Thursday, 11 July 2024

Blood Multiverse; Or, The Evening Redness in the Abyss

I have written before about the failings of the Planescape authors to do anything really compelling with the ideas which they had either inherited (the D&D planes) or come up with themselves (the factions). To openly and unabashedly mix my metaphors, they had lightning in a bottle and failed to make the sum into more than its parts.

My argument, roughly a year ago, was that although Planescape implies a what I called a 'continual life-or-death struggle over the substance of reality', what it comes up with is really just a self-consciously 'edgy' fancy dress party and some imaginative locations which in practice, as I elsewhere put it, are 'barren and inert'. It is almost all style and almost no substance, elevated for the most part by the sheer fluke of happening to have a genuinely great fantasy illustrator, Tony Diterlizzi, doing most of the art. It is the D&D RPG setting equivalent of The Monkees, with Diterlizzi cast in the role of Mike Nesmith. (That's a reference for all the younger fans out there reading.) 

Some further light is shed on these matters by an interesting article on Cormac McCarthy's fiction which reveals - I did not know this - that Blood Meridian was partially inspired by two fragments by the pre-Socratic philosopher Heraclitus, one of which reads:

War is the father of us all and our king. War discloses who is godlike and who is but a man, who is a slave and who is a freeman.

This, the author of the article links to a particular speech given by the Judge, the principal antagonist in McCarthy's great masterpiece:   

[W]ar is the truest form of divination. It is the testing of one’s will and the will of another within that larger will which because it binds them is therefore forced to select. War is the ultimate game because war is at last a forcing of the unity of existence. War is god.

War here is thus cast by McCarthy as being an act of creation in the sense that genuine struggle, with an all-or-nothing victor, grants to that victor the capacity not merely to occupy territory or take booty but to remake the conditions of thought itself: to take all pre-existing norms and values and both reforge and then force them on the loser. War can thus be a metaphysical act, with metaphysical implications - it takes two ways of being, two potential futures, and sets them against one another so as to grant one the victory. 

The alternative title to Blood Meridian is The Evening Redness in the West, and it is not difficult to trace one's way from these musings on Heraclitus to the semiotic significance of red on the Western horizon: the war which Europeans brought to the New World is an absolutely quintessential illustration of the point - it did not 'merely' represent the occupation of land but the brutal casting together of different modes of being, one of which ultimately triumphed and imposed its metaphysics on the other totally. The way in which the Aztecs, Incas, Beothuk, Sioux etc. existed in the world was extinguished forever in that grand conflict, even though the people remained: redness on the Western horizon indeed, and not merely in the form of blood but extinction. (There is nothing unique about this story, of course, in the sordid narrative of human history - it is simply a very striking example.) 

To come back to Planescape, the idea that the planes of existence would be the battleground of metaphysical conflict - 'War' in the McCarthyian sense, rather than the quotidian 'war' of battles over land and loot - is right there, implicit in the setting, and ready to spring forth. Planescape, as those familiar with the setting will remember, even has a concept of metaphysical and literal physical change taking place in accordance with victories or losses in conflict, with whole fragments of the landscape shifting from one plane to another in accordance with the results of philosophical and military struggle. And, to put matters even more firmly on the nose, the notion of Blood War, which the authors came up with, is more or less entirely captured by the musings on Heraclitus in the Judge's speech. To return to where we started, then, the setting of Planescape is pregnant with deep, serious, and visceral potential - and it is a great pity that this was never properly realised in such a way as to do justice to the ideas which the setting hints at.

16 comments:

  1. Knew just from the title this was going to be a great piece. I was not disappointed.

    In my view the biggest conceptual limitation of the Blood War and the greater planar conflict is that a war that goes on “forever” cannot reach the decisive culmination McCarthy and Heraclitus speak to. There can be no extinction because the war isn’t being waged between things that can go extinct. And practically, the writers aren’t willing to remove alignment options from the setting.

