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Musing on Heroes and heroism

4/5/2022

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The storytelling trope I hate most is that the hero needs a personal reason to get involved ("Refusal of the Call," if you wanna get all Campbellian about it).

​It's such a prevalent trope, it even works its way into genres where it isn't traditionally needed.

One of the biggest culprits? Modern detective stories and crime thrillers.

As Weird Fiction author Misha Burnett once pointed out, there's a trend in modern detective stories for saddling the protagonist with some personal loss or trauma that drives them to catch killers. Mom/Dad/Sis was murdered by the infamous Bay Street Butcher, a case that remains UNSOLVED TO THIS DAY!

But in older stories, the detectives just want to catch killers because they're killers.

That's a noble goal in isolation, and it needs no further justification for the reader to buy into it.

Sometimes, the best reason for your hero to get involved is that it's the right thing to do. But with a few notable exceptions (indies, some action/adventure series, etc.) we seem to be losing that in our fiction. Heroes motivated by nothing more than a personal code or a sense of justice aren't seen as compelling or "realistic."

To put it succinctly, we've turned into an audience that can understand Batman, but not Superman. Avenging a personal tragedy is seen as a realistic motivation. But standing for Truth, Justice, and the American Way is seen as hopelessly quaint and outdated.

At a minimum, it's a sign that something is deeply wrong with our notions of what constitutes a Good Man.

Maybe that's why I hate the trope so much. It's a glaring reflection of the nihilistic selfishness permeating modern American society.

For my part, all I can do about it is try and tip the scale a little with my own work. We write what we believe, after all. And for all my cynicism, I do believe the world changes for the better when Good Men see an injustice, and try to do something about it.

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The Death of the Warrior's Code

10/30/2021

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Which way Western Man?
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Image by Marco Santiago from Pixabay
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Just kidding. The decision was made long ago in modern America, and not for the better.

In case you doubt the above sentiment, that second image is taken from a viral TikTok video going around. In it, a man on a New York subway car aggressively shouts at a woman half his size, before punching her right in the face. It wasn't sudden. Not one man present stood up to protect her.

Or there's the incident from Philly a couple of weeks ago, in which a woman was sexually assaulted on a crowded train car for over 40 minutes. 

Chivalry is dead, folks. And I'm not just talking about offering a woman your seat, or holding the door for her.

Chivalry was—and is—a warrior's code. 

Men who trained their entire lives in the arts of combat adopted it as a standard of personal behavior, one emphasizing honor, bravery, and willingness to protect the weak.

In short, it was a way for the dangerous members of civilization to ensure they stayed dangerous to the right people, while remaining harmless to the rest. 

A society of warriors needs such a code. Otherwise they're not protectors. They're nothing more than armed, violent thugs.

Through our stories, myths, and legends, aspects of this code trickled down to Western men of all social classes. Holding a door for a woman, offering your seat, standing whenever she entered the room, removing your hat in her presence. These were common courtesies expected of men in general as recently as two or three generations ago. They were reminders for men not to misuse their natural strength. That women were to be honored and respected, and by extension, protected.

Exactly when this changed is hard to pinpoint. But I have a theory.

American men used to be warriors.

Most people my age have grandfathers who were drafted into WWII or Korea. My great-grandfathers on both sides of the family were drafted into WWI. My dad was drafted, too, for the Cold War/Peace Time draft. While I'm thankful he never saw combat, something my dad said about the experience always stuck with me: 

"When I look back, I can at least say I stood up when my number was called. That's something. I didn't run, and I went where they sent me."

His attitude is typical of his generation, and of the generations previous. It's hard to imagine men from those eras standing idly by while a woman is assaulted. 

Even if they weren't professional fighters, like the knights of old, all American men knew they might be called on to fight. For most of them, the idea of running away or shirking from that duty was considered beyond the pale. It would earn them ridicule, contempt, and legal consequences.

That changed in Vietnam. 

Leaving aside the morality of that war, the number of men who dodged the draft was unusually high. Hundreds of thousands of men evaded compulsory service in Vietnam. Almost 210,000 men were formally accused of violating draft laws, while more than 360,000 were never charged.    

