Tag: Writing (page 45 of 47)

Everything’s Cooler in Space: Brainstorming in 15 Minutes

Jupiter & Callisto

Since I missed the opportunity during my actual lunch break, and have some time between assignments, I’m going to take 15 minutes and follow some of the advice from David Hill‘s fantastic RPG-making panel last evening. This entry isn’t to be confused with the singularly brilliant work of Cleolinda. Anyway, let’s start the clock.

14:05

Let’s talk about what I’m doing here. I want to create an RPG based on these stories I’ve written. The premise is, humanity’s expanded into the solar system as far as the moons of Jupiter. After getting established on and under the rather inhospitable surfaces of those planetoids, the colonies on the Jovian moons have sued for independence. After a brief skirmish or three, the Earth government capitulated. Some time has gone by, and there’s now a good measure of tension between the Earth government (Terrans) and the colonists (Jovians).

14:08

So we have some backstory. But what are we doing NOW? As players, what will people be trying to accomplish. Well, the Terrans have yet to actually say the Jovians are a fully independent nation. They need the resources of the Jovian moons to keep prices of things like rocket fuel and metals from going berserk. Both sides now have corporations & a military branch. Some corporations are likely to want war in order to make a profit, both governments have agendas of their own to further through force of arms, the military exists to fight, and the people outside these three areas – freelancers – can make some money fighting for either side. Peace, on the other hand, could also be profitable for corporations excepting ones like arms manufacturers. The military can recruit and train without the political pressures of wartime and the governments can work together at things like price control and information gathering, while freelancers can still make money by breaking the law, or perhaps enforcing it.

14:15

I’m starting to run short on time on this today, but players in an RPG always want to do something cool. They want to be cool for different reasons and in different ways. So far I’ve envisioned 4 different classes of characters and 4 different employers, making 16 different professions. The mechanics will all be the same, and the idea is to make sure the characters are invested in whatever’s going on. Rather than different rolls for attacks, skill checks and the vehicle/spacecraft sections, the foundation of the system will start with the characters. The system shouldn’t dominate the gameplay.

14:20

More to come on this, but for now my time is up.

Spit ‘n’ Polish: GameX

So this thing happened to me over the weekend. Here are some of the highlights.

  • Yes, that’s me with Yahtzee of Zero Punctuation and Paul & Graham of Unskippable over at The Escapist. If you think that Yahtzee is unapproachable or caustic because of his yellow-background minimalist Internet persona, you’re a moron. Paul & Graham are very cool guys who appreciated clever wordplay. I didn’t spend nearly enough time with them for my taste, but I also was trying not to be a pest.
  • I also got the chance to meet the wonderful Susan Arendt and Russ Pitts who run a good deal of the show over at the Escapist. Susan, like the wonderful Amanda D’adesky, herds cats like a badass and deserves a very long break after this hectic weekend. On advice from Russ, I will try to be about 25% less clever than I usually am. It’s never good to be more clever than your editor. Also, they love kittens.
  • I ran demos of D&D 4th edition for Machine Age Productions and they went well. As the weekend wore on I stripped out more and more of the ancillary stuff I had added. The Saw-inspired Flash intro was cool and all, but it was a convention full of very loud noises and even louder off-key rhythm-deficient screeching Rock Band singers, so the effect was sort of lost. Still, folks seemed to have fun. That or they were just amused by my spastic flailing about as I described the damage they did to the zombies they fought.
  • Speaking of Machine Age, Machine Zeit is a fantastically atmospheric and very free-form game that you will enjoy if you like science fiction, horror, mystery or just plain having a good time.
  • Finally met Chuck Wendig in person, speaking of cleverness.
  • Met all sorts of people and I’d love to name them all but I’m running out of time before returning to the rather mundane day job I’m currently holding.

Things will continue to change around here. See that new logo? I did that. I started this weekend with 23 home-made business cards bearing that logo and info to bring people here. I ended with 2.

If that’s not a success, I don’t know what is.

Works in Progress

Gears

I mentioned in my last LiveJournal entry that with everything going on, despite working weekends to try and make ends meet, I don’t feel stagnant and things are moving forward. GameX begins tomorrow and I’m very much looking forward to it.

I’m still not settled on the format for the video supplements for my Netflix entries. I originally was thinking of going with an entirely animated format, and then I stumbled upon the delightful Nixie Pixel who shows that the use of a webcam doesn’t have to look pixelated, static or amateur. I think there might be some experimentation in my future, and guest spots from the cats.

I’ve dubbed my RPG project “the Jovian Frontier” and I had great advice laid on me by David Hill: have the system support the feel of the game. The new World of Darkness has a straight-forward system that speeds people through the encounters, as the focus is more on the story than the combat. Rifts on the other hand has a combat system that is cumbersome in its note-keeping and damage tracking as it is tedious. The Jovian stories were meant to be somewhat realistic, exciting and free of techno-babble and the soft science of Star Trek Voyager. This to me means the game should also be realistic, exciting and free of long searches through rulebooks. I’m still narrowing down the overall concept, and in another bit of advice from David, I need to compose a single sentence that describes what the game is, who the characters are and why the game is awesome and folks will want to play it.

On top of that, I’m writing when I can, enjoying the storytelling in Fallout 3, playing D&D and waiting for the next book signing for Adventure on a Dare or the appearance of Blood from the Underground 2 on Lulu.

I will try to sort out a Netflix entry tonight and make reports from GameX, provided they have wi-fi.

