Apple-Obsessed Author Fella

Category: The Ramble (page 413 of 449)

Yammerings and Babblings

Elizabeth Bear: The Terribleminds Interview

Let’s be upfront, here. Elizabeth Bear’s bibliography is such a long read you don’t know if it will ever end — it goes on for days, like an eternally unfurling scroll. But there is, of course, a reason for that — she’s hella-talented and even better, multi-faceted when it comes to genre. “E-Bear” — which is the nickname I call her when she’s nowhere near me because the last time I called her that she hit me in the face with a hot pan — kindly offered to strap herself into the whirring psychotropic machine that is the terribleminds interview process. Thank her for coming by. Check out her website — elizabethbear.com — and follower her on Twitter (@matociquala).

This is a blog about writing and storytelling. So, tell us a story. As short or long as you care to make it. As true or false as you see it.

It was on a Tuesday afternoon that Rudolfo finally exploded. But it wasn’t Tuesday itself that made him explode, or that somebody had used up the last of the creamer and he had to drink his coffee burnt and black, or having been up all night with a colicky baby. No, it was his eczema, which had started flaring up again and was driving him mad, inch by itching inch. He fought the urge to explode for a good long time, using calming breaths and meditation techniques, but eventually it all became too much for him.

He sat down on the office floor and put his fingers in his ears. His colleagues stepped back. One of them nearly called a manager, but first had to run down to Accounting with some paperwork, and by then it was all over.

Four minutes and six seconds later, the top of Rudolfo’s head blew off. There was a column of smoke and a good deal of noise, but no fire.

Human Resources showed up about half an hour later to collect the corpse for recycling.

It’s always the little things.

Why do you tell stories?

Compulsion. To justify my existence. To maybe let somebody else know they’re not as alone in the universe as they seem.

You’re a veteran penmonkey, as anybody who’s seen a list of your credits knows. Pick a favorite tale out of your venerable cabinet of stories and tell us why you wrote it.

Hah! Veteran penmonkey in output, maybe, but not in years. My first novel was published in 2005, after all. I’m still a wet-behind-the-ears novice, in a lot of ways.

But… okay. I think my best story so far is “Sonny Liston Takes The Fall,” which is part of my Promethean Age continuity, where very subtle and treacherous magic infests the real world and goes largely unnoticed. It’s about sacrifice and savagery and bloodsports, and the Corn King, and martyrdom, and how as a society we demonize people who fall on the wrong side of the race line, the class line, the political line. Sonny Liston was a boxer, the heavyweight champion of the world–and sort of the Mike Tyson of his day. But he wasn’t a boogeyman and he wasn’t a hero; he was a human being, made up of the usual assemblage of heroic and monstrous traits that comprise us all. And he helped change the world.

Now you’ve got to talk about one of my favorites — “Shoggoths In Bloom.” Where did that come from? It’s hard to bring anything inventive to Lovecraft, I think, and you not only threw me for a loop but also managed to bring in issues of prejudice and slavery. Why did you write it?

(“Shoggoths in Bloom“)

My friend and fellow writer Amanda Downum is *also* a jewelrymaker. Several years ago in Wisconsin, she presented me with a lampwork bracelet named “Shoggoths in Bloom.” And I was like, “I could write a story with that title.”

I grew up on Lovecraft. And there are things about his work that I still love — its existential bleakness, its sense of horror arising from the fact that the universe actually doesn’t give a good goddamned about us, humanity. I think he tackles that with a tremendous honesty.

But I think it’s impossible to engage with his work without engaging with its problematic aspects, which include racial determinism and prejudice and some class issues that are just as revolting.

So “Shoggoths” is my response to some of the unquestioned stuff in Lovecraft that I suspect he might have eventually interrogated a little more thoroughly himself, if he’d lived long enough to gain some perspective on his own unthinking prejudices. I may be giving him too much benefit of the doubt there, but I think of–for example–the contrast between the conventional sexism in early James White and what he was writing at the end of his life, and I want to at least remain open to the possibility that Lovecraft could have benefited from the mallet of perspective, eventually.

You write across many genres. Any advice for genre writers?

