Showing posts with label rules. Show all posts
Showing posts with label rules. Show all posts

Thursday, June 25, 2015

Starting over and over and over and over...

Starting with the gunshots trims the first chapter too much. You don't know Len and if you don't know Len it's not worth it to keep reading. I'll never sell it like this and I don't know where to start now.

This is what I get for following advice about how to make your query and first pages attractive...I should know by now that what works for other people doesn't work for me, and no one can tell me what will work, because nobody knows. It's trial and error time again and I have no way to measure success short of acceptance, which means I could get several rejections even with the winning format and never know I'd hit it.

Life in the skinny part of the bell curve is tough, film at eleven.

Tuesday, November 18, 2014

I'm a Bit Dilatory Today

Hey, speaking of Pleistocene child graves, Project Archeology has a curriculum packet and guide for teaching about the Anzick Burial!

Also, on the importance of re-reading the guidelines right before you make the submission, I was just narrowly prevented from sending a story in Courier to a magazine whose editors believe Courier to be evil. I kind of feel like Times New Roman is evil, myself; but I'm not the one in control of that market, so back to the word processor we go.

I just - I like Courier. It looks like typing. It's large and readable. But hey, I type two spaces after a period, too.

Thursday, July 17, 2014

The Center Does Not Hold

It's two in the afternoon. I haven't eaten lunch yet.

This is bewildering. For most of my adult life, the current boss cat got me up at six and I ate (generally the same breakfast, which I could cook and consume regardless of how awake or how well or how cheerful I was - one soft boiled egg, hot or cold cereal, fruit, hot tea). I was working - whether at a soul-sucking day job or at my own stuff - by eight. Eating lunch at eleven was essential, as along about 10:30 I started getting hungry and by 11:00 I was going critical. My blood sugar would be doing things that blood sugar should never do and if I didn't eat anything could happen, from fainting to laughing jags to bursting into tears to hurling random things at people. (You think I'm exaggerating. Because you were never trapped in a soul-sucking day job with me. Nobody ever forced me to take a late lunch twice. I was fired, or my lunch hour was sacred. There was no in-between.) Afternoons I worked till three. If in a soul-sucking day job I'd stick it out till five, but nothing intellectually taxing I did after that could be trusted - I was bottoming out physically and proceeding on stubbornness and strength of will, of which I once had a considerable amount. If in control of my own time, I knocked off at three and that was time to read or play games or something. Sometimes I'd get a second wind in the evening - during soul-sucking day jobs I needed to, so I could put what I'd written on my lunch hour and coffee breaks into my word processor, and this was generally when I wrote absurdly long newsgroup posts and so on. Plus, reading. But I read all the time; the reading goes without saying.

And I want to do this now. Repeatedly I plan days based on the assumption that, as I always could before, I would spend the morning from 8 to 11 writing, the afternoon doing housework, sewing, researching, and the evening cooking and relaxing.

But it doesn't work. I may not start writing till ten - even if I sit down to do it. I may not be able to eat breakfast till nine, and it may only be the egg, or the fruit. Lunch is all over the map. Supper, which has always been a problem because Damon doesn't get hungry till 7:30 and I'd be hungry at 5:00 (so I'd get a snack), is a problem no more, except that I tend not to make such nice ones. Because when I do get hungry, I still have to eat right now; but, not knowing when it's going to hit, it's harder to make myself start eggplant parmesan, or spinach rice casserole, or anything that requires a lot of chopping and stirring.

Nobody prepares us, mentally, for the way changes in the diurnal cycle affect our intellectual output. I've always relied on my habits to carry me through. The old advice, write a page a day and you have a novel - it's good advice, but it assumes that you can declare a consistent time and place to sit down and write the page, and put your butt in the chair, and do it.

At the moment it is not true.

At some point, I'll adjust. Either I'll settle down into a new rhythm and build new habits; or I'll recognize the waves of capacity as they come at me and be prepared to seize them, to write now and get housework done now and now is the time to start cooking but now is the time when I can face writing queries and get this stuff back into the mail where it belongs. I will become flexible.

But I am not there yet.

Which is one reason the current project is the way it is. This is a book that can only be written flexibly, weirdly, from odd angles and at strange times.

Anyway, since no one talks about this, I thought I'd better bring it up. I'm certain I'm not the only one who has ever had to adjust like this.

I'm consistently peculiar, and in a thin part of the bell curve, but in a world so thickly populated, I never am the only one.

But I may be the first to speak. So this is me, speaking.

For what it's worth.

