Showing posts with label Helpful Writerly Things. Show all posts
Showing posts with label Helpful Writerly Things. Show all posts

Monday, August 18, 2014

5 Things GenCon taught me about Writing

A friend of mine was kind enough to give me her ticket to GenCon Indy 2014, "the best four days in gaming," which I'd say earns it.  While I was there, I was reminded of what should be obvious, that these Sourcebooks have a unique publishing industry all their own, that the same writing skills you might need for that epic fantasy novel can apply just as well to the 3rd Edition of Mutants and Masterminds. I think it's a downfall of our creative writing education system that such opportunities never even get mentioned.  I only got a tiny glimpse into this world, and wish I'd had time for more.  I thought I'd share a few things I learned.

1. GET EVERYTHING IN ON TIME1
Some of what I learned was basic writerly things.  Don't overuse words2 or punctuation marks, and think about how they look when on the page.  Read your work aloud, especially if it's going to be read aloud in game.  And of course, get everything in on time.  Publishing
Pictured: Average Paizo, Inc. Freelancer
always has a lot of moving parts, a lot of people waiting on the one before them in the assembly line.  Getting your work to someone sooner makes it more likely they'll still be waiting next time.  After all, 

2. Publishing is a Relationship
An important part of a relationship is of course, communication.  It's important to be honest with your ability.  If you can't pump out 20,000 words in two weeks, your editors should know, rather than wait on you and shatter a schedule.3 Many writers will be afraid that by asking questions, seeking clarification or further instruction, they might be annoying, but, at least in Paizo, Inc.'s case, questions are good.  Far better to ask "How do people in the River Kingdoms feel about Cheliax?" early on than to structure a subplot around an incorrect assumption, and take advantage of the

3. "Distributed Memory"
At one of the panels James Sutter talked about how he's been spoiled working with the shared universe of Golarion.  With so many people building the world together, he doesn't have to keep track of all of it, he just has to keep track of who is best to ask about, say, Ustalav.4 This idea of "Distributed Memory," and the way fans will make wiki entries for everything, creates a safe, comfortable world to work in, but the gaps in the built world are all fertile, open territory.  However, the downside of "Distributed Memory" is that an editor might blindly trust that the writer did the fact-checking.  So,

4. Don't try to sneak anything past your editor.
If you want to write an epic chase across Molthune,5 but don't feel like bothering with the river?  Sure, you might be able to not mention it. Sure, maybe your editor won't notice, and it'll all get through.  But the fans will notice.  Fans can smell continuity errors like sharks can smell blood in the water, and that can ruin a writer.  It's the downside to "Distributed Memory."  If you forget something important, everyone will remember this horrible breach of trust.  Because, after all, 

5. Writing for Games is about Love and Trust
When I reviewed Adventures in Time and Space, I didn't talk nearly enough about how flawless the adventure paths that come with it are.  Because, well, they're flawless.  They're fun to read and fun to run. Full of personality and perfectly capturing the spirit6 of Doctor Who, they're probably some of the best adventure paths I've ever encountered.  I said as much to a man selling the books only to realize I was talking to Andrew Peregrine himself.7  It hit me that writing for games requires a full awareness of the way storytelling requires both writer and reader to create a world between them.  To write for an established universe, like Goalrion, the Whoniverse, etc, it's an invitation to the readers more than most books are, to enter a world of wonder and merriment.  It's a sacred duty, bound by trust and respect, to be the one to create these portals.  Which is a heavy task.

Many thanks to Christopher Carey, Judy Bauer, Ryan Macklin, Chris Jackson, Gabrielle Harbowy, Howard Andrew Jones and James Sutter for their excellent and informative panels. 

Friday, May 30, 2014

What to learn about Exposition from Skin Game: A Novel of the Dresden Files

Preface: I’m not gonna say much about the quality of Skin Game: A Novel of the Dresden Files by Jim Butcher. Of course it was phenomenal. Butcher always brings the goods. If you like Urban Fantasy, you need The Dresden Files. But given that the book came out 3 days ago and there are already over 200 reviews, once again I’m not needed to help sell this one either.1  So instead, I’ll use it as an example of how to do exposition right. 
.

Warning: From here it’s spoilers all the way down.

Butcher is a master of exposition. We’re fifteen novels into this series and his fantasy ‘verse is VAST.2  Butcher views world mythology like a giant treasure vault that he’s got the keys to, so pretty much anything can show up. 3 As this book brought back a lot of old characters for a big multiplayer heist narrative (They knock over the Vault of Hades. It takes like three days because Harry’s a badass.) Butcher was free to bring a lot of past stuff in.

One thing he brought in was The Genowska, one of the Forest People. Now, I’m an avid reader, but I didn’t remember them at all. I was wondering if I’d missed a book, and it turns out I had. The Forest People were introduced in a short story published in an obscure anthology I haven’t read.4 However, because Butcher is a master of exposition, he managed it subtly.

(Presumably the Zombie T-Rex has it?)
We’re introduced to The Genowska subtly. In the abandoned slaughterhouse being used as a base there’s a pen containing eleven goats.
Then ten.
Then eight.

Something’s eating them, one at each meal. We get about 170 pages to worry about what terrible, invisible monster Dresden’s employer is feeding. Dresden, being tactful as a jar of live bees, gets tired of being in the dark.

