Sunday, May 30, 2010

Idea Garage Sale: A New Concept in Adventure Modules

So, anybody out there who plays RPGs and has read my garage sale ideas for campaigns has probably recognized that my method of campaign planning is labor-intensive and not at all commercial. The reason I don't run these campaigns is that all that collaboration with the players involves infinite flexibility; and I can't be that flexible spontaneously. I have to overprepare and have all the stats, maps, and if:then statements worked out ahead of time. Then, during the game, I can react to what happens without referring to any of that.

During the shakedown period for D&D 3.0, back in 2000, I ran a one-off prison break scenario as a means to give people some experience with the new system before committing to a campaign. The PCs were imprisoned unjustly as a result of a disturbance during the escalation to civil war, and if they didn't escape before a certain point All Hell was going to break loose. I made a timeline of incidents that would proceed in the background until the PCs intersected with them and changed them. Once All Hell broke loose, I found myself tracking the actions of about six groups of people all over the city, in 15-minute increments, so that no matter what decisions they made or when they made them I'd have a guideline to what they'd find happening. Then the PCs escaped 24 hours before the criticial point and in the process released another prisoner who prevented the critical event that would have made everything so chaotic, and that work never saw the light of day.

I don't have time to do that sort of thing regularly, so for the most part I don't run games, but when, five years ago, it became desirable for me to do so, I ran adventure modules. In theory, adventure modules do all that overpreparation for you. The maps, NPCs, timelines, and developments are all worked out by the module writers. The time-consuming business of world-building is also performed commercially by game companies, publishing sometimes elaborate setting sourcebooks for places like Greyhawk, the Forgotten Realms, Eberron, Harn, various historical periods, licensed fictional universes so you can roleplay in the worlds of your favorite TV (Buffy the Vampire Slayer, Supernatural, Firefly) or novel (Harry Dresden, Miles Vorkosigan) series.* Good idea, right? Less work for GM, more revenue stream for the gaming company.

Except all modules need fixing.

I'm serious. I've never run a module that didn't require some fixing and fudging, that didn't leave huge gaps for me to fill in or present logical lapses for me to bridge. I've had to rewrite character stats because I knew my players would laugh at a fire-breathing ninja opponent; I've had to redraw maps because of architectural and geographical absurdity, and I've had to overhaul strategy because in dozens of playtests the creators never ran a party with a basic knowledge of seige engines or use of air power.

No adventure plan survives initial contact with the players, even when the GM knows the players; so modules written by total strangers have a strike against them from the start. Also, the two obvious ways to write a module - following a set storyline, and presenting a setting in which the players wander at will - lend themselves to the two campaign flaws I discussed last week, railroading and flopping. There has to be a better way.

Here's what I'd like to get in an adventure module:

A detailed setting, including things like weather and activity patterns (the business district of a town may be a very different place at different times of the day; an agricultural settlement may be sleepy or bustling depending on time of year) and large-scale maps, all with room in the margins for note-making and sufficient undefined space for the players to fit themselves into. I've never known a player who didn't get a kick out of finding his character's house on a map.

Optional rules covering the defects of the game system that are called into high relief by the setting. The shortcomings of D&D rules for water travel, for instance, become glaringly obvious in any adventure setting with rivers. Shocking numbers of players I meet online don't care and are happy to use the rules as written; but every group I've ever played with that comes up against such a defect has stopped cold until the group's "game mechanic(s)" (like "shade tree mechanics only with rule sets; they're usually also computer programmers) devise a more realistic rule. I would really, really like the builders of an adventure module to recognize this problem and have the more realistic rule set available for use right out of the box.

An introductory scenario suitable for any set of PCs and designed to simplify a realistic party formation. (It's a cliche of adventuring parties that the members all answer ads, or meet in a tavern and become best buds; let's have something more organic than that here.)

Placed within the scenario, multiple adventure hooks, all mutually exclusive. The players can pick up any one of them (or, in the case of some contrary groups, none) and follow it through a typical adventure scenario, at the end of which will be another hook, and so on. I think three is a reasonable number; say, one lower, one middle, and one upper class hook; or one intellectual, one combat-heavy, and one social; each should be distinctive and designed to appeal to different styles of play.