On January 21st, 1977, President Jimmy Carter formally pardoned all draft dodgers. That was the day physical cowardice—running from a fight—ceased to have any real consequences in America.  Legal penalties, social consequences, and shame were no longer the price for turning your back.

Indeed, the Vietnam draft dodgers are now held to have some kind of moral authority, opposing an "illegal war" by bravely standing up and doing nothing, while some two million others faced hell in their place.

So yes, friends. Chivalry is dead. 

It's dead because our men are permitted to be weak. It's dead because our men are taught not to feel shame. It's dead because honor and duty were allowed to become punchlines. It's dead because our men no longer face consequences—even social ones—for habitual cowardice. 

Chivalry is dead because our men are not warriors. 

They have no need of a warriors’ code.

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A Hero From Limerick: The Ballad of Connor McCann

8/25/2021

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Apropos of nothing, I found myself thinking about The Iliad today. I've mentioned the work and what it means to me before, but for some reason, one of Homer's central themes just feels a little timely these days.

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Dunno.

It's probably nothing.
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At any rate, thinking about Achilles, heroes, and epics reminded me of a little thing I wrote some years back. I was taking a few classes on the G.I. Bill at the time, including a Creative Writing elective. It was a good class, but when we got around to the poetry unit, I found it dense and impenetrable.

That's absolutely no fault of the professor. Fact is, I only understand two kinds of poetry: heroic sagas or epics, and bawdy limericks. That did nothing to dissuade my professor from requiring an original poem from me to earn a "complete," of course. So I decided to just blend the two.

Digging it up again, it wasn't as bad as I thought.

So here it is, my first—and likely only—experiment in poetry. If you're familiar with the Pub song 'Ay-yi-yi-yi," you'll probably recognize the meter I used for the refrains.

Either way, hope it brings a chuckle.
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​The Hero From Limerick: The Ballad of Connor McCann

There once was a tale that was told,
Of a man both courageous and bold!
So sit back and hear,
Of a far away year,
And adventures and dangers of old.

A great serpent, scaly and brown, 
Slither’d to Limerick Town.
It had a barbed tail,
As sharp as a nail,
And it screeched with a terrible sound.

By the High Road, it staked out a lair,
And snatched out as quick as a hare 
At unlucky trav’lers,
Occasional stragglers,
And—especially—maidens, most fair!


(Refrain)
But a young man from Limerick
Came up with a gimmick
To save all those lovely young damsels!


His name was Connor McCann.
He had no titles or land.
But strong as a fox,
And smart as an ox,
He was the pride of his clan.

Of his woman, he had grown fatigued.
Her name was Maggie McTeague.
Though club-foot and blind,
And out of her mind,
She was still out of poor Connor’s league.

But if Connor could just slay the beast,
In his honor, there would be a feast!
The grateful young girls,
Would let down their curls,
And give him some options, at least. 


(Refrain)
Yes, the man with the gimmick,
He set out from Limerick,
To save all the lovely young damsels!


First he took up his great spear.
Of its like, you never did hear!
Sharp was the brass end,
But carved in the ass-end
Was a secret compartment for beer.

And his shield was fashioned so well!
Of its like, you've never heard tell!
On its face was enameled
A scene of great scandal
‘Tween a man and a mademoiselle.

And he dressed in the finest of mail!
Of its like, you've never heard tales!
It included an odd piece:
A hammered steel codpiece
That showed off his manhood to scale.


(Refrain)
Yes, the hero from Limerick,
Deck’d out for his gimmick
Would save all the lovely young damsels!


As Connor approached the great brute
His resolve wasn’t quite absolute. 
The monster’s foul screeches
Made him wet his breeches 
So much that he filled up his boots.

But Connor, he did persevere!
He sloshed forth and brandished his spear!
But the serpent's barbed tail,
It struck without fail.
And Connor was done for, I fear!

Well Connor, he wasn’t quite dead,
But he sighed and hung down his head.
It was time now, he thunk,
To go and get drunk,
And call on Saint Patrick instead. 


