Last month was a slower one for me. Illness and school breaks cost me time. But, slow progress is still progress.
Writing
The novel keeps expanding. I’m always surprised how, when a scene feels lacking, I discover something later on in the book that helps fill that scene. It’s a wonderful process of discovery.
I am also continuing my classes through DIY MFA. I’m still learning and absorbing new information, and it’s so helpful in shaping this current novel.
Science Fantasy Awesome
I am on my fifth series of Gono Solo campaigns, this time playing Starforged. My main character is Zakia Vayan, Cleric of the Church of the Closed Circuit, and she’s basically a holy mechanic who fixes machines with the help of her god, Ampereon. I’ve already got a few episodes in the backlog, and they are fun to make and I’m excited about where this series is going.
The channel keeps growing steadily! It always feels good when I get a notification about a new subscriber.
Acting
I booked another background gig this month, for a financial institution (honestly, sometimes no one tells you what the commercials are for and you don’t care enough to ask). I played a waiter!
My solo RPG channel Science Fantasy Awesome continues to grow at a steady rate, with new episodes of Gone Solo GOZR still releasing weekly. I also had the opportunity to do my first sponsored content video for a solo system called Overpowered. I hadn’t really considered sponsored content for this channel before, but it opened my eyes to possible ways to defray my costs. Plus, it was fun to make!
Writing
With both of my children now in childcare part time, my schedule has opened up and I have started writing again. I wrote and self-published a novel under a penname during the pandemic, and intended to write and release the next book in the series right away. That didn’t happen as planned, and I diverted my energy into other projects, most notably Tarot of the Trunk.
In anticipation of my new availability, I began making notes about writing in that series again. Due to some other factors, I had already decided to abandon the penname and rerelease the first book in the series under my own name. But a lot of my thoughts on the series had evolved, and I was planning on making major revisions to the first book.
At a certain point, I realized that re-working the first book was not something I wanted to do right now. The series is really close to my heart, and I knew it was going to be slow-going. With re-launching my author business under my own name, I wanted to start building momentum straight away. So I decided the better move would be to write a new series based on a idea that was less precious to me, so I could move faster and finish and release the series sooner, start to generate an audience, to give the original series a better footing.
So, I’m working on a new series about a wizard’s apprentice who gets replaced by an android. In an homage to the mix of science fiction and fantasy genres, I am using both AI tools (technology) and a tarot deck (magic) to generate ideas and speed up the writing process. So far, even with limited time, I have been able to write very quickly, so I am very excited about the good start for this new project.
I’ve just returned from a two week family vacation. It’s always nice to step away from things, shake up the routine and schedule, and reset. Of course, I came back with an idea for a new divination project that will have to be postponed as I’ve already scheduled my time to get back into writing. But, I’m excited to loop around to this next project at some point in the future.
Science Fantasy Awesome
I pre-recorded several episodes of Gone Solo GOZR to continue my weekly release schedule even while I was away. I am very excited to jump back into making new episodes because I want to find out what happens next, and I can’t find out unless I play!
AlleyFOLK Suit of Clocks, next projects
When I took over organizing the AlleyFOLK projects, I inherited several unfinished collaborations that I was very interested in seeing through to the end. One of those was the Suit of Clocks booster, the first AlleyFOLK booster organized around a guiding theme, in this case, fleshing out a “Suit of Clocks” to go with the Nine of Clocks card from the Alleyman’s Tarot. Many of these cards had been sitting in a Google Drive for months so I was excited to see them released and shared with the community.
The community voted on the next themed booster and decided on “Gates and Ways,” a booster themed around doors, pathways, and portals. I like the looser theme, I think it will help inspire artists in a different way. Several of the slots are already claimed.
The AlleyFOLK Hanafuda is the other unfinished AlleyFOLK project. I would also like to see this one finished, but the original enthusiasm from months ago has died down. It’s a bigger ask since each artist has had to contribute four cards instead of one. All we need is a few more artists to commit to creating cards and we can finish it. I’ve posted about it a couple times but haven’t gotten that interest fully piqued. We’ll get there.
The GameCrafter divination sale for Tarot of the Trunk has come and gone. I sold a good number of decks and expansions, and I’m pleased! My total profit is miniscule in comparison to the amount of time I’ve spent on this project, but I’m glad that decks and cards are going out to people. This was also the first time I tried advertising, on both Facebook and Reddit. There is a lot to learn on that front, but I was glad to get my feet wet and get an idea of how that process goes.
