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Category Archives: Politics

Dimensions of Tyranny

23 Tuesday Nov 2021

Posted by Oren Litwin in Politics, Politics for Worldbuilders, Writing

≈ 1 Comment

Tags

government, politics, worldbuilding, writing

If you’ve read Beyond Kings and Princesses, you would know that I appreciate the power of a good simplifying model for worldbuilding. When we authors create a new setting, we are faced with infinite possibilities for how to structure things—but as a result, we often become paralyzed with indecision, or we simply default to some standard trope. On the other hand, having a simple model, presenting clear choices between paths, can sometimes help us narrow in on the truly bold choices we want to make in our writing.

For example, let’s say you wanted to have a tyrannical regime in your story. Excellent; but tyrannical in what way? Hitler was different from Pinochet was different from Hugo Chavez. Should your country be a military dictatorship? Should it have an official Party? Should it be prone to massive societal upheavals like the Cultural Revolution? The answer will depend on what story you want to tell; but already the range of possibilities seems overwhelming. Is there any way to simplify the problem?

What we could use is a nice juicy typology of tyrannies. Happily, political scientists have come up with a few good ones, and my personal favorite comes from Totalitarian and Authoritarian Regimes, by Juan Linz. It has a few moving parts, but we can focus in on two main variables: pluralism/centralization, and mobilization/demobilization.

Pluralism/centralization refers to the state’s relations with civil society. It describes the degree to which the regime has to negotiate with other powerful actors in society, such as unions, business federations, religious organizations, or universities; or, conversely, the degree to which all actors in society have been forced under the control of the state. Not all regimes aspire to totalitarian control of their societies; many are content to let sleeping dogs lie, allowing other powerful actors like the Catholic Church or trade unions to have certain privileges as long as they behave themselves. Totalitarian regimes such as Nazism or Communism, on the other hand, deliberately destroyed existing social institutions and replaced them with state-controlled caricatures.

Mobilization/demobilization, on the other hand, refers to the state’s relations with the citizens. Essentially, it asks whether the regime wants citizens to be active participants in the political system—in ways that amplify state power, but do not truly threaten state control—or to be passive observers. Party-based systems such as Nazism or Communism relied on the active involvement of the populace; the Party was the true locus of power, and often displaced official state organizations. Persian-Gulf despots or military juntas, meanwhile, often get itchy when the people become politically active; they would rather the people mind their own business and stay out of politics, so they buy off the populace with lavish subsidies on the one hand, and threaten them with violence on the other.

So, a two-by-two matrix with four possibilities: pluralist-mobilized, pluralist-demobilized (a common pattern), centralized-mobilized (often found in Party systems), and centralized-demobilized. These provide a powerful starting point when you are developing your own tyrannical setting.

******

(This post is part of Politics for Worldbuilders, an occasional series. Many of the previous posts in this series eventually became grist for my handbook for authors and game designers, Beyond Kings and Princesses: Governments for Worldbuilders. The topic of this post belongs in the planned second book in this series, working title Tyranny for Worldbuilders. No idea when it will be finished, but it should be fun!)

War as Negotiation

21 Sunday Nov 2021

Posted by Oren Litwin in Politics, Politics for Worldbuilders, War, Writing

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bargaining model of war, Fantasy, Fearon, fiction, war, worldbuilding, writing

Suppose that Country A and Country B are having some sort of crisis, and Country A threatens to invade unless it gets its way. (A common occurrence, sadly.) But wars are costly, even if you win. Mobilizing your army diverts resources away from other critical activities, such as harvesting crops for the year. Battle casualties represent huge losses of human talent and labor. And every time you fight a war, you run the risk of losing. That all being the case, why would anyone decide to fight a war? And when?

That is, we have to explain four things: the choice of Country A to threaten war, the choice of Country B not to submit, the choice of either country to actually start the war, and the choice of the other country not to simply surrender and save itself the trouble of fighting.

There are many ways of explaining this sequence. But one powerful model to use, because it is so flexible and easily covers a whole range of situations, is the bargaining model of war developed by James Fearon and others in that vein.

The key variables of this model are:

  • The cost of fighting, for each side;
  • The total potential benefits of winning; and
  • The likelihood of each side winning.

Essentially, if you know for a fact that you are likely to win, and that the benefits of winning exceed the cost of fighting, you are very likely to fight—and the other side is very likely to back down.

