Playing with the Mythos


Van Leavenworth, in his response to Hite, delves more deeply into Cthulhu’s literariness, in particular the “large adventure book ‘footprint’ ” of the series. He contends that the Lovecraft mythos provides a framework for the generation of narratives that - unlike many RPG stories - hold up beyond the game-play session.

What Was Postmodernism?


Brian McHale looks back on the movement in “What Was Postmodernism?” He contrasts postmodernism’s canonization with critical constructions of modernism, and moves through contemporary painting to reflect on intersections between the violence of recent history and postmodernism, as the postwar world lived “in the ruins of our own civilization, if only in our imaginations.”

Storytelling Games as a Creative Medium


Will Hindmarch contests Greg Costikyan’s challenge to the idea that “games have something to do with stories” by contending that “storytelling games reconcile the theoretically antithetical relationship between their two halves - story and game.”

Eshleman's Caves: a review of JUNIPER FUSE


For Jay Murphy, Clayton Eshleman in his JUNIPER FUSE makes a resounding case for lived experience, for the tortuous growth, however partial or fragmented, as rooted in self-suffering as modes of vision and dream.

On Being Difficult


Ken Hirschkop questions whether poststructuralism and
self-referentiality offer workable alternatives to the military ‘World
Target’ that, according to Rey Chow, provides the framework for
knowledge production in Departments of Comparative Literary Studies.

Plagiarism, Creativity, and the Communal Politics of Renewal


As Christian Moraru argues here that the new is still the objective in contemporary writing. But writers and artists make it by making it anew rather than new (“Get it used,” Andrei Codrescu invites us), a new not so much novel as renovated, reframed and reproduced rather than produced, which by the same token redefines and advertises authorship as deliberate plagiarism.



Linda Marie Walker writes an involved meditation on the concept of the interface and its relation to place.



Jon McKenzie, a former student of Gregory Ulmer’s, traces the relations of influence and mentorship.

Making Games That Make Stories


James Wallis uses genre as the fulcrum for balancing game rules and narrative structure in story-telling games, which he differentiates from RPGs through their emphasis on the creation of narrative over character development.

The Sounds of the Artificial Intelligentsia


As I thread my way through ebr, I touch base with the artificial
intelligentsia that my work circulates in. The artificial intelligentsia is an
internetworked intelligence that consists of all the linked data being
distributed in cyberspace at any given time, one that is powered by artistic-
intellectual agents remixing the flow of contemporary thought.