Stick to one, if you can. 😉

At least to start with: it’s easier to build a career that way. I think I’ve confused a lot of people, and if I’d kept writing near-future cyberpunk adventures indefinitely, my sales numbers would probably be a hell of a lot better now.

On the other hand, I wouldn’t have the critical recognition I’ve garnered, so…

What would you say is wrong with modern genre fiction?

Absolutely fucking nothing. I think the field is richer and more inventive than it’s ever been; we have a diverse cohort of skilled and subtle writers coming up; and SFF has entered the mainstream in a big way. I keep telling people that this is the Rainbow Age of science fiction, and by god there is some *brilliant* work being done, building on the shoulders of the golden age and the silver age and the new wave and the cyberpunks and the urban fantasists. The spiritual children of Roger Zelazny and Octavia Butler and Samuel Delany and Joanna Russ and Fritz Leiber are kicking *ass* all over the place, quite frankly.

I think, critically speaking, we have a bunch of issues, though. We waste an awful lot of time pissing circles around subgenres and attempting to assert the moral superiority of one sort of SFF over another, and that’s a very human but utterly ridiculous activity.

I do think that one thing we’re missing is some recognition for the necessity of gateway science fiction. We lavish a lot of critical attention on books that are extremely dense and challenging — as impenetrable to somebody coming in to the genre as a new reader as improv jazz would be to an easy listening radio fan. This is not to say that the genre doesn’t *need* books like BRASIL or THE QUANTUM THIEF or THE COLOR OF DISTANCE or BLINDSIGHT, because of course we do. That’s the absolute cutting edge of the genre, the idea-and-eyeball-kicks coming fast and hard and unrelenting.

But we *also* need books that can train a reader in the skills necessary to follow THE QUANTUM THIEF. That’s one thing I’m enjoying about, for example, Robert Charles Wilson’s recent work. My favorite book of his is still BIOS, which is slim and savage and unrelentingly SFnal… but I think JULIAN COMSTOCK can appeal to and educate a wider readership, bring them into the fold as it were. And it’s still a damned fine novel.

I think Nalo Hopkinson is another excellent example of a crossover artist. Her work can be read as literary fiction, but the genre edge is there, and it’s handled in a way that opens doors for readers. I think THE SALT ROADS is one of the best SFF novels of the young century, and it has wide crossover appeal.

Give the audience one piece of writing or storytelling advice:

“Tell the truth.” But tell it slant, as Emily Dickinson advised. Nobody likes to be preached to.

You’ve dispensed some writing advice. Now I have to ask: got any publishing advice for new writers?

Right desk. Right day. Right story. Write better.

Also: the only thing about publishing that you can control is the quality of your output. So make it good. *g*

What’s great about being a writer, and conversely, what sucks about it?

It’s the best job in the world. I get paid to tell people entertaining lies. Unfortunately, I don’t get paid very much, and the checks show up irregularly.

Favorite word? And then, the follow up: Favorite curse word?

Favorite word: “sesquipedalian.” Runner up: “floccinaucinihilipilificatrix.” Favorite oath of displeasure is probably “mother pusbucket.” Which isn’t technically a curse word, but it feels very satisfying to say. [ed. — my favorite word is *also* “sesquipedalian.” — cdw]

Favorite alcoholic beverage? (If cocktail: provide recipe. If you don’t drink alcohol, fine, fine, a non-alcoholic beverage will do.)

Good Scotch, preferably an Islay. Caol Ile is nice. Lagavulin. Mmm, Scotch.

My favorite cocktail is a Manhattan variant with Amara subbed in for vermouth, and orange bitters. It’s called a “Manhattanhenge,” and as far as I know was invented at peche, a wonderful quirky bar in Austin.

Recommend a book, comic book, film, or game: something with great story. Go!

This year, the book I am selling to everybody is Caitlin R. Kiernan’s THE DROWNING GIRL: A MEMOIR, which I read an ARC of and which will be out early next year. It’s a heartbreaking work of staggering genius, and also a masterpiece.

What skills do you bring to help the humans win the inevitable zombie war?

Canning and pickling. Also, I can handle a rifle and a bow.

You’ve committed crimes against humanity. They caught you. You get one last meal.