Building Character

Goofy

Eating vegetables is supposed to build one’s character, as is mowing the lawn. When we get older, we understand that when parents discuss building character, it’s short hand for long explanations of why it’s a good idea for us to eat something that’s nutritious but not as appealing as an ice cream sundae. Trying to establish a work ethic by doing chores before playing is a concept that might be lost on a child, hence the use of the phrase “it builds character.”

But when it comes to writing, how does one build a character that’s not going to fail?

I don’t mean failing in terms of succeeding in goal achievement within the story. Authors often set up their characters to fail in the course of the story, in order to generate drama or keep the plot interesting. What I mean, here, is making the character a success in terms of audience appeal and the ability of the reader to relate to the character.

I think in the past I have adequately covered what not to do when it comes to putting a character together. But just in case you’re unsure, here’s a couple resources that might help.

If after giving your character a name, appearance, occupation and motivation, you begin fleshing them out but start to wonder if you’re hitting too close to home or might be to derivative or overpowered, run them through these tests.

On a less flippant note, Orson Scott Card has a few things to say about characters that aren’t exclusive to science fiction. D.A. Houdek has written an essay on Heinlein’s Women and Jacqueline Carey talks a little about the characters in her Kushiel series in this interview. In fact, a few minutes’ searching on your favorite author in Google will probably find an article or interview discussing their characters and what makes them either believable or laughable.

What works best for me is starting with a character’s role. Are they a protagonist, the protagonist’s love interest, an antagonizing force or someone minor provided for background purposes? From there I think on motivations. What do they want to achieve and why? What do they care about? What makes them angry and what can’t they live without?

Having these things well established and working from there as a foundation is, I believe, far more important than how pretty a character is, the abilities they have or the trials they’re going to face. Anybody can put someone pretty in a story, give them cool powers or run them through a series of explosions. Making an audience care about them is something else again, and therein lies the true challenge for a storyteller.

The Good, The Bad & The Ugly of Fan Fiction

Mary Sue

You don’t improve your skills in anything unless you practice. Baseball players go to batting cages, tennis players use automated ball machines, shooters go to gun ranges. Where do writers go? In recent years, a lot of fans of popular media have been writing short pieces of fiction based in the fictional worlds they enjoy. While fan fiction isn’t by any means a form of writing meant to generate any sort of revenue – most fan fiction writers go out of their way to ensure readers know they didn’t create these worlds – it can be seen as a viable means for a writer to hone their skills and weed out bad habits. Backstories for MMORPG characters fall into this category. Regardless of the inspiration, however, there are some very clear things that separate good fan fiction from bad fan fiction.

By the way, in case you’re new to this, works of fan fiction are referred to as ‘fics’, and an established fictional world and the characters within are referred to as ‘canon’.

The Good

Getting into the mind of a ‘canon’ character is an interesting exercise. Some of the best fics have very little action and are introspective, with a main character of the canon thinking about something that’s happened or might happen. Since no major events are taking place that might upset the canon, these exercises are ultimately harmless provided the thoughts and feelings of the character are consistent. For example, a short story on Harry Potter’s deepest thoughts and feelings in the wake of someone’s death can be a touching and powerful work, provided he doesn’t think about how he could have done the deed better or how he’s got the hots for Bellatrix LeStrange. More on inconsistencies later.

If you have an idea for an original character or group of characters in a canonical world, by all means bring the idea to life. Give them a personality, history and world view and set them lose in a playground defined by the rules of the world’s original creators. Take the time to flesh them out in your mind or in your notes before you begin the fic in earnest. Locations and situations of the established world provide the backdrop and drama for your character or characters. Role-playing guilds in a MMORPG fall into this category, and if you can work together to establish the rules and circumstances of the disparate characters gathering, the result can be a rewarding and satisfying one for everybody involved.

The more you write, the better your habits in writing become. Just as a slugger, tennis player or hunter grows more confident and more accurate they more they practice, so too does a writer develop more skill with the language and a unique voice to the more they write. Fan fiction’s a good way to get this practice, and if you have a means with which you’re comfortable for you to get feedback, so much the better.

The Bad

It’s fun to think of how a relationship between canon characters might turn out. But if you’re going to write about it, keep their behavior consistent with what’s been established. Don’t try to turn the hero into a psychopathic murderer or a loving husband into a wife-beater. Putting a villain in a sympathetic light can be tricky, but it can be done if the villain’s motivations are kept hidden from the audience and can be elaborated upon by the fic writer. However, if the canon character is a blatantly evil jerk who delights in putting cute things through wood chippers, you’re going to have a hard time getting an audience to side with them in the course of writing your fic.

When it comes to original characters, be very careful in how the interact with those established within the canon. Avoid it if you can, and if it’s absolutely necessary, keep the conversations short and the behavior of the canon character or characters consistent. If a canon character wouldn’t like the kind of person your original character is, for any number of reasons, be certain to show that, rather than the canon characters simply adoring your original one just because you’re writing the story. The more canon characters you bring into your story, the greater the risk of your original character becoming a Mary Sue.

The Ugly

New writers that haven’t developed good habits and go entirely with what comes out of their heads run the risk of creating main characters that are little more than Author Avatar for whom everything goes right in the end and can’t seem to stop getting attention from members of the opposite sex. Another bad habit that can come from undeveloped writing styles include not doing proper research even if they claim they have. However, if the author in question has gotten hold of a good agent and is establishing their own canon that abides by their own rules, not only can they get away with these atrocious habits, they can become insanely popular.

I can’t really understand it either, but I suppose in some cases, success can justify quite a bit.

Older posts Newer posts

© 2024 Blue Ink Alchemy

Theme by Anders NorenUp ↑