(Refrain)
Yes, the young man from Limerick
Had failed in his gimmick. 
To hell with the lovely young damsels.


With Saint Patrick, you know how it goes.
The snakes he forced out in their droves.
And to this very day,
In Erin they say,
You’d sooner find scales on a rose.

So that just leaves Connor McCann.
Whatever became of the man?
Did he settle down
In Limerick Town
And father good sons for his clan?

Well his sweet Maggie, Connor did wed,
But his bloodline was never to spread,
Because his sweet Maggie
Made him wear a baggie
Each night in their marital bed.
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Generational heroes: the Cowboy and the Commando

7/1/2021

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The other day, my wife asked me a dead-simple question: "What's your favorite book or story of all time?"

Of course, I couldn't pick just one. But after thinking a while, I did manage to narrow the list down to only three. My favorite story of all time is Richard Connell's "The Most Dangerous Game." If I'm forced to pick something novel length, then it's a toss-up between David Morrell's First Blood and Glendon Swarthout's The Shootist. 

What's telling, especially for a guy with "SF/Fantasy Writer" in his bio, is that none of my answers is even tangentially SF or Fantasy.

That's because—as I realized somewhat recently—I don't actually like SF or Fantasy all that much. What I really like is Action/Adventure. I just don't mind if my Action/Adventure has magic or ray guns in it. 

That said, I don't want to hammer on my growing disillusionment with SF and Fantasy (even the supposedly "pulpy" classics). What I want to talk about today is something else I realized about my answer, particularly the two novels.

Of my three favorite stories of all time, two are directly related to a pop culture transition that happened in America in the 1980s, one more obvious in retrospect than it was in real-time.

I'm talking about the complete shift from Cowboys to Commandos as our "default" pop cultural heroes. 
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Photo by Yoni S. Hamenahem


​Backyard Bradleys and Saturday Morning SEALs


Maybe it's tough to remember with the rise of superhero media and the resurgence of Star Wars. But once upon a time, kids in America were obsessed with all things G.I. Joe. Toy shelves were absolutely crammed with Hasbro's pint-sized, plastic commandos and their intricately designed vehicles. The cartoon played on a practically endless loop in syndication, spawning an animated movie. Real life celebrities like Sgt. Slaughter and Joe "the Refrigerator" Perry joined the franchise with figures modeled on their likenesses. Slaughter even voiced himself in the cartoon.  

And of course, let's not forget the comics. Marvel's G.I.Joe actually ran longer than the toy line did, owing mostly to writer and Vietnam vet Larry Hama's rather sophisticated treatment of the subject. To this day, it's rightly regarded as one of the best tie-in comics ever produced.

G.I. Joe mania was a surprisingly long-lasting and robust trend, driving other toy companies to cash in with their own military-themed figures. Mattel put out GUTS, beefed up, cooler versions of the traditional plastic army men. Galoob made figures based on The A-Team, both in 3.75 and 6-inch scales. Coleco put out toys for Rambo: The Force of Freedom, a kids' cartoon (lol) spun off from one of the most successful R-Rated action franchises in history. 

What, you didn't know there was a Rambo cartoon? 


​Ruby-Spears' Rambo was clearly an attempt to cash in on the success of G.I. Joe. Aimed at the same audience (and with the same goal of selling toys), it featured a similar set-up and premise: an elite, secret counter-terror organization, called on to fight a group of evil militants with a catchy name (S.A.V.A.G.E. instead of Cobra). 

Needless to say, this pop-cultural saturation colored the actual-cultural landscape. 

There was barely a TV in my old neighborhood that wasn't tuned in to the Joes or Rambo on any given afternoon. Our connected back yards were turned into one massive, constantly-evolving plastic battlefield. Whenever we played in the woods or at the local playground, we invariably fell into some variation of "war" with sticks as guns, pretending to be G.I. Joe characters, A-Team members, or characters from the various action movies we'd caught on cable.

And yes, folks, we saw a LOT of those. 

