Baldrick, D'oh!
The myth: The brawny barbarian warrior is striding proudly through the forest, when all of a sudden, a giant cat (cougar, say, or something even nastier, probably 400+ pounds of battle-hardened muscle and whipcord) leaps upon him, fangs bared and claws extended. Shrugging his massive thews, he throws the irate feline from his back, faces it barehanded, and then proceeds to kill it (possibly using his belt knife for dramatic effect), suffering a few painful scratches in so doing and shedding literarily impressive but physiologically meaningless quantities of blood.

The reality: The urbanite editor goes for his post-lunch nap, and Ben, our male kitty (all of 13 pounds, with a belly full of kibble) accompanies him, hoping for an afternoon cuddle before I go back to work. As I lie down, something startles him, and he lashes out by reflex, slashing a deep 1.5-cm-wide cut in my hand with a single talon. Blood pours out, and it takes more than 5 minutes to sta(u)nch the wound. Fortunately, he missed an artery, and I've taken first aid and have some antibacterial cream in the house. If I don't return to the blog in a week or so, you can assume the blood poisoning got me. Send catnip to the funeral. *G*

The moral of our story: I'm here to tell you, if a teeny little hellion like Ben can inflict that kind of damage purely by accident, without pursuing his attack after the first swipe, I'm not giving the aforementioned barbarian great odds, and you shouldn't either. If he's gonna fight that Sabertooth, then pace Edgar Rice Burroughs, arm him with a very large sword or axe, and at least 2 inches of hardened leather armor to cover his hide. Otherwise, we're talking Conan the Soon to Be Cat Feces.
Baldrick, D'oh!
Today's entry was inspired by Paul Mealing's essay How to Create an Imaginary, Believable World in his "Journeyman Philosopher" blog. Mealing reminds us of the three key elements of any story: the characters, the plot, and the story world. Indeed, I define a "perfect" story as one that captures my interest while simultaneously achieving a successful balance of these three elements, none of which can be neglected:
  • If there are no characters, then it's a technical document or an essay, not a story. This becomes problematic in SF/F stories that originate as a cool idea, and for which every other aspect of the story provides only the minimal amount of support material required to justify discussing the cool idea.

  • If there's no plot, then you have a scenario or a vignette, not a story. Something must happen to move the story forward. Even in a story based entirely on dialogue, the characters have agendas (e.g., to persuade, to critique, to teach), and the conflicts among those agendas can provide the driving force for a purely dialogue-based plot in which nothing physically happens.

  • If there's no story world, reading the story resembles viewing dead insects pinned onto a display board at a (poorly designed) museum: we have no idea of the context, of how it shaped the characters and plot, or anything else that situates the story for us.


  • In practice, it's impossible to create a story that entirely lacks any one of these elements, and not just because of the tautology that doing so would violate the definition of a story. Even when there are no formal characters, the author-as-narrator takes on the role of a character, and their voice tells you much about the attitudes and personality of the narrator (or the author, if they're one and the same person). Even when there's no overt plot, something must change from the beginning to the end of the narration, and the change or changes comprise the plot; if the only thing that changes is that the story successfully conveys the author's opinion on some subject, the plot becomes one of persuasion or seduction of the reader. Last but not least, it's not possible to create a story that is completely independent of any world; even if the story occurs only in the mind of a character musing about some idea or situation, with their mouth firmly shut and eyes closed, we can infer the character's psychological world (their internal reality) from their choices of what they do and don't describe and the character's physical world based on what their musing tells us about the external reality in which they exist. Mealing makes these points explicitly when he notes that character and plot represent the interaction between (respectively) the inner and outer worlds.

    Mealing notes that, like many authors, characters come first for him. He doesn't state that this is the only way to begin, but since others have done so, it's worth noting that there's no one right starting point for stories. For example, my story The Phantom of the Niebelungen began with the notion of a thoroughly unlikable character who is an emotional predator, and evolved into an exploration of how those characteristics shaped his behavior and led to his comeuppance. In dramatic contrast, my story Edge Effect started with my desire to create a believable and reasonably scientifically rigorous alien ecosystem, and then find a way to tell a human-centered story about it. Last but not least, my story At the Body Shop started with the goal of portraying a grandfather–granddaughter relationship in a future context in which the characteristics of how kids rebel against their parents have changed, and represents a careful shaping of plot and character by that story world.

    Like many others, Mealing deals with the balance between "playing God" and free will. He paraphrases Colleen McCullough as saying that playing God occurs when you create the obstacles your characters must overcome, but that free will arises when the characters take on a life of their own despite these obstacles. Balancing control with flexibility is an important and difficult balance to strike. A vigorous, active character with a distinct personality may generate their own plot, and I've heard writers report that this is precisely what happened to them: they had this great idea and knew precisely where they wanted the story to go, but then their protagonist completely hijacked the story and went off in a completely different direction. When characters suddenly blossom into this three-dimensionality, it's a wonderful if somewhat disconcerting feeling, but most characters require at least some help, even if that help only takes the form of a sharp blow between the shoulder blades to start them rolling. When their motive energy flags, they may need occasional additional nudges. More importantly, as long as you claim to be an author, you'll have your own notion of the story that you want to tell, and some negotiation and compromise will be required when your characters develop other ideas.

    None of this means that you must experience a psychological breakdown and start hallucinating that your characters are real. It's more a case of relinquishing some of your conscious control over the character (i.e., stop being a completely manipulative puppet master) and letting your subconscious empathize well enough with the character that you have a clear sense of what they'll do. (It's a Zen kind of thing.) If you pay attention, you'll notice that most of your real-world interactions with other people are subconscious, and only the difficult interactions require considerable conscious thought. Much the same thing is necessary when writing fiction: you must understand your character well enough that most of the time you'll know precisely how they'll respond, without having to think it through, but for key points in the story, you may need to step back and exert more conscious control.

    Mealing discusses the eternal debate among writers over whether or not to outline, and comes down on the same side as I do: use outlines to the extent that they work for you. I once sat in on a fascinating panel discussion on the writing process that included Steven Brust and Tim Powers. Brust noted that he generally starts out with a character and situation, and then steps back to watch where his protagonist chooses to wander. For most of his early fiction, this worked well; lately I've found that it leads to excessive pointless wandering, with no clear goal in sight, saved only by the fact that I typically like his characters. In dramatic contrast, Powers develops elaborate outlines that specify all details of the story, and generally doesn't start writing until he has those details nailed down. I recall (possibly a distorted memory) the two looking at each other as if the other writer was an entirely alien being.

    I find that a hybrid approach works best for me, much like planning a vacation itinerary: I decide where I'm starting and where I'm ending, list the key destinations (or points) I want to touch on along the way between those two points, and then set out along that route. But interesting opportunities for side trips often arise, and some of the most memorable aspects of a trip arise when you abandon your original plans and take an unplanned detour; most recently, this happened when my wife and I decided to hike Kilauea Iki crater in Hawai'i, which turned out to be one of the finest hiking experiences of my life. In fiction, this happens when you want to go in one direction but have a sense that the character would probably do something different. Listen to those quiet voices. The key is to provide enough structure to guide your writing process and keep an unruly character on the right path, without putting your ability to explore serendipitous discoveries in a straightjacket.

    Mealing believes that creating a believable world starts with creating believable characters. That's certainly true in the sense that characters never exist in isolation: Each is created by, subsequently shaped by, and exists solely within your story world. If you don't know what that world is like, you can't determine how characters begin (e.g., born as a peasant in a feudal society versus born as the heir to the throne), and how they evolve (e.g., live out their lives peacefully in a lovingly described pastoral setting versus being cast into the world on a heroic quest that tests their courage and flexibility). This also constrains their behavioral options along the way. The latter point is interesting, since the story world includes both physical factors (e.g., if nasty people with swords are trying to behead you, you either learn self-defense quickly or you die) and psychological factors (e.g., what it is possible for you to know, how your beliefs shape your actions). In my story Flatlander Pro Tem, the protagonist's psychological constraints involve a unique form of agoraphobia, so I chose a story world that would bring that aspect of character to the fore, then I created a plot that depends entirely on how the character finds a way to overcome a powerful constraint on his thinking.

    Mealing notes that it's important to ground a story in a believable character. That's true in all fiction, but doubly so in SF/F, where the more fantastic (in fantasy) or futuristic (in science fiction) the story, the more important it is to provide a comprehensible and believable character as an anchor. Once readers are comfortable with the character, they can use that comfort to find the courage to venture farther afield and explore the events of a complex and sometimes very unfamiliar story world. Once the character is firmly held in the reader's mind, they can begin to explore the world portrayed by that character, and can begin to understand in turn how the world has shaped the character. These first strong hints about who the character is provide additional hints about the range of realistic possibilities for how they will respond to their world. If the character never comes into focus and therefore remains unpredictable, the reader's sense of the world will be similarly uncertain. Even "unpredictable" characters should be predictable in their unpredictability.

    Mealing notes that the world is "not just background or setting; it's an interactive component of the story". On the one hand, as I've already noted, the story world shapes the characters and constrains their possibilities both in a physical sense (e.g., humans can't fly without magical or technological assistance) and in a psychological sense (e.g., humans who live in a two-dimensional maze may only be able to imagine flying through a third dimension with help from an outsider). On the other hand, humans shape their world by trying to impose their will upon it; this may be as simple as finding a way to persuade the bullies to leave you alone, or as ambitious as conquering the world and making it your oyster or terraforming an alien planet, but in all cases, it's a journey in which characters strive to create a more comfortable fit with the world they inhabit.