For example, suppose that you lead a company of 100 mercenaries, and you have the chance to attack a gold mine held by 30 opposing mercenaries. If you do, you expect to lose 15 of your troops, but you would gain the lucrative gold mine and you would very likely be able to keep it. Given that, chances are you’re going to attack the gold mine, even at the cost of some of your troops. And knowing this, the 30 mercenaries are likely to retreat or surrender before you attack, because it is pointless to fight and die when they know they would lose.

On the other hand, the losing mercenaries know that they could kill 15 of your troops if they do fight, and they know that you know it too. So they could negotiate with you for a settlement where they are allowed to take some amount of gold with them as they go—say, the equivalent of 10 mercenaries. So even though they would lose, the weaker side has an incentive to push for some share of the loot before they capitulate.

War thus becomes a bargaining process, where the two sides are essentially negotiating over how to split up the stakes of a war.

If so, why do people fight wars at all? Why not tally up opposing forces, figure out who would win and how much the net profit would be, negotiate some sort of settlement where the stronger party gets the same or greater profit and the weaker party is left with something, and avoid all the messy killing and burning and looting?

The most common reason is uncertainty. In the real world, it is often difficult to know who would win a war. It is also difficult to know how costly a war would be, and even what the benefits would be of winning. As a result, says the theory, any factor that increases uncertainty would tend to make war more likely, because each side hopes that it will end up being worth it to fight. And even if one side knows it would lose, the other side might be so overconfident that it asks for far too much of the “loot”; the weaker party may then decide to fight anyway, in hopes of keeping at least some of what it has.

And any factor that increases certainty would tend to discourage war. If the costs and benefits of war are better known, both parties will recognize when a war would be wasteful—or when the benefits of fighting are so obvious that the winning side cannot be deterred. And of course, if it is obvious who would win a war, the weaker side is likely to capitulate to save itself greater loss; the stronger side, too, is unlikely to demand too much, since it knows the point at which the other side would fight regardless. So, many conflicts would be avoided because the game is not worth the candle, and many others would end with the sides negotiating some sort of settlement, without fighting.

A second reason for war is if the “loot” cannot be split up between the sides. For example, in a war of extermination, there is simply no option of a settlement; you win, or you die. Less drastically, if two countries are fighting over control of a strategic mountain pass, there is no way to share the pass; one side is going to end up in control, and the other side will be shut out. So the stakes are higher, and there is less opportunity to negotiate a settlement.

Finally, what if you should be able to negotiate a settlement, but you don’t trust the other side to keep it? Or you can’t convince the other side that you can be trusted? Then it becomes much harder to negotiate an end to the crisis, and much easier (so to speak) to go to war instead. For example, rebel forces negotiating with a government have a very hard time coming to an agreement. Each side fears that any concessions will simply make the other side stronger; and often, the rebel forces are being supported by a rival country, which will sometimes pressure the rebels to keep fighting even when they want to stop (or vice versa).

That’s the basic model. It can be elaborated on in many ways, such as adding concerns about reputation or honor in a repeated game. (If you surrender once, maybe countries can bully you into submission over and over again in the future. So the long-term costs of surrender may end up being much higher that the immediate costs of fighting, all things considered, even if you know you will lose.)

So in your fiction, if you want to set up the conditions for a jolly old war, these are the key points to adjust: the cost of fighting, the prize for winning and whether it can be shared, the relative strength of the sides, the ability of each side to commit to a settlement, and the uncertainty of each side about any of the foregoing. A relatively simple model, and quite powerful—my favorite kind of writing tool!

******

(This post is part of Politics for Worldbuilders, an occasional series. Many of the previous posts in this series eventually became grist for my handbook for authors and game designers, Beyond Kings and Princesses: Governments for Worldbuilders. I am now moving my attention to the planned second and third books in this series; the subject matter of this post fits into the third book, working title War for Worldbuilders. No idea when it will be finished, but it should be fun!)

What is the Function of a State?