Bottom line, if you were a typical kid in the 80's, there's a good chance the relatively new (but so very old) archetype of the Invincible Super-Commando ruled your imagination. 
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G.I. Joe #1 released March 1982

​It was different for my father's generation.  

My dad, my uncles, and everyone in their generation grew up with John Wayne, the Lone Ranger, and Hopalong Cassidy. The western gunfighter was the hero of the day, and though "war" was an ever-present game, kids were just as likely to play variations of Cowboys and Indians. There was a pop-cultural mythology to draw from with the Gunfighter, and with public boogeymen like Geronimo and the Dalton Gang.  

By contrast, there were few, if any, named soldier-heroes in their fiction. Certainly not characters as towering as the ones found in Westerns. That might be because WWII was still fresh in the public consciousness. Sure, John Wayne played in war movies, notably The Sands of Iwo Jima and The Longest Day. But while his characters were always square-jawed and tough, none were as invincible as his cowboy heroes.

If you think about it, that's only natural. My dad's generation knew men who'd fought at Iwo and Normandy. And while they certainly looked up to and respected these men, seeing them up close—and so soon after the action—reduced them to human scale in the popular imagination. The mythology of the war hadn't had a chance to grow up around them, and it wouldn't for another decade or so. They weren't Brokaw's "Greatest Generation" yet. They were just immediate family, friends, and neighbors.

This extended even to the bonafide heroes of the war.

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Audie Murphy

​Never mind that Audie Murphy did more in real life than most fictional commandos ever will. The fact he was still a living, flesh and blood man made him appear less mythical than other folk heroes like Billy the Kid and Wyatt Earp.

Ironic, because First Blood author David Morrell has stated in interviews that he partly based his original conception of Rambo on Murphy. The idea of a troubled war veteran at home was one of the pieces that took hold of his imagination, and inspired him write one of the greatest thriller novels of all time.


From Printed Page to Silver Screen

Note: this section contains mild spoilers for the books and films discussed.

First Blood was published in 1972, and introduced the world to Rambo. If you're familiar with the 1982 film of the same name, then you're familiar with the plot. Drifting Vietnam vet and Green Beret Rambo is hassled and hustled out of town by a local sheriff. He bristles at this treatment, and begins pushing back, until it escalates into an explosive moment of violence at the jailhouse. Escaping into the woods, Rambo must evade the largest manhunt in state history, led by the same sheriff.

Much like Tarzan and Conan the Barbarian, if you're only familiar with the Hollywood treatment of the character, then you don't really know him. The novel's Rambo is much more of a sympathetic villain than a hero, and the movie's villain, Sheriff Teasle, is far more heroic and admirable in Morrell's book. 

Naturally, the Stallone film made significant changes. The script turned a morally complex struggle into a more straightforward story of an underdog being harassed by the authorities. The movie's body count is much lower (just one, and it's an accident; a fact most people forget in the wake of the uber-violent sequels). 

The biggest change, of course, is that Rambo survives the movie's climax, whereas Morrell's book gives him a tragically fitting end.

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​Along with Kurt Russell's performance as Snake Plissken in 1981's Escape from New York, Stallone's version of Rambo helped usher in the 80's era of Action Movies. While both Escape and First Blood are somewhat sedate, cerebral films, the decade's box office would come to be dominated by an archetype that blended Russell's rough, cool, demeanor and Stallone's raw physicality. 

The Action Movie tough guy, typified by Stallone's performance in the First Blood sequels, Schwarzenegger's Commando, and anything starring Chuck Norris, was usually a military or ex-military badass.

Whereas traditional, John Wayne-type war movies emphasized the camaraderie of the platoon, the Action Movie commando was usually alone, fighting hordes of disposable enemies with nothing but his rippling muscles, a machine gun, and maybe a little karate. If he was lucky, he had a team, but they usually didn't survive through the third act, necessitating the Action Hero squaring off against the villain mano-a-mano (or tank to helicopter, in the case of Rambo III).

The Shootist was published in 1975, and it deals with the death of the last great gunfighter of the American West, J. B. Brooks. 

