently. But it's a war that exists more to illustrate the different natures of the two classes of beings, than to be won or achieve any goal.

    Planescape, I guess, is what happens when you posit the "outer planes" free of the conceit (original to Lord Dunsany?) that gods must be sustained by the veneration of Prime Material mortals. Then, as otherwise observed, their struggles are heated and to the death, but ultimately over nothing in the grand scheme of things. All the same Sigil has to exist, as a place of conflict and variety where all platters can be sampled, a kind of cosmic Casablanca.

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    1. Yes, although I think Planescape had this idea that the power level of the 'powers' was dependent on the number of worshippers? I can't recollect clearly but I think this may have been the case.

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  9. Although I certainly like the 31 flavors of totalitarianism setting you are suggesting (Planescapunk 1994 anyone?) its well known that the only way to keep the slaad from jumping out of the pot and becoming chaotic neutral again immediately is to slowly, slowly, slowly boil him in devil or angel juice (per desired flavor). I imagine in practice the Outer Planes are more akin to the Staten Island Borough Council meeting in What We Do in Shadows where Nandor the Relentless demands "complete and total supplication of this governing body to my command!" receiving nothing more than a "Thank you for your input, Mr. Nandor" in return.

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    1. I'm sorry, Slaadpunk : 1981. Missions are called "Doing the Limbo". See semiurge's comments above intra-planar advertising, reality bomb cadres, and whispering campaigns. Also see SJG's Illuminati Brainwash.

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    2. Slaadpunk has legs. Might do a post about that.

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  10. Is Monte Cook really the creator of Planescape? As far as I know, the designer of the setting was David "Zeb" Cook - Monte contributed additional material but is not credited as author of CS.

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