The unchosen scenarios should have "default" developments - since the PCs don't intervene, the situations and characters in those scenarios will have their effect on the setting, which will in turn affect the lives of the PCs. The consequences of each unchosen adventure will be written into the adventure paths of the chosen one, so that if the party chooses a combat-heavy path, they'll be finishing their campaign against the evil warlord in the middle of a revolution fomented in the social path and a crime wave resulting from no one stopping the rise of the Mob in the mystery path. Once the original path is completed, the players may choose to tackle the other problems - which have grown in magnitude as the players have grown in power. The party that wouldn't commit to an adventure path will be wandering around creating their own adventures in the detailed setting against the backdrop of the developments of all three ignored scenarios.

Practically speaking, players will sometimes opt to change paths mid-stream, but there's no way to anticipate when or how. For this reason, and also because the players are bound to come up with unanticipated actions, the scenario and setting should be designed with plenty of space for customization - wide margins and page backs intended to be used for in-game notes, spare character sheets, editable maps, and so on. In this modern age, there'd be a good response to custom "campaign tracker" software designed to make it easy to add comments to maps, alter NPC character sheets, change stats(in case the players decide to fortify an inn, say, or somebody marries the ruler's son), and so on.

You could even design Tournament Modules - modules intended to be played at conventions within a set period of time - in which three GMs at three different tables would run all three scenarios simultaneously, periodically letting their different groups interact directly. It'd be hard to set up, but it'd be a big hit when it worked.

If anybody wants to pay me to set up a sample module along these lines, I'm available. But it would take more entrepreneurial spirit than I have, not to mention better persuasion skills, to convince any existing game companies to invest in this idea when the modules they have keep selling. Besides, I don't want to work for a game company. Game content freelance contracts are insane by the standards of the rest of publishing. I think I'd be in violation of most of them by having this blog in the first place. And as for founding my own game company and producing the idea on my own - Dammit Jim, I'm a novelist, not a capitalist!

But I will totally try out any modules anybody produces along these lines.

*Excuse me for blowing off getting links to these setting books; the internet is being stupid today and I don't have patience to fool with it.)

Thursday, May 27, 2010

Natural History Across Time

You can't just research one thing at a time. It's not possible.

I spent yesterday at the Castroville Public Library looking at the local history reference materials in the break room next to the hamster. I started with Medina County History, Vol. I (Vol. II is still in production) and am going through systematically, skimming for certain dates and types of data. In an aside in the article on Freemasonry, Mr. Yancy Russell informed me that the town of Quihi was named after the "white-necked Mexican eagle," by which I presumed he meant the caracara, and wondered who called it a quihi. In the Quihi article by Josie Rothe Finger, she claims that the area supported a large number of distinctive birds. "Popularly known as the Mexican eagle, it was a large brown bird with white feathers on tail and tips of wings." The Indians called it Keechee. The Mexicans spelled this "Quichi." The Germans who founded the town chopped out the c when they came to spell it.

Although I wouldn't have used either description (as far as I'm concerned, the caracara is the bird of prey it's easy to confuse with the black-crowned night heron), when I compare the combined descriptions to the caracara, I find that the field marks are accurate as far as they go. They omit the red face and dark crest, but at any distance, and especially when flying, the white throat, tail, and wingtips ("white at all four corners", per Peterson) are diagnostic. So I have added to my vocabulary of regional bird monikers, and note the reliability of old-timers describing nature without optics or field guides.

Then I ate my lunch outside in the arbor behind the building, and read A Texas Pioneer, by August Santleben. Santleben has only one chapter on the Civil War, but his account of his postwar life hauling freight between Texas and Mexico is intrinsically interesting. Here I read the following description of the fauna of Mesa de Vidaurri in northern Mexico:

Cinnamon and common black bears, tigers, panthers, and Mexican lions were common and dangerous; other animals also were numerous, including the mountain sheep of Mexico that have immense horns that serve to protect them when forced by danger to jump down precipices. On such occasions their bodies and limbs are drawn into a lump and they fall without injury on their enormous curved horns, which throw them a somersault before landing them on their feet.