Sushi omakase with a really good chef. There’s something very awesome about sitting back, drinking sake, and watching somebody create art with food all on his or her own inspiration.

Of course, that would probably go over the $15 limit on last meals for convicts…

Sushi. SUSHI. Sushi! What do you like? I’m only a yellow belt in the Ways of Sushi, so I have to solicit recommendations where I can get ’em.

In the hands of a really good chef, I have yet to find anything sushi-related that I will not eat and enjoy. I particularly like, however, sweet scallops, salmon skin hand roll, unagi (doesn’t everyone?), tobiko (which is flying fish roe), and yellowtail. These days, I’m trying to limit myself to species that aren’t overfished, however. Oh, morality, how you collide with baser appetites…

What’s next for you as a storyteller? What does the future hold?

I am currently avoiding working on book 2 of an epic fantasy trilogy set in an alternate central Asia (if most Western fantasy is set in not-Europe, this is not-Eurasia). That’s my big project right now.

Book one, called RANGE OF GHOSTS, will be out from Tor in March.

I’m also involved in an ongoing nifty online storytelling collective called SHADOW UNIT (www.shadowunit.org) with such people as Emma Bull and Holly Black. It is pretty cool, and I encourage anybody who likes modern-day science fiction horror to check it out.

25 Ways To Plot, Plan and Prep Your Story

I’m a panster at heart, plotter by necessity — and I always advocate learning how to plot and plan because inevitably someone on the business side of things is going to poke you with a pointy stick and say, “I want this.” Thus you will demonstrate your talent. Even so, in choosing to plot on your own, you aren’t limited to a single path. And so it is that we take a look at the myriad plotting techniques (“plotniques?”) you might use as Storyteller Extraordinaire to get the motherfucking job done. Let us begin.

The Basic Vanilla Tried-And-True Outline

The basic and essential outline. Numbers, Roman numerals, letters. Items in order. Separated out by section if need be (say, Act I, Act II, Act III). Easy-peazy Lyme-diseasey.

The Reverse Outline

Start at the end, instead. Write it down. “Sir Pimdrip Chicory of Bath slays the dragon-badger, but not before the dragon-badger bites the head off Chicory’s one true love, Lady Miss Wermathette Kildare of the Manchester Kildares.” Rewind the clock. Reverse the gears. Find out how you build to that.

Tentpole Moments

A story in your head may require certain keystone events to be part of the plot. “Betty-Sue must get sucked into the time portal outside Schenectady, because that’s why her ex-boyfriend Booboo begins to build a time machine in earnest which will accidentally unravel space-and-time.” You might have five, maybe ten of these. Write them down. These are the elements that, were they not included, the plot would fall down (like a tent without its poles). The narrative space between the tentpoles is uncharted territory.

Beginning, Middle, End

Write three paragraphs, each detailing the rough three acts found in every story: the inciting incident and outcome of the beginning (Act I), the escalation and conflict in the middle (Act II), the climactic culmination of events and the ease-down denoument of the end (Act III). You can, if you want, choose the elemental changes-in-state you might find at the end of each act, too — the pivot point on which the story shifts. This document probably isn’t more than a page’s worth of wordsmithy. Simple and elegant.

A Series Of Sequences

The saying goes that an average screenplay usually offers up eight or nine sequences (a sequence being a series of scenes that add together to form common narrative purpose, like, say, the Attack On The Death Star sequence from Star Wars or the Kevin James Makes Love To All The Animals In Order To Make The Audience Feel Shame sequence from Paul Blart, Zoo Abortion). So, chart the sequences that will go into your screenplay. If you’re writing prose, I don’t know how many sequences a novel should have — more than a film, probably (or alternately, each sequence is granted a greater conglomeration of scenes).

Chapter-By-Chapter

For novel writers, you can chart your story by its chapters. A standard outline is more about dictating plot and story without marrying oneself to narrative structure. This, however, puts the ring on that finger and locks it down tight. A chapter-by-chapter outline is visualizing the reader’s way through the novel.