The Ragged Ringmaster
I also did my first live readings at a local market last weekend! It was circus themed, so I came up with a ringmaster character. The plan was to do one card readings from my patchwork deck to engage with people and talk about Tarot of the Trunk, and also to sell full readings, Multiverse of Magic cards, and loose tarot and oracle cards from my patchwork collection. While I didn’t make enough to cover what I spent on my table fee, I did sell a couple readings, and I got to talk to a lot of people about Tarot of the Trunk. I also sold quite a few Multiverse of Magic cards, and it was fun to see people responding to the card even if they weren’t particularly interested in patchwork tarot.
I’m not sure what the way forward is on this, for both Tarot of the Trunk and for reading tarot for others. While I did enjoy doing readings for people, the weekend was very draining overall. For now, I’m going to redirect energy away from tarot-related projects for a while and focus more on Science Fantasy Awesome (see below). Then when I’m feeling fresher I’ll decide where I want to go next.
Science Fantasy Awesome
My unbroken streak of weekly solo RPG videos continues! This last Wednesday, I released the final episode for Gone Solo: Troika! which wraps up that series for now. I’ll talk about what’s coming next for the channel in next week’s video, and I don’t want to spoil it here, but rest assured that weekly videos will continue!
I also recently had a request to share the tables I used for solo play for Troika so I made a blog post here.
I’ve also had a request for a video for general tips for solo play, but I’m still gathering my thoughts about that topic.
I’m really please with how the Troika campaign turned out and I’m really excited about what’s coming next!
I was asked via comment on one of my Gone Solo: Troika videos to share the tables I use to assist with solo play for Troika. While they are designed with solo play in mind, they could certainly be a resource for GMs who want to come up with things on the fly at the table.
Some of these tables assume the use of an additional oracle to come up with ideas. I used story cubes, but you could easily use Mythic Tables, tarot cards, or anything else that you know works for you to help inspire new ideas.
01 Troika Cheatsheet
This is just a one-page rules reference.
02 Troika Book Monsters
This has several random tables. One is for rolling up a random monster from the book with associated page numbers (from the hardback numinous edition). There are 66, so that made it easy.
The next is for rolling up stats for a new monster or NPC. This is not balanced at all, so get ready for some wacky fun!
The custom damage generator works like this. Make a blank damage table with slots 1 through 7+, just like the others in the book. You roll a d6 to determine the amount of damage for the 1 slot, which will give you either 1, 2 or 4. Then for the next slots roll a d6, which tells you how much to increase the damage for the next slot. You might increase by 0, 2, or double the previous number. Repeat for each slot through 6. Then the 7+ slot will either increase damage by 1, 2, or 4. Then roll one more d6 to determine if the damage has a special property, like ranged or ignoring 1 point of armor.
Then there is a random weapon table with all damage numbers.
03 Troika NPCs
This has two d366 tables for coming up with NPCs. The first table is a list of miens curated from the book, and the second is a list of nouns curated from the book. There is a blank space on the character table. You can fill in to seed your table with ideas for your setting, or you can use your oracle to come up with new ideas if you roll one of those numbers.
04 More Troika Tables
The environment type table is meant to describe an area. This could be an entire sphere or a particular area of a sphere. You can also use your oracle in conjunction with this table to flavor it.
The point of interest table is a list of locations that assumes some degree of civilization. You can also use your oracle in conjunction with this table to flavor the points of interest.
In my campaign, the characters never left the sphere of Troika, but my original intent was for the campaign to be sphere-hopping. The How Far table tells you how far your destination is. The Travel Between Spheres table tells you how you might get there. The Landing Place tables tells you what the initial landing area is like when you arrive on a new sphere. If you are traveling by Golden Sail Barge, there is a random encounter table. Roll d66 and if you roll doubles, consult the table.
The Event table is the one I used the most in my campaign. After setting up each scene, I would roll on this table to figure out what complication happened. If you don’t want that much randomness, you could come up with a method to decide when you roll on the table and when you don’t.
05 Troika Random Spells
I was disappointed that the table in the book did not actually include all the spells, so here is a table that has all the spells in the book.