Oooookay.

Santleben doesn't claim to have witnessed this astonishing feat, and to be fair animals are adapted to their environments in so many surprising ways that this means of descending a hill can be placed in a context so as to look plausible. I can even imagine somebody once seeing a bighorn come a cropper and, by freak accident, somersault on his horns and depart without injury. But I can't help thinking somebody, probably one of the locals, was drawing the longbow for Santleben's benefit.

The cinnamon bear, as you probably know, is a color morph or a subspecies (depending on whether you're a lumper or a splitter) of the American black bear. The word "tiger" used by an English speaker in the Southwestern US or in Mexico usually refers to the jaguar, colloquially called "el tigre." The terms "panther" and "Mexican lion" are used interchangeably in America, along with painter, puma, cougar, catamount, sneak cat, mountain devil (screamer, or demon), king cat, and a few dozen other names, for that wonderfully successful American big cat, felis concolor. The difference in nomenclature may, or may not, indicate recognition of two different subspecies with overlapping territory in the region. Another possibility is that the tendency to call melanistic spotted cats "panthers" dates back to the 19th century, and use of the term indicates a population of black jaguars on the mesa.

This sort of confusion is only to be expected, and gets worse the closer the source is to the Old Country. In Castroville, Texas 1844-1899, Illustrated by 3 Pioneer Families, the Pichots, Pingevotes, & Ihnkens, Yvonne Chandler Ludwig remarks on the odd creatures the earliest Castro Colonists, fresh off the boat from Alsace, claim to have seen in the western Texas prairie: tigers (jaguars), lobsters (crawdads, I expect), "golden-necked starlings" (an interesting puzzle, that - yellow-breasted chat? One of the orioles? A yellow-headed blackbird way further east then he is nowadays?), and cobras (don't look at me; I got nothing). People don't like being around things with no names, and if nobody's around to tell them "oh, that's a thrush" they'll take a salient feature and slap a description or a familiar name on it, creating the American "robin" on the basis of a red breast and confusing future generations of Americans reading British-illustrated editions of The Secret Garden.

This is the kind of thing you have to be aware of when you're a researcher. It's part of the interest. A little distracting, sure. But who knows what dramatic uses I might have for a melanistic jaguar in a story someday? When I might need a character with a vast supply of prank stories he can use to bait tourists? Where I might run across the reference that solves the "golden-necked starling" mystery? A little distraction is good for you.

(She says, having not gotten halfway through transcribing her notes. Back to work.)

Tuesday, May 25, 2010

Marginalia

If you're like me, you don't notice the things people put in their blog margins much, and often don't even see them because of reading indirectly, through JacketFlap or the reader on your blog server or whatever. But you can always click the link to look at the site (and a lot of readers have line limits and will cut off my ridiculously long posts mid-word anyway), and I just added a couple of things, so I thought I'd go over what I've put around my edges, and why. If you read to the end, you might learn something relevant to your interests.

The "about me" and "If you want to know more" links are self-explanatory. The primary reason I have a blog is so that agents, editors, and research contacts will have something dynamic to see when they google my name (I know I do it to them and assume they do it to me), so I want easy access to information about me for their convenience. And if somebody's come here casually by googling something else, or gets intrigued by some topic I'm nattering on about, it only seems polite to put in some links to areas of interest. I've found that arranging the blog list by "most recently updated" allows me to keep up with more blogs, as I can see which ones have updated since I last looked at them, so that one's primarily for my own use; but I try not to include blogs that don't discuss writing or research topics. This is the public face here; you don't need to know which of my personal friends have blogs.

"The Reciprocal List" is a recent addition I feel I should call attention to. Recently Katie Davis contacted her online writing communities with a cross-linking project: She would collect the names and URLs of volunteers, and we would all pledge to post the entire list on our sites. Some search engines still use programming that privileges sites with lots of links over sites with fewer links, and since we're all in the young people's literature industry people who were interested in one of our sites seemed likely to be interested in all of us, if they could only find us. So here it is. Some of these people I consider my friends, some I have met once or twice, and some I only know through the linking.