Wednesday, June 4, 2014

The Difference Between Fiction and Real Life

If it happened in a story, dropping a three-pound handweight on my foot would have had an aesthetic purpose.

It'd be symbolically or thematically appropriate; it would coincide and resonate with some other element of my life; it would be some sort of message or warning or trigger or - it would have meant something.

But because I live in real life and not in a story, it just means I had to spend two days with a baggie full of ice on my foot. Do you know how difficult it is to accomplish anything with a baggie of ice on your foot? Even intellectual work - "Yeah, since I'm sitting here anyway just open the damn file and focus, that's all I have to - oh, for crying out loud it fell out of the towel again better not leak all over the cables - Ow ow ow - oh, look, the color's really starting to come in now..."

We like narrative because it's structured and tidy, and isn't as full of irrelevant bits and distractions as real life. This is satisfying on a primal level; so satisfying, that people make up meanings for their real lives, in the teeth of the evidence, and try to structure Life so that it makes some kind of sense. Which leads to cruel absurdities like the theory that natural disasters are divine punishments for trivial manufactured "sins," or that bad things happen to us because we "deserve" them.

That's the big problem with "realism" as a genre. A truly realistic story would not be satisfying because it would have to be structureless, full of arbitrary boring meaningless crap that would anger the audience. If they wanted real life they wouldn't be reading the story, now, would they? Do not, ever, get so carried away with creating a slice of life that you forget to provide the primary pleasure of narrative.

All the writing advice you get about killing your darlings, not putting in anything that doesn't contribute to the effect, Chekov's gun on the mantelpiece - that's what it boils down to. Even stuff that's interesting or humorous or beautiful in itself, if it doesn't advance the story, interferes with the narrative tidiness and has to go. You can get away with more in a loosely-structured domestic novel than in a tightly-plotted thriller or a short story, but if you push the limits too far you lose the audience. It'll get bored or it'll get mad. One or the other.

You probably think you know an author who gets away with it, but it's an illusion. Even the great stream-of-consciousness works, the ones that swim in and out of your eyes as you read and make you feel like you're living in somebody else's head - take a step back and look at them. Mrs. Dalloway is as rigidly-structured as any Agatha Christie plot. It's just that the structure is cleverly designed to look structureless.

Personally I'm not very clever and have to do this largely by writing the story and then taking things out. And sometimes it's real hard to tell where to draw the line. Yeah, I can (and did) take out most of Len's food appreciation remarks in the lesbian western. I can convey the fact that Len's appetite is enormous without describing every meal she ate. That's pretty straightforward. But that bit where she gets lost on first coming into San Antonio - is the level of humorous detail I go in for there the right one for illustrating thematically how she has to feel her way through her life as a man, with the directions she gets from other people mostly confusing her? Or do I keep it because, as a San Antonian, I find it all so hilariously familiar?

I think it's the former, because every time I contemplate taking it out I feel like the manuscript has a big hole in it that can't be bridged by a sentence about nobody in San Antonio being able to give decent directions and what is up with the dang river? But will an audience feel that way?

(Will an audience ever get a chance to find out? She wonders, sighing and returning to the agent search.)

Tuesday, May 27, 2014

House Rules

For the first time in a long time this Memorial Day weekend, everyone in my gaming group had the same three days free. Three days! Gamingpalooza!

We had a couple of pretty intense roleplaying sessions. Without going into details that would make the eyes of non-gamers glaze over, we were experimenting with pushing back against the tendency of the Pathfinder Adventure Path system to force players into a min/maxing style of play which is alien to us. We ran an underpowered three-person party a couple of levels higher than the module writers recommended, with the addition of an unfamiliar optional set of "mythic powers." The mythic powers could easily have overwhelmed the scenario if handled poorly, and they appear to have been designed merely as a new way to increase "power creep" (the ongoing arms race between players and game masters, requiring constant escalation of increasingly complicated and burdensome game elements), of which we are heartily sick. However, the game master gave them to us in such a way that, though we got to control which ones we got, we felt obliged to play them as complete surprises which our characters did not know how to use and didn't feel they could rely on. So while we as players knew that we had a safety net, our characters were making plans and devising strategies that did not take these safety nets into account, and pulling mythic powers out only when we felt cornered by the introduction of unknown factors or pressed by the inevitable disruptions of our plans. Only toward the end, when the Big Bad was defeated, did we feel entitled to start experimenting with them.

