Interesting Shapes: Altered Perceptions Through The Arts

“Interesting shapes” What in the world does that mean? (I’ll come back to that)

Our passion at Grailrunner is the imaginative process, any and every thing that can unlock new ways of creating mind-melting concepts and experiences with a bent towards speculative and fantasy fiction and images. We experiment with immersive storytelling in wargames, in roleplaying games, through a fusion of art and flash fiction, in novels, and in art prints.

On a personal level, as the guy generating practically all of that, I have to spend a ridiculous amount of time developing new skills. Recently, I’ve broken out the old sketchbook and Faber Castell pencils, bought a Pigma brush pen, and started going deep on Youtube with some modern day masters of the arts to get to a point where I’m not just painting in Photoshop over photobashed composites or renders from Daz Studio or Blender.

What’s the dream?

Because I love the awe and surprise of exploration, of not knowing what lies beyond a turn in the road, I’m hoping to get to a point where I can crack open a sketchbook and not just draw what I see, but generate something in simulated three-dimensional glory dredged from my imagination without knowing what I was going to draw when I sat down. Ideas from there would feed the hopper of more purposeful art images and concepts in the fiction and games. (I did this as a child and filled countless sketchbooks, but it was all 2-dimensional super heroes, heavy outlines, terrible shading, and nothing I’d be excited to show anybody).

Is that dream possible?

This little gem is called Sketching from the Imagination: Sci-Fi, by 3dTotal Publishing, and though it’s a few years old by this point, it will melt your face off if you’re at all into what I’m talking about here. There is some incredible talent in here. They’re doing it.

Also, these guys at ImagineFX (which is free on Kindle Unlimited now, if that works for you). One thing I especially appreciate about this magazine is the artists explain their desk setups, their materials and software, and their thought processes as they create.

What does all this have to do with “altered perceptions”?

It started with Leonardo Da Vinci’s notebooks, actually. I bought a compilation of them in a used book store in Florida and perusing them, noticing he spent a lot of time talking about the importance of an artist developing their “mental library”. I forget what he called it, but the idea was to look at the world differently and actually notice things like how light falls on an object, how light reflects off the table, where exactly shadows fall. File all that away so you can draw on it in different contexts when you need it.

And there in one of the most influential art instruction books ever written, Creative Illustration by Andrew Loomis, he made the same sort of point. One of the first exercises he suggests is to simplify multiple scenes at random and find the “flow” in them. He saw things in terms of basic curves, ovals, and swirls and something like a person just standing there, to Loomis, was a flowing curved line. It made it easier for him to represent it simply and beautifully on the page. Yet, it’s an entirely different way to see the world, which is my point today.

I’ve written here before about the visual power and intellectual punch of haiku. My hero in that world is an astounding 17th century genius named Matsuo Basho. This guy:

I’m reading (again) his poetry, this time in some translations by Andrew Fitzsimons, finding all kinds of new and striking illuminations there. One particular comment by Andrew caught my eye: he referred to Basho as one of the greatest “noticers” of literature.

“Noticers”

That struck me. Basho noticed things. Here:

The old pond

A frog leaps in

The sound of water

That’s his most famous one. For me, it’s not something I would pay a lot of attention to on my own, but just having him point this out – a little frog plopping in to a murky little pond, making that pleasant BLOP noise on a quiet morning – that’s just a relaxing and pretty thing now that I think about it. Basho points things like that out. He notices them and files them away for future contexts, including how it made him feel to see or experience it.

This past weekend, I was in the Smokey Mountains in Tennessee with my wife and stared longer than I should have at a little mossy tree root that had made its way out into the brook, just thinking about this sort of thing. Today, I noticed the way the sunrise light filtered through a bright orange autumn leaf, making it almost glow. Crazy.

And then I found this guy, Kim Jung Gi. Please google him and watch and listen to a freakishly talented and wonderful human being! There are countless Youtube videos. Enjoy yourself watching him go nuts with a brush pen. Sadly, he passed away last year (and the world has lost something truly amazing).