In the novel's opening, we learn that Brooks, a larger-than-life figure in his youth, and a man who always lived life on his own terms, is dying of prostate cancer. He decides he doesn't want to go out in bed, wracked with pain and too feeble to stand. So he looks for an opportunity to die the way he lived: on his feet, facing life head-on, with his guns in hand. In the process, he befriends a middle-aged boarding house proprietor named Bond Rogers, and her young son Gillom.

It's a deeply moving story, one dealing with themes of modernization, violence, and facing death with dignity. It's as much about the death of the West itself as it is about the death of Brooks.
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​The Shootist was made into a movie in 1976, the last to star legendary actor John Wayne. Criminally underrated, and sticking close to the source material, the film was a fitting swan song to Wayne's career, one he spent playing the type of characters J. B. Brooks used to be before sickness and old age caught up to him.  

In addition an aging Wayne, the film features performances by classic Western film stalwarts like Jimmy Stewart, John Carradine, and Harry Morgan. The movie also opens with a montage of scenes from Wayne's earlier Westerns, under Gillom Rogers' narration describing J.B. Brooks' life and career. 

Simply put, this film—arguably even more than the novel—unfolds as if it knows it's saying goodbye to an era of mythic storytelling, one that dominated the American psyche since the age of the dime novel. Like Brooks himself, it's trying to be the last of the "heroic" Westerns, going out on its feet, on its own terms, with guns in hand.



From Six Shooters to Uzis

Looking back, you can't readily blame the influence of blockbuster action films for trickling down to inspire G.I. Joe. The "classic" G.I. Joe toy line debuted in 1982, the same year as First Blood's cinematic adaptation, and the 80's Action Movie as a defined genre wouldn't really get going for another couple of years. Direct inspiration simply wouldn't have been possible. 

Rather, there was just something in the social zeitgeist of the time. The Miracle on Ice gave everyone a proxy for victory in the Cold War. Reagan was in the process of re-building our military, creating a budgetary arms race that eventually spent the Russians into submission. The economy was good. Americans felt good about being Americans again.

It was this overall zeitgeist that fueled the creation of both the 80's G.I. Joe line, and the 80's Action Hero.
 
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Sports Illustrated, March 3, 1980

It's hardly surprising. If the "Tough Cop who Doesn't Play by the Rules" is the hero we can associate most with the 70's (via Dirty Harry), then it's easy to see why America was eager for a change. There's a gritty, grimy realism to those old 70's cop thrillers. And while the "Rogue Cop" archetype may be good for audience catharsis, he also serves as a stark reminder of an overall corrupt and lethargic system. After all, Dirty Harry was at least partly a response to public anxiety about the police being unable to catch the Zodiac Killer.

The 80's Action hero, with all the flash and boom of special effects behind him, is another animal entirely. Even when he's nominally a cop (or, as in the case of Mel Gibson's Martin Riggs, a commando turned cop), the Action Movie hero took on the bad guys with guns, explosions, and a macho swagger his nihilistic 70's counterparts couldn't match.

These weren't stories of lone men doing the right thing against an uncaring system. They were stories of men at war against the Bad Guys. 

And they were winning. 

That said, the mano-a-mano fight at the end of a typical 80's Action Movie has far more in common with the classic Western's high noon showdown than it does anything in a traditional war movie.

Whereas classic war movies give us stories of valor in the face of uncertainty, the 80's Action Movie gives us stories of strength and courage against easily identifiable villains. Faceless Japanese soldiers aren't enough here. The evil Russian officers in Rambo III and the corrupt ex-soldiers in Commando are Black Hats, just as surely as the outlaw Liberty Valence was. The audience jeers at them the same way a wrestling crowd jeers at a heel, and they're paying good money to see them shot down in the climax.

The 80's Action Hero is, in effect, an updated gunslinger, transported from the dusty streets of Dodge City to the jungles of the South America, the deserts of the Middle East, or the high-rises of Los Angeles.
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In a way, Regan was the most fitting President we could have had at the time. In a decade where an updated gunslinger dominated our pop culture, who better to serve as leader of the free world than a former Western movie star?