Beat Sheet

This one’s for you real granular-types, the ones who want to count each grain of sand on your story’s beach (or, for a more terribleminds-esque metaphor, “count each pube on your story’s scrotum”). Chart each beat of the story in every scene. This is you writing the entire story’s plot out, but you’re writing it without much dialogue or narrative flair. It’s you laying out all the pieces. The order-of-operations made plain.

Mind-Maps

Happy blocks and bubbles connected to winding bendy spokes connected to a central topical hub. Behold: example. You can use a mind-map to chart… well, anything your mind so desires. It is, after all, a map of said mind. Sequence of events? Character arcs? Exploration of theme? Story-world ideas? Family trees? The crazy hats worn by your villains? Catchphrases? Your inchoate rage and shame made manifest? Your call.

Zero Draft

AKA, “The Vomit Draft.” Puke up the story. Just yarf it up — bleaaarrghsputter. A big ol’ Technicolor yawn. You aren’t aiming for structure. Aren’t aiming for art or even craft. This is just you getting everything onto the page so that it’s out there and can now be cleaned up. You’ve puked up the story, now it’s time to form it into little idols and totems — the heretic statuaries of your story.

In The Document, As You Go

AKA, “The Bring Your Flashlight” technique. You outline only as you go. Write a scene or chapter. Roughly sketch the next. Then write it. Onward and upward until you’ve got a proper story.

Write A Script

For those of you writing scripts, this sounds absurd. “He wants me to outline my script by writing a script? Has this guy been licking colorful toads?” Sorry, screenwriters — this one ain’t for you. Novelists, however, will find use in writing a script to get them through the plotting. Scripts are lean and mean: description, dialogue, description, dialogue. It’ll get you through the story fast — then you translate into prose.

Dialogue Pass

Let the characters talk, and nothing else. Put those squirrely fuckers in a room, lock the door, and let the story unfold. It won’t stay that way, of course. You’ll need to add… well, all the meat to the bones. But it’s a good way to put the characters forward and find their voice and discover their stories. Remember: dialogue reads fast and so it tends to write fast, too. Dialogue is like Astroglide: it lubricates the tale.

Character Arcs

Characters often have arcs — they start at A, go to B, end at C (with added steps if you’re feeling particularly saucy). Commander Jim Nipplesplitter, Jr. starts at “gruff and loyal soldier boy in the war against the Ant People” (A) and heads to “is crippled and betrayed by his country, left to die in the distant hills of the Ant Planet” (B) and ends up at “falls in love with a young Ant Squaw and he must fight to protect his ant-man larvae” (C). A character arc can track plotty bits, emotional shifts, outfit changes, whatever.

Synopsis First

You might think to write your query letter, treatment or synopsis last. Bzzt. Wrong move, donkeyface. Write it up front. It’s not etched in stone, but it’ll give you a good idea of how to stay on target with this story.

Index Cards

Index cards are a kick-ass organization tool. You can use them to do anything — list characters, track scenes, list chapters, identify emotional shifts, make little Origami throwing stars that will give your neighbors wicked-ass paper-cuts. Lay them on a table or pin ’em to a corkboard. Might I recommend John August’s “10 Hints For Index Cards?” I might, rabbit. I might. See also: the Index Card app for iOS.

Whiteboard

A whiteboard represents a great thinking space. Notes, mind-maps, character sketches, drawings of weird alien penises. Get some different color pens, chart your story in whatever way feels most appropriate.

The Crazy Person’s Notebook

Once in a while a story of mine demands a hyper-psycho notebook experience. My handwriting is messier than a garbage disposal choked with hair, but even still, sometimes I just like to put pen to paper and scribble. And I sometimes print stuff out, chop it up, and tape it into the notebook. (Example!)

Collage

You’re like, “What’s next? A shoebox diorama of the Lincoln assassination?” That’s a different blog post. Seriously, on my YA-cornpunk novel POPCORN, I took a whole corkboard and covered it in images and quotes that were relevant to the work. Then I’d just wander over there from time to time, stare at it, get my head around the story I’m telling and the feel of the world the story portrays. Surprisingly helpful.

Spreadsheets

Stare too long into the grid of a spreadsheet and you will feel your soul entangled there — a dolphin caught in a tuna net. Even still, you may find a spreadsheet very helpful. Track plots and beats to your heart’s delight. Seen JK Rowling’s spreadsheet for Harry Potter? High-res version right here.