    Based on these points, how do you create a believable world? First, you must start by recognizing that character, plot, and the story world are all important; in different stories, the relative importance of these elements may change, but none can be neglected. In this sense, fiction is like a three-legged stool: if any one leg is greatly shorter than the others or if all three legs are too short, you can't sit comfortably on the stool. Second, you must recognize that all three aspects of the story are interconnected and that they continuously shape each other as the story progresses. Although you can try to learn what these relationships are organically, by simply writing and seeing what emerges, it's more productive and produces better results if you at least try to think these relationships through before you begin writing. Subsequently, you can let your understanding of these relationships guide your progress through the story and reduce the number of dead ends you wander down. "Art" enters into this process when you let your gut feeling tell you which elements are most important for any given story, and when you seek ways to emphasize that element while still integrating the other elements in a satisfying manner.
    Baldrick, D'oh!
    This blog entry arose from a discussion of the story Wheat Rust in a recent issue of Asimov's Science Fiction Magazine. You can read my review of the story on my fiction site.

    This story, like many modern tales, ends without really ending: the closing situation is set up well but not completed, on the assumption that we can easily infer where the story will go from here and how it will end. Note that this is very different from a "cliffhanger", in which the goal is to deliberately leave readers unsatisfied so they'll eagerly await the next installment in a series of stories or serialized novel. I didn't have any problem with the ending of this particular story, but as the discussion revealed, not everyone was fully comfortable with this approach.

    Leaving the ending for the reader to create is a standard approach when you want to engage the reader more strongly than would be possible if you provided a pre-fabricated ending. The "leave them dangling" approach is perhaps somewhat postmodernist (pomo), and presumably arises to some extent from the pomo recognition that no matter how carefully we guide our readers, many will still stray from our carefully laid path. In contrast, the traditional "give them a concrete ending" approach provides a strong sense of closure, and is therefore more satisfying for many readers.

    I go back and forth on this issue. Mostly I'm a traditionalist, and prefer the strong sense of closure provided by a definite ending. But I find that if the writing leading up to the story's end points me so strongly in a specific direction that I can create my own closure, I can accept an open ending without frustration. In contrast, I deeply dislike the technique when the author seems to be too lazy to think the story through to the end. That's considered a valid literary technique these days, but it's one I dislike intensely. As I've written elsewhere, if I wanted to create my own ending, I would have written the story myself.

    Given the enormous quantity of fanfic out there on the Web, I suspect I'm not the only one who shares this resentment of authors who can't be bothered thinking things through. The evidence provided by this enormous body of fanfic should be a clue to authors about just how unsatisfying the "leave 'em dangling" approach is to a great many readers. Dangle me if you must, but at least help me figure out why you did this and where I'm dangling.

    This raises the difficult question of how you can create a successful dangler that pleases more readers than it alienates. I think there are two requirements. First, the entire structure of the story must be such that the author engages us in creating meaning right from the start; when the entire buildup is traditional handholding throughout, the sudden shift to "now it's your turn to write the story" is what causes a sense of betrayal or disappointment. Here, by "handholding", I'm referring to how narrowly the author defines the possibilities. The more narrowly they're defined (the less ambiguous or open to question each narrative situation), the less a you create it ending will satisfy.

    Second, the story's trajectory must be clear in hindsight; if we see that the spaceship is on a collision course with Earth, then it's legitimate to not say where on the planet it's likely to hit. But if we don't know whether or not the spaceship is going to hit something—if we're literally left dangling in space along with the ship, with no clear idea of what happens next—that can easily be seen as the author's failure of imagination or as an acknowledgment that the author is fed up with the story and can't be bothered to complete it.

    On a related note, this is a problem I have with China Mieville. He writes brilliantly, and I usually love his stories right up until he's about 80% or 90% done. At that point, I often get the impression he feels that he's accomplished what he set out to do, and doesn't quite know how to sustain his former intensity right through to the end—or that he's grown so tired of revision that he has no energy left for the final "kick" that wins the race. It's kind of a subtle point, so I'm not sure I'm expressing it right. But I find his endings are rarely up to the quality of his beginnings.

    On which note I leave you dangling in cyberspace until my next blog entry.
    Baldrick, D'oh!
    I've just spent several frustrating hours wrassling with my Mac. My Maxtor external hard drive had stopped appearing; it would mount, and then suddenly dismount, triggering the "this device was removed improperly warning". The actual disk seemed to be spinning happily along, so I guessed it was the cable. Managed to fix that by swapping in a new cable (though I had to steal the mini-USB cable from my camera to do so). So far, so good: Geoff 1, hard disks 0.

    Then I realized it'd been a very long time since I'd verified my main hard disk, and figuring it would only take a few minutes and not having anything useful to do, I tried running Apple's Disk Utility software to see if there was anything that needed fixing. Repaired permissions; no problem. Ran the verify disk functions; problem.

    Foolish boy, mucking about with hard disks at 8 PM!

    Disk Utility gave up before completing, having found a problem with the Catalog that it couldn't fix. "No problem," says I, and digs out Apple's installation DVD (no small feat, involving archeology, fending off mummies, and eventually excavating the DVDs) so I can reboot and run Disk Utility from the DVD.

    Off goes Disk Utility, churning merrily away. Distracted by the novel I'm reading, it takes a few minutes to notice that I've seen this screen before. Sure enough, it's trying again... and again... and after three tries, gives up with the following messages:
    Checking catalog hierarchy.
    Missing thread record (ID = 1526636)
    It should be 8552113 instead of 855214.
    FAIL!

    (Okay, the last bit was my invention. That's basically what it said.) Sadly, my faithful silicon companion will no longer boot—not even a safe boot. That's rarely a good sign. Memo to self: never do disk maintenance after 8 PM.

    Fortunately, I had a reasonably current disk image on the external hard drive (which now worked... see above) and a reasonably current version of Disk Warrior. Rebooted from my disk image, ran Disk Warrior, and all was well right up to the point where it told me there wasn't enough contiguous space on the hard drive to do a failsafe rewrite of the directory structure. There was no option to save a copy anywhere, and I'd just backed up all my data yesterday plus I had Time Machine backups going back a day or two (before the external drive started malfunctioning), so I previewed the new directory structure, as the software recommended. All looked well, so I crossed my fingers, held my breath, and clicked the "do it anyway" button.

    Possibly it's just psychological, but I seem to have a speedy new Mac. A quick glance suggests everything's there and intact, but I think I'll wait until tomorrow to confirm that.

    Phew! Don't try this at home, kids. Or at least wait until the morning, when you're adequately caffeinated.
    Baldrick, D'oh!
    Ever wonder why your novel was rejected? The Onion reveals the real reasons aspiring novelists get the cold shoulder from New York publishers (quoted from the 4 August 2010 page of their desk calendar):

    9%: Love no longer a universal theme.
    12%: Too many hyphens.
    22%: Misspelled the word "lotion" on page 367.
    20%: Cover had Oprah disapproval sticker.
    18%: Agent not in story as promised.
    19%: Could be fatally exciting.

    Avoid these problems and you're sure to be the next Steven King.*

    * You definitely won't be the next Stephen King.

    Sadly, much of the fecal (reading) matter that emerges from the nether orifices of the New York publishing industry suggests that these reasons may not be as fantastical as one would hope.
    Baldrick, D'oh!
    Today I'm posting a rare "guest column" from one of those folks fortunate enough to have had their musings become modern proverbs. "Brasington's laws" of project management have appeared in a great many places around the Internet, but rarely in their complete form. Recently, I had an oportunity to chat with him about his laws (having quoted several of them in my book on onscreen editing), and he graciously gave me permission to post the complete (to the best of his recollection) version of the laws.

    Brasington's 10 laws of software project management



    1. No major project is ever installed on time, within budget, or with the staff that started it. Yours will not be the first.

    2. Projects progress quickly until they become 90% complete, then they remain at 90% complete forever.

    3. One advantage of fuzzy project objectives is that they let you avoid the embarrassment of estimating the corresponding costs.

    4. When things are going well, something will go wrong. When things just can't get any worse, they will. When things appear to be going better you have overlooked something.

    5. If project content is allowed to change freely, the rate of change will exceed the rate of progress.

    6. No system is ever completely debugged. Attempts to debug a system inevitably introduce new bugs that are even harder to find.

    7. A carelessly planned project will take three times longer to complete than expected; a carefully planned project will take only twice as long.