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Riding off into that Saigon Sunset: Commandos to Capes

The disillusionment of Vietnam is arguably what killed the "heroic" Western. The movie most often given credit for ending the genre is Pekinpah's The Wild Bunch, with its gritty, graphic violence. Pekinpah himself wanted the climactic massacre to feel more like a firefight on a hot LZ than a showdown, and few would argue that he missed the mark. 
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Westerns after The Wild Bunch just weren't the same. Any filmmaker trying make a Western had to rely on grit, deconstruction, and revisionism to be taken seriously. From 1969 on, the bright, hopeful Western was largely a thing of the past.

Similarly, the Post 9/11 era killed the Cinematic Super Commando. While "straight" Action Movies had already declined somewhat in popularity by the late 1990's, the fall of the Twin Towers and the wars in the Middle East made it impossible to take a John Rambo or a John Matrix seriously anymore.

After all, it's hard to buy into Invincible Super-Soldiers mowing down waves of terrorists when simple, roadside bombs are sending planeloads of real soldiers home in flag-draped coffins. The IED and the insurgent have reduced the larger-than-life, cinematic Super-Soldier to human scale. With the war in Afghanistan entering its 20th year this fall, it's doubtful the old archetype will return to popular consciousness any time soon.
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US Casualties at Dover AFB
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C-17 Medevac Mission, Balad AB, Iraq

If the Cowboy Gunslinger was my dad's generational hero, and the Invincible Super-Commando was mine, then the current one is undoubtedly the Comic Book Superhero. He provides the same kind of escapism that Westerns and Action Movies used to, complete with the easily identifiable Black Hats and the mano-a-mano showdown. 

Time has marched on, and our default heroes have traded in their Uzis and camo for superpowers and spandex, just as surely as they traded in their six-shooters.

Which brings me, in a roundabout way, back to that question my wife asked me a few days ago, and my answer.

I find it fascinating that two of my all-time favorite books are a Western about the death of the last Gunslinger, and a thriller about the first modern Super-Commando (even if he is arguably the bad guy). I didn't read either of them until later in life, well after I'd already been immersed in the existing archetypes of both genres. 

When I first read Morrell's book as a teen, I was shocked by its departure from what I—and everyone else in my generation—thought the Rambo character was. The Shootist I only read last year. Like Morrell's book, it's grittier than the film it spawned, refusing to flinch from the ugliness and the regrets carried by a man who has outlived the bad times. It takes the mythical Gunslinger typified by Jack Schaefer's Shane, and reduces him to human scale. 
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Two books. One that explores the passing of the archetypal hero from my dad's generation. The other, inadvertently, giving birth to the archetypal hero for mine.

I suppose it just means I'm a product of my generation, in one way or another. And that while each generation will have its larger-than-life heroes, sometimes the most memorable stories are the ones that take those titans, and simply examine them as men.

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Down into that Unnatural Dark: The Archetype of the Cleric in D&D