Everybody has the utility features, tags and archives and RSS feed. I added the Native Youth widget because the more people visit Cyn's site, the better for them. But scroll down past all that, all the way to the bottom. I've got another widget down there that was too wide to fit in the margin, soliciting subscribers to pledge money toward the publication of Skin Horse, Vol. II. You'll notice that the project is more than fully funded. It was fully funded within 24 hours of first solicitation. So what is the point of the widget?

Well - I like Skin Horse, for one thing. It's not a children's comic, though it references a lot of children's literature. The current storyline is "Brave Little Toasters" and yes, the strip's title is an allusion to The Velveteen Rabbit. But I like a lot of webcomics that aren't linked here because they're not relevant enough. You don't need me to help you find LOLcats. It's what the widget is for that I think a certain segment of the kidlit-blog-reading public might care about.

Skin Horse is published online through Web Comics Nation, one of several venues the artist, Shaenon Garrity, has used in the past. Web comics are typically free to the world, with donation buttons and merchandise (the creators hope) paying the bills and occasionally squeezing out a profit. Periodically, with her most popular strips (first Narbonic, now Skin Horse), she self-publishes a collection of a year's worth of strips, along with bonus material, and hopes she makes enough to turn a profit. Skin Horse is produced with a co-creator, Jeffery Channing Wells, so presumably they split the expenses and share the profits. This time they are using Kickstarter, a company which collects pre-orders from customers and prints the book if/when the expenses of doing so are met in this way. Credit card information is collected through Amazon (which already has most of the potential audience's credit card information anyway) and if the book never meets its expenses, the book is never printed, and the pledged amount is never charged. Different levels of pledges are allowed for; by promising to pay $20 I get a .pdf in case I ever get an e-reader and my dead-tree copy signed and sketched, but any fan rabid and fanatical enough to pay $500 also gets an unpublished prose story and original art.

This is a return to and an improvement on the old-fashioned subscription model of publishing. When John James Audubon wanted to publish Birds of America, with expensive color plates big enough to squeeze a whooping crane onto them life-sized, no regular publisher would touch such a risky money-pit of a project, so he went around to individuals and institutions collecting subscriptions from people - cash now, book later. Many scientific publications were published by subscription in the 19th century, and it was a risk for everybody because only cash transactions were possible. I have a lot of reservations about the way credit and capital are handled in the digital age, but the Kickstarter version of publication-by-subscription is a much better deal made possible by modern ways of handling money. The advantages accrue to everybody and the risks are much reduced.

Is this the future of self-publishing? I'm inclined to think it ought to be, at least for commercial projects, and it's a good alternative for niche publications like local history projects and fund-raising cookbooks. The lagniappe-for-big-spenders is obviously drawn from the world of charity premiums, where you can join NPR or the Universal Do-Gooder Society at different levels and receive different donated "pledge gifts," but original art and an exclusive prose story beat tote bags and coffee cups as incentives!

And whereas a naive person self-publishing in hopes of turning his unsaleable manuscript into a runaway bestseller is likely to lose a lot of money on his way to wisdom in traditional set-ups, the necessity of gathering pledges will provide a sobering lesson in the need to do good work, understand publicity, and build a fan-base at a relatively low cost.

Garrity and Wells have spent years putting in the labor of producing good comics - sound plots, funny gags, engaging characters, expressive art - and nurturing relationships with fans, and are rewarded by meeting their publishing costs within 24 hours of announcing the imminent publication of Vol. II. I don't know whether they've ever tried to interest a traditional publisher or a syndicate; I don't know if the fan base is large enough to make it worth a traditional publisher's while. I don't know what unrealistic daydreams they may have set aside, or how this model would work for anyone who reads this blog and is considering self-publishing as a career move. It's just one more element to the changing world of publishing, and I thought I'd draw attention to it.