Story Bible

Everything and anything goes into the story bible. Worldbuilding. Character descriptions. The “rules” of the story. Plot. Theme. Mood. An IKEA furniture manual. (Goddamn Allen wrenches.) The BIOSHOCK story bible was reputedly a 400+ page beast, which means that yes, your story bible may be bigger than your actual novel. The key is not to let this — or any planning technique — become an exercise in procrastination. You plan. Then you do. That’s the only way this works.

The Power Of Templates

Film and TV scripts already follow a fairly rigorous template, but you can go further afield. Look to Blake Snyder’s SAVE THE CAT beats. Or Joseph Campbell’s hero’s journey. Go weirder with the Proppian morphology of fairy tales. You may think it non-imaginative but the power of art and story lives easily within such borders as it does outside of them.

Stream Of Consciousness Story Babble

Slap on a diving bell and jump deep into the waters of the stream of consciousness. Order, you see, is sometimes born first from chaos, wriggling free from a uterus made from fractal swirls and Kamikaze squirrels. Open yourself to All The Frequencies: get into your word processor or find a blank notebook page and just scribble wantonly without regard to sense or quality. You may find your story lives in the noise and madness and that on that snowy screen you will find structure. Like a Magic Eye painting that reveals the image of a dolphin riding a motorbike and shooting Japanese whalers with twin chattering Uzis.

Visual Storyboards

Sometimes the words only come when given the bolstered boost of a visual hook. Sketch it out yourself. Get an artist friend. Find images from the Internet. Ingest some kind of dew-slick jungle mushroom and paint your story on the wall in an array of bodily fluids. Sometimes you really need to visualize the story.

The Test Drive

Take your characters, storyworld and ideas, and run them through a totally separate story. Let’s call it apocryphal, or “non-canonical.” It’s not a story you intend to keep. Not a story you want to publish. You’re just taking your story elements through their paces. Run them around a test drive. “This is where Detective Shirtless McGoggins solves the murder of the goblin seamstress.” Sure, your Detective lives in the real world, a world not populated by goblins. Fuck it, it’s just an exercise. A test run to find his voice and yours.

Pants The Shit Out Of It

All this plotting and scheming just isn’t working for you, so go ahead and pants the hell out of it. (Me? I don’t wear pants. Pants are the first tool of your oppressors.) Sometimes trying to wrestle your story into even the biggest box is just an exercise in frustration, so do what works for you and what doesn’t. Once again, however, I’ll exhort you to at least learn the skill of outlining — because eventually, someone’s going to ask for a demonstration of your ability.

* * *

Want another booze-soaked, profanity-laden shotgun blast of dubious writing advice?

Try: CONFESSIONS OF A FREELANCE PENMONKEY

$4.99 at Amazon (US), Amazon (UK), B&N, PDF

Or its sequel: REVENGE OF THE PENMONKEY

$2.99 at Amazon (US), Amazon (UK), B&N, PDF

And: 250 THINGS YOU SHOULD KNOW ABOUT WRITING

$0.99 at Amazon (US), Amazon (UK), B&N, PDF

Twenty-Sided Troubadours: Why Writers Should Play Roleplaying Games

Time to speak out with my geek out.

Writer-types, here’s your homework: go forth and play a roleplaying game.

No, no, put down that Xbox controller.

Here. Take these.

*hands you a pile of glittery multi-colored polyhedral dice*

They’re not pills. Don’t swallow them. They’re dice. You’ll choke. Stop that. Take them out of your mouth. Here, you’re also going to need some other stuff, too: a pencil, a character sheet, maybe some index cards, a bag of Cheetos, a 64 oz “Thirst Aborter” full of Mountain Dew, a 6-pack of beer, a pizza coupon, a can of spray deodorant, and a big overflowing bucket of your caffeine-churned imagination.

Playing a pen-and-paper table-top RPG is not going to make you a better writer.

It goes deeper than that.

It’s going to make you a better storyteller. And here’s how.