The result was that we felt challenged, engaged, and endangered constantly, but did not lose a character. One random encounter almost did us in; one programmed encounter was subverted and turned into a cakewalk due to our proactive data-gathering and sensible use of resources (and we were entitled to the cakewalk because we were proactive); the climax was climactic (which is not always the case); and my character developed what might be called learned pyrophobia, which is the sort of thing that I love best about role-playing games; i.e., the chance to temporarily be another individual with a distinct life experience. We did not get any of those jawdroppingly great moments when everyone is surprised, but we had a lot of fun.

None of us is under the illusion that this particular experiment is a panacea for our problems with Pathfinder. It's obvious to even the most system-mechanically-challenged of us (i.e., me) that the particular combination of solutions implemented here would not work with every adventure path, or every set of characters. But I think we are on the right track. The rigidity of Pathfinder compared to other systems we've used, and the adherence of their Adventure Paths to formulaic structures, has hypnotized us into experimenting and enjoying ourselves less with them. I think we need more house rules. I think we need to use some of the Paths as sourcebooks instead of as modules, make more choices that thumb their noses at the power gamer expectations of the system, alter the structures given to us. We need to do this as players and as GMs, in cooperation and adjusting our approach to our circumstances. As a gaming group we have always been pretty good at this in play. I think we need to go "old school" in prep, too. Stress less, improvise more.

I often see people lock themselves in like that. A writer reads The Hero's Journey and mutilates her story to fit it, as if the structure of the Journey were a universal ideal toward which all stories must strive. An artist learns some useful techniques, and keeps using them even when they are less useful. A player gets bored with his playstyle and assumes he's bored with his game. A person leads a meaningless life, continually striving to hold on to a job she doesn't like to pay for a car she doesn't enjoy driving and buy her kids toys they don't play with. A citizen declares loyalty to a country and clings to that loyalty long after the country has proven itself disloyal to him.

Why do we do this to ourselves? It's depressing.

So cut it out. When you need a house rule, make one. When you don't, don't.

You can be happy and do good work, if you let yourself.

Thursday, April 3, 2014

Don't Tell Me You Haven't

So, if you sit down to write ten pages and reach a certain point, and write all morning, and produce two pages, which don't contain anything you intended to go onto the ten pages and wind up somewhere else entirely, does it still count as an accomplishment?

Yes.

Because what's the alternative? Beating yourself up about it? That's no good!

Nobody cares how uneven the process was when holding the finished product in their hands. However you get to the finished product, that's the right way to work.

Friday, February 15, 2013

The Non-Compete Clause

Another thing Mr. Lewis said in his keynote, and which he considered so important that he actually said: "Write this down," was "Never compete with the imagination of the child." He was addressing the picture book illustrator particularly, but it can also apply to the tendency of writers to overexplain.

Not explicitly stated, but demonstrated during the "first impressions" panel, is that the writer and illustrator must not compete with each other. More than one picture book text was too wordy and left nothing for the illustrator to do, while illustrations were cluttered with unnecessary details that detracted from the overall effect and were probably better explained in text or left up to the reader to supply. A picture book text and illustrations will ideally work together without redundancy, so they have to trust each other and not step on one another's lines, as well as trusting the audience to get the point without a big textual or illustrative hand emphasizing it. This is one of the reasons why the picture book is the most difficult artistic medium to master.

I'm not given to flat statements of fact on subjective matters, or hierarchical arrangements of anything; but I think "The picture book is the most difficult artistic medium to master" is as near as nothing a statement of fact, not opinion, and anybody who thinks differently should try it. But that is by the way.

Anyway, it occurs to me that the point here is that we all have to trust our collaborators in the creative process. And we all have collaborators, unless we hoard our talent and never let an audience at it. The audience changes the art.

It's like the observer effect in science (I think, if I understand that effect correctly.) The most perfectly-designed experiment has to be observed, recorded, and interpreted before anything can be learned from it; and the act of observing, recording, and interpreting changes the result in subtle, unquantifiable ways. That's something scientists can't get rid of and just have to live with and work around as best they can.

Artists do have a way out of releasing their work to be changed willy-nilly by any old person who happens along; but the price of it is too high. Art that no one looks at is art you fully control, but - what's the point? Unless somebody somewhere sings your song, dances your dance, plays your game, reads your book, eats your meal, or sits in your garden, it might as well not exist.

Which means that we have to be prepared to relinquish control; and that starts when we leave room in the creative process for the audience and our other collaborators - the people who play the instruments as well as the people who listen to the symphony.

When we resist the temptation to compete with the imaginations of the children.