06 d66 Tables
These are blank tables to track Threads and NPCs, just like in Mythic. You don’t roll d66 each time. Simply roll d6 if you have six or fewer, d26 for twelve or fewer, d36 for eighteen or fewer, etc. If you roll a blank, use an oracle to come up with something new or choose the thread or character of your choice.
I’m reorganizing my internet presence to simplify things on my end, with the Ragamancers blog as the center of all my projects. This update is to let people know about what I’m currently working on, and potentially cross-pollinate and unify my separate audiences.
Science Fantasy Awesome
My biggest new project is the YouTube channel Science Fantasy Awesome, where I am improvising serial science fantasy stories using role-playing games as inspiration. This has been a lot of fun for me because it brings together so many of my interests: acting, improvising, storytelling, game design, graphic design, editing. I’ve been learning a lot and adjusting my process as I go to keep improving video quality.
Tarot of the Trunk guidebook
When I released Tarot of the Trunk last summer, I decided to go ahead and publish the deck without a guidebook. I would still like there to be a guidebook, however, so I’ve been working on it slowly, but it’s too soon to say when that will be available.
Updated Acting Reels
It’s long overdue, but I finally updated my acting reels. I’ve worked on a lot of projects in the last few years (way more than I could show in such short videos) but I’m proud of how these turned out.
Short Play “Goblin Mode” for Curious New Voices
I got to write a new ten-minute play called “Goblin Mode” for This Time, a night celebrating the 20th anniversary of Curious New Voices back in January. CNV is a youth playwriting program that I participated in back when I was in high school. It was so special and very meaningful to circle back, reconnect with some of the playwrights, and see all of the amazing plays!
All the Links
Here’s a linktree with links to Ragamancers places all over the internet in case you’d like to follow along on your app of choice!
The first time I saw the cover of Gideon the Ninth by Tasmin Muir, I didn’t think it was for me. There’s a dark skeletal figure, surrounded by even more skeletons, and between that and the illuminated manuscript font I was getting serious goth vibes. I wasn’t sure what awaited me beyond that cover, but it was dark and scary and full of bones, and I said no thanks.
Had I looked a little closer, I would have seen that the central figure was wearing aviator sunglasses.
It wasn’t until I saw a comment on a Reddit thread about the strangest books people had ever read that my interest was piqued enough to exceed my reservations. The comment (which I wish I could find) said something about how the genre of the book kept subverting itself. A mix of fantasy and science fiction, and you think it’s going to be an academy drama, oh no actually its a murder mystery, um on second thought this might be a Hunger Games style bloodbath.
I was intrigued, and decided to give the book a second look. And praise be to the Emperor Undying that I did.
Was I right about the skeletons and goth vibes? Yes. But Gideon the Ninth also presents a world unlike any other I’d encountered before, unique in vision and voice. A world that blurs genre distinctions and is, of course, totally Science Fantasy Awesome.
So what I’d like to do is look at the first chapter of Gideon the Ninth from the perspective of a first time reader and the ways in which the word choice creates this science fantasy who-knows-what-is-happening feeling. I won’t discuss anything that’s not mentioned in the first chapter, so that should count as spoiler-free, unless you’re an absolute spoiler hardass.
“In the myriadic year of our Lord—the ten thousandth year of the King Undying, the kindly Prince of Death—”
The first sentence immediately sets up a regal, sanctimonious tone that might be the opening to a classic fantasy book, although “Prince of Death” might give us pause.
“Gideon Nav packed her sword, her shoes, and her dirty magazines”
And here we have our first record-skip moment, a sensation we will be quite familiar with before this book, or even this chapter, is out. The fact this character has dirty magazines sets her immediately against her formal environment, as if she doesn’t belong. She is immediately a maverick, an outsider. Also that these are the only three items she packs tells us something about her plans and priorities.
Gideon continues to get ready. Our next clue comes at “church robes,” which reinforces the clerical opening, as does “cell.” Actually “cell” is doing two things — evoking both monk’s quarters and a prison cell, the combination being a fairly accurate description of Gideon’s situation.
We learn that this place is dark for months at a time (spooky) and that you “tell the season by how hard the heating vents [are] creaking.” This is the first mention of a piece of technology (beyond magazines, I suppose), and this sentence does a lot of work to set up ideas that are clarified later. First, mentioning the seasons in conjunction with the heating system implies an essentiality and a ubiquity to this technology beyond mere comfort. Second, the fact that these heaters are creaking means that they are not being well-kept. Whatever advances have been made, the systems are decaying.