    8. Project teams detest progress reporting because it vividly manifests their lack of progress.

    9. Project teams are happy to scrap work, but only after it has been planned, designed and partially implemented.

    10. See Law 2.


    [In a variant of these laws, Brasington sometimes omitted item number 10 to see whether anyone was paying attention.—GH]

    Brasington's laws of computer programming



    1. Any given program, if running, is obsolete.

    2. Any given program costs more, and takes longer than spec'ed.

    3. If a program is useful, it will have to be changed.

    4. If a program is useless, it will have to be documented.

    5. Any program will expand and fill all of available memory—plus one byte.

    6. The value of a program is inversely proportional to the weight of its output.

    7. Program complexity grows until it exceeds the capability of the programmer who must maintain it.

    8. No program is so simple that it can't be issued with bugs in it.



    W.A. "Bil" Brasington first put his "laws" to paper about 1977 or 1978, when he was an EDP auditor working for a large Texas bank holding company. They were intended to serve as a lighter moment during a training sesssion for other EDP auditors on auditor participation in major computer software projects. Though intended primarily as humor, the laws also contain significant home truths familiar to anyone who has participated in such projects, making them a classic example of how the judicious use of humor can make a lesson "sticky". Notwithstanding the tongue in cheek attitude, Brasington notes that project management is important.
    Baldrick, D'oh!
    By this point in the conference, on the final day, I was suffering badly from convention brain syndrome; that's where everything starts to blur from the side-effects of too much time spent breathing stale air, and you stop being able to focus on much of anything. Ideas that formerly seemed exciting and motivating now fall to the ground with a dull thud. It's even worse for the writers who are serving as panelists, since most of them have stayed up far too late partying with their fans and schmoozing with agents and editors and the like. Some have been drinking just a wee bit too much and now resemble "the hair of the dog", or possibly the dog itself that bit them. As a result, this ended up being one of the last panels I attended, and one that I took the least useful information out of.

    As in the "writing the other" panel discussions I've discussed previously, the main advice offered by the panelists came down to a simple nostrum that works well if you can manage it: always treat the characters as people, not as roles or stereotypes. Once you assign a character to an identity such as "heterosexual woman" or "gay man", it inevitably flavors what you subsequently do with the characters, and leads you to completely miss their essence. I think of this as the difference between the hack screenwriters who name a character "girl at bus stop" and the writers who name her (at least in their own minds) "Selma shortly after failing her grade 11 math test"; the former writers treat the character as nothing more than wallpaper. I haven't yet found time to read Elmore Leonard, but what I've seen of his films (and particularly of his often brilliant new TV show, Justified) suggests he's the latter kind of writer, who endows even minor characters with complex and often really interesting personalities.

    As writers, we must ask ourselves the question of whether characters of various genders exist in our stories purely to reflect the diversity of our story world, or whether the interaction between gender and the cultural context is itself an important part of the plot. The former is a lazy, but at least good-intentioned, attempt to make our worlds seem more diverse and more reflective of the real world. At a minimum, we're at least trying to address historical imbalances and give the under-represented group some visibility. Though that's a good thing, we're not pushing any boundaries.

    Much more interesting possibilities open up if we're willing to work a lot harder and actually empathize with those characters. For example, someone who is in a socially subordinate position typically finds it necessary to understand and successfully emulate those who are in positions with more social power. One panelist (whose name I forgot to record) suggested that this may be one reason why women do a better job of writing male characters than men do of writing female characters: they have more experience playing the game of life by male rules. That's a real possibility, but (restricting myself purely to the writer's task here) I suspect it's more a question of familiarity: there have traditionally been far more male characters in fiction to emulate, and many writers begin with emulation before they develop enough confidence to try out their own writing style. The same thing is obviously true for writing about gender: you start by writing what you know, and only later develop enough confidence to explore what you don't know. (Of course, then you actually have to do enough work to get the facts right. Not always easy if that gender identity isn't something you're familiar with.)

    Gender is many things: it begins with biology, but is also a social construct and one's perception of one's own identity. Thinking through the role of gender in the context of a story's cultural setting and in the context of how it affects a character's self-image can lead to powerful insights into both plot and character, and thereby produce much stronger stories.
    Baldrick, D'oh!
    One of the buzzwords you'll hear used in discussions of literature is trope. As the Wikipedia article notes, the word has many meanings, including the increasingly pejorative usage to mean a tired old cliché.

    When used appropriately, a trope is something far more interesting: it's a kind of symbol that writers use to provide readers with an instant image of what you're trying to say. The trope can be literal, as in the case of a hero who stands in for someone you want the reader to emulate; it can also be more metaphorical, as in the case when the trope stands for something else entirely, including the literal opposite of what the words themselves represent. For example, you can call the villain of your story its hero, making it clear that you're implicitly questioning (criticizing) the concept of heroism and its inherent subjectivity. (Witness the famous saying that villains are usually the heroes of their own narratives.)

    What's important is that the trope speaks directly to the reader in a manner that's more efficient than a long and intrusive infodump about what you want readers to understand about your story. To make the trope into something more than a cliché, you then need to use it effectively.

    There are undoubtedly a great many Internet resources concerning tropes. (Feel free to comment on this post by providing your own list of resources.) One fun and interesting resource (thanks to Brent for sharing!) is the TV Tropes site. Here, you can find a treasure trove of tropes, categorized into various useful groups. For example:
  • "Character" includes obvious categories such as heroes and villains, and more interesting categories such as "always female" and "otherness".

  • "Plots", ranging from the familiar ("But I can't be pregnant") to the more interesting ("the Cyrano").

  • Genres, media, and other (including the amusingly named "British Telly"). Needless to say, I like the genre section for "speculative fiction", with topics ranging from "Absent Aliens" to "Zeroth law rebellion".


  • All of these are great ways to jumpstart a writer's-blocked imagination, or to ponder the pitfalls of using a particular trope before you start using it in your writing.

    Of course, no list of tropes would be complete without the world-devouring, universe conquering evil overlord. And there's no better resource for idiot-proofing your plot to take over the world than the Evil Overlord, Inc. site. My favorite new year's resolutions for villains: hiring a 5-year-old as part of your command staff, and immediately rejecting any plan for which they can spot the flaws; setting all doomsday devices to go off with the timer at 20 seconds, while the hero thinks they still have 20 seconds left to decide how to disarm it; and shooting the hero before you tell him that you, no, you won't tell them all about your secret master plan.
    Baldrick, D'oh!
    As a science geek and former grad student, I have a ton of fun with Jorge Cham's PhD Comics strip.

    This past week, it's been doubly amusing because Cham is talking about his visit to Comic-Con, a convention for fans of media (e.g., TV) and comic books that is larger than some small cities.

    Particularly if you've ever attended the International Association
    for the Fantastic in the Arts
    convention, which is far more scholarly than the usual fannish gathering, you'll find Cham's musing on the sociology and culture of fandom amusing and possibly even enlightening. In case that link breaks, these comics appeared between 21 and 27 July 2010.
    Baldrick, D'oh!
    This topic originated in the so-called "mundane manifesto" of Geoff Ryman. In its benevolent form, the goal of this movement was to return science fiction to its roots by asking authors to play fair with known science instead of waving one's hands and inventing whatever convenient faux science you need to get you out of a story problem. For example, we currently have no useful theory that would allow us to hypothesize the kind of faster-than-light travel that is a popular tool of science fiction—it's necessary to allow characters to travel rapidly between planets or stars, but it's not "science as we know it".

    This manifesto also encourages a closer examination of the here and now, where interesting things are happening both on a technological level and on a human level. Many good stories can still be told without wild extrapolative leaps of unconstrained technological wizardry. And even if you feel the need to have your story orbit around a cool technology, it'll be a far stronger story if you remember the humans at the heart of the story and focus on them.

    In its malignant form, mundane science fiction becomes a deeply conservative (in its pejorative sense) movement in which freedom of extrapolation is severely constrained. That turns science fiction away from what it does best (inspiring hope for a better future, playful experimentation with technology and its effects on the human condition) into a surprisingly reactionary form of conservatism that constrains thought. In some examples such as Saturn's Children by Charles Stross, the result is an almost joyless, stifling scenario. I love Stross' writing, and found much to enjoy about Saturn's Children, but that aspect of the story left me cold.

    Ryman notes that he originally intended the mundane manifesto to serve as an esthetic goal, not as a statement about his beliefs on the future of science. His objection is to excessive hand-waving. In his view, the problem with much modern SF is that it waves too many magic wands instead of trying to deal fairly with hard problems. By providing a pseudo-magical solution for any problem, you eliminate the need for humans to struggle to achieve. The story then becomes, effectively, technoporn instead of something rooted in humanity. Modern writers, such as those who write in the subgenre that has become known as "the new space opera" tend to invent increasingly spectacular technological gimmicks to create sense of wonder, thereby forgetting that much simpler tales can be equally wonderful.

    Ryman specifically noted that the mundane movement does not reject paradigm shifts and scientific breakthroughs. It suggests only that such radical changes be used judiciously. By removing the freedom to use all the standard toys without thinking about them first, it forces a more careful exploration of new areas, and can therefore be an interesting tool for writers who are willing to challenge themselves. He noted (my paraphrase) that mundane science fiction is true science fiction, not fiction about science.
    Baldrick, D'oh!
    When we get into political debates about whether it's okay to be "liberal", we tend to forget the presence of the word "conserve" in the word "conservative", which is often used in a pejorative sense. Life is always a tension between the desire to conserve what works and the need to stir things up to meet the new demands posed by a changing world. The problem with liberalism is that it can become a reflexive response to boredom or a need for personal revolt rather than an attempt to fix something that isn't working for one's society or for one's self. The problem with conservatism is that it can become a tool for suppressing necessary change and adaptation, often out of fear that such change will be uncomfortable and risky—even if it is necessary.

