Time Signature: Writing in a Shared World

My science fiction romantic comedy novella Time Signature debuts tomorrow, May 10, available wherever fine ebooks are sold.  In honor of the occasion, I’m going to say a few words about one of the interesting aspects of writing this piece—the challenge of building a story in a world someone else has created.

Origin Story

The Wild Rose Press likes to develop series of books based on a common setting or theme.  The common element is announced, and authors are invited to submit stories to fit.  The stories may be of different kinds:  contemporary romance, historical romance, romantic suspense, paranormal romance, and so forth.  But the common thread ties them together.

A couple of years ago, TWRP announced the Deerbourne Inn series.  The creators placed a charming old inn in a small town in Vermont.  They described the layout of the inn and the town, the surrounding landscape, a set of inhabitants, noteworthy events, and the like.  Then they turned the writers loose.  At this point, I count no fewer than twenty-six books set in the Deerbourne Inn locale.  This small town, in other words, is crawling with lovers seeking their happy endings.

In a Wild Rose chat, I asked whether, among all these varieties, a science fiction (rather than fantasy) story might also fit.  Sure, why not, was the response.  And, having raised the question, I thought of an angle:  a chance to play around with the classic time travel romance tropes and, perhaps, turn them around in unexpected ways.  I ran the concept by Nikki Andrews, who was at that time my TWRP editor.  She thought it might be fun.  And thus Time Signature was born.

The Shared World

Man-Kzin Wars 3, cover

The idea of a shared world has a long history, especially in science fiction.  Back in the 1980s, Harlan Ellison recruited a band of noted SF writers to place stories in a setting referred to as “Harlan’s World.”  Later in the ’80s, Jerry Pournelle opened up a planet in his CoDominium future history to other authors under the series title “War World.”  Larry Niven, a frequent collaborator with Pournelle, performed a similar evolution based on an event in his Known Space future history, the “Man-Kzin Wars.”  More recently, Eric Flint’s 2000 novel 1632 has spawned an extensive cottage industry of alternate-history stories in the “Ring of Fire series.”

A storyline inhabited by different authors can also develop almost accidentally.  I’ve remarked on the roles of different writers in stories about the “Fuzzies” created by H. Beam Piper.  A set of follow-up books to James Schmitz’s classic The Witches of Karres brought three additional authors into play. 

The advantage of spreading out the efforts of exotic worldbuilding make science fiction a natural venue for shared worlds.  But even in more mundane settings, there are advantages to be gained.  A standalone non-fantastic contemporary novel must still stand up a set of characters, places, companies, and the like to populate the story.  A writer who’s invented such a panoply of features for a set of tales (like Faulkner’s Yoknapatawpha County) has to put a lot of work into developing these details.  Bringing in a whole corps of authors to help in that enterprise can create a richness of detail that would be hard for a single writer to achieve.  (We can’t all be J.R.R. Tolkien.)

Thus, before I put electrons to screen in Time Signature, I already had a range of details to draw upon.  The inn and its staff were “already there.”  If my characters wanted to have dinner at a restaurant in town, I had a selection of eateries available.  More important, my main character Trina Kellander, a musician, could perform in town at the “Mad River Garden Party,” a summertime event already defined in the Deerbourne Inn corpus.

The Joys and Tribulations of Consistency

The flip side of these advantages is the need for consistency.  Nothing throws a reader out of a story faster than some blatant discrepancy in the details.  If it takes 39 minutes to get from Willow Springs to Montpelier, it’s unlikely the return trip will take three hours—barring traffic jams, severe weather, or the like.  (And if Trina makes the trip in fair weather, we can’t have another character suffering a torrential downpour in the same location at the same time.)

Achieving the consistency needed for a successful suspension of disbelief is hard enough for one author.  For a whole herd of authors, it’s a major issue.  How do we maintain the coherence that makes the shared world seem real?