    In place of an actual conflict with actual stakes, we get the idea of a conflict lacking any of the substance that makes war narratively interesting and meaningful.

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    1. Thanks! Yes, I know what you mean - this is a big problem with Planescape overall. In an infinitely large setting of basically fixed parameters, why does anything really matter?

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    2. Yes, exactly.
      It's more like not even Azteks, but a bunch of tribes fighting for land on the edge of the Plains before coming Europeans bring horses and those change the whole equation. ;)
      Note that Moorcock, e.g., was able to make similar premise interesting. But those guys with no original bone in their whole bodies... ;(
      Mike

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  2. Did they really come up with the factions? I thought I read that those were scavenged and repurposed from Gamma World.

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    1. I had never heard that. Do you have a link? I do have some editions of Gamma World but haven't looked at them in ages.

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    2. Hmm, I must've been talking out of my ass. I remember someone talking about it on a board somewhere so I thought it was common knowledge. It was probably just BS. I tried a quick Google search for it and found nothing. So in the words of Rosanne Rosannadanna, NEVERMIND!

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  3. Men are born for (roleplaying) games. Nothing else. Every child knows that (role) play is nobler than work. He knows too that the worth or merit of a (roleplaying) game is not inherent in the game itself but rather in the value of that which is put at hazard... all (roleplaying) games aspire to the condition of war for here that which is wagered swallows up game, player (character), all.

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  4. The thing I disliked the most about Planescape (and Ravenloft) for that matter is that so much of the setting was resistant to change, many places are basically hardcoded to be how they are and there's nothing the PCs can do to change that. I like this approach better.

    I had a similar idea about struggles over the nature of reality. The basic idea would that there'd be a hexmap covering a fairly standard folkloric setting. The twist would be that each hex would have an alignment (lawful = the Church, neutral = Fae, chaos = Demons). This alignment would be important in that the alignment of the hex you're in would change the rules. For example turning undead is easier in Lawful hexes, animals can talk if a hex is neutral enough, normal resting is impossible in highly chaotic hexes, etc. etc. etc.

    Then each hex would have rules for how the alignment of the hex could be changed. Perhaps the alignment of the hex matches that of its ruler, perhaps there is a shrine that can be sanctified or defiled or change the alignment of the hex, etc. etc.

    Perhaps I'd steal some ideas from Korean geomancy and have the hexes have points (or hyeol in Korean) that would be a source of magical power and the axis on which the alignment of the hex turns on: https://www.san-shin.net/Pungsu-jiri.html

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    1. Yes, amen to that. I felt absolutely the same way.

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    2. PS - Love the alignment-hex idea.

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    3. Thanks! I wrote up a slightly more fleshed out version of it here, it's still mostly just an outline though: https://www.reddit.com/r/osr/comments/1e5bssw/osr_hexcrawl_brainstorming_aligned_hexes/

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    4. I like the idea of each hex having a 'node' of some sort that can flip the alignment. Or maybe you could do it for an entire region.

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    5. One of the inspirationsfor the node idea was the (false) story that during the occupation of Korea the Japanese army went around and drove iron spikes until the ground to disrupt the flow of gi (ki) and thus the Korean nation. I couldn't stop imagining a party of PCs sent into the fey woods with a bunch of iron spikes that they have to pound into the ground in just the right places in order to dispell the strangeness of the woods.

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  5. Maybe there's something tragic in the struggle of the planes. Maybe everyone with an alignment is convinced that the system is catastrophic and if just enough advantage can be gained, Heaven can be stormed or Hell conclusively harrowed. But maybe instead the system is homeostatic? Quarrelling or complacent elements tend to unite when their larger side is under threat, forces of neutrality throw in on the side of the underdog, and so - a secret only known on Concordant Opposition - there is never any real possibility of these grand projects succeeding. There's only a miserable, delusional trench warfare in which any attempt to go over the top is pathetic and doomed.

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    1. See above. I think that is a plausible account of what the authors were kind of going for (see also: Dragonlance) but it does make for a feeling of inertia.

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