The Essential Ingredient: Characters In Conflict

Given the geeky composition of my audience, I assume that you grok the core experience of the average tabletop roleplaying game: a game-master orchestrates adventures for a group of players, all of whom control imaginary characters whose skills and abilities are laid out on a character sheet. A player says, “I want my character to see if he can use his Wombat Magic to steal the pocketwatch heart of the Toymaker’s Daughter,” and then he rolls dice in accordance with the rules to see if his Wombat Magic is a spell that can survive its own casting. Simple enough, yeah?

That’s really not the truth of the story, though. That’s just the nature of the rules.

The truth of the story — its essential element, its elemental essence — is that of characters put in conflict. And you see laid bare the nature of all our stories, right there: character-driven conflict. Even more awesome is what happens when you let the players just fuck around at the game-table without even trying to steer them. Eventually, they’ll start creating conflict. Tavern fights, dead cops, stolen items. While this may not always be true to the character it is true to the story: conflict must fill the vacuum and that conflict must be driven by the characters present in the narrative.

What’s more interesting to the players at the table is when their characters are at the center of the conflict. Not conflict driven externally by the world, but characters who are knee-deep in the thick shit.

This is their world, and their problems matter.

The Labor Contractions Of Birthing Good Story

Pacing is a really hard trick for storytellers. It’s ultimately too simple to say that escalation is the only order of pacing, because it’s not — you can’t just drop a cinder block on the accelerator pedal and let the story take off like a rocket. Eventually the engine burns out. The audience grows weary. Constant action is naught but the electric cacophony of a single guitar chord blasted over and over again.

This becomes abundantly clear at the game table. You know you have to ease off the gas from time to time. Let the players breathe a little. Let the characters talk to one another. Even the tried-and-true “our characters walk into a tavern” schtick reveals this, to some degree: they don’t kick open the door and start throwing punches. A tavern fight starts simple. Drinks. Laughs. A goblin says some shit. A paladin encourages restraint. A warrior gets all up in the goblin’s business. Someone throws a bottle. And then — explode. Spells and swords and shotguns and goblin venom.

And then you have the come down. The denouement as the fight ends. Wounds licked.

Session to session you can see the pace change, too — one session might be heavy on action, another session heavy on politics. Or introspection. Or melodrama.

You not only start to see exactly how important it is to keep the pace staggered but also how important it is to let this narrative chameleon show all his colors. A story is not one thing and it does not take off like a horse with a rattlesnake shoved up his ass — sometimes that horse needs to stop, drink some water, slow down the pace unless that old nag fancies dropping dead in the dust.

Writer’s Block Does Not Live At The Game Table

You can’t get writer’s block at the game table. Not as a game master, not as a player. You can’t be all like, “Yeah, I’m just not feeling my character’s actions today, let’s try again tomorrow.” It’s shit or get off the pot time, Vampire Cleric from Minneapolis. You gotta do something. Anything. Stab! Throw a Molotov! Hide under a car! Manifest your Vampire Cleric batwings and take flight above the city!

Same thing goes for writing. Shit or get off the pot. Do something. Throw a narrative grenade. If anything will remind you of this, it’s the act of rolling the bones with a couple-few like-minded gamer-types.

The Audience Is Waiting And Their Knives Are Sharp

They’re listening. And watching. And waiting.

Them. They. The audience. The other players.

This is a group activity. This isn’t something you do in isolation. You don’t sit over there in the corner fiddling with your dice and surreptitiously rubbing the crotch of your khaki shorts. You’re in the thick of it. Your words — whether as a player or, more importantly, as the game master — are the central focus. You can tell when you’ve hooked them, and can tell when you’re losing them. You shuck and jive and duck and weave and do any kind of narrative chicanery to keep the momentum going, to ensure that the table doesn’t spiral off into restless side-conversations (“Do you think an Alchemical Exalted would be able to beat Jesus, if Jesus were wearing like, Mecha Armor given to him by the Three Wise Men?”). You’re on stage. They’re on the hook. It is, as David Mamet writes, fuck or walk.

Your story is the story of the moment, and it reminds you just how important it is to keep the audience in mind — not just your intent as storyteller but their interests, their needs, their attention.

It also reinforces the cardinal rule:

Never be boring.

