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The Triggering of the Human Imagination

Posted 27th May 2009 at 10:38 PM by Jack7 (Tome and Tomb)
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Recently I have undertaken a new career (or perhaps it would be more accurate to say, an additional career) as a fiction writer. My background as an author is as a non-fiction writer, primarily dealing with such subjects as business, science, and technical matters. Although on occasion, often for private clients and sometimes just to pursue my own interests, I write analytical, white, and theory papers on everything from military and law enforcement matters to educational techniques to religious subjects.

But, as I said, now I am embarking upon a new or supplementary career as a fiction writer. Last night, while laying in bed, and reading a fiction story before sleeping it occurred to me that the author was very good as describing some scenes (thereby easily provoking my imagination to work “independently” of the actual words used to construct the scene) and at other times the author did a very poor job of description and my imagination had to work very hard, or was confused as to exactly what the author was describing. (The author was Moorcock.)

I went to sleep and later awoke about 0500 hours from a dream, and then an idea suddenly occurred to me about what had triggered the dream. (I didn’t connect my dream directly to the story Moorcock had written but it had triggered an “oblique set of imaginings” which I thought were related to some of the ideas expressed in the story.) After I was awake about fifteen minutes or so replaying the dream through my mind it occurred to me that many authors, as well as others, such as really good playwrights, poets, filmmakers, graphic or visual artists (I had recently taken my children to see one of the largest collections of Sacred and Italian and Spanish Gothic and Renaissance Art in the entire nation, and most all of the works were both highly symbolic, and fantastically beautiful), even inventors, scientists, and religious leaders often express their ideas in such a way as to have a great and lasting impact upon the imagination of the consumer. (I am using the term consumer here to represent any partaker or user of such services, products, information, or ideas as are being now discussed.)


And herein lies the seed of my theory. That there are certain techniques that writers, artists, inventors, etc. use that are capable of triggering the imagination of the listener, audience, or observer in such a way that the imagination of the consumer is expanded to such a degree that it becomes heavily provoked, and can then operate almost entirely independently (if not indeed completely independently) of whatever the original trigger that had initially produced it.

Using a writer as an example of my intent, for instance, certain authors are so good at description, that they can create an image in the mind of many readers that even when the reader completes reading the description or has finished the work, there lingers a sort of lasting or almost semi-permanent impression of (and on) the imagination, that is not static and calcified, but is rather “alive,” flexible, and on-going. The images and impressions made by the work do not die out with the reading of the last word, or by finishing the book, but rather they “carry on” almost as if they had created a sub-rosan or virtual reality within the mind and psyche of the consumer or the partaker. And this new and virtual mind-reality is likewise not limited to the breadth, depth, or scope of the original subject matter of the work, but rather one type of imagining or image activates numerous others in a long and continuing chain of triggered imaginary impulses, the limits of which are constrained only by the inventiveness, potentialities, and desires of the particular consumer in question. As a side note I should also mention that I am not using the term Virtual to imply something that lacks reality, as much as to represent something that has not as of yet become imminently real, but could very well become empirically real when imagination is determinedly and ambitiously combined with actual work and concentrated effort. (Now of course a badly executed or ill-conceived effort of work, imagination, or description can leave the consumer either highly confused as to what exactly the author meant by virtue of his description, can lead the consumer completely away from the actual intent of the author, or can simply provoke a feeling of disinterest or “dullness” on the part of the consumer, triggering within him not sustained and powerful imaginings, but rather impressions of distraction, or a shallowness that can only be indicative of a total lack of interest and respect for the work in question and what it produces.

But my theory (and my theory is not new, I am sure, but I am seeking a sort of specialized or different application of it) is that while there are certainly defective techniques of the act of describing or envisioning a thing that lead to a failure to spur on the imagination of the consumer, that miscarry the attempt to create a “virtual reality” of the mind through the lacking exertion(s) of a peculiar creator, there are also techniques that rarely fail to produce the sort of positive effects that I am discussing here in respect to the imagination.