“Whatever big, ugly, stinking, stupid thing you've got hanging around in here with us probably doesn't deserve to be in this company. Given our goal, I don’t see the point in taking along a mindless mound of muscle.”

But then the Genowska removes its veil. We get a good paragraph of description of a big, hulking thing, like the side of a mountain, growling at Dresden’s rudeness. But it’s not the size, or the growl, or the eyes “glinting like an assassin’s knives from a cave’s mouth.” It’s that Dresden stops being a wiseass.

“An ogre?” Ascher asked. 
“Not an ogre,” I replied immediately.5 “He’s one of the Forest People.”

Dresden then launches into a description of a Forest Person tearing through “about twenty ghouls in a fair fight.” However, note the technique: Butcher doesn’t just tell us that the thing mighty, but gives us an example of exactly how mighty. We’ve seen Dresden struggle with just three ghouls a few chapters back, so this is an impressive juxtaposition.

To reinforce that he’s worried enough about this thing to be respectful, he apologizes to it. “Sorry about what I said earlier. I figured [my employer] had a troll stashed around here somewhere. Didn’t realize it was one of the Forest People. I’ve done a little business with River Shoulders in the past. Maybe you’ve heard of–”

And then the Genowska punches Dresden across the room.

"The Ice that should have entombed him just...drained away..."
“Consider this a friendly warning. I am not one of the whimpering Forest People. Speak of me and that flower-chewing groundhog lover River Shoulders in the same breath again, and I will devour your offal while you watch.”

This is what's called “The Worf Effect.” When you have something badass, if something else beats that thing up it proves how dangerous it is. Here we have the Genowska calling something that can tear through a score of Ghouls “Whimpering” and “flower-chewing.”

And thus we have a dangerous and powerful foe established, juxtaposed against characters the reader hasn’t met (if they didn’t know about the short story, like me) and a mythology built up around them, all done through a single scene that builds on a history that, for all I knew, could have been only in the author’s head, but I still understood all of it.
The "Dean of contemporary
urban fantasy." – Booklist

In this single scene, we learn enough a suitable amount about

  • The Forest People 
  • How dangerous they are 
  • The Genowska 
  • How much more dangerous he is

To review, Butcher built up this monster by

  • Hinting at its presence several times 
  • Revealing it visually 
  • Showing how a character reacts to it, to give context 
  • Gives it an action and a line of dialogue

At no point does the book flat out say “The Genowska is dangerous.” We learn that through action.

Exposition can very easily bog down a book, especially a fantasy book. The lesson here is that when introducing something important to the novel, give it its own scene, show how it interacts with the world in action, as opposed to exposition.

If you want to learn more about how to write good fantasy, go pick up these books. It’s one of he best choices an aspiring fantasy author can make.

This isn't really related to writing, I just wanted to remind everyone that
this is canonically part of the Dresden Files now.

Thursday, February 14, 2013

The DM's Notebook: Using D&D for Creative Writing: ~Random Encounter Tables~


From The Game Mastery Guide, which is
actually the coolest book ever.
So I've been thinking for a while about the way the Dungeons and Dragons RPG, in its trappings and mechanics, has some really useful applications for Creative Writing.  The Dungeon Master's Notebook is a series of  to organize such thoughts. 

Dungeon Master's Notebook: Random Encounter Tables

Every so often a Dungeon Master needs to throw a fight at the players because they’ve been role-playing too quickly1, but doesn’t have anything planned, so I roll on an encounter table.  They look something like what’s to the right.

So, say I rolled a 33 on that.  Now the players have to fight a hydra, which burns some time.

How does a Writer use this?  Well, let’s say you have a character you don’t understand yet.  Put them in a room they feel comfortable and roll on the following tables.  You can use a Six-Sided die (a d6), or a 20-Sided die (a d20) if you’re a cool kid.

d6
d20
character
1
1-3
A Catholic priest2 with a nervous tick (finger tapping, laughing, puns...)
2
4-7
A young girl with a wide-brimmed hat covered in polka-dot ribbons
3
8-10
An elderly Madame in a silvery gown wearing earrings stolen before the war
4
11-14
A gorgeous woman with sharp red lips and her hair on fire
5
15-17
A freckly boy badly disguised as an old man
6
18-20
A drunken pirate with an Indian2 Accent and a well curled beard

…walks into the room and…

Thursday, February 7, 2013

The DM's Notebook: Using D&D for Creative Writing ~Ability Scores~

So I've been thinking for a while about the way the Dungeons and Dragons RPG, in its trappings and mechanics, has some really useful applications for Creative Writing.  So, I'm starting a series called the Dungeon Master's Notebook to organize such thoughts. 

Dungeon Master's Notebook: Ability Scores

Strength1, Dexterity2, Constitution3 , Intelligence4 , Wisdom5 , Charisma6 .

These are the abilities of any living thing in a game of Dungeons and Dragons.  The average score for a person is 10.  Someone who stumbled through college has 10 Intelligence, someone who works out every odd Sunday and goes swimming in the winter has 10 Strength.  Intelligence of 8 is a dunce, 12 is clever, 14 is a Savant.  Sherlock Holmes has a good 18 or so.