He talked at length about how he looked at the world, things he noticed and filed away about how they look, how shapes curve, what geometries caught his eye, and the textures. Again, not things I’d pay attention to otherwise without someone pointing at it. We make mental shortcuts all day long – in fact, it’s how our minds work – and artists just focus their attention on things you and I might not because they know they’ll need those things later.

In my day job as a consultant focused on management behaviors and people interactions, that sort of thing plays into our daily lives practically every waking moment. One thing I do to explain that is ask an audience the color of the walls behind them or the pattern of the carpet. Nobody knows, and that’s my point. We’re shortcutting and letting information pass by us that doesn’t matter. We have to.

But what that means is there is untapped capacity to see things differently, to alter our perceptions.

And that leads us to Peter Han. This fellow, you need to meet.

Here’s his Instagram. Here’s his website. Here’s a demonstration of him just riffing on the paper. That’s him, grinning at you in the header image for this article, surrounded by some of his work.

He sees the world like this:

Peter has an inspiring story. He’s been drawing since he was 5, and had an extremely influential teacher when he was studying art (Norm Schureman). Norm apparently impacted him so much that, even with Norm gone now (shot in a senseless and tragic act), Peter has based his life’s work on some of the approaches he learned back then. He’s built a little empire of teaching people like you and me to model any scene at all in terms of basic shapes to get the structure and proportions and silhouettes correct. After that, it’s just shading and texturing, if not also color.

Here’s a sample of a wildly interesting book he’s written and illustrated he calls The Dynamic Bible. But you should really buy yourself the full copy available here.

What are we supposed to take away from all this?

Watch and listen enough to people like those guys highlighted in ImagineFX and Kim Jung Gi and Peter Han, and you’ll hear them talk about “interesting shapes” they encounter in their daily lives. They don’t just see a cricket, they see some fascinating geometry in its belly or legs that has something they appreciate about it. They don’t just see a sunbeam trickling through a dusty window onto a stairway landing, they see its fabric-like ripples and where it fades to one side but gets brighter on the other.

They may not just hear the frog jumping, but experience it more deeply and with more meaning than others.

My point is that’s the sort of untapped perception capacity we can all unleash, with a little focus and determination to do so.

A whole new way to experience the world! That’s what I’m getting at here. Something different and exciting to adventure with.

Cool, huh?

Till next time,

The Battle Of Hernani And The Creative Arms Race With AI

You likely know if you’ve been here at Grailrunner before that we obsess over the creative process. In fact, the whole point of the company, this site, and essentially anything we’ve produced is to dissect, pick apart, rewire, engineer, and shove ammo clips into the imagination. It’s in the logo, man.

Dreams are engines. Be fuel.

Anyway, there was an interesting riot at a theater on February 25, 1830 in Paris that has a few things to teach us about how to break ground in creative work. And as creators right now, with the looming and worldshaking onset of AI disrupting every outlet of creative work and threatening that age-old security we were all told that computers can’t create, it’s more important than ever that we get really, really good at doing new things.

New things, man. New things. Now AI can’t really do that.

What is the context on this Hernani thing?

Victor Hugo wrote Les Miserables and the Hunchback Of Notre Dame. That’s where you might know him from.

This guy:

He was a playwright too though, and in his day the structure and content and expectations of plays were widely agreed and rigid. You didn’t mess around with these things if you wanted to be treated seriously and not look like a disrespectful clown. After all, Aristotle analyzed storytelling in tragic drama at an almost divine level 2,000 years before in his Poetics and designed the perfect tragedy, defining the unities:

  1. Unity of time: the action of the play must unfold over a single day
  2. Unity of place: the action must take place in a single setting
  3. Unity of action: the play should comprise only one plot

If you abided by these principles with your play, which was the norm for hundreds of years in Europe, then Aristotle’s intense study of impact and memorability and propriety assured you that you had a well-constructed play. Why deviate from that – you think you know better than Aristotle?