25 Sunday Jul 2021

Posted by Oren Litwin in Better Fantasy, Politics, Politics for Worldbuilders, State Formation, Writing

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Fantasy, politics, worldbuilding, writing

When doing worldbuilding, many authors or game designers assume as a matter of course that most of the peoples in their world will be part of an organized state (roughly meaning a defined territory ruled by a centralized government, in the sense of Louis XIV’s “L’etat, c’est moi”). Any “barbarian” lands lacking organized states might be dominated by roving nomadic bandits, or some other uncultured society; and in any event these would be rare curiosities, and most of the land mass would be controlled by one state or another.

That assumption is understandable, given that almost all people alive today live in consolidated states (indeed, any regions lacking a state are today declared “failed states,” rather than simply stateless). But it should not be the default for authors. In fact, for most of human history, the majority of people lived outside of states. Organized states only tended to control cities and their immediate surroundings, with most people living in tribal or clan-based societies in lands outside of the city’s reach. And for most of human history, one’s average life expectancy was actually lower as the subject of a state than otherwise.

Even as organized governments in general gained power, the modern “Westphalian” state (one that claimed unchallenged rule over a defined territory extending well beyond city walls) was not the only way to run things. The city-state was a perfectly reasonable way to organize political life, and persisted well into the 19th century in Italy. Similarly, the Hanseatic League was a loose collection of city-states allied with each other for mutual protection and benefit, but otherwise largely self-governing.

Why then have states at all? What advantages did they have, if any? For whom? What allowed the Westphalian state to eventually take over the globe? And how can we use these concepts in our fiction?

Generally, the state is built from three things: military force, bureaucracy (or some other way to enforce laws and collect taxes), and a source of legitimacy (an ideological framework justifying the demand of the state that its subjects serve loyally—religion, or patriotism, or similar). But these need not all emerge in the same order, and the initial character of the regime may vary as a result.

What happens if the military comes first? Then you have the state as a “stationary bandit,” essentially where some thug with an army gathers a group of people under his rule, and provides some of the trappings of civilized life in exchange for squeezing them for all the taxes he can get. This might not be all bad; a smart bandit can sometimes provide a better quality of life for people under her rule than what they had before, for the selfish purpose of generating more economic growth and therefore taxable wealth. But when push comes to shove, the entire purpose of the bandit state is to aggrandize and enrich the ruler, not to benefit the ruled. Slavery is frequent, taxation is heavy, the army is frequently used to squeeze the people even harder, and the desires of the people are only an annoying consideration to be managed.

What if administration comes first? You might suppose that a self-governing community, perhaps husbanding a common-pool resource, has to deal with increasingly complex problems of project planning and resource allocation; the community develops an organized bureaucracy in response, with codified laws. Then, as the community is threatened by invaders, the community raises an army for its defense (or maybe they feel like invading their neighbors!). Then it decides that keeping the army is a good idea, and becomes a state. In such a case, most of the state’s activity will initially still be focused on resource allocation and maintenance of social order, rather than sheer coercive extraction. Ancient Egypt might be a good case of this.

What if the community’s framework for legitimacy came first? For example, in the Bible, the Israelites had lived in a stateless society for centuries, but found themselves unable to repel invading powers like the Philistines. So the people approached the prophet Samuel and demanded a king “that we also may be like all the nations; and that our king may judge us, and go out before us, and fight our battles.” Yet that king was (initially) constrained by the cultural and religious expectations that the people already had. In such a case, one might expect the king to be relatively weaker than the other cases, at least initially, and not to diverge too strongly from communal expectations.

As time passes, any state will develop aspects of all three of the above aspects. The exact mix between them will vary; and in your own fiction project, you can of course emphasize the angle that works best for your story. But states tend to develop more rapidly, and to end up exerting more power over their societies, if the nation is under persistent military threat.

So far so good; but then why the modern Westphalian state? Why bother claiming all the territory in your neighborhood, and claim the power to control the behavior of the people living in it, when it might be too expensive and troublesome to control the “badlands”? Why not exist as a city-state, and simply trade for resources with the stateless peoples living outside your grasp (as was the model for most of history)?

In part, this becomes more of a factor when international diplomacy becomes more important. If other states want to make agreements with your state, they expect you to be able to fulfill your end of the bargain; that will force you to try to control “your” territory in response. If Florin makes a peace treaty with Guilder, it would be highly embarrassing if Florinian bandits start raiding Guilder territory. Florin will have to work harder to impose law and order in “its” territory, or no other state will trust its word.

