Hey, it's been a while since there was one of these. And I have news, too.
The major development is that the book has an outline, which satisfies me, the publisher, and the editor. This is important because it's the framework into which I put the lil' pieces as they come along. So I can now tell folks how the book will be structured, and about how long it will be.
The structure is simple enough: an introduction, a series of chapters on kinds of outsider experience linked by a shared theme, and a concluding chapter on changing the world.
The introduction is about what you'd expect, and goes over in polished form a bunch of things I've already written about hither and yon - about the difference between "some people had lives like these" and "this is the sole and complete truth of the experience for everyone in a category", about how things mean differently to the one living through them and others watching from various differences, the importance of "as far as it goes" in setting boundaries for explanations, about why the book has a US-centric coverage, and so on. It will have a lightly annotated bibliography, because I love doing those, and also some explanation for why I chose the categories that appear below and why I set some aside for another time.
As I was working on the outline, I wanted something of immediate gaming use in each chapter even for people who don't really plan to play characters of the sort described there, and it struck me one evening. The major chapters will each end with a Preview of Coming Attractions, an introduction to and writeup of folks who make good antagonists or other NPCs, filling niches that gamers usually think of as filled with people from later times. I'll explain that as I go. :)
Here's the roster of chapter categories:
- Politics
- Sex and gender
- Religion
- Race
I haven't settled on a final order for them, and may well not do so until quite late in the day. I won't go into all the details of topics I want to hit in each just right now, but I will explain some about the coming attractions:
- Politics: fascism, taking on coherent identity in the '20s and shifting the political tides around it, with hooks into weird science, modernist art, and all kinds of stuff well before the Nazis in particular mattered to anyone but Munich cops. I'll have some to say about the planned coup against FDR as a template for a political pulp story.
- Sex and gender: censorship, with the Hayes Code as maybe the single most prominent success, 20th century puritans and guardians of the public weal as antagonists for a pulp campaign with less of the overt fantastic than some.
- Religion: for a change of pace, complications who aren't so innately antagonistic - paganism. This is the era in which modern paganism emerges as part of a wide-ranging occult fascination, in a movement full of people who are much weirder than anything players are likely to invent and who make great allies, mentors, rivals, complications, the whole deal. It's a context in which lost lore may not be forbidden, identities and allegiance shift unexpectedly, wise people have big blind spots and fools achieve great insights, and so on.
- Race: not a coming attraction but a current one - the Ku Klux Klan. The KKK was
really important in US politics of the '20s and fills a lot of the villain niches gamers often assign to Nazis, offering, as I put it in the outline, "an amazing fertile spread of jackasses needing to be beaten up in all corners of the country".
So there'll be something in the book for you to use even if you don't actually have any interest in playing union organizers or refugee socialist journalists, epicurean gay aristocrats or working-class women crossdressing to work as firefighters and police officers, professors bringing the word to the public in free mass lectures or Mormon relief workers helping gather supplies for the Russian revolutionaries (hat tip to Brand Robins for that one), mural artists from Acapulco or accountants from Bangalore given work thanks to exclusionary laws aimed at others.
In part 2, some more about specific topics and about changing the world.