That is to say if there are techniques that fail in the cause of provoking and exciting and expanding upon the capabilities of the imagination of the consumer, then there are obviously other and more obverse techniques, which will, more often than not, have the desired effect of expounding upon, elucidating, enlarging, edifying, and invigorating (perhaps permanently) the imagination of the consumer. Techniques that can help to create a sort of “perpetual inner motion” of the imagination, and that will have effects far beyond and far exceeding the actual individual triggers or spurs that were used in producing this state of affairs.

(Now, for purposes of this discussion, I am not going to really address the receptivity or state of internal agreement that any particular consumer feels toward the subject matter he is consuming. That is outside the bounds of what I am discussing, and in any case there is very little, practically speaking, that any creator can do to control the state of receptivity on the part of the consumer. The creator can use the best techniques possible, and undertake his or her work in the most crafty and acute manner by which he is able, but he cannot control the inner state of receptivity on the part of the consumer. That is almost entirely the duty or the affair of the individual consumer of information. If someone else wants to discuss this issue of information dispersal versus information receptivity, then feel free, but as for me, and at this moment, I intend to avoid the issue as a momentary distraction to the other more important points at hand.)

It also occurred to me this morning, after teaching my classes, that the same sort of thing happens in Role Play Gaming, and that moreover in such an environment such “triggering of the human imagination” is often a corporate act, as much as an act of the creator of the plot, storyline, and/or milieu being explored. (And if indeed it is an act of both the corporate and individual imagination, then this in itself might be an important clue towards the feasibility and dynamic nature of important methods of “imaginative triggering.”) That being the case it seemed to me that this website and forum would be the perfect place to solicit further ideas for this discussion. And that a discussion of role-play techniques and methods geared specifically towards the architecture of imagination might yield vital and important clues towards even larger issues of the mind and visionary invention.

Now there may indeed be, and I very much suspect that indeed there are, more or less Universal Techniques and Methods for the “triggering of the human imagination” in the way in which I am framing the issue. (Techniques that may vary in application according to media type, or in discipline or field of endeavor, but are still interchangeable in intent and basis of intended achievement.) However let’s put that possibility aside for the moment and work at the problem inductively.

Let me ask the question(s) very simply in this way: What techniques or methods do you employ as a DM (or even as a player), adventure writer, milieu creator, and so forth that seems to you to “trigger the human imagination” in a very intense and enduring fashion? So that your work takes on a “virtual life of its own in the mind of your consumers,” and/or so that it continues to excite your consumers long after the actual act of the game is concluded? And how do you go about employing such techniques on a consistent basis in order to repeat these effects in a systematic and continuing manner?

I’m looking forward to your answers, ideas, opinions, and speculations…
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Old

Jaws of Undeath: Challenge #6

Posted 27th May 2009 at 03:09 PM by FireLance (FireLance's Scattered Thoughts)
Challenge Summary: The PC fights a zombie and the imp from the previous encounter if it managed to flee from him. This interrupts the necromancer's ritual and causes uncontrolled necrotic energies to ravage him. The PC must choose between helping him and continuing to fight his other enemies. If the necromancer dies, he rises as a deathlock wight (Monster Manual) and attacks the PC.

Introducing The Challenge: After the PC has defeated the skeletons, and the imp has either fled or been defeated as well, the PC may venture deeper into the cave. The cave tunnel eventually opens out into a large natural cavern. If the PC has played through A Touch of Shadow, this is the same room as Challenge #7 of that adventure. At the far side of the cavern, a figure in dark robes chants harsh-sounding words. A zombie stands guard near the entrance. If the imp is present, it is next to the zombie.

