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Author of queer, wry sci fi/fantasy books.

Wednesday, 7 September 2016

Dungeons and Dragons and Storytelling

Hello hello!

For the last few months, I've been not only playing a Dungeons and Dragons campaign again, I've also been listening to a couple of podcasts about campaigns. Critical Hit and The Adventure Zone are both wonderfully funny, interesting stories told by avid and active gamers and players.

One of the many reasons I love D&D is that it scratches my theatre itch. I love musicals, and I did some theatre back in high school, but I wasn't quite passionate enough/was told I had to take too many science classes in order to pursue it further. The combination of performance and audience around one table, of participation, and of both organization and improv is absolutely wonderful.

The thing is, Dungeons and Dragons relies on a lot of different things to go right, but it's pretty hard to make a session go wrong. As I've listened to these podcasts, I've definitely picked up on a few key points.

Collaborative storytelling has to be collaborative


Not all types of storytelling  - comics, movies, video games, and of course, books - rely on audience input. But in the case of D&D or other group projects, it's improtant for one person not to hog the spotlight. As the group leader in our games, I often set up a situation and then put the spotlight in other players. I've tried to make an environment where people feel comfortable speaking up and suggesting something, and that seems to have worked pretty well. It's important to rotate the focus so that the quiet person (who might be incredibly witty and be a voice of of reason) gets a chance to speak up rather than being stuffed in the closet.

That said, it's okay if some voices are stronger than others, as long as the voices are rotated. Maybe Person A gets a spotlight in one session, but Person D gets a lot of attention in the next, and Persons B and C stay about even in both sessions.


Happy mediums rule the day


The Dungeon or Game Master can't yank the reins too hard, but also can't let their players run everywhere. Some railroading is necessary to make sure a story actually happens. When I relied on creativity alone to write regularly, I got dick-all done for months at a time, then a few things done in a burst. Now, I'm creating far more often, and enjoying it a lot more, because I give myself several kinds of structure to lean on. But sometimes I do just jump on the unicorn of fanciful whim and ride into a cybernetic sunset, because it's what I feel like on that particular day. (Note to self: cybernetic sunset and unicorn need to go in a story some time.)

Sometimes you have to cut loose


In both D&D and written fiction, it's awfully easy to fall into the trap of trying to create mounting tension. But at some point, being reckless and having an interlude with humorous or ridiculous tones can be very beneficial. Writers who tend to plan - like myself, these days - need to cut loose once in a while and do something silly and impulsive. The improv element of D&D can be very helpful for this, and the ways that DMs have to adjust their plans when characters move away from them can also be instructive.

One thing I have and still struggle with a bit is figuring out how to pace out action and time spans. Whether it's a long series or just one novel, like Bad Things that Happen to Girls, balancing action with a sense of naturalism can be tricky. A good DM does this well, and can provide guidance with
skipping over the boring parts without making it feel too rushed.

And again, sometimes you just have to jump on the back of a giant mutant rat and try to ride him, climb a giant gold chain, cut some of its links, and make an improvised parachute to land safely, or pick up random crap and turn it into friendship bracelets of sending for the rest of the party.

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Thanks for returning to the nest. Leave a comment and say hi! I want to hear from you. Keep up with the new releases by getting on the mailing list. Buy my books on Amazon, and keep up with me on TwitterFacebookTumblr, and the original blog. This is the one and only SciFiMagpie, over and out!

Monday, 5 September 2016

PoV Party: First, Third, and Second Person

Hello hello!

Today, I'd like to talk about something that almost all authors struggle with from time to time. Some of the more experienced writers might be comfortable with this already, but it never hurts to review things. Today, I'm going to cover points of view and how to write them, as well as how not to write them.

But wait, what?

First vs third person


This is fairly simple. First person means that one (or more) characters do most of the talking; pronouns used tend to be "I" and "me". Third person means that characters are referred to by pronouns like "her", "xe", "he", or "they". Writers may use close third or distant third; close third is basically like first person, but with different pronouns, and it's popular for stories with a lot of emotional weight. Distant third can be better when an author wants to convey a broad idea of the circumstances.

None of these is better than the other, but one may be better for your particular story. You may even want to alternate between them, but make sure to signal that to the audience, and not to switch back and forth at random.

