The Triggering of the Human Imagination

A few things come to mind. First, I find your use of the word "trigger" to hold a certain implication that I personally find is subtly antithetical to your underlying inquiry. Maybe it is just semantics, but I prefer the word inspire. The emphasis is not as...invasive, as if the author (or DM) can manipulate the reader (your "consumer") into experiencing something. "Trigger" speaks of a switch that can be turned on or off, when the human imagination is much more subtle than that. It cannot be forced; it must be wooed. Even seduction is too strong; what you are looking for (I think) is for the imagination to give itself to you freely, without any kind of coersion.

When I have the time Merc I'm gonna hav'ta come back to this response and study it in detail. This jumped out at me though, and although it was a semantic matter, the way I phrased it, I do agree with what you're driving at.

I wanted to imply stimulation from without (the trigger), but that trigger would then act in such a way (as compared to other possible methods) that the imagination would become so "inspired" that it no longer needed the original trigger to continue on becoming ever "more and more inspired and self-active." If you get what I'm saying. To use a sort of crude military analogy, I'm talking about "fire and forget" triggers. Once fired you don't have to worry about it anymore, it becomes "self-acting and it continues on without further outside action on your part."

Anyways I'm gonna come back to what you said and study it in more detail later today. Very interesting speculations and thoughts.

I'll get to other people's responses too when I'm a little less pushed for time.
 

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Let me start with my current setting -- what inspired me, and then what inspired my players within it.

Many years ago, I attended a lecture on the early colonization efforts of the Americas, with specific emphasis on Meso- and South America. The professor noted that the Spanish, in particular, had had amazing luck in timing -- they reached both the Aztec and the Inca during periods of extreme political instability. If they had shown up a generation earlier or a generation later, the Spanish may not have been able to make such vast and easy conquests.

So ... New Mavarga. I liked the imagery of the Maya (I had recently been reading some books on their culture and language) and was having a ball looking at pictures of ruined city sites in the jungle. And so I set a city on the coast, on the edge of a jungle, with late Renaissance technology. And I talked to my players ... who were nutty on the Zorro movies, Indiana Jones, etc. And we started combining the various points.

The game allows for all sorts of exploration, clashes of culture, importance of social interaction (and social station and even social cues) that are at least equal to combat, lots of colour, and lots of unexpected moments.

And due to this ... my players are now writing back history and fiction for the setting... ;)
 

Jack: once again, great thread.

In thinking about it I must admit that I don't have any direct, repeatable advice to give, but let me give it a shot anyway.

What I've found is that it all starts with the GM being really aware and excited about the world or adventure they've created. In this case I mean a palpable excitement to his presentation of the world and everything about it.

If that's done really well, it can be infectious, and the players can get caught up into it. The second part of that, and this is the most important part, is that when the players ask "what about this?" or "given that, can I do this?" the GM has to riff off of it and keep things building. In this way it's like music when you see a group that's really talented start to jam, and the whole can become greater than the sum of the parts.

I used to run a campaign called Sword of Virtues, and I told the players that there were mysteries and truths to the campaign on a BIG scale, and if they were interested, those things would be out there for them to discover, and more importantly, become a part of. Then I put out some unusual campaign qualities, and let the players pick the ones they were interested in and go have fun with them.

The way I decided to do this was to have big questions of how the universe worked not spelled out directly for people, but rather be a point of debate much as it is in the real world. When I found issues that interested the players, they added this debate, and the game took on an unusual "search for truth" quality that I didn't really expect it to have.

That was one group of players and a particular riff we developed. I'm sure another group would have found something entirely different to go into depth with.

--Steve
 

Many years ago, I attended a lecture on the early colonization efforts of the Americas, with specific emphasis on Meso- and South America. The professor noted that the Spanish, in particular, had had amazing luck in timing -- they reached both the Aztec and the Inca during periods of extreme political instability. If they had shown up a generation earlier or a generation later, the Spanish may not have been able to make such vast and easy conquests.

So ... New Mavarga. I liked the imagery of the Maya (I had recently been reading some books on their culture and language) and was having a ball looking at pictures of ruined city sites in the jungle. And so I set a city on the coast, on the edge of a jungle, with late Renaissance technology. And I talked to my players ... who were nutty on the Zorro movies, Indiana Jones, etc. And we started combining the various points.

I know exactly what you mean Wombie. There is a book called the Maya by Charles Gallenkamp that you might wanna read. I got it in my personal library.