Gideon dresses herself in “polymer and synthetic weave,” which implies another available technology. This, with the heating vents, stands in contrast to “church robes” and “cell,” so by the time we get to “security cuff,” we’re not sure if it is meant to be a crude iron manacle or something with blinking lights. It’s not clarified, so we’re left to imagine. Gideon leaves the key “on her pillow, like a chocolate in a fancy hotel,” and we have our first hint of ironic humor which will become very familiar by book’s end.
Gideon goes to visit her “mother’s nameless catacomb niche,” which gives us more spooky church vibes. (There’s more to be mined here but since we don’t know anything about Gideon’s mother yet we’ll have to come back.) That Gideon goes down five flights of stairs and then up twenty-two illustrates the verticality of this space.
She waits for a “shuttle,” which presumably means a spacecraft, but given the ambiguity so far we can’t be entirely sure. The mention that the “atmosphere is pumped in” reinforces the idea from the heating vents that this place can only support life by technological intervention, which gives the environment a hostility in addition to the darkness which is continually emphasized.
This brings us to the end of the first page.
Gideon hangs out on the “landing field,” which we are fairly sure is meant for a spacecraft, but this field is in a cold and rocky cave, albeit surrounded with “generator lights” with “wire-meshed frames.” Again: high technology, sparsely available, in a harsh environment. This is re-emphasized with her snack from “little plastic bag of porridge.”
At this point, we might feel like we’re settling into a gritty space opera with religious motifs, and we might feel comfortable. We would be wrong.
“…the faraway upward clatter of the skeletons going to pick mindlessly at the snow leeks…”
Um, what? Like, genuine skeletons? Maybe that’s just the word they use to describe their robots.
“…eyes a multitude of wavering red pinpricks.”
Right! Robot eyes, right? Red robot eyes.
Nope. Spoiler: they are legit skeletons. Like, dead people bones brought back to life. And there are more to come. A lot more. This tips the needle very much toward fantasy with necromantic magic, and a specific gothic vibe that is already very clear.
The bell rings for morning prayers, just as in a church, and this reinforces the sacred tone. “Castle Drearburh” makes us wonder if this is just straight-up fantasy? No, it can’t be, because of the spaceship that’s coming. Right?
We meet another character, Crux. Gideon’s swearing and casual language stands in contrast to Crux’s formal speech, and illustrates the differences between them. We don’t know enough yet to say if Crux is representative of the rest of this place or not, but if he is, the contrast serves to reinforce the sense that we already have that Gideon does not belong here. Gideon’s mention of her pornographic magazines once again comes in conflict with the sacred sensibilities of the Ninth.
“More decrepit alive than some of the legitimately dead” gives us the sense that the dead linger on in this place, which makes sense, because we already know that there are living, working skeletons.
“Gideon suspected that—even though he had not a whit of necromancy in him—the day he died, Crux would keep going anyway out of sheer malice.”
The word necromancy helps orient us specifically to a genre we suspected we might already be in. This phrase introduces the idea that some people have magic and some people don’t, a common fantasy trope, while also repeating the idea that here, the line between the living and the dead is not a clean one.
There’s a bit of threatened swordplay, which always gets me excited in a book that also has spaceships. Crux threatens to turn parts of Gideon’s body into paper and cleaning implements, which introduces the idea of the physical body as a mere resource to be transformed and used for work, which will be explored later as our understanding of necromancy deepens.
Crux leaves and we have an encounter with Aiglamene, Gideon’s sword teacher. We don’t get many more genre clues in this encounter other than the continued mention of swords and that Aiglamene’s leg has been replaced by a bone adept, which in context we assume is a specific kind of necromancer.
At the end of this section, we return to the idea that the dead linger on with the mention that if Gideon were to die here, “that would only be the beginning.”
In the final section of the chapter we get more background and a more complete description of the planet—yes, it is called a planet. The Ninth House is inside the planet’s core, and there is a bubble installation prison high above the surface, “where the living conditions were probably a hell of a lot more clement.” Which implies that the technology exists to make the Ninth House more hospitable, and yet it is not, which means it must be kept harsh and cold … on purpose.