Thursday, September 13, 2012

Story Balance

The issue of "rule of cool" versus "realism" I discussed in relationship to gaming on Tuesday manifests also in writing. Specifically it arises in fiction - in non-fiction, if you hand-wave details of your subject they had better be details that are not germane to the purpose of the work, or you're not writing non-fiction anymore.

In creating fiction, however - whether for print, film, or indeed for gaming media - the issue is front and center, and is complicated by the fact that your audience is not sitting at the same table as you providing direct input. Assuming you find an audience at all (which is far from a given, even in the best market), it will be only after all the decisions about which details to sweat and which to hand-wave have been made. When writing for a professional market, you can get feedback from a handful of others involved in the process: a critique group or beta readers if you use them, an editor, a creative team or collaborator; and it is possible to present yourself to an amateur market, particularly in online fan communities, in such a way as to make your decisions based on active responses. For the most part, however, these decisions must be made in response to an audience of one: yourself, and then sent out to take its chances in the faceless crowd.

I am a lot less easygoing on this question in my writing persona than in my gaming persona. If you want a playground full of impossible physics, inaccurate history and sociology, and silly-looking weapons and armor, be my guest. I don't have to play with you and it's none of my business; and if my knee-jerk reaction is to look down on you, well, it's my responsibility to mind my manners and not let that reaction out into the world where you can see it.

But if you want to make a movie in which cavemen interact with dinosaurs; or write a story in which the conquistadors conquer the Mayan civilization; or write a game resource in which guns don't exist because gunpowder flat-out won't function in the setting; you had better be either writing parody, or have the explanation for these bizarre premises front and center in the work.

But of course it's not usually the big things that are handwaved, and it's not the obvious errors against which we need to guard ourselves. God and the Devil both lurk in the details, and that's where we get into arguments. In almost all cases, in these arguments I'm on the side of those who believe the author needs to take the time and trouble to get it right. I'd be writing all day if I used all the specific examples crowding my brain, but what it boils down to is this:

Assuming that your audience doesn't care about details or common sense and only wants the "rule of cool" is profoundly disrespectful of them. And if you don't respect your audience, how can you expect them to respect you?


A real argument made in defense of deliberately perpetrating a popular error, despite knowing better:
"So many people think this is true, they'll reject it in the story if I don't show it this way."

Oh, really? Your chosen audience is the category of people so prejudiced, so hidebound, so willfully stupid that they can be counted on to choose a familiar falsity over an unfamiliar fact? People who, in fact, prefer to be lied to rather than to have to think about, or double-check, an assumption?

Well, if that's the bed you want to crawl into...I prefer to be read by people at least as smart, flexible, and intellectually honest as me, thank you; preferably by people who are superior to me, as I'm not of more than ordinary capacity in any of those qualities.

A real argument, made in defense of not bothering to do the research at all: Oh, that stuff is boring and nobody really knows any better. If I learn what really happened/could happen, it'll limit my storytelling.

Not surprisingly, this argument is factually inaccurate. Doing the research - whether into the biology behind your science fictional premise, the history happening at the same time as your historical romance, or into the physics behind the McGuffin in your thriller - is inspiring. Odds are good that the facts are far, far more interesting than the cliff-notes version of biology that first attracted you to the idea of a parthenogenetic alien species, of history that first attracted you to ancient Greece as a setting, or of atomic fusion that first made you think it provided a good bone of contention for your spies. Yes, doing the research will change your storytelling - but only in good ways. Only in ways that will enable your fiction to rise up out of the mass of other fictions and become the new standard, the one that people imitate instead of doing their own research.

That desirable outcome is not guaranteed; but you knew that when you embarked on a project that was neither death nor taxes. And the process of research is intrinsically rewarding. The standard version of the Battle of the Alamo lacks color, depth, and human drama. Next time you're in San Antonio, come hear my version. I'll prove it to you.

And it's also not true that nobody really knows any better. A lot of people who read science fiction are passionately interested in science and even do it professionally. Historians and archeologists read historical fiction. More to the point, obsessive eleven year old children read anything and everything connected to their current obsession. I worked out the action of Len's story with multiple maps and an almanac, keeping track of calendar days, phases of the moon, weather, and currency values partly because these things were of tremendous assistance in working out what my characters did and why they did it, but also partly because somewhere out there is a collector of Confederate currency, a calendar savant, or a geologist whose enjoyment of the book could be utterly wrecked by finding an error in one of those areas.

Never underestimate eleven-year-old experts. They will write to you, and they will demolish your ego.