What I've found is that it all starts with the GM being really aware and excited about the world or adventure they've created. In this case I mean a palpable excitement to his presentation of the world and everything about it.

If that's done really well, it can be infectious, and the players can get caught up into it. The second part of that, and this is the most important part, is that when the players ask "what about this?" or "given that, can I do this?" the GM has to riff off of it and keep things building. In this way it's like music when you see a group that's really talented start to jam, and the whole can become greater than the sum of the parts.

I used to run a campaign called Sword of Virtues, and I told the players that there were mysteries and truths to the campaign on a BIG scale, and if they were interested, those things would be out there for them to discover, and more importantly, become a part of. Then I put out some unusual campaign qualities, and let the players pick the ones they were interested in and go have fun with them.

The way I decided to do this was to have big questions of how the universe worked not spelled out directly for people, but rather be a point of debate much as it is in the real world. When I found issues that interested the players, they added this debate, and the game took on an unusual "search for truth" quality that I didn't really expect it to have.

Steve those are some really good observations and comments that I wanna return to later. Unfortunately right now I'm taking my kids up to the Science Center for a planetarium show. We'll take this up tomorrow.
 

I've been extremely busy this weekend and so still don't have time to respond to every post as I intend to. But I have noticed that some people have been giving examples of things that trigger their imaginations.

I think that's a pretty good exercise as I suspect different people have different things that trigger their imaginations (in the particulars) but that many different types of things tend to trigger most people's imaginations. (And of course you have to consider the various things that interest people - several posts have already pointed out the connection between interest and enthusiasm - something I want to return to later - and imagination.)

So this weekend these were some of the things that triggered my imagination.

1. I took my kids and my Saint Bernard and one of my Greta Danes to the lake. We had some interesting conversations with some fishermen (I also go to that lake to fish) and other people and my dogs discovered some large feathers from water fowl which my youngest daughter decided to keep. I agreed and we took them home and cleaned them. Later I intend to decorate and covert two of them into sepia ink quills so that she and I can use them for calligraphy and for pen and ink sketching.

2. I took my kids up to the Science Center (we are frequent visitors as well as members) where we watched three planetarium shows. The dome on the planetarium gave me an idea for a new type of movie theatre invention and one show called Spatial Imagineering (It was an old show but still a good one.) gave me several "moments of imagination." One of the other shows, Oceans in Space, narrated by Avery Brooks helped me resolve a science fiction story I am writing and expand the story greatly to include something related to an invention idea I've had that I don't think has ever really been done in a sci-fi story before. At least I've never read such a story. The story also involves a "real invention" I'd like to see undertaken one day in real life, but don't know if it will be anytime soon because of the sheer scale of the thing and the telescope that would be involved because our moon would have to be used to station the necessary equipment.

3. Since my wife is away for the weekend with friends I used this as an excuse to do very little work around the house and estate, aside from cut a few trees down (I've got a new axe and chain saw, both of which I really like using) and cut grass and haul some earth with my tractor. After that we went to a Woodsman of the World meeting, a very large one, and enjoyed ourselves thoroughly. The bonfire and storytelling was very imagination-intense.

4. I took my kids to see Star Trek. My wife and I had seen it on the second night on a date, but I wanted my kids to see it. They loved it and this time I noticed many things in the film I had not previously. A lot of things in the film reminded me of Lost, one of my favorite television shows and also a great "imagination trigger" for me.

5. I got in a copy of the Art of Memory by Frances Yates. I'm buying a copy for my personal library but this one was an old rare copy I got from the Interlibrary Loan Program and included many old illustrations and artwork. The book is already having a deep effect upon both my way of looking at mental techniques for problem solving and for mnemonic purposes, but I see now that it will also heavily influence my imagination.

6. My kids and I watched the International Space Station fly over our house last night. I knew it would be moving too fast to track with my telescope but I did use my high powered spotting binoculars and we each got a really good look at it as it shot by from west-nor'west until it disappeared.

7. I am soon to receive a copy of the Jack Flanders radio play The Fourth Tower of Inverness. (I think radio has an effect upon the imagination that television often does not.) It'll be on CD and I plan to have my entire family listen to it with me in the evenings. We'll sit back after dark and listen to the play on CD every evening for a week. I suspect it will have enormous effect upon my kid's imaginations, and I am really looking forwards to hearing it again, which I probably haven't done for twenty years or more.

