I should be writing the account of last Friday's session, but instead I'm going to write this. Some might find this a different sort of post, in which case, good. I see no reason I need to write the same posts over and over.
One of the sage studies of my D&D game is the "Outer Planes." The premise follows that the various planes of existence are real and can be travelled to, but more to the point, they can be understood in essence by people dwelling on Earth, the "prime material" plane, despite never having gone there. In D&D terms, this is something like having read books and articles by people who went to the Dark of Africa in the 19th century, while most would never have perceived actually doing it themselves.
As players gain knowledge points in my game, which come naturally through the accumulation of levels, they assign the points they gain in the Outer Planes study to the plane they wish to know about. I think this is only reasonable: if you are interested in tales about Africa, why would you be forced to discover details about Mongolia or Patagonia? If a player, then, decides to know more about Nirvana, one of the outer planes. Gygax perceived it as "pure law," which either confuses what he knew about Buddhism — though, to be fair, it was the 70s, there was much confusion being spewed by all sorts of writers at the time — or his peculiar notion about law. Discounting this as neither here nor there, I have had a player ask about Nirvana and what it's like, asking me to write a wiki page for it.
I think for most it would be fairly Old Hat to write the planes of existence as a set of D&D adventures: a sort of "McVenture" that scratches out the word Nirvana and writes in the words "Twin Paradises" instead sort of adventure, where in fact the concept itself is utterly sacrificed for the sake of the game. A second approach would be to embrace totality of "nirvana" as a metaphysical concept, i.e., the extinguishing of passion, detachment lack of suffering... even "nothingness" in the truest possible sense. After all, in Buddhism, nirvana is the abandonment of the "10 fetters" all of which pretty much describe a D&D player's process when playing the game: protect self, doubt everything, count on my lucky die, love that crit, kill monsters, get that treasure, expect they'll never die, stomp proudly, ache for the next adventure and mostly, don't care what it all means. In a nutshell.
But let's face it: Nirvana as a physical outer plane of absolute stillness, marked by an endless, pale, luminous expanse without sun, sky, weather, horizon or darkness, where nothing needs to grow because hunger and thirst is unknown... is a pretty boring place. D&D is not going to thrive in a place where violence is (a) impossible and (b) fruitless. Heck, why even have the knowledge of such a place?
About the time I started playing D&D, I was competing in a high school game show format called Reach for the Top here in Canada; and after getting into the semi-finals we won as prizes various books that were donated. I obtained at that time a copy of "Shambhala," which I read all the way through despite not being able to make heads or tales out of it. Shambhala, I get now, is the conception of Nirvana — a place freed from suffering, corruption and the destructive consequences of craving, externalised as a "country." James Hilton invented the name "Shangri-La" for his 1933 novel, Lost Horizon, so he could side-step any theological errors he might have had to account for, but the concept is more or less the same. Like Shambhala, it is a society entrusted with the Buddha's teaching, that embodies life, labour, governance, learning and community as what they would look like if they operated under the conditions approaching Nirvanic liberation.
So is that "Nirvana" as the plane? A hidden, perfected kingdom: fertile valleys enclosed by immense mountains, clear rivers, cultivated fields, walled cities, monasteries, palaces, libraries, gardens and roads kept in immaculate condition. It is inhabited by enlightened rulers, scholars, artisans, monks, families and long-lived beings who have achieved freedom from suffering without ceasing to possess bodies, homes, customs or society.
But, what precisely would scholars learn in a place that was "perfected"? What point is there to the palaces if no problems arise that must be solved? If there is no suffering, what is the use of food, what is the value of cultivating fields, what are customs designed to appease, or society to organise. One gets the sense that something along these lines is the right idea, but the answer is still missing from the problem. And we still don't have anything that would help a D&D player to know about.
Let us then reject "perfection." Perfection is the problem in the above, which need not exist since we are not imagining Nirvana as a philosophical exercise for people living upon the real earth, but a fictional physical place where the players can actually go. That removes any responsibility we have that Nirvana must be a "perfect" anything. It is merely called "perfect" by suffering humans with little understanding of things deeper than the most obvious immediate answer to a person's perceived need.
And here we have a very convenient Twilight Zone episode: A Nice Place to Visit. The link has the plot synopsis if it's needed, though by and large it's a well-known episode, much quoted on youtube, because it deconstructs a particular human frailty: the belief that having what we want will make us happy. That is literally the construction that Siddhartha supposedly landed upon under a tree after continuous objective reasoning some 2500 years ago, before Rome became a republic, but it's okay because America got there in 1960. Sort of. "Wanting" is the problem. Contentment, says Buddhism, begins with not wanting.
I find it interesting, because in the 47 years of my running D&D, in which I always ask my clerics to choose a religion, any religion, I never fail to get at least one that claims "Buddhist" as their choice. Jeebs, really. What a choice for a D&D player.
Nirvana or Shambhala cannot be a place where where everyone gets what they want, because they, like the character Rocky in the linked episode, would be bored as sin within a month. Getting everything you want, in excess, is hell. Oops, sorry, that was a spoiler.
So, let's change the structure thusly: we still have a vast temperate country of broad river valleys, wooded hills, clear lakes and snow-covered mountains. The air is warm, rain falls but never becomes a storm. The sun moves across the sky and night genuinely comes, because tranquility does not require the abolition of ordinary physical existence. Plants flower, fruit ripens, leaves fall and animals live normally, but disease, starvation, predation and destructive decay do not occur. There are towns, estates, monasteries, libraries, gardens, workshops and roads.
To quote Captain Kirk (well, really, D.C. Fontana, who wrote This Side of Paradise), humanity stagnates without ambition or challenge, and therefore people aren't meant for paradise but must "fight their way through" and struggle upward. The reason there is a struggle comes from Nature being a very unreasonable and nasty bitch... oh damn, are we still identifying Nature as feminine? I'm really not sure; no offense meant, really. Okay, to put it another way, nature is really, really, really not nice. You build your barn and nature knocks it down with a tornado; you plant your crops and nature sends bugs to eat the, or fails to give you any water at all; you fix your wagon's axle and a rock breaks your wheel. It's pretty much like that, all the time. So "struggle" is necessary because nature keeps getting in the way not of a "perfect" life, but of one that can reliably be counted upon.
Meaningful activity could occur quite nicely if we weren't spending all this time repainting the barn red or defending the animals we have to keep safe in the barn from weather, rote, vermin and accident. Getting rid of all those difficulties would not make scholarship less interesting... it would make it less fraught with the need to recopy a book that was spoiled when the roof leaked. If the farmer could be absolutely certain that all the seeds that were planted would reliably grow and produce food, the farmer would still have to do the labour... but that labour would not be compromised with the worry the labour might be wasted. In that event, the labour might even become enjoyable; it might be that thing that Thoreau and other naturalists insist: a good afternoon spent, a feeling of accomplishment, the sense of using one's muscles purposefully, the pleasantness of a beautiful vista to work in... all without crows or prospective hail.
I have said several times in the last few weeks to people that my perception of heaven would be to do exactly what I am doing right now: writing, playing D&D, investigating new things, stretching my legs and so on. Only, without having to concern myself with making money.






















