Category: Writing (page 36 of 81)

Writer Report: The Inevitable Grind

Gears

As we recover from the recent stress of moving, the dayjob workload ramps up, and everything else competes for what attention I have left, it can be difficult to keep in mind that writing can and should be the foremost area of my interests. I don’t attend university for 4 years to design advertisements, after all. I did it, at first, to teach others about stories, and then decided I’d be happier telling stories myself. And some of the stories I’ve told since then have gone over pretty well.

Sales of Cold Iron have been very slow. I feel I need to do more promotional work, as nobody else is going to do it for me, and that means getting more people to review it, sending out more tweets, talking it up in person to people, and so on. I guess my reluctance to do so comes from the fact that I hate annoying people. I know how it feels to me when I get annoyed by someone talking at length about something of interest to them to the exclusion of all other subjects, and the last thing I want to do is inflict that on others. But I guess I need to suck it up and deal with it if I want to move copies of the book.

Progress on Cold Streets is, unfortunately, also slow. I’ve tried to unstick myself a couple of times in the last few weeks with moderate success. I’m not writing in the huge chunks I need to meet my end-of-year deadline, at least not yet. Time is running out for me and I really want to get another novella out there. I can’t get this thing to pick up if I don’t write, dammit!

Between some historical insights and inspiration from the likes of Martin and Kay, ideas keep rolling around in the back of my mind for attention regarding Godslayer. As much as good chunks of the plot are unlikely to change in their basic structure, so much of Acradea will be different in this new story that these ideas (which tend to crop up after I go to bed and the lights are out) will need to be laid out and sorted so I don’t get tripped up when I start writing the damn thing in earnest next year. Maybe it’s time to buy Scrivener and start cork-boarding things? The jury is out on that one.

More on this as things develop. And if you get annoyed when I start tweeting every day about Cold Iron and its sequels, I apologize.

Historical Narratives

Courtesy HBO

Winter is not only coming, it is just about here, and as the weather turns colder, my thoughts turn to A Song of Ice and Fire, specifically House Stark. But it isn’t just the austere, wary words of the house, nor its nobles and vassals, that I’m considering. I’m considering the ties it and the other parts of George RR Martin’s world have to our own world.

Specifically, Martin eschews the traditional bastions of so-called ‘high fantasy’ tales, with rather flashy magic and exotic creatures and races, opting for a more grounded backdrop for his narrative, characters, and intrigues. In this way, he hews much closer to historical events and themes such as the War of the Roses, the specter of nomadic marauders, and the roles of international relations and gender politics. It may not be as high-octane as some other tales, but it makes for more concrete and interesting characters involved in situations with high stakes and deadly consequences.

The lack of magic and proximity to history also means that there’s no easy way out for our heroes. Any line that you could draw between “good” and “evil” almost immediately becomes blurred as characters who appear virtuous either to us or to their contemporaries undertake actions to survive or prevail that, normally, they would otherwise shun or dismiss as ‘beneath them’. It focuses tightly on the nature of these characters, showing them not as archetypes or ciphers, but human beings first and foremost.

While genre fiction doesn’t necessarily need to hew away from the fantastical or the far-fetched in order to do this, it certainly never hurts to establish some concreteness in the story, in order to add context and depth. “Hard” science-fiction does this by extrapolating from existing scientific research, rather than creating wonders that basically run on magic.

This is not to say that such narratives are superior; there’s still fun and character exploration to be had in more fantastical settings. It just seems to me that if characters don’t have an easy way out, if they can’t wave a magic wand or spout some technobabble to fix their problems, they need to work harder, and in doing so they reveal more of their character to the audience.

Do you have a favorite historical narrative? Or a hard sci-fi story that does this in an exemplary way?

Movies as Meta-Humor

Courtesy 20th Century Fox

I love mixing things up, in a literary sense. Fairy tales with superhero flavor? That’s my jam. Greek myths in space? Been there, wrote it. Norse gods in the Wild West? Saddle up. But what I haven’t quite gotten into yet is the meta-humor powering such novels as Pride & Prejudice & Zombies, and the movies that seem to be emerging from such things. Yes, they’re humorous storytelling endeavors. But rather than being straight-up joke-fests, the joke is that the joke behaves like something that isn’t remotely funny.

There’s nothing inherently wrong with absurdism or surrealist takes on the classics, and as I said, mixing things up can be both fun and interesting. However, I feel the mix should result in some tangible changes other than simply having additional elements tacked on. This is why the aforementioned PPZ never quite “clicked” for me: I got the gag, but the gag really only served itself, rather than fundamentally changing the story. Elizabeth was a pretty kickass slayer of the undead but that didn’t seem to alter her relationship with Darcy in any meaningful way.

On the other hand, consider Abraham Lincoln: Vampire Hunter. The fact that Abe sought revenge for the death of his mother isn’t just an anecdote in his life. We learn that the real motivation behind the entire Civil War was to prevent the creation of a vampire nation, where slaves are used as food supply. It’s just as much a gag as the aforementioned zombies, but the way it alters the inner nature of the character and informs his motivations throughout his life makes it more effective both as meta-humor and as a readable or watchable story.

