Chuck Wendig: Terribleminds

Apple-Obsessed Author Fella

Archives (page 425 of 462)

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.

Refining The Interrogation Procedures Here At Terribleminds

You’ve seen the Thursday interviews, yeah?

Well, we’re gonna do more.

I’ve already got a couple lined up, but — but!

Your help is requested.

Here’s how the interview process works. I ask a pre-established set of questions and then, from those answers I ask some follow-ups specific to each author. What I want to know from you is:

What other questions do you want me to ask? Anything in particular?

Second thing I need: who do you want me to interview? Suggest some people. Sweet Jeebus only knows if they’ll answer my plea to be strapped into a chair and have electrodes strapped to their temples, teats, and fiddly bits, but you don’t get anywhere by not asking for things. Who should I approach for said interviews? Shoot me some names. Not just novelists, but writers and storytellers of all stripes.

Alternately, if you’re an accomplished storyteller and you want an interview here, speak up.

25 Things You Should Know About Queries, Synopses, Treatments

1. Everyone Hates It (And Nobody’s Great At It)

Writing a summary of any creative endeavor makes every writer feel like he’s wearing a tuxedo made of bumblebees. It’s a very uncomfortable process and any writer who tells you how much she enjoys writing synopses should be immediately shoved in a bag and burned because she is a robot from the future sent here to destroy all writers. Why would we enjoy the process? We just wrote a whole screenplay or an entire novel. And now we’re supposed to compress it down until it fits in the palm of our hands? Fuck. Fuck. It blows. It’s difficult. Nobody does it 100%. But you gotta suck it up and do the work.

2. Put This Pig In That Bucket

A pig will not fit in a bucket, and yet, that is your task. You must identify all the parts of the pig that you cannot live without. The rest? Chainsawed into bloody gobbets and left on the abattoir floor. You’re not here to explore the whole pig. You’re here to give a sampling of the beast — a taste of pigness. The hoof, snout, squeal and tail are for later. For now you need to deliver a packet of prime cuts only.

3. Excuse Me While I Whip This Out

Length matters. A query letter is never more than a page. A synopsis or treatment is maybe two to 10 pages, though some treatments are as long as 60. A beat sheet for a script is maybe 10% of the total document (or six pages/hour). Identify the length and stick to it. Though, like with a certain dangling male organ, it’s not just how long it is, but what you do with it. For instance: my penis kills hooded cobras, like a mongoose.

4. The Shallowest Reader In The World

On the next Twitter #fridayreads, tell the world you’re reading a fuckload of book jackets and DVD cases. You know how if you’re writing epic fantasy it helps sometimes to read epic fantasy? Well, what do you think this is? You’re trying to summarize your work, so read summaries of other work. And book jackets and DVD cases are exactly that. True story: the book jacket for my upcoming novel DOUBLE DEAD features text pulled straight from my synopsis. The text on a book jacket or DVD case (or video game case or Amazon description) is meant to entice. Which is also your job when writing a query, synopsis, or treatment.

5. Egg Samples

You need to find examples of good — meaning, successful — treatments, queries, and synopses. Grab them from writer friends. Dig them up online. Discover what about them feels successful. Mine and mimic.

6. Get Goofy On Rainforest Drugs And Explore Core Truths

I often phrase this as, What the hell is it about, maaaan? As in, if you were sitting around a fucking drum circle or some shit and you were stoned out of your gourd on some weird powder made from pulverized elk bezoar and someone grabbed you by the collar of your ratty technicolor robe and they asked you that question, what would you say? Not the basic plot, but dig deep for what it’s really about, what it means to you. The essence of that answer must be present in your truncated treatment. Because it matters. It’s one of the things that elevates it from an examination of plot to an exploration of story.

7. Bottle All The Lightning

Another fun exercise: go through your novel or script and start identifying all the things that you think are — caps necessary — FUCKING AWESOME. The knees of the bees, the hat of the cat. Action scenes, plot turns, character foibles. Any of that. Call it out. Write it down. It won’t all go into your synopsis but it helps to have an arsenal of Awesome Things to call out, don’t you think?