Then we get a lot of science fiction words. Gideon’s mother’s “hazard suit” was out of “battery power” and Gideon was held in a “bio-container.” This is made science fantasy awesome when nun-adepts are summoned to try to get an answer out of her ghost. This makes sense, because a theme that has been made very clear throughout this chapter is that death is not the end. Which gives more context to the earlier phrase in the catacomb niche, which mentions “her mother hadn’t been there since Gideon was little and would never go back to it now.” Which gets creepy when we realize that Gideon’s mother has been dead since the day Gideon was born. Spooky.
At the very end of the chapter, we get some delightful hooks that I’ll let you discover on your own, because if you haven’t already read this fantastic book, please do yourself a favor and get your phalanges on a copy.
So, not only does the first chapter of Gideon the Ninth set up a smorgasbord of ideas that will be explored throughout the novel, but also, by alternating between fantasy and science fiction words and tropes and overlaying them with gothic imagery, creates a unique mash-up setting. The line between fantasy and science fiction is blurred, as is the line between the living and the dead. Gideon stands in stark contrast to her surroundings, having been literally dropped in from somewhere else, like a character from a different genre.
Anyone who has spent time with me in real life has inevitably heard me wax poetic about Keyforge, the unique deck game from Fantasy Flight Games designed by Richard Garfield of Magic: The Gathering and Netrunner fame. I could go on about the many reasons why I love this game, and I will at the slightest prompting (seriously, if you have any interest in collectible card games at all, and don’t like deckbuilding, check out Keyforge) but today I want to focus on a specific aspect of the game that is pertinent to my Science Fantasy Awesome series: the genre.
One look at the original box art for the first Keyforge set and a few things become clear: this world is bright, fun, and there’s a lot going on. The design is great because it perfectly captures the world of the game, but also the gameplay itself, which is diverse, accessible, and wild. But something else is clear: this is 100% science fantasy. There’s a knight, there’s a martian, there’s a giant with a mechanical arm, and a host of other strange creatures. For anyone who enjoys that mash-up, peanut-butter-in-your-chocolate feel, this box art is an absolute invitation.
What does it mean to talk about the genre of a card game? For the most part, it’s the cart art that communicates the story of this fictional world, plus the lore in the rulebook. Yes, there’s more to be learned in the RPG sourcebook, short story anthology, and novel — and I may discuss those in the future — but just to keep our discussion focused, I want to stick to the card game for now.
Since science fantasy is the blending of tropes from fantasy and science fiction, let’s look at Keyforge through this lens and see how this “mash-up” feeling is achieved on a variety of levels, from general lore down to individual cards.
First I’ll talk about æmber as a general lore concept. Then we’ll break down each of the ten houses in the game, looking for how and where science fiction and fantasy tropes meet.
Æmber
The first thing we need to talk about is æmber, the glowing golden substance that is found on the Crucible, the artificial patchwork world that is the setting for Keyforge. Not only is æmber central to life on the Crucible — powering fantastic technology, charging magic spells, causing useful or debilitating mutations, and serving as currency — it is also central to the card game, since it is the resource you need to collect to forge the eponymous keys and win. From a design standpoint, this convergence of lore and mechanics is brilliant.
But with our genre lens, we see that æmber is also the central meeting point for our science fiction and fantasy genre mashup. The first mention of æmber in the rulebook describes it as a “mysterious psychic substance.” I want to break down those two adjectives because they tell us so much from a genre perspective.
The idea that æmber is mysterious does so much work. It keeps the substance deliberately vague, and from this ambiguity, an infinity of possibilities to emerge. In a narrative work, this kind of vagueness might seem like a cop-out, but in a game, it gives coherence to a world that might otherwise seem disjointed. The flexibility of its vagueness is its strength. How do the witches of Untamed perform magic? Æmber. What are the cybernetic scientists of Logos studying? Æmber. How do the demons of Dis capture and eat emotions? Æmber. What powers the spacecraft of Mars? Æmber.
Because Keyforge draws on a variety of genre tropes, any specific explanation of æmber would push the game world too far in one direction. A scientific explanation would deprive the fantasy factions of their wonder and a magical explanation would make the sci-fi factions feel ridiculous.