Beth Overmyer’s recent guest post on writing a series mentioned the notion of a “bible”—reference notes that record details, from a character’s appearance to the theory of magic.  The bible is essential to a shared universe.  It’s the only way writers can stay consistent on key details without bogging down in endless inter-author consultations.

Great Eddy Covered Bridge in Waitsfield, VT
Great Eddy Covered Bridge in Waitsfield, VT, on the way from Willow Springs to Montpelier

The Deerbourne Inn bible establishes the location of the fictional town of Willow Springs (which actually coincides with a real small town on the Vermont map—allowing me to use Google Maps to determine the travel time to Montpelier).  It lays out the structure of the inn, its history, the owner and staff, a bevy of secondary characters at the inn and in the town, the shops and facilities in Willow Springs (right down to the high school mascot), and special events.  Characters introduced in the individual stories, up to the last update to the bible, are also listed.  The bible is accompanied by a street map of the town, making it easier to visualize geographical relationships.  (We’ve not yet progressed to the level of having a GIS layer for an electronic map.  But that innovation’s probably not too far away.)

However, it’s impractical to include all possible details in the bible—especially when 26 different books are involved.  This makes it harder to be sure whether a given fact has been established somewhere, or whether one is free to invent it.  My ebook copies of the Deerbourne Inn stories I read while writing TS are festooned with blue highlights to indicate facts that I might have to take into account at some point.  And still it’s not easy to tell.

Case in point:  My characters take a hike up into the nearby hills, and stop to look back down at the inn.  What color is the façade?  I couldn’t find a reference on that particular point.  If I were writing a standalone story, I would simply have made up a color on the spot (and, of course, carefully notated it back into my background notes for later reference).  But I was reluctant to do that here; someone else might have made a passing reference to the color in a story I hadn’t read.  I dodged the issue by simply not mentioning a color—often the simplest solution to a consistency problem.

At the same time, meshing your story smoothly into an existing framework has a joy of its own.  I enjoyed doing my best to meld TS seamlessly into the continuity of the locale and the stories.

Character Camaraderie

The greatest fun, however, came in the opportunity to integrate other authors’ characters and locales into the story as it developed.

Lyrical Embrace cover

My heroine Trina needed a best-friend-forever in town—someone she could talk to as the plot developed.  It occurred to me that a secondary character in Amber Daulton’s Lyrical Embrace, the sister of her hero, would make a fine confidante.  Like Trina, Ruby Haynes is a musician; that created a natural connection and explained a shared history.  And Ruby’s breezy good cheer made her a perfect foil.

I had a great time consulting with Amber and making sure my portrayal of Ruby was consistent with the original.  What kind of drinks would they share?  What would Ruby name a baby?  The circle was completed when the baby I’d named turned up again in Amber’s subsequent Deerbourne novel Harmony’s Embrace.  Like a volley in tennis, passing these story elements back and forth is a satisfying experience.

Mystic Maples cover

In a similar way, I found a way to make use of a specific location created by Tena Stetler for her novel Mystic Maples.  I checked with Tena to make sure my description meshed correctly with her conception of the locale, and wrote it into TS as part of the already-existing background.

The Draw of a Shared World

There’s a unique charm to finding connections and crossovers in the stories we like.  As with Easter eggs in a movie or a game, we delight in discovering an unexpected convergence.  Over and above the heightened realism of a universe in which consistent features recur, it’s just fun to see the web of connections grow.  Time Signature gave me the opportunity to weave a new layer into the tapestry of the Deerbourne Inn world; I hope that will please readers as much as it does me.

The Boot Camp Planet

Training Worlds

Science fiction postulates lots of types of planets—although, for the convenience of humanoid characters, most of the ones shown end up being pretty Earthlike.  (It sometimes seemed that original-series Star Trek planets could be divided into “piles of rocks” and “places exactly like Earth.”  Much easier on the special-effects budget.)  Here I’d like to look at one particular variety—the worlds that serve as training locales for tough guys.