    In real life, it would be sensible for people to avoid painting the world in such a binary way, and instead attempt to strike an ever-evolving balance between the two needs. Sadly, most people choose not to be that flexible, usually because it takes too much work or requires too much thought. But this dichotomy also has interesting consequences for storytelling, which in its traditional form is inherently about preserving cultural memory and thereby conserving myths, legends, and facts that tell us something important about people, our world, or both. On the other hand, the use of stories to serve as critiques of people and their institutions also has a very long history. Indeed, I've often thought that the underlying definition of all fiction is that it describes a situation in which one or more protagonists are forced to choose between conserving and overturning their past practices—or in which the choice is taken from them and they're forced to cope with the results.

    Myths preserve cultural knowledge, but tend to enshrine things that are considered desirable by those who create and preserve the myths, and tends to exclude (or negatively portray) things that are seen as undesirable, embarrassing, or inconvenient to that status quo. Despite that problem, the resulting cultural memory also provides the base on which we build the future. The Jewish halakha is interesting because, by convention, it has evolved based on an emphasis of the need to preserve the wisdom of the past while also allowing wise commentators to modify the law's interpretation to accommodate changing contexts. I speculate (based on no firm evidence, I hasten to add), that this approach influenced the system of jurisprudence that is familiar to most moderns: the laws are fixed, but their interpretation nominally relies on a careful consideration of context and historical precedent (i.e., the wisdom of past generations). I say "nominally" because jurisprudence can also become a substitute for such analysis, making the word my favorite one-word oxymoron.

    Trying to kill a culture's language, as in the suppression of Irish Gaelic by the British during their occupation of Ireland, is a way to rob a culture of its memory and force them to (by adopting your language) adopt your culture's memory in its place. Schools that are run like industrial-era assembly lines have the laudable goal of creating a shared cultural memory among people of diverse backgrounds, but can also be used as a tool to suppress those backgrounds. We see this happening today in Quebec, where the francophone government has imposed onerous language laws that force immigrants (locally referred to, usually pejoratively, as allophones) to enroll in French schools, some of which enforce rules that these children can speak only French while at school. Immigrants face a difficult and vexing choice: on the one hand, they must encourage their children to embrace their new culture, so that they can thrive, but on the other, they want to preserve their own rich cultural heritage and pass it on to their children. It's difficult to strike an appropriate balance between creating common ground and preserving the differences that make for an interesting and vital society, but Quebec's government has thoroughly screwed up this balance. Some day I hope to explore this issue in my fiction.

    Cultural memory generally embodies a long series of unspoken assumptions. For example, our current culture has internalized a certain sense that science and technology can solve any problem, despite clear evidence to the contrary (e.g., medicine's failure to cure a wide range of diseases, the growing unlikelihood that we'll find a solution to global warming before it becomes irreversible). This is a typical example of two unfortunate human tendencies: first, to uncritically assume that "past performance predicts future performance"; second, the desire to embrace a comforting lie rather than confronting an uncomfortable truth. The climate change currently underway will be sufficiently disruptive that we may no longer be able to sustain either cultural assumption for much longer.

    Geoff Ryman noted that SF/F literature has evolved within a very specific cultural context, including the context of a broader culture in which reading and debate are supported and considered to be laudable. But it also has its own internal culture, with many shared assumptions and shared jargon that are sometimes impenetrable (and frankly weird) to outsiders. One of the things I love about attending SF/F conventions is how it provides insights into the interactions between fandom, which is, in essence, a liberal and transformative culture, and broader society, which is more conservative. It's an unusual and stimulating way to step outside that larger culture for a brief time and examine it with a certain critical distance—hopefully one that helps me to strike an ever-evolving balance between the desire to transform and the desire to conserve.
    Baldrick, D'oh!
    Polyamory is a popular topic at science fiction conventions because fans tend to consider themselves somewhat more liberal and experimental than most. True though that is to some extent, it's worth noting that such relationships have a long history, dating back to at least Old Testament times in the West and probably much longer in the East. Just to get our terms nailed down before we begin, let me attempt a few working definitions (in the recognition that many will quibble with them):

  • Polygamy is the practice of allowing multiple marriages within a family-like group. Though it's most familiar to modern Westerners as polygyny (a single husband with multiple wives), polyandry (a single wife with multiple husbands) has also occurred throughout history, most familiarly with pre-Western-contact Polynesian culture. We don't hear much about polyandry these days because in our male-dominated culture, that seems somehow threatening to male privilege. In many cultures (perhaps most), formal legal marriage sometimes devolves into being more about control of a resource (the woman) than it is about the relationship between the two people.

  • Polyamory is the practice of engaging in two or more loving relationships simultaneously, with the presumption that these relationships may also be sexual—though this is not, in fact, required. Because polygamy is not legal in Western culture, marriage is not the defining feature of a polyamorous relationship, but some form of personal relationship is. Note that polyamory is emphatically not primarily about sexual "threesomes" or "orgies" or other aspects of sexuality, though obviously it can be.

  • Swinging or promiscuity is about having multiple sexual partners, often based on the assumption that no emotional attachment or relationship is required. For this reason, it's often referred to as "recreational" sex.

  • Unofficial or semi-official polygamy has existed pretty much forever. Most familiarly to modern Westerners, this has taken the form of a secret "mistress" (there appears to be no male-equivalent word, which says much about the cultural background of the English language). But often, particularly in some European cultures, there has been an official or semi-official or publicly acknowledged and socially sanctioned lover who is not one's legally defined spouse.


  • Clearly, there is room for overlap in these definitions, particularly since we humans are uniquely good at self-deception about what we're actually doing, since sexual relationships can be important parts of all these forms of "poly", and since (as a culture) we're awfully messed up when it comes to anything related to sex. Also, we tend to be harder to pin down than such simple categories allow for. There are also many flavors of "love". I know of polyamorous relationships in which everyone loves (emotionally, physically, or both) everyone else, relationships in which one person loves two people who don't love but do like each other, tangled emotional triangles that don't really fit my definition of love, and various other permutations of these possibilities. And needless to say, such relationships evolve over time, just like non-loving relationships.

    In science fiction, the examples of polyamory most familiar to most readers are probably Robert Heinlein's Lazarus Long stories, most notably Time Enough for Love. During this panel discussion, Candas Jane Dorsey set the record straight by noting that pace Heinlein, who got many things right, he also got many things wrong. Polyamorous relationships suffer from all the same drawbacks (selfishness, boredom, stress, fear, resentment, unspoken and incorrect assumptions) as relationships between couples, and enjoy all the same advantages. In short, they are human relationships like any other, and must be treated as such in fiction, as well as in real life.

    One thing that polyamory can potentially do well is to bring to the foreground a lot of things that often remain implicit or explicitly backgrounded in monogamous relationships. Clearly defining one's personal space, dealing with issues of jealousy, and coping with the many details of juggling multiple relationships require ongoing discussion and negotiation. All these details must be dealt with in a monogamous relationship too, and many such relationships fail from a failure to deal, but polyamorous relationships are more difficult simply because you add one or more people to the mix. Relationships take time, and many people have difficulty finding enough time to manage one relationship, let alone two or more. When time is lacking, this creates an additional layer of strain because one or more partners may feel their needs are being neglected; feeling that you're not getting your share of face time increases the jealousy factor, and jealousy that isn't dealt with rapidly and well can become a relationship killer. Jealousy can be about fear ("they like the other person more than they like me, so they could dump me and still be happy") or need ("I barely see you enough as it is, and now you want me to share you with someone?"). Dorsey provided good advice for any relationship: "if you don't ask, you don't get". That is, you need to make your needs and fears known, and find ways to resolve them.

    She and other panelists noted that Donald Kingsbury's novel Courtship Rite does a decent job of handling polyamory. I haven't read it, so I won't comment further, other than to note it's on my ever-growing "must read someday" list. I can say that Ursula Leguin has done a universally excellent and often brilliant job of examining the many possible permutations of how men and women can live together well, and I can thoroughly recommend her later works if you're interested in exploring the matter further. Farah Mendlesohn noted that as far as she knew, there were no "young adult" stories about polyamory, so if you think you understand both human relationships and adolescents, perhaps there's a whole new market niche for you to explore.

    So that's the theory of polyamory. Does it work in practice? You might as well ask whether marriage or "living together" work, because the answer is the same. Adult relationships require maturity and an ability to avoid deceiving yourself or your partner(s) in the relationship. As a result, some people fail at both monogamy and polyamory; the divorce rate hovers around 50% in most parts of North America (old statistics, so don't quote me on this), so if you want to abuse statistics, you could say that at least 50% of polyamorous relationships are destined to fail. (You could also state, with some justice, that people who are willing to attempt polyamory are less likely to fail because they're more aware of the issues and more open to discussing them. Having seen no statistics, I won't pursue this line of argument any further.)

    My experience with polyamorous folk is mixed. I've seen some who convince themselves they're successfully polyamorous when in fact they're just interested in sleeping around. Nothing wrong with that, so long as everyone's in agreement. I've also seen a couple turn to polyamory because of unresolved issues in their own relationship, and it probably won't end well. But some people really do have the maturity and dedication to make polyamory work very well indeed. I find the last of the three categories to be in the minority—but please note that I'm working from a very limited sample size and, my occasional misanthropy notwithstanding, I make no claims to statistical reliability in that claim.