Second person narration DOES exist, but it's very rare in fiction; "choose your own adventure" books and many of my blog posts, as well as many how-to and self-help books, are written in second person. The reader is addressed as "you", and it can result in an intimate but confrontational writing style.

What is headjumping?


"Headjumping" is a slang term for moving between characters' perspectives without warning, and when it's inappropriate. In omniscient narration, commonly used in genres like science fiction or fantasy, it may be fine to let the audience in on what various people in a scene are thinking. In romance, mystery, or thrillers, however, it may be inappropriate to let the audience in on what another character is thinking. But why? Let's break it down.

Why it's bad


Headjumping is currently out of literary fashion, and perhaps for good reason. After spending a bunch of time in a particular character's perspective, getting to know about the innermost thoughts of another character can be very jarring. It can also make writers "have their cake and eat it too", so to speak, undermining dramatic tension by revealing too much at once. Finally, it can be distracting and hard to follow for readers.

When it can be good


Douglas Adams was a master at switching viewpoints for the sake of comedy; during a tense scene, switching between characters' perspectives can function similarly to rapid cuts between characters on a TV show or movie. It can also prevent audience boredom or character fatigue from having the same person "on screen" for too long.


Where it gets tricky


Distant third is a very common and comfortable writing style, but omniscient writing shouldn't result in herky-jerky jumps between characters' thoughts from sentence to sentence. The current style recommendation is to choose a particular character to follow around and to switch viewpoints when a paragraph or scene break presents itself. This makes the story flow more smoothly, and can also help authors avoid confusing themselves. Characters should have distinct personalities, and "cross pollinating", so to speak, can water that down when it's done too often. At the same time, having more than one or two PoV (point of view) characters can provide a lot of variety for the audience, and give them a better overview of a situation.

Third person tips


Be judicious and deliberate with your viewpoint characters. Every change of perspective should have a purpose; you don't have to shout it at the audience, but you must know why you're doing it. Don't resort to PoV switches out of boredom! They do make great writing exercises, but putting them in a finished manuscript is another thing. Above all, make sure your beta readers and editor(s) generally agree that the manuscript flows well and makes sense. If you have too many characters, you may get lost. In my own writing, I find that between two and six point of view characters tend to be ideal. Some characters spend less time in the spotlight than others, but alternating points of view is a good way to make use of an ensemble cast.

Do you have any questions about how to write points of view? Any thoughts or tips?

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Thanks for returning to the nest. Leave a comment and say hi! I want to hear from you. Keep up with the new releases by getting on the mailing list. Buy my books on Amazon, and keep up with me on TwitterFacebookTumblr, and the original blog. This is the one and only SciFiMagpie, over and out!

Friday, 2 September 2016

Writing Sucks: It's Okay to Hate Your Art Sometimes


Hello hello!

Now, all the writers I know can anticipate what I'm about to say, but for those who prefer consuming media to making it, it may be a surprise. Art sucks. It's not just that drawing symmetrical eyes is difficult. Sure, there are fandom politics to deal with, as a recent ridiculous blow up in the Steven Universe fandom demonstrated. But sometimes, writing a storyline is just plain brutal.

A good example of this is The Underlighters. Sure, I enjoyed writing it, but sometimes, I didn't. I just had to write it. Same goes for After the Garden. Both of those books have scenes that were just emotionally hard to write. I won't include any spoilers, because of course, I'd prefer that you buy and read them for yourselves, but people who've already read one or both will probably know what I'm talking about.

But why is writing--or art in general--so hard? Well, there are basically three reasons. 

Writing and art can be tedious 


Art takes time. Right now, I'm working on a new productivity method--fifty words a day, fiction or blog, no matter what. My birthday? Halloween? Christmas? Doesn't matter. I will still have to write fifty words, at a minimum, that day. Sometimes I blow past this goal and write five hundred or even two thousand words, and sometimes, I just barely squeak by with the two or three sentences required to make my goal.

I tried higher word counts, and all that did was frustrate me. I tried a 'no zero' method, and that just resulted in a surprising number of zero productivity days. Something about fifty words a day really motivates me. A close pal of mine sets writing time limits. Chuck Wendig recommends three hundred and fifty words per day. Stephen King, as many people know, writes about two thousand words per day (link). I spoke to Emmie Mears recently, and they tend to write several thousand words per day over a very short span, then take long breaks. The point is, you might have to fiddle with your personal minimum, but finding it is the key to productivity.