Because if you’re boring, they’re going to start talking about Dr. Who.

Unintended Emotional Resonance (Or, “I Like To Move It, Move It”)

Every once in a while, you’ll have a moment during a game session where it’s like, “Oh, holy shit. These other people are actually worked up over this story. I’ve inadvertently affected them.”

They’ll get mad at a villain. Pissed at one another for botching a plan. Sad at the death of a character. They’ll hoot and gibber, victorious over the death of the Necro-Accountant who’s been making their lives hell session after session. Their emotions worn plainly upon their faces, the masks worn away.

And then it hits you: this is part of your arsenal of storytelling weapons. To make people give a shit. Enough so that their heads aren’t in this alone; their hearts hop in the car, too, riding shotgun until the story’s told.

You learn how to do it there so you can do it on the page.

At The Table As On The Page: Anything Is Possible

You sit down at the game table and you start to realize: whatever I say is made manifest. Okay, sure, sure, maybe your skill check doesn’t let you automatically drive the car up the ramp formed by the crushed school buses and straight into the Kraken’s unblinking eye — but by god, you have a shot. And as a game master, this is multiplied infinitely upon itself, this god-like power to create realities from words in whatever direction you choose.

No constraints. Speak the word, and let it be so.

That, my friends, is the power of fiction. It’s the power of books, comics, film, and — duh — games. But it’s not just the obvious non-revelation that what you say at the game table is made into a fictional reality. It’s also the notion that you can say whatever you want. You aren’t contained by comfortable boxes of genre. You aren’t stopped by expectations and tropes. In fact, you’re often rewarded by jumping right just when everybody thinks you’re going to jump left. You begin to realize that the enemy to good fiction is doing the same thing over and over again. The enemy is fear, where you’re afraid of sitting there in front of an audience and telling the story as it lives and breathes. You don’t have to worry about the story as it lays dying in a cage shacked by rules of genre, trope, template or format. You have it all right there in your hand — a few dice in your palm, maybe a pencil, nothing more — all the elements of creation laid bare.

It’s an awesome — in the truest definition of that word — feeling.

One that will serve you well when you bring it to the written page.

Writer-Gamer Hybrid Types, Chime In

I know a good number of you came here originally from some of my game work or are yourselves gamers still — moreover, I know that the Venn Diagram of GAMER and WRITER has some big crossover in this audience. So add your two cents. Why should writers and storytellers play tabletop games? I know you have reasons I haven’t even considered. Spit ’em out like broken teeth!

(Oh, and again I’ll mention: if you haven’t checked out SPEAK OUT WITH YOUR GEEK OUT, well, get on it, won’t you? Go forth. Speak your geek. Own your nerdery.)

Dinocalypse Now!

So by now, you may have heard the news:

I am writing a SPIRIT OF THE CENTURY novel for Evil Hat games.

If it works out, I might be writing three of them, actually.

The first begins with —

DINOCALYPSE NOW!

All I’m saying is:

Psychic dinosaurs.

1935.

Get your head around that.

And once you have your head around it, I’ve some questions to ask you.

First up: if you’re a fan of the old pulps — and a fan of crazy adventure and pulp heroes and weird science and all that good stuff — then I gotta ask, what would you hope to see in a new pulp novel?

Second, if you’re a fan of SPIRIT OF THE CENTURY, what defines that game to you? What are the essential ingredients to any SotC adventure — both the adventure that unfolds with dice at your game table and the adventure that might unfold in, say, a novel? I’ve got a synopsis of the novel written down, but thus far I’ve got a lot of uncharted spaces. Which is why I’m here, looking to you to distill down what you feel — as a fan of the game — best embodies the awesomeness that is SPIRIT OF THE CENUTURY.

I’ll hang up and wait for your answer.

*click*

Nine-Eleven

I think we’re supposed to talk about that day today. In some ways I get that — it was a giant tent spike through the heart of this country. On the other hand, there’s only so much memorializing you can do before it becomes a sickening buzz — the television stations are not our grief counselors but rather the vultures pulling the tendons of our fear, earning ad revenue for bludgeoning us over the head with non-stop 24/7 9/11 remembering. Talking heads telling us how to feel.