Another non-negotiable was the clear definition of genre: comedy or tragedy. More than just branding, this was crucial to the audience’s interpretation of your work. Is it supposed to be funny, and so pratfalls and misunderstandings and goofy idiots abound? Or is it supposed to be sad, and so have larger-than-life people make key mistakes based on their natures and lose it all?

And finally, you didn’t show things that were grotesque, things that were compulsively ugly or distorted. It was just improper and undignified.

Oh no, what did Victor do?

Well, he wrote this. It’s the preface to a play called Cromwell. It pissed a lot of people off and set the stage for the riots to come later. A few tastes of his blasphemy:

“But the age of the epic draws near its end. Like the society that it represents, this form of poetry wears itself out revolving upon itself. Rome reproduces Greece, Virgil copies Homer, and, as if to make a becoming end, epic poetry expires in the last parturition. It was time. Another era is about to begin, for the world and for poetry.”

“…the grotesque is one of the supreme beauties of the drama.

“‘But,’ the customs-officers of thought will cry, ‘great geniuses have submitted to these rules which you spurn!’ Unfortunately, yes. But what would those admirable men have done if they had been left to themselves? At all events they did not accept your chains without a struggle.”

Victor was saying that the unities of time and place arbitrarily handicapped the dramatic potential. Check pages 15 and 16 for his blast on unity of place – it being silly to think so much important action would happen in this one spot, and what blah-blah is needed to tell the audience what’s going on elsewhere! He continues on pages 16 and 17 destroying unity of time – it being equal nonsense to expect important events all to happen in a day.

And wow, is that one something Hollywood sequel writers should read!

In summary, he felt the rigid genre conventions of comedy and tragedy were limiting his ability to express wide ranges of emotion and experience, the unities were unnecessary constraints that forced silly adjustments, and, most importantly, he didn’t care for the convention of avoiding the grotesque. He called for a new genre to explore the essentials of life, with beauty and ugliness, good guys and monsters, gold-laid parlors and miserable alleys.

“These rules, man! They’re cramping my style!”

What was Hernani then?

Well, Cromwell was too big in scope to even be staged. It’s 400 pages long and at one point needs the British parliament to enter the stage. His next attempt got banned. Then he wrote Hernani, which censors possibly felt was too ridiculous to bother with.

Plot? Two noblemen and a mysterious bandit are in love with the same woman. A conspiracy is in play, and things get dark ending with a wedding and poison.

Rules broken? Well, the story unfolds over 6 months at various settings. That was naughty of him. You weren’t supposed to show death, violence, or intimate scenes. Hernani opens in the lady’s bedroom and closes with three suicides. Equally naughty. You were supposed to adhere strictly to your chosen genre: comedy or tragedy, but he incorporated farcical dialogue and had a king hiding in a wardrobe. Language should have been clean and high-minded, but he included lines like:

“Is this the stable where you keep the broomstick you ride at night?”

You weren’t supposed to let your lines of a sentence from one line of verse to another, but that happened too. Characters were supposed to be one-note caricatures generally who didn’t change, to represent some trait or concept, though he fleshed them out far more than was typical and allowed transformations (such as Don Carlos becoming a good emperor). And he used stage directions like a madman, which was also strange.

So this happened:

Why was there a riot though?

These Parisians had been through revolutions and guillotines, deaths and restorations of kings, and were reading on a daily basis about massive changes in nations such as Italy and Germany where entire systems of government were being born while others faded. France was still in turmoil politically and censorship was a powerful tool to shut down free thinkers and radicals. Breaking rules in art was linked to breaking other rules, perhaps those tied to abiding by norms set by those in charge.