Which brings us to the second descriptive word. “Psychic” is a perfect word in science fantasy because different genres of fiction use different explanations for psychic powers. In a fantasy work, psychic powers are explained in terms of magic, an inherent ability that bends the rules of reality. But in science fiction, there is a long-standing trope of highly-evolved beings and creatures from other worlds having psychic powers: just look at the Betazeds in Star Trek or the Bene Gesserit in Dune for two examples. Technology can also be used as an explanation for psychic powers. So, æmber being described as psychic lets us stay in that ambiguous place between fantasy and sci-fi, which is useful, for the reasons already discussed.
This ambiguity also makes room for the designers to add more diversity to the world, as we have already seen with the three new houses introduced since the launch of the game.
(As a side note: even the way æmber is spelled, with the uncommon letter ash at the beginning, is ambiguous. Should the word be pronounced Amber? Ember? Eember? It’s unclear, and this has given rise to multiple pronunciations across the fanbase, just as one might expect to encounter different dialects while journeying across the Crucible.)
So, to reiterate: the central substance that drives not only the fictional world of Keyforge, but also the gameplay, is described in a deliberately ambiguous yet evocative way to bring cohesion to a mash-up world, to allow both fantasy and science fiction tropes to exist side-by-side, and make space for further exploration and discovery into the future.
The Houses
There are currently ten factions, called houses, in the card game of Keyforge (there are more in the RPG sourcebook, we’ll be skipping those for today). Each house has its own look and feel, so each can be analyzed individually.
Since we’re looking at Keyforge through a science fantasy genre lens, it might be informative to imagine a spectrum with science fiction on one side to fantasy on the other, and try to place each house somewhere on that spectrum. So let’s go through each house, one by one, and see what we learn.
Brobnar
Brobnar is the house of giants and goblins, both staple races of fantasy. But these giants have cyborg limbs, powered by æmber, with lots of vents and gears and pistons that give a unique steampunk-y vibe.
With both of these elements appearing on almost every Brobnar card, this house is clearly Science Fantasy Awesome, and right in the middle of our spectrum.
Dis
Dis is one of the most visually interesting factions of any game anywhere, and I’m not sure how to begin describing them. They’re purple, pink, and black, and there’s lots of tendrils, spikes, masks, and insect features. On the cards and in the lore, these creatures are called “demons” and “imps,” and with those words in hand, the viewer says, “Oh, yes, of course. Demons it is.” But these are certainly not the red-skinned, horned demons of other fantasy works.
The takeaway is, I think, that they are weird and unknowable, which the design goes at great lengths to show. And since they’re called demons, one’s initial instinct might be to place them fully on the fantasy but of the spectrum. But, as in so many works of science fantasy, explanation is everything.
In the rulebook lore, we read about how these creatures steal and eat emotions from the other beings of the Crucible. Okay, yes, that seems like something that demons might do. But then they are described as having enhancements that are “part sorcery and part high technology.” Science Fantasy Awesome indeed.
Here is a list of science fiction words that are used to describe Dis in the rulebook lore: technological, cybernetic, robotic, machines. This is not something that is immediately clear, at least not to me, looking at the cards.
So there’s an interesting effect achieved. There are these strange creatures, described as demons, so the player goes along with this, and has a fantasy mindset. But then as the player explores deeper in the lore, they learn that these creatures are actually robots, which casts the previous understanding in a science-fiction-y light. Had the creatures been described as robots from the get-go, the same effect would not be achieved.
So I’m going to place Dis on the fantasy side, but towards the middle, of our spectrum.
Logos
Logos is the house of robots, scientists, A.I., and cyborgs so advanced that they have forgotten their original forms.
I looked really hard for a whiff of fantasy in Logos, but came up short. I think the closest we get is that many of the inventions border on the “fantastical,” and we sometimes get “mad scientist” vibes.
With all this science going on, I have to place Logos firmly on the science fiction end of the spectrum.
Mars
Here we have another solidly sci-fi faction, Mars. Straight-up little green men, saucer ships, and hypnotic beams.
To be fair, this leans more on the softer-side of science fiction, which some would call science fantasy all on its own. But if we’re looking for magic or wizards or anything like that, it is not to be found on Mars. So I’ll place them a little towards the middle, but still on the science fiction end.
Sanctum
In a game that features demons, one should also expect angels. And Sanctum delivers in spades.
Almost every Sanctum card is a variation on this theme: spirits and angels in armor with glowing weapons and auras. Everything about this is solid fantasy. They even live in flying cities in the clouds. Barely a scrap of science fiction anywhere. In the lore, their armor is described as “technological,” but also that is powered by “spiritual energy.”