    Personally, I'm not sure I have the necessary maturity to enter into such a relationship—not that I've sought or been offered such an opportunity—nor am I sure how I'd respond if the issue arose. This is the kind of question that most people are quite clear they know the answer to—and not having actually had to answer the question, are lying to themselves about just how well they understand their own feelings. I'm honest enough to include myself in this group.

    If you're interested in learning more, Beth's polyamory page has some thought-provoking material on the subject, as does the alt.polyamory FAQ on the subject.
    Baldrick, D'oh!
    Most people are familiar with George Santayana's observation "those who cannot remember the past are condemned to repeat it" (often misquoted as "those who cannot learn from history..."). The motivation behind this panel was to explore the concept of historical knowledge, and how much a writer must have learned from history to be able to write credible historical fiction, credible pseudo-historical fiction that is based to some extent on real history (as in most fantasy novels), or credible future fiction (i.e., science fiction).

    It's certainly true that some knowledge is necessary to do a credible job, and that more extensive knowledge helps you to understand what is possible or likely and why things turned out as they did. To which I coined the cautionary phrase for writers whose only knowledge of history is what they read in novels: "Those who know [historical fiction] are doomed to pastiche it." This should serve as a reminder that we should always go to primary sources wherever possible. Patrick O'Brian performed enormous amounts of historical research, including reading ship's logs and captain's diaries, to gain the knowledge that makes his Aubrey–Maturin stories a work of history as much as fiction.

    History is about people and how they respond to their daily lives (the constants in their world), to change (things that disrupt those constants), and perhaps even to crisis (dramatic change). Like us, people from our past just tend to muddle through between the small personal crises and large national crises that make up history. The future is unlikely to be different. History is also about "process": things change or remain the same for a reason. To understand history is to understand human nature, and it's hard to imagine being a successful author without that understanding. Understanding history therefore provides insights into human nature that can't be gained in other ways: not through psychology (which is grounded in its modern sociocultural context) and not through cognitive science (which focuses on the meatware in our heads rather than on the society).

    The accumulation of "historical forces" tends to make certain forms of change inevitable, and understanding these processes provides a powerful driver for plot and for how characters must respond to the plot. In the context of science fiction, those historical forces are typically incarnated as technology: think of how much global society changed with the invention of powerful tools for social exchanges, such as clipper ships and airplanes. This contrasts with the "Great Man" theory of history, which posits that important historical events are driven by great men (rarely women, since this is an old school of historical thought—at least 19th century, and it probably has even older roots). That's the root of all fantasy fiction and much science fiction, which tends to be based on one or a few powerful protagonists who alter their world.

    In reality, history most probably combines various random mixtures of the historical forces (process) theory and the great man theory. As an example, millennia of advances in mathematics and the evolution of a society of plenty that allowed mathematicians to develop a profession rather than doing productive work (e.g., farming) was the prerequisite for the science of the 20th century; Einstein could not have done his work in the absence of such historical processes, but there was only one Einstein, and science would have been very different had he not been born.

    History is also chaotic, in the modern sense of chaos theory: small changes can have enormous impacts. Imagine, for instance, if Alexander Fleming had simply thrown away the one culture dish in his collection that had been contaminated by a bread mould instead of examining it more closely: he would have failed to discover penicillin, thereby potentially delaying the modern science of antibiotics by decades.

    Imagine, then, the inconceivable consequences of larger changes, such as wondering what if a historical figure (usually a "great man") had died instead of living or had lived instead of dying. For instance, it used to be popular to write stories about time travelers who go back in time to kill Hitler and spare the world the horrors of World War II. But a closer consideration reveals that such beliefs are nonsense: the accumulation of social changes that preceded World War II would almost certainly have led to war, and it could be speculated that had the Germans been led by someone more rational than Hitler, they wouldn't have made so many disastrous decisions (e.g., opening the Russian front). With their efforts better concentrated, they might even have defeated the Allies. Authors who write such "alternate history" historical fiction grapple with the problem of how to imagine the likely consequences of the changes they make. The farther in the past a change occurred, the more radical the effects would be on the present, as the changes ramify over time.

    Understanding how and why people do things is crucial to any fiction, but doubly so for historical fiction, because the how and the why change, often radically. L.P. Hartley noted, in his novel The Go-Between that "The past is a foreign country: they do things differently there." Some things do indeed remain the same—which is why we can understand and empathize with people from ancient times—but others change dramatically. In Household Gods, Judith Tarr and Harry Turtledove illustrate this brilliantly. In the story, a modern American woman is transplanted into the body of a woman in 2nd century Rome, and has to deal with incredible culture shock. As one horrific example, she learns to her dismay that insisting her young children drink water instead of wine can have potentially fatal consequences; secure access to potable drinking water is a very modern concept.

    Another interesting partial misapprehension, seen most often in fantasy stories, is that travel wasn't all that dangerous in "medieval" times. Well it was, but not just because of impassable roads, bandits and brigands, and the specter of starvation because there was no McDonald's at every exit on the king's highway. It was also dangerous because most people lived their lives in a very circumscribed area (e.g., a village), and thereby gained immunity to all the local flora and fauna in the drinking water, not to mention the ones breathed in their face every day by their neighbors. The diseases in the next village or the next watershed were often sufficiently different that you risked life and limb just drinking the water or talking to someone who had survived the local variant of some innovative plague your own people had never encountered.

    Though we often think of history as most important for fantasy writers (most fantasies being set in some recognizable variant of our past), science fiction authors must also be aware of history even when they focus on technology and its implications. As in my Einstein example, science and technology are rooted in the culture of their time and in the history that produced that culture (including its constraints and its intellectual and other tools). What science fiction brings to the literary table is the fact that science and technology are also forces that change human lives, and therefore change history. For example, put yourself momentarily in the (figurative) wooden shoes of the saboteurs, famously believed to have thrown their wooden shoes (sabots) into the gears to "clog" the machinery that was stealing their jobs. Or imagine how I would have to be creating this missive (handwritten, then laboriously copied for each of my readers by a stable of pet monks) before I could send it around the world (by pony express? by telegraph?) to my readers.

    Consider the consequences of a typical fictional trope: high mortality rates. Although there's a stereotype that everyone died young in earlier times, that's an oversimplification. Child mortality rates were as high in the medieval and later West as they are now in the "third world"—high enough, in fact, that parents often did not name their children for a week or more, just to be sure their child survived. And death rates for women in childbirth occurred at horrific rates; it's sobering to think that in some historical periods, sex (and thus, inevitably, pregnancy) could be considered a potential death sentence for the mother. (Elizabeth Bear deals with this poignantly in describing the romance between William Shakespeare and his wife Anne in her "Promethean Age" tales. And illnesses of middle and old age that are now eminently treatable certainly killed many people who now survive to a ripe old age. Yet historical figures often lived into their 60s or later (Aristotle being one example), particularly before living in cities became the norm. It's easy to understand intellectually why a career as an officer in the British navy of the Napoleonic era seemed attractive, despite a horrific rate of death and crippling injury: nobody expected to live forever, and at least there was a chance of riches. (And, what with pressgangs, one didn't always have a choice.) But read Patrick O'Brian's Aubrey–Maturin series of stories and you'll get a very different emotional feel for the thought processes inspired by that social environment.

    One interesting aspect of human psychology is how we tend to ignore the common, simple, familiar things of our lives, and most strongly remember the extraordinary things that stand out from this background. This poses a particularly challenge for writers of historical fiction, because it's necessary to find a way to reveal these details in a way that doesn't involve long expository dumps. In the science fiction community, there's even a phrase for this: "As you know, Jim..." It's used to criticize an author who pauses a story to explain, at length, things that all the characters in the story already know, and would never remark upon. Don't ignore the "furniture" of your story, but neither should you dwell on it.

    The harder task is to put yourself sufficiently well into the minds of your characters, within their proper historical milieu, that you understand their unexamined cultural assumptions. Ask yourself what things are assumed (left unspoken) by your characters, and experiment to see whether those things might lead to interesting character insights or plot developments—or that might prevent certain plot developments that would be obvious to a modern reader but not to your character. In my novel Chords, I had some fun with this notion. As one example, Bram, leading a body of troops, muses on the usefulness of siege engines for attacking cities, but then opines that they would never be useful for warfare in the field. How could he, resident of a pseudo-medieval world, possibly imagine the changes that would be wrought by gunpowder?

    It's certainly acceptable to gloss over such things if your goal is to tell of adventures without the warts; not everyone wants to write (or read) a book as detailed as Household Gods. We must also remember that despite the indisputable horrors of living in ancient times (plagues, barbarian invaders, crop failures, and on and on) people found many ways to be happy. We shouldn't neglect that aspect in our writing.
    Baldrick, D'oh!
    Today, I faced the heartbreaking task of having to eliminate a long-term colleague from my circle of "Internet friends". I've known this person for many years, and generally appreciated their brains and sense of humor and enjoyed spending time with them at conferences. But in recent years, they've begun distributing e-mails that I found at best misinformed, and at worst outright creepy.