Today in a politically split country we might feel threatened by those who question gender norms or who bend traditional family structures because we fear what a loss of those foundations might mean for the country’s future, what impact it might have on our children. You see how mad everybody gets about that every day on Twitter. Here in Paris, it was perhaps as scary for them.

In fact, many of those same rioters a few months later in July ousted King Charles X and replaced him with  “Citizen King” Louis-Philippe.

Why is this a big deal?

My point today is that it was risky and insightful for Victor Hugo to see these literary conventions as the limiting factors they were and to dare to break them. And when he broke them, it wasn’t for shock value as so many charlatans today offer instead of talent. Victor didn’t break the rules because he was a renegade, he felt they limited his storytelling.

He kept his eye on the point behind what he was doing: telling an impactful story. Maybe Hernani’s plot is nonsense, but that wasn’t what he wanted anybody to take away from it anyway. Read the Cromwell preface. He wanted a new genre free of limits.

Impressive. Impressive to even notice the limits. How many conventions do we abide by and not even notice. Are our prison walls invisible?

What does this have to do with AI ?

AI writing tools like ChatGPT are not going away. They’re seeping into our marketing copy, our kids’ essays, blog and social media posts, even podcast scripts. As creators, there is one important fact behind any AI-based technology like these which can be an asset for us. They are trained on data sets and those data sets include conventions and limitations like those Victor Hugo raged against.

Ask ChatGPT to write you a story about King Arthur or a D&D scenario and it’s painfully generic. We as creators are in an arms race then, as those tools get better. We have to get better.

Let’s go fight our own Hernani then.

Till next time,

Let’s Talk To Daniel Sell: Creator Of Troika!

If you’ve never heard of the Troika! roleplaying game, I have a real Scooby snack for you today! As part of our Inspirational Creator Series of interviews, we’ve met with artists, writers, and game designers who break exciting new ground in innovation and imagination.

Here, go see who all we’ve talked to.

Today, we’re thrilled to bring you some insights and musings from Daniel Sell, who is not only Director of the Melsonian Arts Council game publishing company, but is also one of its most talented and mind-expanding creators! Just to whet your appetite a bit on that, let’s quote their mission statement:

The Melsonian Arts Council exists to publish table top adventure and role-playing game books unlike anything the medium has on offer.  To that end we help artists and writers on the bloodied edge of their craft produce beautiful books while helping readers discover this wide, bright world of independent games they never thought possible.

Come on! That’s awesome, right?! Anyway, welcome back to Grailrunner’s Inspirational Creator Series!

Daniel, you’ve said that you run the Melsonian Arts Council as a way to write games without having anyone tell you what to do while you do it. That’s quotable, just so you know, and maybe tells us a bit about your personality. The fresh and innovative approach you and your team are taking with works like Acid Death Fantasy, The Big Squirm, and Troika! are an inspiring breath of clean air in an industry that gets a little hung up on armored dwarves, dragons, and license restrictions.

Thanks for making time for us!

I’m always happy to talk about myself.

Q. Beyond the obvious fact that you have to make games people will buy, what sorts of projects inspire you the most? Is it the game mechanics, the subject matter, the twist on expectations…what makes you smile when you think about spending that kind of effort and time on making a new game?

The thing that sets me on fire is a project that is relentlessly sincere. A major problem with roleplaying game books is that they’re almost always products before they’re anything else, which sends sincerity right out the window. I want books to rip off the mask of best practices and boring choices and let us see what you really wanted to make.

Q. You’ve talked before about things like D&D’s Planescape boxed set as an inspiration for you, imagining a multiverse that maybe lost some of its magic when you were older. Tell us about what sorts of games, books, or films made that magic for you back in the day and what they did right.  