All of these things this weekend, and some other things that have happened to me over the past couple of weeks, some of which I describe in the original post, have all had direct effects upon my recent imagination. I have also seen some of these things creeping into my dreams in different ways. And maybe it is merely because I have lately been paying specific attention to things that have been affecting my imagination but my dreams are becoming much more powerful, easy to remember and "imagination-rich" for lack of a better term. But for ten years or so I've barely remembered my dreams or had any of much consequence. I think that is because I have been so busy at different things in life (marriage, work, fatherhood, business, science, invention, etc) I've paid little attention to my mental, psychological, or "imaginative" life. But that seems to be reawakening lately. And I'm glad. It's enjoyable and beneficial to me.

I'll take this up and some of the other folks replies later.
Gotta get me and the kids ready for church now.
 

7. I am soon to receive a copy of the Jack Flanders radio play The Fourth Tower of Inverness. (I think radio has an effect upon the imagination that television often does not.) It'll be on CD and I plan to have my entire family listen to it with me in the evenings. We'll sit back after dark and listen to the play on CD every evening for a week. I suspect it will have enormous effect upon my kid's imaginations, and I am really looking forwards to hearing it again, which I probably haven't done for twenty years or more.
It's much, much stranger and more metaphysical than I remembered it being.
 

Tangent...

7. I am soon to receive a copy of the Jack Flanders radio play The Fourth Tower of Inverness. (I think radio has an effect upon the imagination that television often does not.)

And they said that video would kill the radio star. :p

The art of radio drama is making a comeback with podcasts. Some podiobooks have been made into some terrific radio dramas. One of my favorites is Billibub Baddings and the Case of the Singing Sword. Full-on cast and everything, with the talent of the lovely Leann Mabry. Mwrowr.

I also highly recommend J.C. Hutchins' 7th Son, and Tracy Hickman's The Immortals.
 

As far as the ISS goes ... I am proud to have a lapel pin that designates me as someone who actually worked (on the ground, but there) on the thing -- it is amazing what you can do with a degree in Medieval History... ;)

Okay, I only helped on the printing of blueprints and publications side, but as a Kennedy Space Kid, I am proud of having my name on a microdot orbiting this planet ... the next step beyond.

And as for Jack Flanders ... I was always a little more fond of Ruby the Galactic Gumshoe, but with ZBS, it's all good.
 

Since I've got a little time this afternoon I thought I'd reply to some of your individual comments.

It's much, much stranger and more metaphysical than I remembered it being.

I'm looking forwards to that then Cat.

You know after you mentioned that I had a memory from long, long ago. My buddies and I who used to play D&D together would often congregate in one basement or another after the game, each get in a recliner or chair, turn the lights out except for a blacklight or lava lamp (you younger people might not have ever used one), sit in the dark, shut our eyes and listen to the Fourth Tower of Inverness or one of the other Jack Flanders radio plays.

After it was over we'd all turn the lights on again and more often than not somebody would go, "Wow." It was kinda like a narcotics-free drug trip of the mind. (We'd sometimes do that with a new Pink Floyd album too.) Later on I got hold of some of my dad's old radio play broadcasts and would listen to them in my room in the dark too. Green Hornet, horror and detective theatres etc. I got really pretty good at using my imagination to create bizarre mental images that way (through use of music, radio, mediation, and different combination methods) because I was also trained in Raja Yoga.

I hadn't thought about that kinda thing in decades really, but it sure brought back some memories. And man my imagination sure could wander back then. And it was a lot more powerful too. Maybe that was just because I was younger and more naturally willing to be amazed, or maybe it was simply because I was just doing the kinds of things that kept my imagination humming and buzzing. So I'm trying to "get back to where I once belonged," and see if it will work the way it used to. Or hopefully, now that I've seen a lot more and experienced a lot more in life, maybe it will work even better than before.

Things like that also used to deeply effect the games we played. We used to try to outdo each other in our, I don't want to say weirdness, but in our imaginings. Stuff like Flanders and other sources like that would leak into our games.


What I've found is that it all starts with the GM being really aware and excited about the world or adventure they've created. In this case I mean a palpable excitement to his presentation of the world and everything about it.

I completely agree with your point about excitement and enthusiasm Steve. Enthusiasm is central I think not only to triggering the imagination but also to sustaining it and improving it. Enthusiasm has an interesting etymology. It is taken from en (inside, within) and thusia (theos, god or God). So the word literally means "to be possessed" (by God). It is one of my favorite Greek terms, indeed it is one of my favorite words. I don't think you can get very far at anything in this world without being really enthused about it. Enthusiasm sustains effort and it sustains imagination and innovation.