If a state is less concerned with controlling its entire territory, and only with maximizing its tax revenue, it would tend to default to a city-state model, or perhaps a network of cities dotting a largely ungoverned landscape—cities are far more efficient to control. The same would be true if the state simply lacks the power to dominate the countryside. The countryside, meanwhile, would be largely self-governing by small communities of farmers or foragers, or perhaps dominated by local gentry, crime bosses, or warlords.

In your own stories, remember that the Westphalian state is not the only model you need follow, nor is it always the best one for your story. A world of uncertain political control can be really fun to explore.

*****

(This post is part of Politics for Worldbuilders, an occasional series. Many of the previous posts in this series eventually became grist for my handbook for authors and game designers, Beyond Kings and Princesses: Governments for Worldbuilders. I am now moving my attention to the planned second book in this series, working title Tyranny for Worldbuilders. No idea when it will be finished, but it should be fun!)

How Tyrannies Use Gaslighting

07 Monday Jun 2021

Posted by Oren Litwin in Better Fantasy, Politics, Politics for Worldbuilders, Writing

≈ 1 Comment

Tags

Fantasy, gaslighting, ideology, propaganda, worldbuilding, writing

The term “gaslighting,” for people who have somehow remained blissfully unaware of the Internet’s growing fascination with the concept, is taken from the movie Gaslight. In it, the protagonist is subjected to a fiendish type of psychological torture by her evil husband, who seeks to convince her that she is insane. He does so by repeatedly lying to her, baldly, to her face, about things she knows to be otherwise—such as whether the lights in the house are at full intensity or not.

Political regimes sometimes do something similar. Vaclav Havel, the Czechoslovak dissident against Communism, famously wrote in The Power of the Powerless:

The manager of a fruit-and-vegetable shop places in his window, among the onions and carrots, the slogan: “Workers of the world, unite!” Why does he do it? What is he trying to communicate to the world? Is he genuinely enthusiastic about the idea of unity among the workers of the world? Is his enthusiasm so great that he feels an irrepressible impulse to acquaint the public with his ideals? Has he really given more than a moment’s thought to how such a unification might occur and what it would mean?

I think it can safely be assumed that the overwhelming majority of shopkeepers never think about the slogans they put in their windows, nor do they use them to express their real opinions. That poster was delivered to our greengrocer from the enterprise headquarters along with the onions and carrots. He put them all into the window simply because it has been done that way for years, because everyone does it, and because that is the way it has to be. If he were to refuse, there could be trouble. He could be reproached for not having the proper decoration in his window; someone might even accuse him of disloyalty. He does it because these things must be done if one is to get along in life. It is one of the thousands of details that guarantee him a relatively tranquil life “in harmony with society,” as they say.

…Let us take note: if the greengrocer had been instructed to display the slogan “I am afraid and therefore unquestioningly obedient;’ he would not be nearly as indifferent to its semantics, even though the statement would reflect the truth. The greengrocer would be embarrassed and ashamed to put such an unequivocal statement of his own degradation in the shop window, and quite naturally so, for he is a human being and thus has a sense of his own dignity. To overcome this complication, his expression of loyalty must take the form of a sign which, at least on its textual surface, indicates a level of disinterested conviction. It must allow the greengrocer to say, “What’s wrong with the workers of the world uniting?” Thus the sign helps the greengrocer to conceal from himself the low foundations of his obedience, at the same time concealing the low foundations of power. It hides them behind the facade of something high. And that something is ideology.

…Individuals need not believe all these mystifications, but they must behave as though they did, or they must at least tolerate them in silence, or get along well with those who work with them. For this reason, however, they must live within a lie. They need not accept the lie. It is enough for them to have accepted their life with it and in it. For by this very fact, individuals confirm the system, fulfill the system, make the system, are the system.

It was hard to select only a few paragraphs out of this brilliant, earthshaking essay. But the main points are that many regimes force their peoples to mouth slogans or profess beliefs that they know to be false. A good example is North Korea, which insisted during the rule of Kim Jong Il that he was an accomplished athlete and archer, and now similarly insists that Kim Jong Eun is similarly multitalented, against all available evidence.