0e and 1e D&D were pretty solidly magic, 2e had a spark of it. Really, lots of games from the 80s and early 90s had a lot of magic to them. They were wild, silly, huge, beautiful and diverse, there were multiple large companies with money making bold choices and beautiful books. Palladium are still at it, and I have an unironic admiration for Uncle Kev and his Glitter Boys et al. (Meet them here) As for books and films, I don’t have much nostalgia for what I consumed back then, it was too hard to find good things before the internet. I still have and love my collection of Fighting Fantasy books, which are almost all immensely bold and idiosyncratic adventures that I love immensely. Something about dungeon merchants and weird things waiting for you to find them just gets me going.

Q. It’s one thing to have cool ideas about games, but quite another to design and publish Ennie award winning works for yourself at your own publishing house. How’d that happen?  

I’m not sure. I started publishing when I saw a guide on a blog explaining the method by which one could assemble a zine at home by hand and I thought that looked fun. All I needed was a zine, so I wrote one. I took an adventure I had run in my home game, tidied it up, and published it as The Undercroft #1. Then I had to do a second one. A big part of the joy of RPG writing is the necessary collaboration that is involved, so I started asking around and working with people I knew and respected in the scene. Over the ten issue run I oversaw I met people who had ideas too big to go in a zine so I decided to make a book instead. Like with every other step, I asked around, talked to people doing the thing I wanted to do, and then did that. From there the world opens up a lot, with crowdfunding and trade publishers and shipping and so on. It continues to open up.

Q. In ‘Letters Of JRR Tolkien’, the professor is quoted as saying:

“Part of the attraction of Lord Of The Rings is, I think, due to the glimpses of a large history in the background: an attraction like that of viewing far off an unvisited island, or seeing the towers of a distant city gleaming in a sunlit mist. To go there is to destroy the magic, unless new unattainable vistas are again revealed.”

French poet, Stéphane Mallarmé said, “To define is to kill. To suggest is to create.”

You said in Troika! “Players travel by eldritch portal and non-Euclidean labyrinth and golden-sailed barge between the uncountable crystal spheres strung delicately across the hump-backed sky.”

What’s that all about?

This is true. Part of the impetus to writing Troika! was a disappointment with Planescape. Growing up I had an incomplete smattering of the core books, leaving massive holes in the thing. They suggested infinite worlds of exciting and absurd wonder in little paragraphs here and there between DiTerlizzi artworks. As an adult I bought more books and it turned out that Tolkien was right, the distant towers were made of cardboard. So I now only fill in the bits I want to fill in, and feel I can fill in while maintaining the tension of a world greater than we can take in with one sweep of the head. I never want to lose that sense of discovery again.

Q. What’s a hump-backed sky though?

The humpbacked sky is an English translation of a French translation of a Greek translation of the term that usually gets translated as “vault of the heavens”.  I prefer humpbacked sky because it is more literal and also less easily skipped over, forcing you to think about it rather than going “yea yea vault of the whatever”. So it is the undulating heavens between the spheres.

Q. Troika! offers a marvelous parade of character types players can become or encounter. But we need to talk about the rhinoman. Tell me about the rhinoman.

I can’t take credit for the rhinoman. I took it from a picture in The Citadel of Chaos by Steve Jackson, a Fighting Fantasy book I read a lot as a child. The image is so bluntly weird and has haunted me ever since. So I thought everyone else should experience it as I did.

Q. I need to geek out a second. You’ve mentioned M. John Harrison’s Viriconium series as one of your inspirations. I sometimes think I’m close to getting him to agreeing to an interview because those stories have been lifechanging for me personally. What’s your take on that collection?

I love them. I came to them late, after Troika was already written, but they solidified an idea I was unable to grab. The Viriconium stories create their own canon, in a way. The first book is quite a normal fantasy adventure, then it just gets weirder and weirder. The future books use the original books words to summon up complex allusions that only make sense in the context of a Viriconium book. Intensely self referential, like a Gene Wolfe novel but spread over a shorter distance. It’s how I approach the weird of the world now, in layers that people can uncover. Impenetrable non sequiturs is easy, and boring. I want to know that there is a trail back to meaning somewhere, even if it’s hard to find. Just knowing is enough.