I used to wait for inspiration, but when it didn't show up, I was lost, and I let my readers down. The funny thing is, once I get the engine going, the muse tends to hop in the car and participate the way I wanted her to in the first place. Using my new limit, I've been able to finish a first draft of The Meaning Wars, the long-awaited third book in the series of the same name.  Which brings me to...

Writing and art can be technically difficult and intricate 


OH GOD, SEQUELS. The writers are nodding and biting their lips and gnashing their teeth right now (hopefully not at the same time, because ow). Readers may be shrugging in confusion. The thing is, in addition to the famous "soggy middle" syndrome, there's a lot of stuff to handle in a sequel.

For The Meaning Wars, I had to advance and entwine character narratives, but I also had to introduce a huge new source of tension. How would my war be fought? It took me a long time to accept that I'm just not a boots-on-the-grouund military sci fi writer, and that traditional ways of describing combat and conflict wouldn't do the trick. Instead, I listened to the news and worked on chapters until the lightning bolt hit.

When I realised that I would have to use legislation and small details to convey the sense of oppression, fear, and restriction my characters would face, I got stuck again. How in the nine Hells was I going to do that without a lot of annoying exposition? Then I realised that even though I was writing in the third person, I could use epistolary techniques like news reports, letters and messages, and announcements or broadcasts. From there, it got a lot easier. I just had to think about specific, frustrating restrictions from the real world, and model obstacles accordingly.

Still, I will be working on book four soon, and after that, Monsters and Fools - the final book in The Nightmare Cycle (see above re: the Underlighters). I'm scared as hell of that sequel because the same problems will be presenting, and I have even more connective tissue to lay down! But I'm still here, still writing a blog post about it, and still refusing to give up. 

Writing can be emotionally demanding and exhausting


One of the projects I recently finished, Bad Things that Happen to Girls, was absolutely brutal. I've been pretty open about having mental illnesses, but referencing feelings from my turbulent youth and early adulthood was very taxing. The story isn't literally biographical, but it's got emotionally autobiographical elements, and that was hard enough. Some of the more vicious scenes of emotional abuse really took it out of me, and you don't even want to know how hard the ending was. But I'd been working on the story since 2006. It had gone through two full rewrites as I struggled to nail down the timeline and events, and then I had to get it edited. Compressing the timeline and wrestling the elements into place was bad enough, but the subject matter left me curled up on the couch more than a few times.

But I'd do it again in a heartbeat. I am so glad I've released these stories into the world, and I have so many more waiting to be set free. I will be in pain, frustrated, swearing, or just slogging away at a blog post in the future, and I can't wait. It's not that suffering makes you an artist--it's that being an artist makes you suffer. Creation can be gruelling and frustrating. And that's okay.

Special thanks to Emmie Mears, Chuck Wendig, and Delilah Dawson, as well as Sarah Dimento and Katie de Long, for letting me peruse their brains!

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Thanks for returning to the nest. Leave a comment and say hi! I want to hear from you. Keep up with the new releases by getting on the mailing list. Buy my books on Amazon, and keep up with me on TwitterFacebookTumblr, and the original blog. This is the one and only SciFiMagpie, over and out!



Tuesday, 30 August 2016

Why not

Writing poetry was always about

falling in love with someone

a certain girl or a boy who made my knees weaken when

the sun caught their deep blue or brown eyes a certain way

when fringed eyelashes brushed on soft cheeks and

white or brown skin took on a hint of rose


but now, I am not on the hunt;

am I allowed to see a muse in the mirror?

Perhaps I can set aside years of hate and antipathy and invisiblity and

fall in love with

myself.

Sunday, 19 June 2016

Fran Bow: A Game Review

Hello hello!

I continue to fight depression and anxiety, but I'm still here--so I'm winning, I suppose you could say.  At any rate, it's been ages since I put up a new post, but not for lack of ideas or content. This idea, however, demanded to be discussed because it was so very timely. For once, I will try to avoid


SPOILERS SPOILERS SPOILERS SPOILERS 


...but there will still be a few. Also, major content warnings apply to the game, for gore, ghosts, scary women's health issues, a creepy pedo-type guard, and other various scary situations. If you're sensitive to stories about children in danger, or if Pan's Labyrinth upsets you, maybe give this game a pass. For the rest of you, follow me down this dark and strange path to the world of Ithersta.