Niggling anxiety in the back of my own brain: But you yourself put real people into the lesbian western without specifically looking up details of their character or seeking out their descendents. Plus you never did fire any of B's old guns.

That's true; and it illustrates that, as in gaming, there is a point of diminishing returns. Nobody really wants the woman who can't see straight lines handling firearms, even under close supervision, and B vetted the relevant parts of the manuscript for me so I should be fine. I did try to seek out some descendents and didn't get a response; though it still bugs me sometimes that I may have been in a Renaissance dance troop with a couple of descendents of the Vance family and never even tried to contact them. But these people are all peripheral to the story, finding out too much about them would have risked them crowding out my fictional characters and used up more time and energy resources than their presence in the book justified, and in the case of the people I did try to contact who didn't respond - they're entitled not to respond.

Anybody reading the book will understand, and if not there'll be a disclaimer to make them understand, that in the final analysis, the story comes first. As long as I'm careful to not even imply anything about these people that is not reasonably deducible from the public record, again, I should be fine.

In both game balance and story balance, the game and the story come first. I maintain, and I always will maintain, that it is better to have accurate information than not to have it; but once you have it, you are not obliged to show it off in the final result. Your DM may really appreciate you using your geological expertise to help him design a realistic dungeon, or work out what would really happen when a Rod of Lordly Might is broken on the San Andreas Fault, releasing all its energy; but he doesn't want to hear a lecture on the subject in the middle of the game. The reader will appreciate a vivid phrase evoking the experience of wearing a side-buttoned boot, but does not want to know what every character has on in every scene.

Not even the eleven-year old costuming expert.



Thursday, April 26, 2012

The Implied Contract

So anyway, I'm not, comparatively speaking, a big TV viewer, but I am - like most of us - an experienced one. And Damon loves TV. Whereas my preferred narrative format is text, his is video - we meet in the middle on games. He'll keep watching shows long after I've given up on them, for the same reason I'm more likely to finish a book that doesn't reward me in the first chapter than he is. He's willing to give the shows time to develop and prove themselves, and I'm more cynical about the whole TV production process. I think that the way TV shows are created, produced, marketed, and maintained actively discourages the creation of a satisfactory viewing experience, and that the people who call the shots are the people who least understand how the audience satisfaction process works.

I'm a little behind the curve talking about this, because it's now been a week since my thinking about it was prompted by viewing the season finale of Ringer. This was a show with a spectacularly improbable premise, involving a woman (Bridget) trying to escape from a mob hit by impersonating her twin sister (Siobhan), who has faked her own death in order to set Bridget up to be killed by the unknown person trying to kill Siobhan. After that it gets complicated.

There's all kinds of flaws in this show, and Damon and I were not shy about discussing them with each other as they happened, but I didn't get bored with it for an entire season and sitting on the couch with your husband picking TV shows apart is an important source of pair-bonding in the modern American marriage, so there you go. But I sat down to the finale fully expecting to get up resolved not to watch again if it's renewed for a second season, because experience has taught me that a show like this will try to make you come back by ending with a cliffhanger.

I hate cliffhangers.

But Ringer did it right. Every single major hook had a payoff, every big question posed was answered, and the two central characters had resolved the situations that had most preoccupied them throughout the series. Which left them face-to-face with the consequences of the (sometimes monumentally stupid) decisions they'd made during the course of the show, in "What now?" mode. One secondary character had even undergone some major personal growth that didn't get washed out at the last minute! If the show doesn't come back, viewers can feel satisfied. If it does, the hole each sister has dug for herself is sufficiently deep as to offer plenty of scope for new plots, dilemmas, and really bad decision-making. I still don't trust them not to lose me - but if they renew it, I'll watch it. At least for awhile.

As we discussed this miracle of modern TV production afterward, Damon mentioned another show, called The Killing, which was drawing a lot of flack that week for having the wrong kind of finale. The worst kind, in fact. I never watched it and I don't think he did, either, but apparently it's a murder mystery show, and in the season finale the audience does not find out Whodunnit.

This is particularly a kick in the head for the invested viewer because the show was based on a foreign series, which did solve the mystery in the final episode, so in addition to the usual contract with the audience a storyteller makes, the implication of a guarantee was hanging in the air - they thought they could trust the script, because they knew it had already been done right once.

The main point I'm considering here is that, as an experienced viewer, I have grown resigned to the fact that the bad finales will outnumber the good ones. It's a big part of why I don't watch TV much. When I pick up a book, the odds of my coming to the end of a story, and finding that it is the end, are pretty good. When I don't reach the end of a story with that first book, I often as not don't pick up the second in the series. When I start watching a TV series, I have every reason to expect to be jerked around, and I'm constantly watching for the bailout point which will maximize my chance of an enjoyable experience for the least investment of time and emotional capital.