    The first sign of trouble was when this person started passing along all that tripe that was being used as ad hominem attacks on Barack Obama during the recent U.S. election campaign. You know the stuff: Obama was a Muslim fifth-columnist, not a U.S. citizen, and so on. Most of this stuff was thinly veiled racism or the standard offensive political smear campaign material, and I let my colleague know in no uncertain terms that while I was fully prepared to tolerate political opinions I didn't agree with, and indeed encouraged debate on such issues, I insisted that contrary opinions be based on verifiable facts, not on demagoguery and lies.

    The final straw came when this person ignored my repeated requests to stop sending me anti-Muslim tracts that had no purpose other than to stir up fear and hatred against all Muslims. Let me be clear on one point: it's certainly true that most of the high-profile terrorism currently being reported by the world's media is being perpetrated by Islamic extremists. But we need to interpret that in light of two things: First and most important, we need to remember that these are extremists, not the majority of Muslims. Second, and almost as important, we need to remember that the Western media are both ill-informed about Islam and strongly prejudiced against it, thereby requiring a measure of skepticism in how we interpret their opinions.

    Those of us who are specialists in communication have a responsibility to communicate well and clearly; that should go without saying. But what we often forget is that communication is not ethically neutral, and that we have a responsibility not to spread misinformation that risks harming others. That's particularly true when those others are a minority (as Muslims are in Western society) and when most of that minority are innocent of any wrong-doing. Historically, lynchings and pogroms and ethnic cleansing and other forms of racially motivated violence begin with fear-mongering and the sowing of hatred; once the enemy has been sufficiently demonized that they are no longer treated as human, they're fair game for violence.

    Free speech is important, but those who yell most loudly about the need to protect free speech conveniently forget that all speech has consequences, and that each of us must circumscribe our desire for free speech with a recognition of our responsibility to speak ethically, with an understanding of the consequences of what we say. We cannot force others to accept that responsibility, but we can at least embrace it in our own communication.

    So today, after many efforts to explain to my colleague why their e-mail messages were racist, offensive, and (in my opinion) dangerous to many innocent people, I told them that I'd had enough and would no longer read any of their messages. I don't delude myself that this will have any significant effect on this person's behavior. I'm certain they'll continue to distribute their racist and narrow-minded screeds to their personal mailing list. But I won't be party to this behavior any more, and have at least tried to help them understand why their behavior is intolerable.

    If, like me, you're a communicator by profession, I urge you to take a similar stand when you see powerful communication tools being abused for unethical purposes. Political philosopher Edmund Burke is widely believed to have said that "All that is necessary for the triumph of evil is that good men do nothing", and although this appears to be a misattribution, it also seems to be a legitimate paraphrase of some of his writing, and one we should carefully heed.
    Baldrick, D'oh!
    Shoshanna and I tend to have dinner in front of the TV at the end of the day so we can wind down. Inevitably, whatever show we end up watching contains a scene with someone vomiting. Doesn't matter whether that's a logical part of the plot (e.g., in House, M.D.) or whether it's really, really not.

    It's become enough of an "in" joke that while watching an episode of The Simpsons in which Homer, Marge, and Bart end up inside the stomach of a large model of the human body in a museum (for reasons that don't bear going into), I turned to her and observed that our streak of dinnertime barf jokes was about to continue uninterrupted. As it happens, things worked out differently, and in the interests of good taste, we'll draw a discreet veil over the... ahem... ending.

    What seems to be happening here is that TV writers have latched onto a new symbol they can use to grab our attention. Having a character lose their lunch is graphic (important when you only have between 20 and 40 minutes to tell a story), visceral (ahem), and much easier than actually thinking about what you're trying to communicate. As a result, it becomes part of the grab bag of tricks writers use when they can't be bothered seeking a more relevant alternative.

    As writers, we have to find ways to resist using such symbols purely because they're convenient. There are times to use such symbols as a kind of writerly shorthand, and times when no other symbol will do, but more often than not, we can find another way to hook the reader (or viewer). And if we can't, maybe we should simply move through the scene cleanly and efficiently until we reach a different scene that offers a more interesting way to hook the reader.
    Baldrick, D'oh!
    "It is the mark of an educated mind to be able to entertain a thought without accepting it."—Aristotle

    One of the things I like about the really good type of science fiction is that it encourages you to entertain thoughts; that is, to invite them into your home, treat them with all appropriate courtesy and respect, and then eventually make one of two choices:

    - Show them the door if they don't belong. Like "earworms", some thoughts simply can't take the hint, and linger until you physically push them out the door. Sometimes you need to call 911 to report "a domestic disturbance", and have the thoughts removed forcibly in handcuffs. But at least you've learned something from the visit. Maybe you won't invite them back again. Maybe you will, but with the conditions of the visit clearly spelled out beforehand.

    - Invite them to stay and become part of the family. Heck, thought is inherently polyamorous, so they might just end up sharing a bed with the rest of your resident thoughts, and who knows what delightful offspring might arise. Heck, even if the goal isn't procreation, a bunch of responsible adult thoughts having consensual fun together can't be a bad thing, can it?

    But the key here is to at least entertain an occasional new thought, and that's where I find so much fun in science fiction. It provides many entertaining thoughts, and some eventually set up housekeeping in my head. It's already a fairly messy place, so nobody notices the additional muss and fuss, and most agree that it at least makes the place look comfortably lived in.
    Baldrick, D'oh!
    As I've mentioned before, I'm rewarding myself with a long and delightful wallow in the works of Roger Zelazny. NESFA Press has issued the complete collection of his short stories and poems, most with comments by Zelazny and annotations by the editors about most of the obscure and less-so allusions in which his stories abound. If you love Zelazny, you owe it to yourself to drop unsubtle hints to your loved ones that this is a perfect gift for any occasion. (It worked for me. *grin*)

    This post was inspired by a Zelazny novella I just finished reading, Damnation Alley, which was subsequently turned into a novel and a lamentable movie that Zelazny thoroughly disavowed and that probably spawned the equally bad Escape from New York some 13 years later. (In defence of the latter, Escape from New York was almost saved by a hugely charismatic performance by Kurt Russell, who clearly wanted to step away from his cloying record as a Disney actor.)

    Apparently, this novella was nominated for the 1968 Hugo award, and therein lies the problem: it's an embarrassment of a story, and I can only see it being nominated due to the author's popularity, not due to any inherent merit.

    The story has some interesting potential: Hell Tanner, the protagonist, is modeled on a member of a motorcycle gang Zelazny once met, and the story is intended to be nothing more than a pedal to the metal adventure tale. Over the course of the tale, Tanner develops a conscience and eventually tries to do the right thing despite his devil-may-care attitude and the lack of any real motivation to do the right thing. That's a strong premise for a story and a potentially interesting character. The framing story is that the U.S. has been nuclear-bombed nearly into extinction, with only California and the Boston area still existing as distinct political entities. A plague springs up in Boston, and several hard cases (including Tanner) are pressganged into carrying a vaccine from California to save Boston. Unfortunately, they must travel through a world infested by nuclear radiation–spawned monsters and whose weather patterns have been turned into storms that make those in The Day After Tomorrow seem plausible.

    Mayhem ensues, but sadly, things fall apart right from the beginning.

    Unfortunately, Tanner comes off as a crude and unsubtle parody of what could have been an interesting character in the right hands. It's as if Zelazny really liked the character, but simply couldn't empathize with Tanner sufficiently well to understand how to describe him. Contrast his depiction with any of Zelazny's contemporaneous character studies and it's hard to believe the same author was responsible for both. (Also, Zelazny continues his early trend of writing no believable or useful female characters. An artefact of the times, sadly.)

    The sequence of events reminded me of nothing so much as Corwin's hellrides in the Nine Princes in Amber, but without the singular advantage of Corwin's accounts: the description of Corwin's travel between the planes of existence in Amber are self-indulgent exercises in purple prose, but they rarely last more than a couple of pages. In Damnation Alley, the hellride (Hell [Tanner] ride?) runs on for an interminable 80 pages. Both contain a great many memorable images, but here they become cloying and impenetrable and, frankly, tedious.

    And don't even get me started on the plot holes, illogic, and overall lunacy of the events. If Zelazny had come right out and said that he was cynically writing this exclusively so that it would become a bad Hollywood post-nuclear-apocalypse movie that would earn him enough cash to work on real stories, it would explain Damnation Alley and you could at least admire his cynicism. But in his afterword, he claims to actually have liked this story! This is why I have long since resolved that should I ever have the fortune to become a successful fiction writer, I'd write a clause into my contract that my agent's responsibility would be to talk me out of perpetrating any such nonsense. The day you start buying into your own press releases is the day you should step away from the keyboard.

    So today's moral is this: If you're trying to write memorable fiction, forget about the awards. They tend to be nothing more than popularity contests. That's particularly true when they're voted on by fans rather than critics, but critic-selected awards also have problems (specifically, they may not in any way reflect how many people enjoyed a story).