If the regime could actually convince the people that these things are true, so much the better. But it is not necessary. In fact, from a certain point of view, it is better for the people to know that the things they are being made to say are lies; then, when you repeat the official line like a good subject, you are knowingly humiliating and demoralizing yourself. You are demonstrating your willingness to surrender the truth for self-preservation. And you are also making it harder for others in your position to resist, as they hear what seems to be a unanimous voice from their neighbors repeating the official ideology despite its falsity.

This goes beyond a mere “shibboleth,” a style or opinion that you profess in order to signal your affiliation with a given social group, rather than out of conviction. (For example, liking or disliking Tim Tebow.) The official line is a shibboleth of a kind, true, and functions in that way; but the falsity of the official ideology is important for demoralizing dissenters. The regime is gaslighting the populace.

This can obviously vary in intensity. From a certain point of view, any form of national identity is an ideology of this kind, at least in part, but usually relatively harmless. On the other hand, Vaclav Havel’s experience under Communism was a different beast entirely. “Because the regime is captive to its own lies, it must falsify everything. It falsifies the past. It falsifies the present, and it falsifies the future. It falsifies statistics. It pretends not to possess an omnipotent and unprincipled police apparatus. It pretends to respect human rights. It pretends to persecute no one. It pretends to fear nothing. It pretends to pretend nothing.”

In fantasy especially, many authors trying to depict a tyranny either go with a cruel regime blatantly lording it over the groaning peasants, or a regimented society of brainwashed drones. But we needn’t go to either extreme, and our setting can be more interesting if we do not. A society with an ideology that no one actually believes, but that everyone needs to pretend to believe, can provide a rich vein of conflict and thematic resonance. Sound interesting?

******

(This post is part of Politics for Worldbuilders, an occasional series. Many of the previous posts in this series eventually became grist for my handbook for authors and game designers, Beyond Kings and Princesses: Governments for Worldbuilders. I am now moving my attention to the planned second book in this series, working title Tyranny for Worldbuilders. No idea when it will be finished, but it should be fun!)

Writing Exercises for Stories with Popular Sovereignty

09 Thursday May 2019

Posted by Oren Litwin in Politics, Politics for Worldbuilders, Writing

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politics, worldbuilding, writing

(A message from our sponsors: pre-order your copy of The Wand that Rocks the Cradle: Magical Stories of Family now, and get special Kickstarter-exclusive bonuses! A collection of fantasy short stories that range from tender, to grim, to poignant, to breathtaking, The Wand that Rocks the Cradle is a Lagrange Books anthology you don’t want to miss!)

This writing exercise is meant to accompany this post about the Forum “polity,” in which power is held by at least some of the populace and exercised collectively through open debate and shared government. If you like this exercise, read the above-linked post and then come back.

  1. What gives the people real power against a would-be ruler or oligarch? Is it military weaponry? Broad wealth? Magic?
  2. What institution translates people’s individual wishes into a unified policy? Is it an elected legislature? A popular debate followed by a vote? Discussion and consensus by tribal elders? A shared religious law that dictates behavior?
  3. Who has the right to participate in the above institutions, or to choose representatives? In other words, who is enfranchised? (Remember that the famed Athenian democracy, for example, included only about ten percent of the city’s males.)
  4. Are decisions made effectively, especially in crisis moments? Is the process too slow? Does it have a tendency toward alarmism? Can voters be bought off or intimidated?
  5. Are there groups of people who are specifically excluded, like slaves or women, or elves, or biological humans in a cybernetic society?
  6. If the populace makes a decision, who carries it out? In other words, who is the executive or executor? Are they selected, or elected, or hereditary, or something else?
  7. How might the executive actor gain power over time? How might it gain power suddenly? How might it lose power, and/or legitimacy?
  8. What changes in society might undermine the basis for the Forum polity? List at least five.
  9. What ideology justifies the Forum, instead of a monarchy or other non-participatory form of government? How might that ideology be challenged? Does the ideology threaten any neighbors?
  10. Looking back at your potential points of conflict, which have the most resonance for your story?

Writing exercises for regime types: the Palace

22 Monday Apr 2019

Posted by Oren Litwin in Politics for Worldbuilders, State Formation

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politics, worldbuilding, writing

(This post is part of Politics for Worldbuilders, an occasional series.)

This series of exercises refers back to this post on “The Palace,” a regime type where power is centralized in a single autocratic figure like a dictator, a powerful king, or other ruler. If you like these exercises, first go back to the above-linked post and read it, then come back and work on the exercises.