If you want to develop an inhumanly formidable army, you can do it by administering a “super soldier serum,” as in the Marvel comics.  You can do it by postulating a lifetime of intense training, as with Batman.  Or you can do it by throwing your candidates into an environment so fierce that those who survive have to become impossibly “badass” just to live through it.

Dune

Dune, coverWhat TV Tropes calls the “Death World” plays a key role in the plot of Frank Herbert’s Dune (1965).  One of the things that allows the galactic Emperor in Dune to stay on top in the civilization’s complex politics is his legion of crack troops.  The “Sardaukar” are so formidable that even the highly-trained private armies of the feudal Houses are reluctant to face them.

It turns out that the Sardaukar are recruited from the Emperor’s prison planet, Salusa Secundus—a planet so hostile that only the strongest can live.  “A man who survives Salusa Secundus starts out being tougher than most others.  When you add the very best of military training—”  (Thufir Hawat, p. 370).

But Arrakis, the planet called Dune, is harsher still.  The “Fremen,” the Dune population, appear to be simple barbarian nomads.  But the exigencies of survival in the Dune environment are so demanding that, as one character realizes, the Fremen are actually “an entire culture trained to military order” (283)—an invaluable resource for the main character, Paul Atreides, who needs such a cadre to recapture the holdings and status that the Emperor and Paul’s Harkonnen enemies have illegally taken away.  The Fremen are so tough that even their civilians, “women and children and old men,” can beat full-fledged Sardaukar (454).

It’s suggested at one point that the Fremen come from the same stock as the original inhabitants of Salusa Secundus—transported there at a time when they had “grown soft with an easy planet” elsewhere (352).  That stock may have been hardy to begin with, but it’s clear that the harsh environment is what made the difference.  Part of Paul’s eventual plan to take over the Imperium himself is to neutralize the Emperor’s forces by making Salusa Secundus “a garden world, full of gentle things” (481)—a much pleasanter place for the former Emperor to retire in peace, but no longer a source of formidable warriors.

Arrakis, like Salusa Secundus, tests its people rigorously, winnowing out the weak, toughening up the strong.

Prison Planets and More

We wouldn’t choose to live in so taxing an environment—which is why the population is generally conceived as being there not entirely by their own choice.

Jerry Pournelle’s “CoDominium” future history postulates a future in which a number of worlds are settled by political prisoners and other riffraff who are sent there by the combined U.S.-Russian world government.  Some of the toughest fighters come from Tanith, a demanding jungle planet that is, as Wikipedia puts it, an “infamous dumping ground for transportees.”

Tom Godwin, The Survivors, coverAs a kid, I was fascinated by a Tom Godwin SF novel called The Survivors (1958; also known by the cheesier title Space Prison; reprinted in the 2003 collection The Cold Equations & Other Stories).  A Terran colony ship is waylaid by the Nazi-like Gerns; the useful emigrants are taken as slaves, while the remainder (“Rejects”) are marooned on what the Gerns mockingly describe as an “Earth-type” planet—Ragnarok, with extreme climates, 1.5 times Earth’s gravity, and fantastically dangerous wildlife.  Driven by the goal of avenging themselves and their people, the abandoned colony of “rejects” survives across the generations despite its hardships.  When they finally encounter their nemeses again, the colonists’ descendants have become so formidable that they succeed in overrunning and capturing a Gern battleship.

In a smaller way, the colony planet of Grayson in David Weber’s Honor Harrington series reflects a similar situation.  Grayson started out as a group of settlers seeking a far-off home for religious reasons.  But their ideal planet turned out to have so high a concentration of heavy metals in the environment that indigenous life was poisonous and it was impossible even to live in the open air.  The realities of interstellar travel in that period made it impractical for the settlers to simply abandon the colony; in effect they were stranded by their own incautious choice.  While the Grayson people start out in the second Honor book as a cliché of religious intolerance, Weber’s perspective gradually shifts until they are regarded as tough, honest allies.

James H. Schmitz’s Federation of the Hub future history hints at the notion of an entire approach to human civilization based on a similar principle—especially in the 1968 novel The Demon Breed.  But that’s a more involved topic for another day.

