The Rothlingsmark project, fantasy worldbuilding, and thoughts on imaginary religions
Monday, March 19, 2012
Building Religions 18: Mysticism, part 2
Having a definition for mysticism doesn't do much to help you incorporate it into your stories, unless you're planning to write The Untold Adventures of William James. This week, I'll cover some examples of the kinds of experiences that have traditionally been called mystical as well as a few ideas on how you might use mystics in your creations.
I've picked four basic examples: mystical union, cosmic perspective, divine love, and direct revelation. The first is a good example of the experience itself; the second, of an insight into the nature of the world that comes from mysticism; the third, of the experience of the mystic in relation to the deity; and the fourth, of visionary experience. These are my own categories rather than any academic arrangement, by the way. If you go looking for books on the subject, you'll likely find them organized differently.
Friday, March 9, 2012
Building Religions 17: Mysticism, part 1
If you want to see a religion scholar twitch, try using the adjective 'mystical' as a catch-all descriptor for anything vaguely religious. The effect is about the same as you'd get if you asked a physicist to listen to a New Age devotee talk about 'energy.'There's probably even a small crossover population that you could drive into complete fits by putting the two together as 'mystical energies.'
Mysticism, like religion, is a term that's both problematic and necessary. It's necessary because it does seem to describe a category of experiences and practices that appear in many religions. It's problematic because that category is fuzzy enough that authors have to spend a great deal of time explaining and defending the specific definition that they're using before they can go on to talk about the subject.
Friday, March 2, 2012
Worldbuilding with Themes and Principles
Mike McArtor's most recent post on telling stories in games over at the Story Papers blog have brought back to mind a worldbuilding technique that I used for a game a few years ago. Before I go into it, I'll suggest that you hop over there and take a look around; both his and Ann's articles are well worth following.
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