8. We Come For The Character…

That sounds dirty, doesn’t it? Well, stop juicing your capris and tenting your khakis, we have things to discuss. What’s true for your overall story is true for any synopses of that story: character matters most. Good characters serve as our vehicle through the story and so it must in part be our vehicle through any treatment. Distill those characters down and make sure we know who they are and what arcs they travel.

9. …We Stay For The Conflict

Readers are dicks. We want to read about bad shit. We don’t want to read about how Sally didn’t study and got an A on her test. We want to see sad li’l Sally put through her paces. “She’s poor and her textbook was eaten by coyotes and the teacher hates her because he’s dating Sally’s mother and she still got an A on her test.” Conflict is the food that feeds the reader. Any query, treatment or synopsis must showcase conflict.

10. Heh Heh Heh He Said “Tentpole”

Repeat after me: “This story doesn’t stand up unless I include [fill in the blank].” No, you’re not supposed to say “fill in the blank.” Are you brain-diseased? You’re supposed to actually fill in the blank. You need to go through your story and find those tentpole items: details that, were they not included, would cause the story to collapse without their presence. When and Where are two you likely cannot do without.

11. Talk That Shit Out

Before you write, vocalize. Sit down with somebody you trust — friend, family member, agent, basement-dwelling cannibalistic hobo — and babble out your synopsis. Have a few drinks. Figure out how you’d sell a buddy (or a man-eating hobo) on your story. Keep pitching it to them. Hone your approach. Write it down. Harness what you learned and incorporate into any synopses you must write.

12. Act Structures And Outlines

Maybe you did an outline before you wrote. Maybe you didn’t. Doesn’t matter now because you need to grasp the architecture of this thing. Act structures and outlines help you get your hands around a story in terms of summarizing and — behold my brand new made-up word — succinctifying. I always exhort writers to grow cozy with writing outlines because trust me when I tell you: someone’s going to ask for one.

13. The Logline Is Your Best Friend

Learning to write a logline is your first best step. Take the logline. Hold it close. Nuzzle it to your neck like a cuddly ferret. Treat it right, it’ll coo and burble. Treat it wrong, it’ll spray piss in your mouth and bite off your earlobe. Wait, you don’t know what a logline is? Take your story. Summarize it in a single-sentence pitch. But it’s more than that, too — you’re trying to sell the story, trying to give an aura of mystery and possibility. A good logline hits at around 50 words. Go to 100 words and it’s likely too long.

14. Sharpen That Hook So That It Can Rupture A Fucking Atom

A bad hook makes for a bad query, treatment, or synopsis. Every molecule in your marrow resists this: your script or novel is not built on so flimsy a foundation as a single line of marketing text, but I am sad to remind you that life is not fair. Puppies are not immortal, rivers don’t run with ice cream and you don’t get a free blowjob every time you pay your taxes. Life is tough. So learn to whet the hook to an eye-gouging point. The hook must be the promise of the premise. And don’t ignore emotional investment. I’ve seen some loglines for DIE HARD that leave out the wife, and the wife is the core of that film.

15. The “Explode It Out” Method

Summarize your story in one sentence. Then one paragraph. Then one page. Or, do it in reverse: page, paragraph, sentence. Imagine someone’s got a gun to your private parts. You gotta do this or they’ll blow your nibbly bits into the carpet. You’ll soon see what is essential and what is not: pearls versus peanuts, rubies versus shiny pieces of aquarium glass. Learn to pare down until only its heart remains.

16. Embrace The Holy Trinity: Hook, Body, Climax

Open with a hook: a real juicy logline. Then move into the body: your story laid bare. Sum-up the ending in the same way you wrote the hook: a single sentence that delivers the final kidney-rupturing punch. I’ve seen some advice that says some agents or producers don’t want to hear the ending: unless you know this for sure, I’d say make sure you give it to them. It’s a significant piece of the story puzzle.