Sometimes, Disarcade (aka Andrey, the partner in crime) plays something other than DOTA 2. I've been nagging him to put up another blog for non-DOTA things, but I'll alert you all when that actually happens. Anyway, when Dantalion sent us the code for Fran Bow, I had no idea what to expect.

What I got was an indie point and click adventure game game that's basically on par with, or better than Psychonauts. It's terrifying, but easily the most in-depth and well-written game about mental illness that I've ever seen. I've complained that games about asylums and such tend to other mentally ill people in the past, and I thought I was tired as hell of Creepy Child stories, but this game totally inverted my expectations.





When? Where? 


The game is set in the early 1940s, but avoids talking directly about WWII. That isn't to say the themes don't touch on it, but it's very indirect. I can't talk about the rich mythology and symbolism and themes in the game without some end-of-game spoilers, but suffice to say that if you are educated about history and you look for hints about what Jewish people endured, you might well see them.

The game seems to be set in Europe, but I saw suggestions online that it's set in America. Everyone speaks English and it's all captioned anyway, so it's hard to tell.

Who is Fran Bow? 


You can see more about the plot here. Fran is the eponymous character, and the game is delivered through her perspective. After her parents are brutally murdered under dubious circumstances, she is brought to an asylum for mentally ill children. By putting the game entirely in her perspective, the viewer is placed in an empathetic position rather than a fearful one. Fran jokes, is polite and friendly to everyone, and is spunky and brave even when things are hopeless. Even when she's followed by horrifying, demonic shadows, she keeps her chin up and remains devoted to finding her kitty, Mr. Midnight.

Fran might be mentally ill, with schizophrenia, or the world she's in might just be very strange. The entire game might be a metaphorical way of dealing with her struggles. Which of these is true? I'm not going to tell you, of course!

What does it look and sound like? 


If you're longing for a visual feast, Fran Bow delivers. The detailed, beautiful 2-D animation is a feast for the eyes, and the horror is fucking creepy. Skeletons, strange beasts, blood, and demons? All of the above, and then some. This is weird horror that dabbles in Lovecraftian styling but without aping old tropes. The music is simple, but the sound design is haunting and creepy. It's a very pared-down game, but does not feel limited or cheap in the least.

Source. This is a scene from pretty early on...and it only gets creepier. 


Why do you like it so much? 


Like I said, it's an empathetic portrayal of trauma, mental illness, and the things people endured in psychiatric facilities until the 1970s. Hints of violence against women, the metaphorical illustrations of demons (or non-metaphorical, depending on what you think about the game), the cruel experimentation...all of it is done in an empathetic but fair way, and it's still scary as hell. This is easily the scariest game Disarcade has ever played, and I've sat through both of the good Dead Space games. Fran Bow doesn't really rely on crappy jump scares, but uses atmosphere and scary ideas to get the scares across. The story is frightening on many levels, and boy does it work. The best part is that even with Fran's simple, brave point of view, the story retains its scariness. It's never stupid, childish, or condescending to either the audience or Fran, and Fran isn't overly sexualized in weird ways. 

Final Verdict


Play this game right now. I don't usually give games such emphatically positive reviews, but games are almost never as exceptional as this one. It took us around four or five hours to get through, so the game doesn't wear out its welcome. I'm still thinking about its implications, the worlds it offers, and the way it portrays both inner demons and Fran herself. 


What's next? 


I've been having trouble getting anything done, for reasons mentioned above, but I'm hoping to write a post about a game called "Don't Starve Together", one about JK Rowling's not-so-hidden fatphobia, and to catch up on some of the old idea posts that have been sitting in my queue for a while. What do you want me to write about? Leave a comment if you have questions or ideas!


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Thanks for returning to the nest. Leave a comment and say hi! I want to hear from you. Keep up with the new releases by getting on the mailing list. Buy my books on Amazon, and keep up with me on TwitterFacebookTumblr, and the original blog. This is the one and only SciFiMagpie, over and out!


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