    Write memorable fiction, and let the awards fall where they may. And hope that your friends and beta readers have the courage to tell you what they really think, thereby sparing you the embarrassment of publishing something regrettable.
    Baldrick, D'oh!
    Much early science fiction, and some current stories, deals heavily with the establishment of colonies and their subsequent management. The original Star Trek series was pitched as "Wagon Train to the stars", and despite its pretensions of brotherly love among (interstellar) nations, the show's Federation of Planets was clearly all about securing power in a hostile universe. They occasionally even made the colonial metaphor literal by having the crew of the Enterprise invade various cultures that were transparently based on American Indians. Later versions of the Trek franchise touched briefly on the notion of the Federation's colonialism, making it clear that many other races saw through the charade. A future novel that I've got plotted out explicitly dialogues with this notion, making it clear that the real reason for Trek's "prime directive" was to provide plausible deniability.

    But all of these stories focus on the perspective of the colonizer. Some believe that in more modern fiction, there's a growing recognition that the colonized peoples have a very significant role to play, and possibly a more significant role than that of the colonizers. Their goal in making this claim is to overturn the assumption that "the world is white". But that recognition has a long history. Steve Stirling noted during the discussion that Rudyard Kipling may have learned Hindustani before he learned English and that he clearly had a lot of respect for India's culture and history.

    Because of the novel's treatment of Indians, Stirling considers Kim to be Kipling's masterpiece. I've always enjoyed Kipling, even thought it's not fashionable to admit this (because of his assumed politics and the odious legacy of the "white man's burden"), because I feel that he did a brilliant job of capturing an important historical period, not to mention telling fascinating stories set in a (to me) exotic environment. It's helpful to remember that Kipling was trained as a journalist, and did a wonderful job of reporting things "as they were", making his Indian stories a compelling portrait of the times that also provide interesting insights into Victorian cultural assumptions.

    Recognizing that both the colonizers and the colonized have tales to tell leads to all kinds of interesting possibilities for plot and characterization. The reductionist solution for an author is to eliminate any native peoples so you don't have to deal with them. You can then focus on your colonizers without the inconvenience of having to worry about any aboriginals, whether those aboriginals are primitive or advanced. If your skill as a writer has grown to the point that you can stop concentrating on the mechanics of writing and start tackling more complex issues, you can eschew the reductionist approach and attempt to deal with the full complexities of the clash of cultures.

    Steve Stirling provides a fascinating example of how authors deal with these issues because his writing has spanned both extremes. His novel Conquistador neglects any serious consideration of colonized people to the point that it borders on racist, whereas his Peshawar Lancers novel, though not without certain racist overtones, does a much better job of treating the Indian characters sympathetically, as coequal to the white protagonists. He doesn't fully succeed, but at least he steps in the right direction. Ian McDonald does a far better job in his novel River of Gods and the associated series of short stories. In treating the colonized (i.e., Indians) as the primary protagonists, he nearly eliminates any role for white characters. It should not surprise you that the stories remain fascinating despite the lack of White characters in primary roles.

    Tobias Buckell, one of the panelists, has written about Black Caribbean protagonists in a far-future postcolonial environment, surviving amidst the human diaspora into a universe already populated and largely controlled by alien races, with humans definitely the second-class citizens. That's an interesting reversal of the usual paradigm, in which people from Earth are the colonizers. I wanted to like his novel Ragamuffin, since it had many interesting ideas and a predominantly Black cast of characters, but sadly, it was excruciatingly badly edited, and read like a contractual obligation book (i.e., one that had to be published by a certain date, whether or not it was ready to be published). The last third or so of the book reads more like a "treatment" for a Hollywood film than like a novel. My verdict: This is a book that reads like a decent first draft of what should have become a series of at least two books, and possibly three, to give it time to breathe. I hope Buckell will make time to revise it in this way, because there was much to like about his ideas, and I enjoyed chatting with him at the convention.

    Colonialism, like any other topic dealt with by science fiction and fantasy authors, has a great many permutations. In the classic English folktale fantasies and their modern kin, the urban fantasy in which Elves and other supernatural beings coexist with humans, it's interesting to speculate about who is colonizing whom. The answer isn't always clear. Though his protagonists are primarily human, Charles de Lint has always done a far better job than most at including Native Americans in his stories, usually with a remarkable level of respect for and insight into their culture. In particular, he has incorporated the Native creation story and many Native myths at the heart of his extremely popular "Newford" stories. If you haven't read de Lint, I strongly recommend starting with these stories. They're deeply humane and enchanting in all meanings of the word.

    Colonialism can be military (as in most imperial space opera stories), sociocultural (as in Ursula Leguin's stories in the Hainish/Ekumen cycle), or economic (as in Charles Stross' "Merchant Princes" series; in the latter case, the transition from a feudal state to a democratic one, or in the opposite direction, can also lead to many colonial situations worthy of exploration. Such tales can be all about "civilizing the wogs" (to borrow a particularly offensive phrase from around Victorian times), or inverting that scenario, about being civilized through our interaction with the alien or The Other. Colonialism can also be an issue of intellectual hegemony: I note, with some amusement, the possibility that ecologists can be seen as the colonized subjects of economists, disempowered and disrespected by economists even though both professions share the same roots in resource allocation. We who are trained in ecological science haven't forgotten the value and complexity of nature, unlike so many economists, and increasingly, we're being forced to co-opt the tools of the economists to fight them on their own ground.

    Postcolonial fiction can also be allegorical rather than literal. In many of the military science fiction tales where the goal is to eliminate some kind of insectile alien, the alien is often chosen to be an insect because nobody objects much to slaughtering bugs. But sometimes (particularly, it seems, in American fiction) it's a shallowly concealed allegory for the fight against communism or other forms of socialism. LeGuin's tales of the many forms that relationships between and within the sexes and genders offer some interesting dialogues with colonialism, but seen from the perspective of human relationships rather than conflicts between nations.

    It's a promising sign that modern science fiction is increasingly grappling with these issues, both from an ethical standpoint and from the fact that this leads to much more interesting fiction.
    Baldrick, D'oh!
    One of the panelists (I believe it was Geoff Ryman) started this panel by asking one of his favorite questions: How many of the men in the audience would want to give birth to a child? A surprisingly high proportion held up a hand, and kept it up even after his followup suggestion: "Put down your hand if you just said that in the hope of getting laid".

    Well... it amused the heck out of me (I have a sad weakness for gender humor), and I wasn't the only one who laughed.

    I wasn't one of those who raised his hand—bearing a child simply isn't wired into how my brain works. I don't think my answer would change even if it were a question of birthing a child from the sweat of my brow—and particularly not if that metaphor were literalized, as in the case of Athena springing forth from Zeus' forehead. Ryman noted that there are many interesting mythological inversions of what we consider the standard pattern (male sky gods and female goddesses of the Earth). For example, it's not widely known that the ancient Egyptians had a Father Earth figure (Geb) and a Mother Sky figure (Nut). That's a dramatic opposite to most fantasy genre conventions. I don't think I've ever seen that pattern used in a fantasy story, so there's an opportunity to do something really different here if you're so motivated.

    Athena, of course, represents the mythological and fantastic side of childbirth. Most (all?) current writing about reproductive variants falls under the rubric of science fiction. The notion of babies birthed from artificial wombs is old, dating back to long before the first so-called test-tube baby. Notable recent examples of this motif in fiction include C.J. Cherryh's Cyteen series. As always, some focus on the technology as a convenient plot device (I'll mention in passing George Lucas and his "clone wars") whereas others, such as Cherryh, are interested in the more challenging problem of the technology's social implications.

    Once such technologies are perfected, or at least made as reliable as modern computers (he said, shuddering at the implications), we'll see problems ranging from the merely interesting to the horrific. Something that combines both is the ability to identify a baby's sex in utero. Innocent stuff if all you're interested in is whether to paint the nursery blue or pink, but considerably nastier when this becomes a way to facilitate the abortion of female babies, which remains common in China under the current one-child policy. One of the significant social problems the Chinese are already facing is the increasingly serious imbalance between the numbers of men and women; many men already cannot find a wife, and the problem will only grow more severe. (Of course, other options are ruled out by official fiat, since homosexuality officially does not exist in China.)

    Other extreme possibilities include outright re-engineering of babies to improve them in some way (smarter, more attractive, healthier etc.). Needless to say, given the complexity of genetics and our seemingly inevitable temptation to commercialize dangerous technology before science or society are ready to do so, we can expect genetic engineering disasters. We don't yet have a lot of experience mucking about with really complex genomes, and many scientists want to jump ahead now rather than waiting for the science to catch up to their dreams. Fortunately, they're still in the minority.

    Reproduction and related choices have been a highly contentious social issue for just about as long as there have been humans, since in the end, reproduction boils down to who controls a woman's right to have or not have a child. This is why easy access to contraception, whether in the form of condoms or more technologically advanced options such as the birth control pill and implants, was such a socially disruptive thing (mostly in a good way). So let's ask a difficult question: Will reproductive high technology put an end to reproductive slavery by making women unnecessary for the production of babies, or will it merely create different problems? Although the technology might be intensely liberating for those (e.g., business women who do not want to impede their career by bearing a child), the flip side is the horror of seeing this approach implemented by the Taliban or by other repressive regimes.

    Geoff Ryman introduced the deliberately disturbingly named concept of "genocide by breeding", in which members of a minority are forced, whether by coersion or by practical considerations such as a lack of alternatives, to marry members of the majority ethnic group, thereby disappearing as a distinct group after several generations. The genetics of such a situation are by no means simple, but it's an interesting problem to ponder: one of the wonderful things about modern civilization is just how ethnically diverse it is compared with historical periods. Though it's utopian to imagine a society in which all races are equals, and marry and produce children freely, a certain amount of homogenization would result, and that would be a sad loss. (Not sufficiently sad to forbid anyone to make babies with someone from a different ethnic group, of course.)

