I dreamed I visited a necropolis with tombs for individual Star Trek episodes. Person-segments of Kirk and other characters in the episodes were buried there, with the phasers and tricorders they used, and related memorabilia.
To clarify, what was buried in each episode’s tomb was not the character’s body, but a part of the character’s four-dimensional extension from the beginning to the end of the episode. The tombs also contained all the associated props and sets for the episode – or rather, the segments of their “real life” equivalents in the world of Star Trek for the same period.
The segments included time the characters spent offscreen. For example, if McCoy were notionally off in Sickbay concocting a cure for the planetary plague of the week during much of the episode, that time would also be included.
My dreams have been a bit more vivid since I’ve been getting more sleep while I’m looking for work.
Work proceeds, slowly, on the “imaginary games book”. I was aiming for a word count of around 50,000, and I currently have about 43,000. I have about 75 game writeups in mixed states of completion — more complete than not, but always ready to take a higher polish, and there’s the rub.
Why has it taken me years to write 50,000 words (fewer), the length of a short novel? First, I’m a slow writer. To quote Thomas Mann, “A writer is someone for whom writing is more difficult than it is for other people.”
Second, it’s slow subject matter. To say I’ve been writing 75 notional reviews of imaginary games for the past couple of years is to say I’ve been halfway designing 75 games during that time. The term of art is design fiction — in this case, game design fiction.
Third, it’s the slow subject matter multiplied by my slow writing. They’re not merely additive.
The parallel world is called Counter now, not Glob or Lila or Loka. The little Roman penal colony that started all the trouble on Counter is called Victoriæ, home of the Caïssan Mysteries, and if you don’t know who Caïssa is, I politely suggest you look Her up.