I don't think the majority of the people who make the decisions governing what gets on the air understand the nature of the contract between storyteller and audience. They may not even know it exists. They certainly don't understand where the satisfaction of narrative lies.

It is the nature of real life that our suspense is never-ending. Our lives have no plots; and therefore, no resolutions. Even after the major events that, in fiction, either set up a coherent problem or resolve it - death, divorce, devastating illness, bankruptcy - there isn't any sense of completion. We have to get up and deal with the next meal, the next phone solicitor, the next epic household crisis, willy-nilly, with no narrative order. So we latch onto whatever we can that presents us gives us the satisfaction we can't draw from real life. An election. A sports championship. A story.

We want the payoff. We need it. We will care about the most ridiculous things in order to get it.

And if we do not get it, we have a legitimate grievance against the entity that offered it to us, and then denied it.

This is why I never start a story until I know how it ends.

Tuesday, October 4, 2011

Let the Dice Fall Where They May

I've always tried to make games into stories. My chess game is erratic because I automatically think in terms of what the queen or knight would choose to do rather than what is strategically the best move. When I play Risk, I tend to roll well in North Africa, for example, which I attribute to that space harboring General Rommel, who is on my side. (Oddly, nobody ever thinks to deploy General Patton against me.)

Most board games, alas, are not amenable to this treatment. When I discovered role-playing games - by which I always mean real, free-form games played with other people, not computer games - I took to them at once, because the whole point of them is to play a character and create, as part of the social group of players and GM, a story in the genre of the game. My fondness for Sims is rooted in the same tendency. One reason I play Sims2 and doubt I will ever play Sims3 is that 3 has no storytelling tool.

The experience of story creation in game format, however, is very different from that of writing one. One of the most fun things about the game/story format is that the creator is not in control. No one likes a "railroad GM," one whose story is set down to run on rails and will work out roughly the same regardless of how the dice roll and what choices the players make. Sit down any bunch of gamers and start them telling their "war stories," and time after time you'll get hear about crucial dice rolls falling at an extreme - the natural 20 rolled by the least powerful party member that saved them all, the critical fumble by a key character that resulted in a Total Party Kill, the failed saving throw that changed everything.

Recently we had one of those failed saves in our group, which resulted in the party rogue succumbing to a magic-induced psychosis and plotting to assassinate the entire party. The player hated it, but as an honest player he played it out, laying a plan that should have worked and, if it had, would have required a complete rethink of the game and new characters all round, probably with the insane character as a major nuisance villain. Only a miraculous series of successful saving throws and the rogue's underestimation of the party cleric prevented this; and now we get to play out the change in the relationship between the now-cured and wildly remorseful rogue and the friends he turned on. Similarly, in recent Sims games the unexpected birth of twins, an alien abduction, and a lightning strike fire that killed a teen on the verge of college have thrown my expectations for the neighborhood into a cocked hat. I am left scrambling to adjust my responses to the new realities and relationships. This is all to the good.

Sometimes, I wish mainstream story forms relied more on dice. Last night I mistimed cooking dinner and had to be in the kitchen for large chunks of the second episode of Terra Nova, but I couldn't feel that as a hardship. Damon didn't have to fill me in on the parts I missed, because it was clear from what was going on when I came into the room what had happened in the interim since I left it. The design of the plot spread out before us like a map. A familiar map; not drawn well enough (though the dinosaurs are pretty good; but I prefer mammalian megafauna to dinos) to hold my attention on aesthetic grounds. It desperately needed a failed saving throw or a critical fumble or a natural twenty rolled by a character which the staging had earmarked as a mere secondary.

It's not that I have spoiled the show for myself by understanding the structure of the one-hour TV show and the genre conventions of science fiction. I understand the structure and genre conventions of the puzzle mystery, too, yet I can read and reread Agatha Christie's and Dorothy L. Sayers's work endlessly, caught up in the sheer pleasure of their execution.

We are all sophisticated critics these days. We may not be able to articulate them, but we know about The Hero's Journey, three-act structure, and of course the TV tropes. We apply them without thinking - and that's our problem, not when viewing, but when creating.