  1. Thinking about your ruler, what is the source of his/her power?
  2. What claim justifies the ruler’s legitimacy? Why do the ruler’s followers obey? (Examples: is the ruler thought to be a god? Or anointed by God? Is the ruler part of a special bloodline? Or the victor in a ritual combat over the succession? Does the ruler have the most stock shares in the corporation? Is the ruler simply the richest or most powerful figure?) How does that claim to legitimacy exclude the possibility of popular sovereignty or other forms of rule?
  3. Does the specific form of legitimacy claimed by the ruler imply certain restraints on the ruler’s behavior? Must the ruler spend time propitiating the ancestral spirits, or delivering shareholder reports, or meditating and generating magical power?
  4. Who are the members of Palace “court”? How might their power or influence be dependent on the Palace? What privileges do “courtiers” have because of their proximity to the Palace?
  5. How might the Palace prevent the growth of independent powerful figures (“nobles”)?
  6. How can the courtiers influence the ruler?
  7. If the ruler is feckless or incapacitated, which courtiers might usurp effective (but not de jure) power?
  8. How might the ruler be overthrown? Is such an overthrow consistent with the existing ruling ideology, or would it need to put forward a new ideology?
  9. Looking back over all the ideas you’ve written down, which have the most resonance for your story?

Writing Exercises on “Keeping Power”

18 Thursday Apr 2019

Posted by Oren Litwin in Politics, Politics for Worldbuilders, State Formation, Writing

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fiction, politics, worldbuilding, writing

(This post is part of Politics for Worldbuilders, an occasional series.)

This exercise is meant to apply to concepts of this post, which discusses a flexible model for quickly sketching out the key political conflicts in your setting—focusing on who the ruler must keep happy in order to stay in power. If you like the exercises below and want to use them, first read the linked post and then come back.

  1. Spend five minutes thinking about your setting, then list all the kinds of people who have any influence at all on who the leader is. Are they powerful generals? Wealthy merchants? Priests? Voters in a democracy? Voters in an oligarchy or stratified society? Nobles? Regional governors? Board directors or shareholders of a corporation? This is the selectorate.
  2. Of all those people, what is the minimum level of support a leader would need to stay in power? How many different ways are there to put together such a support coalition?
  3. What could a leader offer his/her coalition members to keep them loyal? How could the leader threaten them?
  4. If a coalition member is disloyal, how easily could the member be replaced by the leader with another member of the selectorate?
  1. If the selectorate is unhappy with the leader, how easily could a new support coalition be built behind someone else?
  2. How might policies that favor the support coalition harm people outside of it? (For example, taxing the populace and giving a subsidy to coalition members.) How might potential policies to benefit outsiders harm members of the coalition, and thus be rejected? (For example, building a port that would make grain cheaper, when your supporters are rich landowners who sell grain.)
  3. How could new classes of people join the selectorate? (For example, women gaining the right to vote.) Who would benefit from such a change?
  4. How could existing classes of people lose their place in the selectorate? (For example, a democracy becoming a dictatorship; or powerful religious leaders being displaced by a religious purge.) Who would benefit from such a change?
  5. What might change to allow the leader to need fewer supporters, or to force the leader to seek more supporters?
  6. Looking at all the possibilities for conflict that you listed above, which has the most resonance for the story you want to tell?

Writing Exercises for Social Orders

07 Thursday Mar 2019

Posted by Oren Litwin in Politics, Politics for Worldbuilders, State Formation, Writing

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fiction, Institutions, politics, State Formation, worldbuilding, writing

This exercise is meant to apply the concepts from this post, which discusses the tensions between wealth and power and how they end up shaping the entire structure of society. If you like the exercises below and want to use them, read the linked post first and then come back.

  1. Spend five minutes and list all the forms of power—loosely defined, for our purposes, as both the ability to harm people and break things, and the ability to force other people to do what you want—in your setting. Fighting ability, magical power, or command over a band of robbers count; what else?
  2. Spend five minutes and list all desirable goods in your setting. Money or valuables count, but so would fame, social status, immortality, attractive romantic partners, et cetera.
  3. For our purposes, let’s define all of the above as “wealth.” For each relevant type of wealth, how might someone use different forms of power to get more wealth? List as many possibilities as you can.
  4. Likewise, for each type of power, how might someone translate different forms of wealth into more power?
  5. Now, imagine that centuries pass in which powerful people try to gain wealth, and wealthy people try to gain power. List at least five scenarios for how the society might end up looking. If a given group of people became stronger over time, who else would be threatened? How might they react? Who would win? Imagine as many possible social conflicts that you can, vary the outcomes, and list them all.
  6. Of all the ideas you’ve listed, which have the most resonance for the story you want to tell?