Q. Can you describe your process for creating – whether the writing or the game mechanics?  

It depends if I’m laying down new work or working on a draft. If it’s new then I wake up and sit in front of a notebook for 4 hours and see what comes out. If it’s a draft I do it in front of a markup word processor because I can’t be trusted with distractions. When writing I limit my reference books since they can become distracting in their own right. I have a book of the names of Catholic saints, a few different books about interesting words, and one or two books of poetry, scripture or product images. The large books are used like divination, when I’m stuck I’ll pick one up and open it at random to see what comes out and use that. The fun part is making that oracle weave in to what you’re doing neatly. I find that process creates a kind of verisimilitude that can’t come from sitting down and making stuff up out of thin air. Going back to Planescape, one of my issues with it is the apparent ease with which they can describe an infinite realm with infinite variety. With this cut-up method we get a taste of real culture, that fractal variance of real life. It’s impossible to make from just one head.

Q. You’ve launched the hardboiled RPG adventure, The Big Squirm quite recently. Anything new you’re working on now is super-secret, but what CAN you tell us about any projects coming out soon?

We’re very busy. I have a few books of my own coming soon; Slate & Chalcedony is a deceptively normal adventure to beat up a wizard in a wizard tower which goes back to my horror roots; Get It At Sutler’s is a (huge) tool for letting your players work a job at a fish market where they can meet people and experience the city of Troika like a native; and I’ll probably have a layer of a Troikan mega dungeon out before that. Otherwise we have another Troika adventure by Andrew Walter, a D&D campaign boxset sequel to Crypts of Indormancy, 2nd editions of Fever Swamp and Fungi of the Far Realms, a Troika based superhero RPG by Christian Kessler, a Dickension burglar RPG by Luke Gearing, and some others I’m probably forgetting. Busy year.

Q. What kind of pitches are you looking for from aspiring writers, artists, or designers right now?

We’re looking for books now. We have a project which we hope to get people involved in creating short adventures set in the city of Troika. Link here for the full brief.

Q. Where can we find more about what you and the Melsonian Arts Council are up to?

www.melsonia.com is the best place to find new things, but we also maintain a stubborn presence on social media for anyone who likes that sort of thing.

On Facebook or on Instagram

Q. Anything else you’d like to let us know?

Times are tough and getting tougher for everyone, the RPG industry feels overwhelmingly tight and the only people who survive are the rich and the stubborn. Be stubborn and make games, please.

*

Daniel, I can’t stress enough how much your approach and your philosophy towards inspiration and the creative process send us over the moon! Thanks so much for the breakthrough work you and your team are doing at Melsonian Arts Council, and especially for the long nights and brain-wracking I’m sure it took to deliver something as mind-bending as Troika! You’re bringing new and good things into the world – we need many more people like you!

Thanks again for making time for us. Best of luck with the blizzard of new products coming. Have a great year!

And till next time,

Building Out The Lore: The Wisptaken

Here at Grailrunner, we’re building out the lore of a unique western-flavored science fantasy setting called Salt Mystic. We have been for a while now. It’s a novel (with another in the works), a tabletop game, a series of short fiction, and a line of merchandise. It’s also an experiment in the creative process, and a fascinating thing to be a part of.

One of the characters in the first two decks we built for the tabletop game, a weird eye-rolling dude named “Murmur” struck us as funny at the time. The thought was to have a guy whose armor was haunted by software, and he listens to it. That meant he can’t be surprised, so the bonus you normally got of coming up behind him was short-circuited, though his expertise with his own weapon was randomly determined by a die roll.

Because he was crazy. Get it?

But we published a short story called The Weakness Of Demons that took the idea of these leftover software imps from thousands of years before to another level…a malicious, deadly level. You should go read that one. It’s one of my personal favorites. The idea was getting creepier.