What we've got to do, when creating, is recreate the sensation of the critical fumble, the natural twenty, and the random lightning strike for the reader. This may or may not entail recreating it for yourself. Ideally we are in full control of our material and balance the element of unpredictability with the necessary structure and coherence that fiction (and for that matter narrative non-fiction) requires. But we don't live in an ideal world. Your first draft may be a major structural mess. You may not know until the final scene that a gun needs to be lying on the mantel in the first scene. You may be on the fifth draft before you realize that your narrator cannot be your protagonist. You may be find yourself casually writing a line like "Bean'd jump off a cliff if I asked him to" and only then realize that your heroine needs to ask her faithful steed to jump off a cliff in the climax.

It doesn't matter; not as long as everything's in place in the version the reader sees.

Tuesday, September 13, 2011

Idea Garage Sale, Cont: Disasters, Threat or Menace?

Five new ones today, though it's thinning out in the west. That cluster between San Antonio and Kerrville just keeps sitting there, though.

So, where I was? Oh, yes, making narrative out of disaster.

The first thing to remember is that whatever you're writing, if you want it to hold the interest of the general public, must be a story; and a story, at its simplest formulation, is character + conflict. With a disaster, the conflict is a given. But unless you're writing a treatise on the mechanics of fires or shipwrecks or whatever - which is useful stuff to write about, don't get me wrong, but it's way outside my purview - if you're writing for a general audience, you'll have to find at least one character and structure the reader's experience of the disaster from that viewpoint.

Disaster narrative is a subgenre that benefits a great deal from multiple protagonists. Since most events worthy of the name are huge and chaotic, no one person will experience, much less understand, all the aspects of the disaster. If you're in one, you can only see a little piece of it - the piece presently trying to kill you. You may or may not understand where this wall of flame/water/whirling air/molasses (don't laugh; people died in the Boston Molasses Flood of 1919 from drowning in the stuff - imagine having molasses in your lungs!) comes from; you only know that it's over there, rapidly coming here, and there's a very real chance that if you run and grab the baby it's going to cut off your escape route; and that your husband left this morning in the direction that wall is coming from now. Your husband, meanwhile, knows that he's safe, the wall is bearing down on home, and he can't call you because he just saw the cell tower come crashing down; but isn't sure whether you're home with the baby or have already left to visit your sister. It should be evident that the use of multiple viewpoint characters can enhance a disaster narrative considerably, both by making it easier for the reader to follow, and by ratcheting up the suspense by choosing the key moments in which to change viewpoint.

In a lot of novels, the writer is faced with difficult choices in characterization. To render the viewpoint character vivid and sympathetic, it is necessary to figure out what he has at stake in the conflict and make the reader care as much as he does. This is not a problem in a disaster story. Everybody's got the same base motivation, and it's real easy to care about, if the character is established well at all. But if his only motivation is "surviving the disaster," the audience can still fail to connect with him, and that will be the writer's fault. Maybe at the key moments of the narrative, survival is the only thing on his mind; but he's in the disaster area for a reason. He's got a life, to which this disaster is at base a dreadful interruption, like a traffic jam or broken plumbing, only - you know - freaking deadly. The narrative should not, then, begin with the disaster proper. It should begin with you and your husband and the baby getting into position, talking about little things - where he's going and why, what time you're going to leave for your sister's; for that matter, why you're going to your sister's while you're husband's going an entirely different direction. This means that the first pages are likely to be full of small establishing scenes and dialogs and exposition, mostly mundane in nature.

Which means they need to be well-written. Mundane is boring. You'll be helped some by the fact that the reader knows he's going into a disaster story and that all this mundanity is threatened; but if you and your husband and baby and sister bore him at this point, he's not going to care if you, the husband, or even the baby, die or not.

No, really, even the baby. Because - even if he knows he's reading non-fiction - at the beginning, he's reading a book, and books aren't real. So none of the characters is real till the writer chooses the correct mundane details, the ones that pop everybody into their proper three-dimensions so the reader grasps, emotionally, what he knew intellectually when he picked up the book: that this disaster affected real human beings who could as easily be him.

There is a certain kind of movie that I can only manage to sit through by playing the Plot and Dialog Prediction Game. Most disaster movies fall into this category. I'm sitting there watching the characters dance through their motions, and I start to recognize them, so I make a game of it. These two will survive.(Usually, The Lovers; usually, The Lovers Having Trouble With Their Relationship. Recent divorces are common.) There may be two sets of lovers, but only one is going to make it through the disaster, and the experienced viewer should be able to pick which one; based, alas, on age, ethnicity, and degree of domesticity, most of the time. This one will sacrifice himself to let others (particularly The Lovers) survive. That one will also sacrifice himself, and for him it will be a Redeeming Moment, because up until then he's been a jackass. The other guy will die first, and it's depressing how often First to Die will be instantly identifiable because he's the only non-white cast member. And so on.