Conflict in Politics and Fiction

18 Monday Feb 2019

Posted by Oren Litwin in Politics, Politics for Worldbuilders, Writing

≈ 1 Comment

Tags

Lenin, politics, war, writing

(This post is part of Politics for Worldbuilders, an occasional series.)

What is politics? And why does it matter for fiction?

If you were to google “politics definition,” many of the dictionary entries focus on the mechanics of running a government or a society; these are not wrong exactly, but are not terribly useful. When we say “office politics,” for example, what we mean is often the exact opposite of a smooth-running office!

Early political scientists, when they were in a pedantic mood, might have used a definition like this: “The authoritative allocation of scarce goods.” This is not very good either, but it does focus our attention on a few points:

  • “Scarce goods” implies that some people will get less than they want, or do without entirely. By definition, some people will be unhappy with the “authoritative allocation,” and want it to change.
  • “Authoritative” highlights the importance of authority, the sense that some people or some commands ought to be followed. In other words, a key part of politics is about leadership and obedience, and how that comes about.

But this definition seems sterile. We are given an image of some central bureaucrat sitting in an office and punching numbers into a calculator, thusly to apportion out the chocolate ration. Yet politics is about more than material goods (or even status, which is also a “scarce good” of a sort; but see below). So the definition is often modified to include “The authoritative determination of values.” Here we get into more interesting ground:

  • Rather than focusing on what we want, “values” instruct us in what we should want.
  • Often, this gets to the core of our identities as people. The stakes are thus very high.
  • When two different people disagree on values—say, whether cocaine use is a personal matter or a harmful vice—often they are proceeding from very different principles, which prevent agreement altogether.
  • Without a way to authoritatively settle the question, such disagreements are thus likely to persist for a long time.

Still, this definition assumes that there is a way to authoritatively determine values, and have them stick. Sometimes it can happen, for example in a unified theocracy; but very often, people who disagree with the authority’s values will deny that the authority even has the right to impose them. Religious wars are but a single example; the conflict between Capitalism and Communism would be another.

Notice that both examples also involve “the allocation of scarce goods”; and in many cases, one’s choice of values is heavily influenced by whether you will benefit from them. Of course peasants will want redistribution of capital, and of course industrialists will want state protection of property—whether or not either side could defend its position on moral grounds (and perhaps they can). As they say, “Where you stand depends on where you sit.” Values direct behavior, but they also justify behavior.

Which brings us to Lenin’s Trotsky’s cynical definition of politics: as “the question of who and whom.”

In other words, politics is about which actor or group of actors can enforce its will on another group. This needn’t even be about who gets more “scarce goods,” though that often plays a role. Rather, it’s about power—in the worst case (as Orwell so bleakly depicted in 1984), power for its own sake. Policy analysis, discussion of values, appeals to shared humanity or morality or whatever, all of these things are mere rationalizations for the will to power.

This also brings the role of conflict to the fore. Conflict was implied in the other two definitions, as we saw; but Lenin gives it center stage. Politics, for Lenin, is unending conflict.

A full definition of “politics” involves aspects of all three, but conflict remains at the heart. And that is why stories involving politics can be so powerful in fiction.

Authors are constantly admonished that stories must be about a conflict; the protagonist wants or needs something, and must struggle to get it. Political conflicts thus make for a compelling setting for stories, by definition. And each dimension of politics can add another delicious layer to the story. Conflict over possessions, or conflict over status, or right and wrong, or personal beliefs, or even about sheer will to power—as Milton’s rendition of Satan put it, it’s better to reign in Hell than serve in Heaven—all of these things can interact and build off each other.

A clear understanding of politics can provide another tool to creating strong stories. And perhaps, with luck, truly insightful stories can improve our politics in real life as well.