Running the Challenge: The cavern covers a 10-square by 10-square area. Unless the PC played through A Touch Of Shadow and managed to close the rift, what appears to be a sphere composed of glowing purplish energy hangs in the air near the centre of the edge of the cavern opposite the entrance. Any creature that starts its turn within 5 squares of the sphere takes 5 points of necrotic damage. The necromancer is adjacent to the sphere. The zombie is in one of the squares adjacent to the entrance. If the imp is present, it is adjacent to the zombie. If the PC took a short rest after Challenge #5, the imp has also spent a healing surge and regained 10 hit points. If the PC does not carry a light source, the area is dimly lit, either from the sphere, or from glowing runes inscribed in a circle around the necromancer.

The necromancer spends a standard action each round to perform the ritual and leaves it to the zombie and imp (if present) to fight the PC. The zombie focuses on keeping the PC away from the necromancer, using its zombie grab to immobilize the PC. If present, the imp repeats its tactics in the previous challenge, using vanish to turn invisible and then attacking the PC with tail sting.

The situation changes once one of the following occurs: the PC deals damage to the necromancer or prevents him from performing the ritual for one round (the necromancer has AC 18, other defenses 16); or (if the PC is fighting both the zombie and the imp) the PC destroys either the zombie or the imp; or (if the PC is only fighting the zombie) the PC deals damage to the zombie. When this happens, the necromancer loses his concentration and purplish necromantic energy engulfs him. The necromancer starts dying and must make death saving throws at the end of his turn.

If the PC decides to try and save the necromancer, this part of the encounter can be run as a skill challenge. In order to earn a success, the PC must spend a standard action and succeed at a DC 18 Heal check. If the PC did not take an extended rest during the interlude, the DC of the Heal check is 17 instead. The PC does not accumulate failures for failed Heal checks. However, the necromancer dies if the PC does not manage to earn four successes before he fails three death saves. In addition, the PC may also make use of the following skills and abilities during this challenge:
Religion: Allow the PC to make a Religion check as a free action when he starts helping the necromancer. This represents his ability to use minor religious rituals to keep the necrotic energy at bay. If he succeeds on a DC 14 Religion check, he gains a +2 bonus to his next Heal check. If he succeeds on a DC 18 Religion check, he also gains a +2 bonus to all subsequent Heal checks, and if he succeeds on a DC 22 Religion check, he also automatically succeeds on his first Heal check to help the necromancer. A failed Religion check does not count as a failure for the challenge. However, the PC may only make one Religion check during this challenge; this represents the extent of his knowledge at the time.

Channel Divinity: Divine Mettle: If the necromancer succeeds on his saving throw, the PC may choose to either earn one success or negate one failed death save. Other abilities that grant additional saving throws have a similar effect.

Lay on Hands: If the PC uses lay on hands on the necromancer, he earns one success. The PC may earn at most one success from using lay on hands.
If the necromancer fails three death saves and dies, he rises on his next turn as a deathlock wight and starts attacking the PC. The deathlock wight prefers to attack from range. If it does not start its turn adjacent to the PC, or if it starts its turn adjacent to the PC, but is able to shift away, it attacks with grave bolt. If it starts its turn adjacent to the PC and is unable to shift away, it attacks with horrific visage (if it is available) or with its claw. It uses reanimate on the zombie after it is destroyed as soon as it can do so without provoking opportunity attacks.

If the PC manages to save the necromancer, he earns XP as if he had defeated the deathlock wight in combat. The necromancer will be very weak after the ordeal and will not put up any resistance if the PC turns him over to the authorities. The PC also earns a quest award of 150 XP if he either defeats the deathlock wight or captures the necromancer. In addition to the promised monetary reward, the PC may also claim the necromancer's skull mask (5th level, Adventurer's Vault).
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Old

Stress Test Assistance

Posted 27th May 2009 at 03:07 PM by Loonook (Good Gaming Blog)
While I've been crossposting to ENWorld and my Blogger Account, I have just been accepted into the Comment Luv testing of the new WP software. So, if you've enjoyed my posts in the past, or just want to assist in the updating of this killer app, please check out the link provided above and here so that they can see additional numbers on traffic.

Slainte,

-Loonook.
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