Herbert’s and Pournelle’s notion of “transportation” to inhospitable climes as a punishment, archaic as it may seem, harks back to actual British practices in the 17th through 19th centuries.  The British colony of Australia, the destination of many a transportee, still retains (at least in American mythology) the air of a land where hardship breeds self-reliance & sturdy independence (“Where women glow and men plunder”), as both expressed and satirized in Crocodile Dundee.  TV Tropes’ Death World page actually has a separate section for “Real Life:  Australia.”

Real-Life Analogues

In the real world, we intentionally create harsh environments to toughen up specific groups.

Military “boot camp” is the most obvious example.  I’ve never gone through armed forces training myself, so I can’t speak from personal experience.  But it seems clear that basic training is made intentionally demanding so that the recruit becomes accustomed to hardship and hostility, able to function despite adverse conditions.  We may not have a separate planet to host those conditions, but we can create a closed, artificial environment for the purpose.

Harvard Law School classroomLaw school provides a much less intense case.  The first-year “acclimatization” to law school involves legendary stresses and challenges.  Of course first-year law students are far better off than military recruits, and even the famous pressures of old-time curricula (as described in the 1971 novel and 1973 film The Paper Chase, or Scott Turow’s 1977 One L) had probably diminished by the mid-1980s, when I attended.  But classroom interrogation by the “Socratic method” certainly seems to be designed, in some respects, to intimidate and unsettle the student.

There’s a reason for this.  Most lawyers will find themselves in practices where they face strenuous and unfriendly opposition, whether in court or at the negotiating table.  If you’re not used to that kind of situation, you’ll have a hard time holding your own.  A lawyer has to learn to perform in the give and take of argument, without losing his cool.  The classroom experience is simply the first step in learning how to do this:  beginning to build up the calluses, so to speak, so we don’t crumple at the first sign of opposition.

I have a notion (again, without personal experience) that a doctor’s residency period may serve a somewhat similar purpose.  Doctors in this stage of practice work traditionally long and stressful hours.  It’s possible that this experience is itself a form of training for the emergency situations in which a physician may find herself, taking life-or-death steps under pressure.

Conclusion

In a much broader theological context, it’s sometimes been suggested—in what might be called a “forge of souls” theodicy—that evil in the world has the function of building character in a way that could not be otherwise achieved.  In some sense, the universe as a whole may be a training camp of sorts.

While the “boot camp world” idea isn’t likely to deal with the problem of evil all by itself, it does provide science fiction writers with a way to push human beings to their maximum potential—creating the larger-than-life characters and institutions that make our fantastic stories so striking, even more than gee-whiz technology and exotic settings.

The Good King

I began to wonder some years back about the curious preference for monarchy in futuristic settings.  In the world at large, monarchies have been retreating in favor of republics and democracies, at least in theory, since 1776.  Why are SF writers so fond of equipping future societies with kings, emperors, and aristocracies?

Star Kingdoms

We can pass lightly over the old-time, pulp-type stories where royal rule is merely part of the local color:  Burroughs’ A Princess of Mars (1912), Edmond Hamilton’s The Star Kings (1949), E.E. Smith’s The Skylark of Space (1928) with its Osnomian royal families.  Here, like flashing swords and exotic costumes, monarchy is simply part of a deliberately anachronistic setting.  Similarly in high fantasy, where aristocracy comes naturally in the typical pseudo-medieval milieu.

But we see royal or aristocratic governments in more modern stories too.  Asimov’s Foundation stories are centered around a Galactic Empire.  (Since that series was based on Gibbons’ The History of the Decline and Fall of the Roman Empire, an Empire was inevitable.)  Similarly in Star Wars, which draws heavily on Asimov.  Jerry Pournelle’s CoDominium future history has a First and a Second “Empire of Man.”  David Weber’s heroine Honor Harrington serves the “Star Kingdom of Manticore” (later “Star Empire”), modeled closely on England around 1810.  Lois McMaster Bujold’s Vorkosigan Saga contains a number of polities with different forms of government, but many of the stories focus on Barrayar, which has an Emperor.  Anne McCaffrey’s popular Pern series has no monarch, but has two parallel aristocracies (the feudal Holders and the meritocratic dragonriders).  It got to the point where I began to feel a decided preference for avoiding monarchical or imperial governments in SF storytelling.