Many years ago, I attended a lecture on the early colonization efforts of the Americas, with specific emphasis on Meso- and South America.

Lectures, if they are given by somebody who is really good at what they do and/or happens to be enthusiastic about their subject matter, are also highly stimulating to my imagination. When I can't attend a lecture, and I'm down to about maybe one a month due to my work schedule and other obligations, then I try to listen to at least part of one good lecture a week. That's kinda easy when my kids are being homeschooled, I can just sit in on their lectures. We live in really amazing times, because I can listen to lectures on CD from great professors and business men and military leaders and so forth from all over the world on CD or tape. But I also miss the old days when I could just knock off of whatever I was doing and go sit in on a university or lab lecture. Other things I miss about live lectures are the use of maps, graphic material, demonstrations, experiments, etc. And question and answer follow-ons.

As far as I go I really enjoy lectures on forensic techniques, criminalistics and criminology, art, science, technology, invention, history, military matters, and religion. I've posted some of the lectures I get to attend here. Dante's Ninth. I need to put up a new one though.


Secondly, I think it is important to not get too hung up on techniques. Certainly, there is a craft to writing, a skill-set; the better honed the craft, the more capable it is of "carrying" the content that it seeks to convey. But imagination is not content, and what I hear you saying that you are looking for is the spark that ignites the imaginative fire to create its own living, changing content--not forcefeed content into someone else. This is why there is such a difference between, say, television and books. Books inspire, they cajole, the (usually gently) feed the imagination; television straps it down, forcefeeds and overstuffs it.

I agree with a lot of that Merc. I also used to think of TV as not every good for the imagination, but I think that is slowly changing nowadays for the better. I generally though tend to think of most TV as passive, and things like radio, stories, books, etc. as, what's the word I'm looking for, stimulative. In a gentle way as you say, that is it expresses content but it does not rigidly define it. It rather tends to "inspire" it as you have said.

I guess, now that you have made me think of it, I am looking for techniques that trigger and inspire but do not define or exclude the imagination. By define I mean set boundaries on and thereby artificially limit. I guess what I am saying is that I am looking more for "compass techniques" rather than ruler techniques. I'm not looking to measure or set the limits of, but for methods and techniques that will "set one off in the right direction" and keep them moving in the right direction without telling the imagination "if you go any farther then you drop off the face of the world." I hope that makes sense. To me discussing stuff like this can sometimes be like discussing spiritual or religious or metaphysical matters, the vocabulary is either not very well developed in English or sometimes the words themselves can be what limits the meaning of what you are trying to express. I hope you kinda see my point.

Perhaps the most important aspect of this is the ability to be able to enter into that imaginative space yourself, to live within it, inspire (trigger) it within yourself. Whatever you write should inspire you, should make you feel tingling and give you that sense of awwwwwe...you mean the darkness between the stars is endless?!

But techniques do matter to some degree and we can more easily talk about them. For that a couple things come to mind, first and perhaps foremost: less is more. When you are describing something, what words you use are more important than how many; in fact, more often than not the more words you use the more your "information packet" is obscured. Michael Moorcock is a great example of a sparser style that is strong in triggering (at least his early work was); Ursula Le Guin's Earthsea also comes to mind, as does Patricia McKillip's Riddlemaster series.

But the reader needs something to chew on, so you don't want to be too spartan. It is like the principle of building a camp fire: too much wood and it is smothered, too little and it dies out. The right amount...well, it differs for the individual reader, and I would suspect that today's reader requires more than thirty, even twenty years ago.

I also agree with this. An imagination space within a person is extremely important because imagination impressions from without, well, in that situation you cannot control the contents, but when you have an internal imagination source then you can manipulate your imagination in any way you personally choose. Years ago after reading the Memory Palace of Matteo Ricci I built a Memory Palace in my own mind. Much later I decided to expand upon that and used Constantinople as the model for building a memory city. Then I changed that around to include objects and architecture form cities from all over the world and eventually put in mental laboratories (such as Archimedes had in the Method), libraries, theatres, hospitals, churches, temples, arenas, museums, stadiums, parks, wilderness areas, etc. Then I became so busy involved in things in the world that for years I really haven't worked on my city, expanded it, or visited it very often, except to store things in my memory or for inventing or visualizing stuff, that kind of thing. I'm going back to it more and more often lately though, and maybe that is one of the things that triggered this thread. Anyway, I completely agree, an internal space is very, very useful for the mind, soul, and imagination in a person.