17. The Saggy Fatty Middle

The danger of a novel or a script is the same danger you run into with a synopsis: the saggy, soggy middle. Tighten that shit up. Find the boring parts and cut them out or rewrite so they’re a dose of meth instead of a mist of sinister sleep gas. Be advised: writing a synopsis can suddenly highlight secret problems in your story. Don’t let that freak you out. Embrace the opportunity to go back and do some repair work.

18. Stick That Landing

The ending should be as lean and mean as the hook. Maybe 50 words. Maybe 100. If the hook is the promise of the premise, then the ending is the fulfillment of that promise pistoned through the reader’s brainpan.

19. Still True: “Show, Don’t Tell”

You’re not standing in front of your intended audience (editor, agent, producer, executive) and reading a menu of options. You’re grabbing their hand, kicking down the door to your storyworld, and showing them what you’ve built. Always write your synopses from a place of wonder and potential, not from a podium where you deliver a sullen reiteration of your work.

20. Your Voice Matters

What’s going to elevate your synopsis from being dull as regurgitated cardboard? Your voice. Specifically, the same voice used to write the novel in the first place. Your synopsis is not the place for a dry recitation of plot points (and then, and then, and then, and then), but rather, a place for your words to bring the story to life in a different context. Put yourself into the synopsis same as you put your heart into the story.

21. Beware Strip Mining

You’ve taken your pig, blown him apart with a hand grenade and fit what you could in the bucket. Suddenly you realize: the value of this pig isn’t the loin chops but rather in the squeal. Writing a synopsis sometimes reveals that you’ve gone the wrong direction. You’ve taken the best parts out. You’ve chosen to embody the wrong emotions. You’ve strip mined the soul out of the thing and now it’s just a hollow exercise.

22. Go Back Over It With A Magnifying Glass And A Scalpel

Always re-read your queries, treatments and synopses again and again. It is your war-horse leading the charge and if it’s an out-of-shape nag with a herniated disc and a bad case of bell’s palsy then it’s not going to survive the coming battle. Read and edit and read and edit. Then give it to someone else and let them read and edit, read and edit. Compress that lump of coal until it is a throat-cutting diamond.

23. You Are Not A Pretty Pony

Different recipients want different things. If an agent specifies that she doesn’t want an author bio, then do not include an author bio. If guidelines say, “A 10-page synopsis,” then it’s your job to give 10 pages of straight-up synopsizing. You’re not the only pretty peacock in the room. Don’t stand out by giving your middle finger to the rules. Stand out by writing a kick-ass query for an even kick-assier story.

24. Vaporlock Is Your Enemy

Paralysis of the analysis: writing synopses will freeze a writer’s brain like a moist dick pressed against an ice-frosted flagpole. You can try all manner of thought exercise, but in the end the only way to the other side is the same as it is with any project: write your way through the swamp no matter how stridently the mire sucks at your boots. Stomp forth sloppily: remember that it’s okay for your first synopsis to suck. You aren’t beholden to just one draft. You get as many at-bats as you need, slugger.

25. In The End, It’s About Making People Want More

This is really where writers buck at their chains: a query, synopsis or treatment is a sales tool. You’re trying to get people to buy what you’re selling. It is enticement. It is tantalization. You’re dangling lush grapes, trying to lure someone to take a bite. In the end you think, this is not what I do, this is a distillation of my work and isn’t what I signed up for. Only problem? It is what you signed up for. Storytelling is always an act of enticement and, further, is frequently an act of whittling and winnowing until the best of the story remains and the worst is burned to ash. Sometimes it just takes a reconfiguration of thought: look at your query as just a smaller version of what you already do, which is to say, look at it as yet another act of storytelling. Because that’s what a synopsis is: it’s you telling your story. Except instead of 300 pages you get, say, ten. Or five. Or one. Hey, nobody said it was going to be easy.

* * *

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