That said, it is entirely possibly to go too far in the other direction. As much as I like Jeremy Renner and Gemma Atherton, the upcoming Hansel & Gretel: Witch Hunters feels like the sort of fundamental change to characters aimed at increasing their broad appeal but likely to leave the characters bland and ultimately uninteresting. Van Helsing in a good example of this. There is so much just from the trailer of this new H&G that feels similar to that older, rather bland movie, and I’m not sure if it’s going to work the way it seemed to for Abe.

As with many things in writing, it’s all about balance. You can’t have the joke be too blatant and unrelated, and you can’t make the narrative all about the somewhat amusing change in character motivations or genre. Go too far one way or the other and the endeavor just falls apart. Strike the right balance, though, and as much as we’ll laugh at the concept, we’ll also be interested enough to see the narrative through to the end.

Writer Report: Busy Busy Bee

Let’s take a quick look at where things stand in various non-dayjob areas right now.

Cold Streets

I’m beginning to think my “end of 2012” prediction for this novella might have been too ambitious. That, or I simply need to make more time to write. I have the outline laid out and a decent handle on how things should proceed from point to point, I just need to sit down and make myself do it. It’s all about discipline, and I need to do it more to myself even after long-ass frustrating commutes at the end of long-ass hectic days.

Untitled Fiasco playset

I’ve realized there’s a great deal of storytelling potential in the collaborative role-playing game Fiasco and I have an idea or two for a playset of my own. I’ve been looking at a couple of the others (Alpha Complex, Saturday Night ’78), just to make sure I’m not repeating too much that’s been done before. Not aware of what Fiasco is? No problem, Wil Wheaton’s gotcha covered.

Extra Life

Still no donations to this year’s campaign. That sucks. I still feel I should go through with the marathon anyway, at least get it started, but it’s disheartening to say the least. I’ll do a post-mortem next week either way, try and figure out what, if anything, I’ve done or am doing wrong.

Magic: the Gathering

With everything else going on I’ve actually been playing a bit less Magic in the past week. In person, anyway. I’m inclined to throw together a cheap deck for the upcoming Gameday, as there’s a whole pre-ordered box of Gatecrash on the line, but we’ll see what happens. More important stuff needs to be addressed. Meantime, I went in for some of the pre-release events online, and the result has been the ability to self-sustain some drafting for the time being. It’s good practice, if nothing else.

Boring Real-Life Stuff

My wife and I are moving! Yesterday I donated a ton of books to my local library, and I have bags upon bags of clothing, blankets, and towels set aside for the Salvation Army. There’s a metric fuckton of crap in my basement I’m straight-up throwing away; much of it I haven’t even looked at in the three years since I moved in here. The new digs are pretty and spacious, right across the street from a golf course of all things, and much closer to the dayjob. Between the balcony with a decent view of the outside world, plenty of room for a writing desk separate from major distractions, and the shorter commute, I’m hoping this will help me get into and maintain a writerly state of mind more often. I’ll have to find a closer venue for Friday Night Magic, but them’s the brakes.

Death and Consequences

Courtesy Firaxis Games
One of these soldiers is likely to die.

There’s just something about a game, or story, that doesn’t pull its punches.

I get a feeling for that something when I play FTL or the new XCOM. A ship exploding under my intrepid crew or a favorite soldier getting their face melted off by plasma fire carries a bit of an emotional wallop. I’m tempted to keep the autosave feature of XCOM turned off to heighten that feeling and maintain the game’s edge. And that edge comes from choices having consequences, and those consequences sticking.

When games present their players with choice, the experience is improved when those choices mean something later on. One of the strengths of the Mass Effect series was that who you spared and who you left to rot does come back in one way or another, even if it doesn’t play too much into the overall story. While the consequences of those choices only really mattered in a minor sense, it felt like they mattered, at least to me.

In the aforementioned games, the choices really do matter, and a wrong choice means death. It’s not telegraphed or presented in story terms, either; they’re the little incidental gaming choices we make, like having a soldier cover a civilian’s retreat, or picking one class of weapon over another, or choosing the destination for your vessel. It is nearly impossible to predict which choices will lead to total victory and which will lead to bloody doom. That is what makes these games challenging and fun to play.

Similarly, some of the best stories out there have characters who make choices that lead to either their deaths or the deaths of others. It happens to men and women in command all the time, sure, but others are simply doing what they feel is right or trying to protect someone or something they love. George RR Martin, Jim Butcher, and Chuck Wendig have all done this – a character we like makes a decision, does all they can to back that decision up, and it explodes in their face. Someone close to them gets hurt or killed, and their own life may come close to ending before the story’s done. It’s tragic, it’s harrowing, and it’s great storytelling.

Make your character’s choices matter. Make those deaths mean something.

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