I would have to say, 100% fantasy. But since we’re on the lookout, I do have to point out two Sanctum cards that, bizarrely, feature motorcycles:
Despite these sweet rides, I have to place Sanctum all the way on the fantasy end of our spectrum.
Saurian Republic
I don’t think I’ve seen anything like the design of the Saurian Republic anywhere else. The closest that comes to mind is Dinotopia. These are anthropomorphic dinosaurs in a Greco-Roman aesthetic with togas and columns.
Dinosaurs are an interesting case for our science fantasy spectrum because, like “psychic”, it all comes down to the explanation why there are dinosaurs in a work. More often than not, however, there is a science fiction explanation. In Jurrassic Park, the dinosaurs are cloned. Sometimes time travel is invoked. In the case of the Saurians, the lore says they were transported to the Crucible from earth millions of years ago, and have evolved into the society that we see depicted. Additionally, the lore also makes clear that what look like “magic” shields and spears to us are actually highly advanced technology.
So where does that leave us? The Greco-Roman vibes evoke historical fantasy or alternative timelines, but then there’s advanced technology that looks like magic. An evolved race of dinosaurs would be sci-fi, but the way in which they are depicted leans us toward the softer side. So, we start to realize that our spectrum between fantasy and science fiction is a little arbitrary, and depends on how you categorize things like historical fiction. So I’ll put them in the middle, but leaning toward the science fiction side.
Star Alliance
Some players just call this the Star Trek house, because the homage is so transparent. A group of deliberately diverse humans and aliens that work together with a military hierarchy has an obvious antecedent. But the aesthetic of bubble helmets and ray guns harkens back to an earlier, more Flash Gordon, era of science fiction.
But we are looking for science fantasy! In the lore, Star Alliance is an accepting faction, letting all kinds join, which creates some interesting mash-ups.
Spirits, elves, and merfolk in spacesuits! That’s pretty Science Fantasy Awesome. However, in the context of a group from space that is already made up of diverse extraterrestrials, it’s easy to see these fantasy creatures as just additional alien species in a wild galaxy. But, as we said before, science fantasy is all about explanations and aesthetics. So we’ll put them part-way on the science fiction side.
Shadows
Shadows, like Brobnar, features a staple fantasy race reinterpreted in a specific sci-fi subgenre. Here we see elves (small trickster-type elves, as opposed to Tolkienesque high elves) with a cyberpunk vibe. The urban settings, neon colors, and the sense that these elves are “sticking it to the man,” like hackers stealing from oppressive corporations, all feed into the cyberpunk aesthetic.
Also of interest are the faeries, tiny robotic beings that assist in thievery and mischief:
But, the designers show us that there is still more to see. In the latest set (as of the writing of the article), Dark Tidings, we see a more pirate-y side to shadows, while still retaining some of that cyberpunk aesthetic.
With elves and pirates on one side, and cyberpunk and robot faeires on the other, Shadows is firmly in the middle of our science fantasy spectrum.
Unfathomable
Unfathomable are the most recent faction to be introduced to the card game of Keyforge, a cult of aquatic beings that serve the unknowable ancient deities of the deep ocean. They have distinct Lovecraftian vibes, and that’s not surprising, given Fantasy Flight’s long line of Arkham Files games.
So how would we categorize this faction? The idea of merpeople is certainly fantastical, and they appear to have magic powers. If we stopped there, that would place them firmly in the fantasy camp. But it’s the ancient Lovecraftian deities that give me pause. In Lovecraft’s work, the ancient ones are beings from beyond the stars, but so strange and unknowable they might as well be fantasy gods. So where would we put that on our science fantasy spectrum?
Again, this is where we come up against the limitations and arbitrariness of our categories. Since Lovecraft is cosmic horror, it doesn’t fit neatly into our spectrum. But Unfathomable might be headed in their own direction that we’re just not aware of at this point. So, I’ll put them on the fantasy side, but heading towards the middle.
Untamed
Untamed is the house of the wilds, full of fantastical creatures. But it is also home to the witches, humans who use æmber for magical purposes.
(Side note: I love that in Keyforge the keyword ‘witch’ applies to both female- and male-presenting characters)
If that was it, Untamed would be a solidly fantasy house. But on the Crucible, there is always more to discover. As in Shadows, we find that these magical wilds are also populated with robotic faeires.