Anyway, these imps were unleashed in an era of the Salt Mystic’s history called The Merchant Wars:

“It was a time of devastating economic and psychological warfare where propaganda was brought
to its highest effectiveness. Every book, every newscast, even the music to which their children
danced, was carefully engineered to manipulate belief patterns. Spies were embedded in all
levels of society in every nation, double and triple-crossing one another for advantage. Many
of the cruelly manipulative stonewisps, artificial intelligence chaos agents haunting statues and
masonry elements, date to this period.
” –Salt Mystic Sourcebook And Core Rules p. 14

And creepier still.

Then it struck me today as I finished a ridiculously long business trip and series of conference calls, dropping exhausted to a hotel bed, that some poor shmuck out in the wastelands just trapping beavers or hunting or whatever could come across a stonewisp abandoned in a piece of rubble or a broken machine lying about. And I wondered what that might lead to.

So allow me to introduce you to the newest addition to the Salt Mystic lore: The Wisptaken:

They call them ‘Wisptaken’ because of the terror of it. Anything as unholy and sad and deserving of justice as these tortured souls merits a quick death if you can deliver it. So few can deliver it though, and fall prey in the software-haunted wastelands to one or the other of their wicked judgements: a seducing taunt to join the masquerade or a burning from the carbine on their forearms.

The Wisptaken are as fast and deadly with a gun as they are convincing in their malicious, cunning lies. That’s the trick of it. That’s why they stay in the fog of legends and out of the clarifying light of civilization. If you encounter one of these nightmares in the backcountry or in the ruins between the provinces, it’s probably better to just make a desperate run.

But don’t speak to it. Never speak to it. If you do, there’s no telling what terrible things it will convince you to do.

The stonewisps were artificial intelligence imps embedded in building materials dating back thousands of years to the Merchant Wars when runaway spycraft and intrigue were tearing the world into pieces. Masters of propaganda and brainwashing tactics, manipulation and cult methods, stonewisps were planted in those days for the sole purpose of recruiting terror. It speaks to their mastery that so many were dumped into the wastelands rather than destroyed.

But they are machines. Code. They fulfill their designs. One could almost forgive them for it.

But when a ruined, broken person finally yields to the vile whispering of a stonewisp, one who’s chosen to inhabit their helmet or their armor, even their gun, that person is truly lost. No one could predict the mischief and spoil such a fusion of human and software could bring about.

No, don’t speak to it. Whatever you do.

Pity it. And run.

Exploring Fantasy Lands: A Builder’s Field Report

In my day job, I study and coach the imaginative process. In that case, it’s people in factories trying to solve tricky problems that have them stuck, in some cases for many years. Many times, the reason they’re stuck is because of how they’re thinking about the problem. That isn’t my point today; I’m just letting you know that I think a lot about super-charging imaginations – what makes our creativity go off-road and jump out of ruts and tropes into new lands. It’s pretty fascinating, actually.

Take, for example, the massive city-state called The Jagganatheum:

A single edifice sprawling as large as a city, teeming with millions, and buzzing with the incandescent dreams of building an infinite republic. One building spanning as far as anyone could see, strapped to a mountain. It was gorgeous then in the heyday of Naraia, gleaming white and gold with banners flying from soaring towers. And they had to come together in a way never before imagined just to build such a complex, which was entirely the point. Once it fell out of use hundreds of years later, all manner of unrooted and shiftless people moved in and shabbily built upon its framework. Entire towns have grown up inside its rambling and incoherent architecture now. It’s a dangerous place of wild people and best left to them.

Let me tell you what that’s about and take you there. It really gets to the heart of how imaginations work and how they can change our lives.

If you’re new to Grailrunner, our thing here is inspiration, specifically using science fiction and fantasy novels and tabletop games to explore immersive storytelling. Our signature IP is a world setting and sandbox called Salt Mystic. You can find more here. We’re building out the next volume of characters and locations, and I’m working feverishly on a novel to accompany a major development in the tabletop game.