Remembering is good, though. Celebration isn’t, but that’s up to us not to turn this into some kind of crass holiday. Point being, I wasn’t going to write anything. And yet, here I am, barking into the void.

You want to know what I remember about 9/11? Here’s what I remember.

I remember driving to work in the middle of town and listening to the radio as it all unfolded. By the time I was getting to work the second plane had already struck.

The entire town was connected that day — as I got out of my car and walked to work I could literally follow the transmission of information. Some people had put radios outside. Some were yelling to one another to tell them what they just heard on the TV. Folks were standing out on sidewalks talking about it. People were bound together in tragedy. (And given what we eventually learned about 9/11, that our leaders had heard the warnings and ignored them, this is tragedy in the truest theatrical sense of the word.) I thought, this is our Kennedy assassination. This is that one moment that defines our generation. The one we’ll always talk about, the one we’ll always feel in our heart and in our bowels and the one we’ll always say, “I remember where I was on that day, when that horrible thing happened.”

And what I remember most is that connection between people.

And how for a good year, we were united in that memory and that experience. We were united in anger and hope and fear and that whole tangled thatch of emotion that came with the two towers tumbling down.

And I remember how that connection festered and was pulled apart. Because our leaders, instead of unifying us, found in that day opportunity. Opportunity to take us to war in that day’s name. Opportunity to pass legislation whose strictures were absurd and whose ghosts still haunt the so-called “homeland.” Opportunity to invoke that day as a campaign slogan.

Opportunity to divide, not unite.

You really think who we are as a nation now — a nation with boots stuck in the sucking mud of a double-dip recession, caught in the middle of a highly disordered and fractured two-party pissing match, afraid of anybody who looks even a leetle bit different than us or who worships in a way that seems no longer profound but only somehow perfidious — isn’t as a result of that day? Where we can’t bring a bottle of shampoo on a plane lest it contain some exotic-and-fragrant shampoo bomb? Where the specter of terrorism overrides the political needs of far greater crises?

I feel like the country went the wrong way after that day. Our leaders could’ve fostered that connectedness and instead exploited the disconnect. And in that gap rose a howling fearful wind.

But that’s them. That’s our leaders. That’s not us.

We are not our leaders. Not anymore.

The message here is that the connectedness we felt then can be reclaimed. As a weird side segue, would you believe that this is why I like social media? The sense of connectedness is robust and even at times profound (see the latest earthquake and hurricane for that, where I felt connected to people who I didn’t even know, who were hundreds of miles away — hell, see Egypt, or London for how people can bond together — the core notion of the Internet is connectedness, after all).

We need to move together, not fall apart. We need to find the bonds that bring us together and make us human, not highlight all the bullshit differences that take our humanity away.

That’s the thing I’d hope people remember today. The solidarity of the nation in that year following 9/11. A time when it felt like we were all in the same boat. Find that again. Trust in your neighbors, not in your leaders. We’re coming to a time once more when we will somehow need to remind our leaders that they must be accountable to us, not us accountable to them. The day of 9/11 is ours, not theirs.

They fear our connectedness, after all. As they should. Our ideas and connections have the power to change the world. That terrifies them. So be connected. Forge the connection with others once more. Talk to people. People you don’t always agree with. Common bonds exist; find them. When we find those things we can move forward again. We can find the things we believe are essential and work to accomplish them. We must not be led by a corrupt body of leadership or by a vocal minority of selfish monsters. We must reforge lost connections. That is how we can once more find truth and hope in a day like 9/11.

Flash Fiction Challenge: “The Torch”

Uhh, holy shit. Last week’s 100-word-story contest had over 100 entries…! Go check out the entries. I’ll pick a winner by the end of this weekend. Keep your grapes peeled.

See that photo?

That’s your challenge. Take a good long look. Think about what you see. And leaping forth from the flames you will find a story inspired by that photo. Whatever story it is, whatever genre you find it in, write it.

Let that image be your narrative guide.

You’ve got 1000 words.

Post it online at your blog.

Then link back here.

Then drop a comment below and point us to your story.

That’s all you gotta do.

One week to write it. By Friday, September 16th, noon EST.