Soon after I stopped spending most of my creative effort on work for the tabletop game industry, I started work on what would eventually become my first mature, original, and complete novel. Its title was The Master’s Oath, and it will never be published.
When I finished working for Steve Jackson Games, I still had a lot of that company’s influences in the back of my mind. In particular, a book Ken Hite had written for GURPS in 2001 (GURPS Cabal) made quite an impression on me. It was that book that made me aware of the Western esoteric traditions for the first time: kabbalah, Hermeticism, Johannes Trithemius, Heinrich Cornelius Agrippa, the Tarot, the Golden Dawn, that whole utterly snarled yet gorgeous ball of yarn. I studied esoterica for years afterward, building quite the library of relevant works, all of which are still in my possession.
Mind you, I’m not by any means a believer or a practitioner. The Western occult tradition was a false trail in our intellectual history, not something that has any pragmatic reality. I still find it useful as a source of creative inspiration. To this day, the attentive reader might notice little scraps of it in my fiction – alchemical or Tarot imagery, that kind of thing.
The Master’s Oath was one product of that period of my life. It was an alternate-history novel, a portal fantasy too, with Golden Dawn-style magic built into the plot. I worked on it from about 2008 through 2012, and that was a fierce and terrible struggle. I learned a lot about planning and writing long-form fiction, about world-building in the service of literary work, about a lot of things not to do. I don’t regret that time spent.
On the other hand, as I mentioned, The Master’s Oath is utterly unpublishable, a fact I only realized after I had congratulated myself on finally finishing my first mature original novel. I’m still proud of the research, the world-building, the quality of the prose in it. Unfortunately, it’s also a deeply problematic piece of work . . . not outright racist, as such, but thoroughly insensitive, with tropes built in that an American White male author really needs to be very careful about. Much more careful than I knew how to be at the time. Probably more careful than I have the skill for even today. So I’ve chalked The Master’s Oath up as part of the “million crappy words” that every novelist probably has to write before he can start making real progress.
Still. Nothing a writer ever learns is likely to go to waste forever. I still have all that esoterica lurking in the back of my head, along with everything I’ve learned as a Freemason, and whole reams of early-modern history.
Finally, I think I may have discovered a way to put all of it to use.
Imagine a world that diverges slightly from our own about the time of Elizabeth I, and becomes significantly different sometime in the early eighteenth century. A world where people like John Dee, Michael Maier, Robert Fludd, and Elias Ashmole were really on to something. A world where the Rosicrucian movement wasn’t just a weird historical joke.
A world in which different ideas and different historical currents might give rise to a different kind of modernity. A different kind of United States, in fact. Maybe even a better one.
As always, when I’m tinkering with alternate-historical ideas, my first impulse is to bring a few games to the tabletop out of my extensive library of historical simulations. For example:
Imperial Struggle is one of the most recent purchases in my library, a grand-strategic simulation of the conflict between Britain and France in the long eighteenth century. Its mechanics are deceptively simple, but the resulting gameplay is deep, rich, and nicely balanced – a great tool for developing alternate histories.
Here’s another one, ironically the very first historical simulation game I ever owned:
1776 is a much older game – my copy has been on my shelves for well over forty years now – but it’s a decent simulation of the American theater of a war that was fought across half the world, and ended with the formation of the United States. It’s nicely customizable too, easy to build alternate-historical scenarios for.
I can think of two or three other games I might be able to bring down and use, too. I have more than enough material to start building a timeline and a “bible” for stories set in this putative alternate reality.
As for the stories themselves? Well, “A Fire in Winter” fits nicely into the emerging structure. In fact, thinking about what else I could write to follow that story is probably what got my hindbrain working on this notion. I’m sure that as I start writing down and organizing all of this, more stories will suggest themselves.
None of which means I’m going to be setting aside other projects, to be sure. I still need to keep making progress with Architect of Worlds, the Human Destiny setting, and The Sunlit Lands. Still, I’ve been in a bit of a rut for the last few weeks, and my creative brain seems to work better when I can shift to a new project once in a while. This may be a promising candidate.