    We wouldn't all become a uniform shade of tan—that's not how genetics works—but the overall phenotype would eventually trend towards homogeneity, just as long-term intermarriage has tended to make Europeans resemble each other more than they resemble Chinese, who resemble each other more than they resemble sub-Saharan Africans. With a sufficiently diverse gene pool, however, you would expect occasional reinforcement, leading to "pure" White, Black, Chinese, or other phenotypes. Would such children encounter severe prejudice because of their departure from the norm? Would parents hire genetic counsellors and resort to in vitro fertilization using carefully selected gametes to ensure their children didn't turn out "different"? Would reproduction become more egalitarian between men and women, or less? Would all economic classes have equal access, under a system such as Canadian health care, or would the rich have preferential access, as under the American health care system?

    I suspect there'd be a mixed response to all of these questions, and that raises some interesting possibilities for fiction. For example, I can imagine a situation in which those who refuse to adopt genetic engineering for their children, whether from prudent caution or ethical (including religious) objections, would serve as a reservoir of healthy genes and gametes. I can imagine this being imposed on the powerless members of society by the powerful, as a kind of security policy. Would those who are left behind be willing to share that resource with those who leap ahead without fully considering the implications and ran into problems? Would they have any choice?

    Needless to say, as soon as you start discussing the issue of reproduction, sex rears its (ugly? comely?) head. Candas Jane Dorsey has written and talked extensively about transexual and intersex characters to explore issues that are even more challenging than the issues of hetero-, homo-, and bisexuality. In an example of how complex this can become, she described a couple she knows in which the man became a male-to-female transexual and the woman became a female-to-male transexual. (For the sake of simplicity, I used the terms "man" and "woman" in their conventional "this is what the person looked like originally" sense.) They want to have children together, and even more interestingly, both consider themselves to be heterosexual. This serves as a reminder that overt sexual differences (i.e., chromosomal patterns) are only the starting point for the development of sexual and gender identity, and are not "destiny".

    Dorsey noted that gender issues must be discussed for the same reason we must discuss race in our fiction: so that people aren't blind to the "other" possibilities that exist for the human condition. As is often the case when we invoke technology, we find that technology is the easy part of the equation; the human part is always more difficult and challenging. Science fiction writers too often forget this.
    Baldrick, D'oh!
    Let's start this installment of the blog with a brief rant. I confess to having something of a prejudice against economists, which can be summarized as follows: (1) It's not science just because it uses mathematics. (2) If it doesn't generate testable hypotheses, it's not science. (3) If it generates testable hypotheses, and you don't test them, it's still not science. And the coup de grace from my perspective: (4) If your underlying assumptions are crap, and you don't build in a mechanism to iteratively improve the assumptions, your results will not be better than crap other than by chance. (And no, it's still not science if you don't specifically set out to disprove and then improve your old assumptions.)

    Consider, for example, the notion of Homo economicus that still afflicts modern economics. (I say this as someone who occasionally edits manuscripts by economists who publish in major research journals.) The basic assumption is that humans are rational and act in their own self-interest, and that you can build useful models based on that assumption. Yet even to a casual observer, it's clear that even the most rational among us are manifestly irrational at times, that many of us are motivated by more than pure self-interest (pace Dawkins), and that we are all affected by certain cultural assumptions and pressures. Garbage in, garbage out: if the fundamental rationale is flawed, the results aren't going to be much better.

    Also consider the assumptions that markets (as instantiated by the actors in those markets) function better than any alternatives because actors in those markets have access to perfect information (here, all the information they need to make rational and self-interested decisions). This too is clearly nonsense; if it weren't nonsense, there would be no such thing as insider trading and stock markets would only ever rise. In reality, information is always asymmetrical and markets plunge periodically because people don't always act rationally or act on imperfect information.

    Don't even get me started about the concept of externalities—that's good for at least an hour of ranting, though I'll try to restrain myself when I return to that topic later.
    One of the themes in this blog is that science fiction is all about asking the question "what if?", so it's not unreasonable to ask the following question: "What if economists were held to the same standards as scientists?" Here endeth the rant: the modern science of experimental economics is a healthy step in the right direction, though of course it's only as good as its underlying assumptions. This is also true of science, lest you feel that I'm ignoring the many blemishes of the scientific process.

    Karl Schroeder started the panel off with the observation that (paraphrased) "history is the record of things that went wrong in between longer periods when people just went on with their lives". I'm not sure why he felt this was relevant to the topic, other than perhaps because history is, among other things, the story of economics. Economics, at its roots, is about how to allocate finite resources, and that's why it comes from the same etymological roots as "ecology". As an ecologist (my university specialization), it pains me that so many economists continue to blithely ignore that underlying principle. Where they do it most egregiously, they invoke and then ignore externalities whenever convenient.

    This is a particular problem when it comes to environmental issues: externalities are fundamental to all activities that occur within an ecosystem, and are particularly fundamental when humans are involved. Externalities are typically ignored because they're inconvenient (when the economist is working primarily to further an agenda) or recalcitrant (when they're exceedingly difficult to quantify in an objectively reasonable manner). Many economists are now working to resolve these problems, but the underlying paradigm remains severely flawed; economics-based solutions to environmental problems focus on price mechanisms, leading to severely flawed notions such as "cap and trade" markets for carbon credits. (Harper's magazine published an interesting review of the problem a month or two back.)

    From a scientific perspective, such markets can only work if the underlying science is sound. This is a serious problem on several levels. For example, capturing greenhouse-gas emissions by planting trees in the southern hemisphere assumes that emissions in the northern hemisphere will reach and be captured by those trees before they produce inconvenient externalities in the northern hemisphere. There isn't any good evidence this will happen. Another problem involves those pesky externalities again; greenhouse-gas emisions are only one of the serious problems related to our over-reliance on fossil fuels, as the recent BP disaster in the Gulf of Mexico shows yet again.

    From a combined economic and ecological perspective, the markets can only work if the cap (analogous to the number of shares in a company) is continuously lowered until we reach a sustainable level of emissions. That approach continuously increases the prices of carbon credits by lowering their supply (Economics 101), giving people incentives to look for alternatives. The current assumption is that this will happen because energy needs continue to grow, and with a fixed cap on emissions, this will achieve the same effect. We'll see.

    Returning to Schroeder's point, economics therefore underlies, at least potentially, any story in which the characters must choose between alternatives and allocate their resources accordingly. We don't see much, if anything, written about externalities in science fiction. It's long overdue for someone to open that can of worms (he said, hinting broadly).

    Eytan Kollin, coauthor of The Unincorporated Man, teaches high school economics, and he does so in a particularly clever way: he makes it personally relevant to his students. For example, to introduce the concept of deficit financing, he asks them the following rhetorical question: "Imagine that your parents had a magic credit card that would let them buy anything, but that you kids would have to pay for it. How would that make you feel?" If only government economists asked that question of their children, and then listened to the answer!

    Not sure who raised this point (probably Charles Stross), but it was noted that central planning inevitably underperforms the market because it has even-less-perfect access to information than under a market mechanism. But with very powerful computers and near-perfect information flow, that could theoretically change in the future. This could lead to interesting possibilities for fiction: with that near-perfect information flow, could we also include the externalities in our economic models, thereby allowing us to account for them? Another interesting possibility was raised by (I believe) Stross, who noted that "you don't truly own anything that you cannot carry with you at a dead run." That kind of resource allocation scenario is near and dear to the hearts of many writers, particularly those who enjoy post-apocalyptic scenarios or anything to do with colonization of a new world.

    It's interesting to note that not all economic systems are monetary in nature, at least not as most of us think of money. One thing that science fiction does well is to home in on core concepts, and ask questions about their real meaning. (That is, it lets us perform thought experiments to explore the implications of a belief.) For example, we non-economists tend to forget that money represents value in some form (the ability to exchange a token of some sort for value in another form). But that's not necessarily what we think about when we hold a coin in our hands. Thinking outside the box reveals many examples that seem just plain odd to us provincial moderns.

    In the Chinese system of guanxi, the currency is an interlocking network of favors and obligations to repay those favors. We sort of understand that here in the West, but the extent of its importance in China is unfamiliar to us. Stross's Accelerando has way too much fun with the notion of one protagonist, Manfred Macx, existing solely on the kindness of strangers who shower him with money and other favors because he has spent his adult life sharing knowledge at no cost that enriches many others. Cory Doctorow's concept of whuffie is both another example in my endless series of justifications for why people who come up with interesting ideas shouldn't be allowed to name them and a riff on Stross's notions, although here the currency is reputation.

    Finally, there's the potlach system of the Haida and other west-coast Indians, which poses an interesting challenge to traditional Western economics: here, the goal was to give away copious quantities of gifts to demonstrate your wealth rather than hoarding that wealth to support your own needs and desires. It works far better than Western economics in ensuring that everyone is fed and in forging powerful reciprocal social relationships within a tribe that lead to social cohesion.

    All of these would be interesting topics to explore in more depth through the clarifying lens of fiction.