The Lure of Kingship

Aragorn with crownThere’s something that attracts us in royalty—or we wouldn’t see so much of it.  I encountered this puzzlement directly.  As a kid reading The Lord of the Rings, I was as moved as anyone by the return of the true King.  I asked myself why.  If I don’t even approve of kingship in theory, why am I cheering for Aragorn?

The reasons we’re drawn to monarchy seem to include—

  • Kings are colorful. (So are princesses.)
  • Stability
  • Personal loyalty
  • Individual agency

The first point is obvious, but the others are worth examining.

Stability

It’s been pointed out that even in a constitutional government, a monarch provides a symbolic continuity that may help to hold a nation together.  British prime ministers may come and go, but Queen Elizabeth is always there.  (Literally, at least within my lifetime.)  This gives some plausibility to the idea of a future society’s returning to monarchy.

Something like this stabilizing function is behind commoner Kevin Renner’s half-embarrassed harangue to Captain Rod Blaine, future Marquis of Crucis, in Niven & Pournelle’s The Mote in God’s Eye:  “maybe back home we’re not so thick on Imperialism as you are in the Capital, but part of that’s because we trust you aristocrats to run the show.  We do our part, and we expect you characters with all the privileges to do yours!”  (ch. 40)

Unfortunately, relying on the noblesse oblige of the aristocrats doesn’t always work out well.  It depends on who they are.  For every Imperial Britain, there’s a North Korea.  When the hereditary succession breaks down, you get a War of the Roses or Game of Thrones.

Too much depends on getting the right monarch.  By the law of averages, it doesn’t take long before you get a bad ruler, whether by inheritance or by “right of conquest”—and you’re up the well-known creek.

Personal Loyalty

Personal loyalty appeals to us more strongly than loyalty to an institution.  One can pledge allegiance to a state—but even the American Pledge of Allegiance starts with a symbol:  the flag, and then “the Republic for which it stands.”  Loyalty to an individual moves us more easily.

This kind of loyalty doesn’t have to be to a monarch.  Niven & Pournelle’s Oath of Fealty explores how loyalty among, and to, a trusted group of managers can form a stronger bond than the mere institutional connections of a typical modern bureaucracy.  One can be faithful to family (the root of the hereditary element in kingship), to friends, or even an institution or a people.  But it’s easiest with an individual.  This loyalty is the basis for the stability factor above.

Individual Agency

The vast machinery of modern government sometimes seems to operate entirely in the abstract, without real people involved.  “Washington said today . . .”

In fact it’s always people who are acting.  But it’s easier to visualize this when you have a single person to focus on.  “When Grant advanced toward Richmond . . .”  In the extreme case, we have the ruler who claims to embody the state in his own person:  “L’état, c’est moi” (attributed to Louis XIV, the “Sun King” of France).

In a fascinating 2008 essay, Jo Walton quotes Bujold on political themes in SF:  “In fact, if romances are fantasies of love, and mysteries are fantasies of justice, I would now describe much SF as fantasies of political agency.”  A science fiction character is frequently involved in effecting a revolution, facing down a potential dictator, or establishing a new order—exercising autonomous power.  Walton links this notion of political agency to the fact that SF illustrates change:  “SF is the literature of changing the world.”  The world-changers can be outsiders, or they can be the rulers themselves—as in a number of the examples above.

It’s not surprising that we’re attracted to characters who act outside the normal rules.  We (especially Americans, perhaps) are fond of the idea that good people can act in ways that are untrammeled by the usual conventions.  I’ve already mentioned Robin Hood.  And the whole concept of the superhero—the uniquely powerful vigilante who can be relied on to act for the good—is powered by this attraction.