Warlords and Frontiers

17 Sunday Feb 2019

Posted by Oren Litwin in Politics, Politics for Worldbuilders, State Formation, Writing

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government, rebellion, State Formation, warlord, worldbuilding, writing

(This post is part of Politics for Worldbuilders, an occasional series.)

We’ve previously discussed how a government’s control over territory is not a given; states have to spend great effort to project power and build institutions of rule. Frequently, a state’s rule is not absolute; far from the core of its power, state control diminishes even in areas that are nominally under its rule. In border areas, the reality of daily life might involve balancing off the claims of two states, neither of which can fully enforce its authority.

That does not necessarily mean that no one rules. Politics abhors a vacuum. Often, the true authority in a contested or peripheral area might be a criminal boss, or a local bandit, or warlord. Crime bosses and bandits are common fare in fiction, of course. Less frequently discussed, but potentially more interesting, is the warlord.

What do I mean by “warlord”? Let me answer with an example:

During the continuing civil wars in the Congo, the Kivu region of the country was wracked by violence and a severe breakdown in civil control. Instead, political power often devolved to the closest military force, whether government, rebel, or local militia. A typical brigade commander in FARDC, the Congolese military, had the benefit of military rank, which entitled him to a salary, logistical support from the capital Kinshasa, and formal legitimacy; but he would also have informal status in the local power relationships of his area, having de facto control over the local bureaucracy, extracting extra taxes from the hapless civilians, and using military force to control rich resources like bauxite mines or logging operations.

His loyalty would be very much for sale, notwithstanding being an officer for the government; he often collaborates with local criminal networks or directs them himself, using his troops and their logistical abilities to solve problems for the criminals. He will often play both sides in the civil wars, throwing in with one or another of the feuding insurgent groups, often with the full knowledge of Kinshasa. However, the central government puts up with the commander’s unreliability, because even when he is enriching himself and building his own independent power base, his troops still keep the local violence tamped down—and the government lacks the power to replace him or his men with someone more loyal. The status quo is bad, but it would be far worse if the commander were to openly break with Kinshasa and become a direct threat.

What distinguishes the warlord is a combination of three things. The first two are capacity for violence, and the claim to politically represent some constituency. A mafia boss uses coercion, but generally for economic goals; corrupt politicians may seek power and status, but generally within the existing formal framework of their state. But if we look at our Congolese example, we see a third element as well: nominal submission to a distant authority along with practical local autonomy. Warlords exploit gaps in official control to gain power and status, and then use that status strategically to cement their power.

I’m using the term “warlord” in a particular way here, following after Ahram/King 2012. They define a warlord as someone who stands at the intersection of legal and illegal, or of two state or cultural regimes. From this position, they can arbitrage between the advantages of each side, in a way that someone fully committed to one side cannot. 

They cite as an example the Shan warlord Khun Sa, who began as a militia leader for the Kuomintang on the border between Burma and Thailand in the 1950s, but later broke free from them as his forces grew in power. He branched out into opium production, and secured semi-official status from the local government by fighting his fellow Shan rebels.

Khun Sa repeatedly switched sides over the next decades, sometimes calling himself a Shan nationalist, sometimes working with the Burmese government against local competitors; and he often sought Thai patronage as well (and gave hefty bribes to Thai politicians), as the political winds shifted and his opium operation grew. (At his height, Khun Sa controlled some 70% of the heroin production in Burma, with an army of over 20,000 armed men.) In addition, the Thai government tolerated Khun Sa because his forces controlled over a hundred miles of the volatile border region, and served as a buffer against revolutionary forces operating from Laos and Burma. In 1987, when the Burmese were taking American money for “anti-drug” efforts against Khun Sa, the warlord was actually cooperating with both Burma and Thailand to build a major highway through his territory. Later in life, he “surrendered” to the Burmese and disbanded his army, and in exchange was allowed to transform his wealth into legitimate businesses such as real estate and ruby mining.

****

The concept of a warlord can be incredibly fruitful in fiction. A warlord character can play the role of ambiguous obstacle and sometime ally of your heroes; often such characters become fan favorites. More generally, the warlord is the natural consequence of settings where government control is tenuous; the presence of a warlord highlights the limits of official control. Questions to ask: What specific, local advantage does the warlord have over the government, and over rival warlords? What resources does the warlord control, and what relationships protect those resources? What would induce the warlord to change sides?

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