And I've often wondered if things like playing D&D didn't serve as an early sort of stimulus or training for developing things like my City of the Mind . If learning how to create dungeons, then adventures, then whole milieus and eventually worlds didn't allow me to develop techniques, however unconscious at the time, for later experimenting with and developing "spaces, structures, landscapes, and architectures" within my own mind. I don't think it is too silly to say that D&D gave me early practice regarding such things.


Another thing: Read what triggers your imagination. It is obvious but is worth saying. Read it and study it. If you are persistent enough, type a couple pages up, then try to simulate the style of that author. But I think the important thing is to be inspired, to enter that realm, whether through reading or writing (preferably both).

You know it's funny you should say that because when I was young I used to take lines or sections from Shakespeare, Keats, Virgil, Coleridge, anyone I thought was a great poet and tried rewriting those sections so as to "improve them." To see if I could make them better. Sometimes I'd try translating these sections into other languages. This assisted me greatly with becoming a far better poet and I think was one of the best writing techniques I ever developed.

Why it didn't occur to me to do the same with prose in the same way I don't know. But you gave me an idea. I'm gonna take out some of the best sections of some of the most imaginative prose I can find and then seek to rewrite it in an even better way if I can. It'll be good practice and good training.

And they said that video would kill the radio star.

Ain't it the truth?


The art of radio drama is making a comeback with podcasts. Some podiobooks have been made into some terrific radio dramas. One of my favorites is Billibub Baddings and the Case of the Singing Sword. Full-on cast and everything, with the talent of the lovely Leann Mabry. Mwrowr.

I also highly recommend J.C. Hutchins' 7th Son, and Tracy Hickman's The Immortals.

I'm gonna look into those DH. Interesting thing about the podcasts, because then you can turn a play into an individualized experience. That gives me some ideas.


it is amazing what you can do with a degree in Medieval History...

Ain't that the truth too. Though my first one was Religion and Philosophy. Yeah, I know, no jokes please....


And as for Jack Flanders ... I was always a little more fond of Ruby the Galactic Gumshoe, but with ZBS, it's all good.

I'm looking forward to hearing the voice of the Madonna Vampira again.

Well folks, the wife just came back home, so that's all of the responses I can make so far.
Thanks for the ideas and comments so far.

They've been interesting and useful.
 
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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.

IME, having participated in many aspects of creative endeavors, I have to say that, while there are many techniques, many of them are idiosyncratic and may not be teachable. Sometimes, its as simple as catching lightning in a bottle.

Among many other things, I design jewelry, write music and write fiction (no, nothing you're likely to have read).

Some of the stuff I come up with is made like building a house. There is a plan, a starting point, a middle and an end, in a process fraught with editing, false starts, scrapping portions and finally coming up with the finished product. Which may or may not suck.

Other times, you envision the whole project in one flash, you burn like wildfire until the thing is completed, and it is sheer brilliance. Unfortunately, you can't teach that.

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?

1) I have used music to help set a mood. I don't do this often- its usually more trouble than its worth. However, when it works, it really works.

When I played Kodo's "The Hunted" (theme to the movie, The Hunted) in the background when the PCs in a particular campaign were naked and being hunted as prey, the players shifted mental gears in a flash. Suddenly, they were talking faster & louder, sniping at each other, and so forth- they were stressed almost as if they were in their PCs positions.

2) Try to have your world imagined in every sense you have. If you can visualize, hear, smell, feel and taste your world, you can tell vivid stories about it.

Having your world firmly grasped within your mind greatly helps you tell stories about it, visually, musically, or narratively. When I created a supers campaign set in 1900, my initial description of it so wowed the players that EVERYONE fully engaged their own creativity. Every PC was 100% setting congruent. Everyone played their roles, not their rolls. Their enjoyment fed back to me to create better and better adventures.

When I've half-assed campaign worlds, OTOH, the games rarely last more than 4 sessions. Nobody engages, so the game withers on the vine.

And it works for any kind of writing.

I have no doubt that nearly every immortal love poem was composed with a particular someone in mind; that every creator of a great sci-fi/fantasy world could see it every time he or she closed his eyes; that every great inventor could do the same with the parts of his greatest works.
 

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