But this idealization of individual initiative is also dangerous.  Too much depends on getting the right hero—or the right monarch.  It can only work if the independent agent is seriously and reliably good:  virtuous, in the classical sense of virtue as a well-directed “habit” or fixed character trait.  Even then, we may be reluctant to give any hero unlimited power.  Too much is at stake if it goes wrong.

The Rule of Law

Our admiration for the powerful ruler is always in tension with our dedication to the rule of law:  “a government of laws, not of men,” in the well-known phrase attributed to John Adams.  We can see this as far back as Aristotle:  “law should rule rather than any single one of the citizens.  And following this same line of reasoning . . . even if it is better that certain persons rule, these persons should be appointed as guardians of the laws and as their servants.”  (Politics book III, ch. 16, 1287a)

No human being can be trusted with absolute authority.  This is the kernel of truth in the aphorism that “power tends to corrupt and absolute power corrupts absolutely.”  But we can’t get along without entrusting some power to someone.  When we do, it had better be someone who’s as trustworthy as possible.

The Ideal of the Good King

Thus the true king must be a virtuous person—a person of real excellence.  This is the ideal of an Aragorn or a King Arthur, whose return we’re moved to applaud (even against our better judgment).  (It should be obvious that the same principles apply to the good queen—or emperor, empress, princess, prince:  the leader we follow.  But I’ll continue using “king” for simplicity’s sake.)

What virtues do we look for in a good monarch—aside from the obvious ones of justice, wisdom, courage, self-control?

If the ruler or rulers are going to be “servants of the laws,” they require humility.  A king who serves the law can’t claim to be its master.  Arrogance and hubris are fatal flaws in a ruler.  For example, we should always beware of the leader who claims he can do everything himself and is unable to work with others.

The good king is also selfless—seeking the common good of the people, not his own.  Self-aggrandizement is another fatal flaw.

In effect, what we’re looking for is a ruler who doesn’t want to rule:  a king who believes in the sovereignty and the excellence of common people.

Aragorn defers to FrodoIt’s significant that Aragorn, our model of the good king, is introduced in LotR as “Strider,” a scruffy stranger smoking in a corner of a common inn.  Even when he’s crowned in victory, he remembers to exalt the humble.  The movie has him tell the four hobbits, “You kneel to no one.”  Tolkien’s text is more ceremonious:  “And then to Sam’s surprise and utter confusion he bowed his knee before them; and taking them by the hand . . . he led them to the throne, and setting them upon it, he turned . . . and spoke, so that his voice rang over all the host, crying:  ‘Praise them with great praise!’”  (Book VI, ch. 4, p. 232)

We see the same essential humility and selflessness in other admirable leaders, kings or not:  Taran in the Chronicles of Prydain, and the revolutionary princess in Lloyd Alexander’s Westmark trilogy; Niven & Pournelle’s Rod Blaine; Jack Ryan in Tom Clancy’s novels; “Dev” Logan, head of Omnitopia Inc. in Diane Duane’s Omnitopia Dawn—the unpretentious opposite of the “imperial CEO.”  America was fortunate enough to have such an example in the pivotal position of first President, George Washington.

The Alternative

At the other end of the spectrum, the most dangerous person to trust is an unprincipled and unscrupulous autocrat—someone convinced of his personal superiority and infallibility.  Giving power to an individual who has no interest in serving the common good, but only in self-aggrandizement, puts a nation in subjection to a Putin, a Mussolini, a Kim Jong-un.

The antithesis of the good king is the tyrant, who, however innocently he may start out, figures in our stories mainly as the oppressor to be overthrown.  It’s much better, if possible, to intercept such a potentially ruinous ruler before the tyranny comes into effect:  Senator Palpatine before he becomes Emperor, Nehemiah Scudder before he wins his first election.  Allowing the tyrant to gain power may make for good stories, but it generates very bad politics.

If we must have strong leaders, then in real life as well as in stories, character is key—and hubris is deadly.