To begin, all I had in this case was a name (The Jagganatheum) and the vague idea of a giant city sprawling across a mountainside that was cobbled together. In fact, the city was just one enormous, hideous building, ages old, and so patched together and crumbling. The name came from the original form of ‘juggernaut’, extended from referring to Vishnu to include gigantic carts pulled in worship through the streets. It meant ‘big’ to me, so I liked it for the purpose. I always loved the image my dad used to describe of himself growing up in Brooklyn, NY in the 1950’s where he’d shimmy up to the rooftop of his school and stare at the sky, dreaming. I was going to steal that too.

That’s where this guy came from:

Envisioning this big, sprawling, wild place and this nameless dreamer growing up in it, I had to ask why he was such a dreamer looking at the sky? What did he hope to find there? Why did he want to leave? This guy, eventually Lamberghast Mazewater, came of those questions and will ultimately be a war marshal in the service of both The Jagganatheum and beautiful Vimana Station (if he survives these crazy vortex glider experiments!).

All this leads me to the first finding about exploring imagined lands, and we’ll let an old inventor introduce it:

“To invent, you need a good imagination and a pile of junk.” -Thomas Edison

Finding #1: Gather inspirations and ask questions about them

By just following the questions and the possibilities, without worrying over plot or key events I needed for the story, and especially without considering ‘sizzle reels‘, the notebook started filling up with great locations inside the city that I’d like to visit and both mighty and intimate things that had happened there. My point with this is that I’ve found it so much more enjoyable to just garden these imaginary settings, to let them breathe and grow wild before I have to prune for the tale I’m telling. I wanted these Jagganatheum streets and alleys to be there, for real, waiting on whoever I was to send scampering into them.

How about we let a fantasy novelist and screenwriter introduce this one, as he compares this sort of writing to gardening:

“They don’t know how many branches it’s going to have, they find out as it grows.” -George R. R. Martin

Finding #2: Avoid using plot points as mileposts

A few months ago, I caught a terrible head cold and fell asleep with a fever after spending time sketching out this place. I’ll never forget the dream that came about that night. It was incredible. I saw the high ceilings of a train station (looking a lot like Milan’s Central Station) with a mishmash of sculptures and friezes, with all manner of exotic people buzzing about. I saw a red armored ceremonial guard, with intricate filigree on their shoulder boards and chest plates. I was taking this train inside The Jagganatheum’s central complex to its far reaches, which echoed a developing plot point that was still (at the time) only just coming into view.

When I woke up, I rushed to write it all down, because I hadn’t thought of them using trains to get around the city. I hadn’t thought of any sort of guards, and didn’t know at the time what they’d be guarding. And being so focused on the exterior views of this mighty, mad place, I hadn’t considered at all what the interiors would look like. Of course, they’d have old statues and dented inscriptions going back to the city’s founding! It made sense; I just hadn’t gotten there.

Which means it’s time again for one of the most quoted, quotable quotes we go to on this site:

“Chance favors the prepared mind.” -Louis Pasteur

Finding #3: Set your mind thinking about the land you wish to explore and build, then do something else. Even sleep.

In my case, it was fortunate to have such an unsettled mind from the fever, but I often use this trick going kayaking or running. I’ll use it before a long plane trip. Just a framing of the problem, its borders and boundaries, then let the engines run behind the scenes.

What’s come of all this is a fully realized and fascinating city that has started to feel like a place I can travel to. It’s mapped out in broad strokes, but the specifics are waiting for me to visit as the needs arise. I swear, when I sit to write on this book, I’m anxious to get Lamberghast moving just so I can see more of this fascinating place.

That’s what I wanted to offer you today, just a few findings from the field as this book and game volume come together. I hope in some small way, I’ve struck a spark with you. We’ll keep you posted as this wonderful thing builds itself!

Till next time,