As a writer and in my own work, I love when fantasy words get applied to sci-fi concepts, and vice versa, which we see a lot of in Keyforge. So I love this idea of these little sprite-like beings living in the woods called faeries actually being tiny robots.
And since we’re on the lookout for the places where sci-fi and fantasy meet, I have to call out a few cards that depict Untamed as technology scavengers.
So, the main character of the house is witches and fantasy animals. But, because of the fairies and the technology scavenging, I would have to put Untamed on the fantasy side but closer to the center of our spectrum.
Our Completed Spectrum
Let’s look at our complete, albeit somewhat arbitrary spectrum:
We see that there is a fairly even spread. Some houses are on the science fiction side, some on the fantasy side, and some in the middle. So what does this mean?
Since every Keyforge deck consists of three houses, there is always going to be a mash-up of genres within an individual deck. Because of the way the houses are distributed through the sets, the closest you can get to an all-science fiction deck, in our analysis, would be a Logos-Saurian-Star Alliance deck, which is still going to feel a little fantasy. On the other side, the closest you can get to an all-fantasy desk is Sanctum-Unfathomable-Untamed.
Where am I going with all this? The point is, since each game of Keyforge has two decks going against each other, every game of Keyforge is going to have a unique science fantasy mashup. The chances of single game of Keyforge featuring only fantasy or only science fiction cards is so small as to be negligible. And, since every deck itself is unique, the way that the science fiction and fantasy elements are going to converge in each game is also unique, leading to a continuous and infinite journey through new science fantasy mash-ups.
But enough about what I think. Do you agree with where I’ve placed these houses on the spectrum? Does the science fantasy mash-up genre also part of the appeal of Keyforge for you? And if you haven’t tried Keyforge, why not? Leave comments below!
“Science Fantasy” is a term that has had a number of different meanings in the past. The phrase used to be used in a somewhat derogatory way, in order to contrast “lighter” or more “fantastical” works with the rigorous, and implicitly more preferable, works of “hard” science fiction.
But the term is being used now, more and more, to describe media that combines tropes from both the fantasy and science fiction genres. It is still seen as a lesser genre, and the Encyclopedia of Science Fiction even calls it a “bastard genre.” But I think science fantasy is not only interesting and exciting, I think it’s important.
First off, science fantasy is a genre that exists only because of the categorization between these two main poles of speculative fiction. In the early days of science fiction the genres were not so separate, and it was only in later decades the boundaries became more well-drawn. But like many such boundaries, once set, the temptation to cross them becomes irresistible. Any such boundary is almost an invitation for artists and creatives to come and break it.
A work that contains tropes from two or more once-distinct genres is difficult to categorize, and by its very existence throws the whole program of categorization into question. It exists in an ambiguous, liminal, in-between space. It is a shade of grey amongst the black-and-white, and as such, reflects the same ambiguous “greying” that we see in the social, political, and cultural spheres in our world.
Science fantasy is an explicitly post-modern genre, one that acknowledges that the audience is aware of and understands genre distinctions, before gleefully and self-consciously blurring them. This initial crossing of genres then opens the door for yet more genres to flood in, which is why mystery, horror, and historical genre tropes often appear in science fantasy. Seeing these genres side-by-side invites the audience to reconsider what is possible, to examine and integrate rival frameworks, and to explore the unknown and unfamiliar and therefore confront the Other and the Shadow.
Against forces that seek to categorize and flatten individuals into easily graspable demographics, science fantasy makes space for and celebrates the full complexity of humanity, and is therefore political. Why must there be binaries? Why must there be borders? If we are grouping people, why? And who benefits from those distinctions?
Moreso than other genre-mashups, because of fantasy’s wistful gaze toward an idyllic imagined past and science fiction’s analytic projections into an array of possible futures, bringing these two perspectives together calls up the full temporal range of human experience and unites it in a present that can be, at its best, a transcendent moment.
Also, it’s just cool, right? A wizard with a ray gun? A cyborg dragon? That’s just Awesome.
That’s Science Fantasy Awesome.
In this blog, I’m going to explore examples of science fantasy media and examine them with this lens: What makes these works ambiguous? Where are the places where fantasy and science fiction meet? And what makes them awesome?