3/4/2021

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      Earlier this week, the topic of classes in Dungeons & Dragons popped up in my Twitter feed again. More specifically, the question of whether or not the classes successfully represented fantasy archetypes. 
    Now, maybe in current editions—particularly the overstuffed and bland 5th edition—you could argue those classes don't represent much of anything. But in classic editions like OD&D? They absolutely do represent archetypes.
      Powerful ones.
    The Fighting-Man, the Magic-user and the Thief all have direct literary antecedents in the fiction that inspired the game. The Fighting-Man is none other than Edgar Rice Burroughs' Virginia fighting-man, John Carter. He's also Conan. He's also Eric John Stark. The Magic-User? Take your pick. He could be any of the magic-users from Jack Vance's Dying Earth. Or Harold Shea from The Compleat Enchanter. He could be Elric. Or Corwin. Thieves? Gary Gygax's Appendix N is lousy them, most notably the two best thieves in Lankhmar, Fritz Leiber's legendary Fafhrd and Gray Mouser. 
    The classes—the core classes at least—most certainly do represent archetypes. They're the archetypes of classic pulp fantasy. 
    What's more, those three archetypes—broadly speaking, the Strong Guy, the Mystic Guy, and the Sneaky Guy—represent just about every possible solution to a problem you could run into. 
     The only one missing is the Cleric. 
   Surely, the Cleric's design is just a function of pure game mechanics—a need to have a "healer" class to go delving with. It's not really archetypal at all, right?
      Hold your horses. 
    The basic problem with assigning the Cleric a fantasy archetype like the other three is in looking to the same sources for its inspiration. But the Cleric doesn't have pulp fantasy roots. I'd argue his archetype is actually something much older and more primal than that.  
   In his wonderful video on dungeon theory-crafting, Dungeon Design and You, Mr. Wargaming outlined and explained some of the metaphysical and spiritual ideas surrounding the concept of "the Underworld," and how they apply to gaming.
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​     Mr. Wargaming was, by his own admission, drawing on the work of other great gamers and thinkers on the subject, notably Jason Cone and his famous segment on "The Dungeon as Mythic Underworld" from Philotomy's Musings. But Mr. Wargaming's video is a much more succinct, accessible, and thorough discussion on the topic than anyone else has given to date, and if you haven't watched it yet, I'd highly encourage you to do so. 
    In brief, what Mr. Wargaming describes as "the Dungeon" or "the Underworld" isn't just a cave filled with kobold bandits. It's a place where the rules of reality itself are suspended the deeper you go, because you're getting farther from the light (sun) and the source of goodness, closer to the sources of Evil and Chaos.
      The parallels with Hell and pandemonium are in no way coincidental.  
      So what does all this have to do with the Cleric? 
      Simply that if you think of the game in terms of the Mythic Underworld, Hell, and Chaos, the Cleric archetype is—quite literally—the opposite of all that. If Chaos, Hell, and a march toward Entropy are what define the Underworld, then Humanity, building greater creations, and adherence to the gods' Laws are what define the surface world. If that's so, then the Cleric as an archetype isn't just Humanity, it's a Humanity perfectly in touch with the Divine.
    What's more, it's Humanity taking its faith in the Divine down into the dark places for a reckoning. It is the good, the holy, and the natural going down into the earth to cleanse the evil, the unholy, and unnatural. Parallels with Dante obviously spring to mind here. So does Jesus' harrowing of Hell. Not to mention much older things like the myth of Ishtar, descending from the world of natural laws, into the foreboding Underworld realm of her sister goddess Ereshkigal.
    For those unfamiliar with the Ishtar myth, Ishtar passes through seven gates, each time removing an item of her regalia, in the end becoming naked and powerless, and having to trust the power of her own name as a goddess to guard her against her sister. It ends up being a mistake, but the point stands. 
     What can I say? Sometimes, you TPK or get captured...
    The point is, this is a far older and far stronger archetype than anything in Sword & Sorcery fiction. We're talking the stuff of myth, legend, and religion here. We're talking about archetypes as old as the recorded word itself, if not as old as humanity. 
    The Cleric's Archetype is the Divine—and our faith in it—against the deep, dark Underworld, when all the other weapons we have are useless.
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     Though I don't entirely agree with everything the man wrote, there's a damn good reason that almost half of Joseph Campbell's The Hero With a Thousand faces describes a pattern in which the hero descends into an underworld. It's because these symbols are powerful, and hold powerful meanings around the world and across cultures. They're as close to hardwired into the human mind as anything can be. 
    Admittedly, all this is heavy stuff for a game of make-believe about Elves and Goblins. You may wonder why it's worth even adding this stuff in. But what guys like Jason Cone, Mr. Wargaming, and I are pointing out is that you're not really adding it in. This stuff has been there all along, just beneath the surface. You just need to know where to look.
     My advice?
     Start by playing a Cleric.
     It will all unfold naturally from there. 
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    I'm an award-winning science fiction and fantasy writer based out of North Carolina. This is where I scream into the digital void. I like cookies.

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