Once I've determined death order, which can usually be done during the establishing scenes, it's time to figure out the difficulties before they arise: What initiates the disaster; in what inadequate ways the people who should be dealing with it fail to do so; which random chances will arise to drive people into their correct positions for their role in the plot; how exactly poor Mohinder or Martinez or whatever generic ethnic name First to Die goes by will in fact die; how the first solution on offer fails; what surprising development happens just when it looks like things are coming under control (that one's the most fun); and so on. And of course it's always fun to say softly: "That's crazy! You'll be killed!" or "Tell my kids I love them!" , or whatever, immediately before the dialog is spoken.

Well, as much fun as I'm going to get in this kind of movie, anyway.

I don't do this with books because if I find it happening in a book, I put it down and do something else. There's too many books to read out there without wasting time on one like this. But a movie is a social occasion; I can't just get up and walk out of it. Though possibly if I don't play this game quietly enough the people I'm with wish I would.

If you're going to write disaster narrative, for pity's sake, read and watch enough of these things to recognize the rhythm of the cliche, and keep its metronomic beat out of your work. You have to read a lot of trash to get really good at not writing it. Which is a tough job, but somebody's got to do it.

Tuesday, April 5, 2011

Disconnected Thoughts

I'm buzzing and crashing and typing around Thai as she washes my hands at the same time this afternoon, so do not expect a prodigy.

Thought one: Oh, boy, a 10th follower. After my usual custom (I expect people with 200 or 11,015 or 33,000 followers are a lot more blase about it) I clicked the picture to get to the profile and found two sites I can't read for beans.
Why this person wishes to follow me, I have no idea. But lookit all the pretty pictures! It's something to do with architecture, or maybe architectural details. And who am I to look a gift follower in the mouth? Welcome aboard, whoever you are.

Thought two: Self-discovery time. I'm weirded out by this and it'll take a bit of background. Those of you who've read my books may have noticed that I have some structural quirks, like alternating viewpoint between chapters, and that when magic exists its constrained tightly by rules, which the characters figure out to the best of their ability. This is one of the pleasures of fiction for me. Narrative imposes order on the chaos of life and gives it a structural consistency that the real world has no business with.

Those of you who game with me may have noticed that game rules function the same way. I rely on those around me to keep of how they work, using them as the framework from which to hang story and on which to build characters. Unlike the game mechanics and rules lawyers of the world, I don't pounce on new supplements and alternate rules because I don't need them. As long as I'm playing my character and can succeed or fail as a result of my own choices, nothing else matters. Expanded and alternate rules only confuse me.

I would have said that I was the same way about the limited number of computer games I play. I have been saying that I am very conservative about downloading hacks and game mods because I don't know how they're going to interact with my game and I can't fix it if it glitches and in general such things don't add enough to be worth the risk. But --

I discovered that a Sims2 feature I would like a great deal exists in an expansion pack which I do not wish to have, as its entire theme screams "time sink you wouldn't enjoy." I was told that a downloadable fan-created code modification would provide the same feature without all the stuff I don't want. Yet I found myself considering installing the expansion pack I don't want in preference to the modification.

Now, it's true that programs and machines that work fine for other people don't necessarily work for me. I can't count the number of times I've been told by tech people that I didn't have a problem I was indeed having, because that problem as described was impossible. They keep telling me that until I sit them down in my chair, turn my back on them, and tell them exactly what is happening as it happens, at which point they stop writing me off as an idiot and get interested. Since I'd never be able to get a knowledgeable game tech to sit in my chair, this is a good reason to avoid using a bunch of hacks, cheats, and modifications the way some players do in hope of building The Perfect Game.

But this is a single, apparently simple, modification. All I should have to do is back up my game, install the modification, and remove it and reload the backup if a problem arises. Since I don't have any other modifications, and I back up the game regularly, and the impossible glitch thing doesn't happen all the time, just enough for me to be sure it's a real phenomenon, doing this is a low risk.

So the only reason to want to spend money on an expansion pack I don't want in preference to taking that low risk must be, that there is something important to my enjoyment of the game to knowing that I am getting what I want from it within the context of the original rules set.

What the larger implications of this self-discovery may be, or if there are any, I have no idea.

However, it goes to show that, even 50 years of vigorous introspection isn't enough for us to know ourselves entire. So how much hope have we of knowing those around us?

Therefore, let us be gentle with one another.