Sunday, May 23, 2010

Idea Garage Sale: Feudal Reconstruction

All this reading about the Civil War and Reconstruction had made me realize how rich an environment history would be for a campaign. All those internal conflicts, all those impossible decisions, all that rabidity, all that intimacy among people with opposing interests, all those ad-hoc alliances, all those Indians and bushwhackers and vigilance committees. Routine trading with the enemy because the enemy had what you needed and needed what you had; besides, the trading relationships you had before the war didn't go away when your state took a political position diametrically opposed to his state's. Slaves who ran the plantations while their masters (often their blood relatives) were away, and were - not exactly rewarded for their selflessness, which was probably also self-interest - afterward. No matter what your opinion might be or who you were, it could get you killed if you spoke the wrong word to the wrong person, and the wrong person could be anybody, the wrong word could be any word.

However interesting all this is, even 150 years on the issues are too raw and controversial to make for comfortable roleplaying. At least one thing I said in that last paragraph probably made you uncomfortable, if you're American; I wouldn't venture to guess which sentence bothered you, but I'm sure every sentence would bother somebody. We have all been taught a lot of nonsense about the Civil War and most of us have an emotional investment in some bit of that nonsense, even if we can be objective about the rest of it. The urge to simplify history into good guys vs. bad guys expresses in the typical RPG as a structure which makes good vs. evil struggles almost mandatory; and that doesn't model the real situation well. Even in a group like ours, which deals better with moral ambiguity than most groups and has evolved a strategy for negotiating alignment disagreements (the most potentially savage disagreements in role-playing, because they touch so closely on real-life morality), is not necessarily going to enjoy role-playing in a situation this close to home.

The simplest way to deal with this is to change the setting to a generic medieval fantasy one. Almost any system will do, though it wouldn't surprise me to find that the Harn setting had already done most of the work for you. You design an isolated small political unit - ideally a single manor or barony. The country has recently gone through a succession (as opposed to secession!) crisis, in which the side the lord of the manor or baron lost. The campaign locale is isolated from the main field of battle, but has suffered economically and lost a lot of able-bodied men. Also, its isolation has tended to attract deserters during the war and disaffected knights who refuse to accept the new status quo, both of whom set up as roving bandits in the greenwood.

In order for this to work to defuse emotional investment in the issues involved, both the claims should have been about equally good. Because of the way feudal obligations are set up, probably the lord didn't care about the rights or wrongs of the succession claim, but followed the lead of his liege. As far as he was concerned, the issues weren't political, but personal. Others in his area of responsibility might feel differently. This lord was killed in battle, and he leaves a widow and at least one daughter (no sons). The person who killed him in battle has also died, leaving two sons.

The new king (or queen, whatever; new monarch anyway) decides that the minimally disruptive way to deal with this territory and reward faithful service is to marry the lord's daughter to the second son of the man who killed him. This son, who would otherwise be landless, is to move in, pacify the region, and make everything hunky-dory again.

Having mapped the immediate area in some detail - bare minimum, the central estate, supporting peasant village, and enough greenwood and rugged hills to shelter the bandits - and the surrounding area more vaguely, defined the feudal relationships of the inhabitants to eachother and the outside world, and given names and some general stats, but no personality or alignment, to some prominent NPCs (possibly only the new monarch) the DM would then present the situation to the players and tell them to make a character, any character, to fit into this mileu. This should be done as a group project. If somebody wants to play the widow, the forcibly affianced daughter, the imposed lord, a bandit leader, any of the on-site characters who would normally be NPCs setting the tone for the campaign, let them. They can even define some NPCs in relation to themselves - for instance, "I want to play the widow, and the daughter isn't old enough to be married yet, so I'm acting as regent for her." The only limitation should be that all the players agree on how and why their characters will naturally work together as a party for similar goals.

In my experience, failure to reach such an agreement is the #1 cause of party conflict. That one guy who just has to play a Babylonian in a Celtic campaign, but would immediately design a Celtic character if you changed to a Babylonian campaign, has to be required to address this issue up front or you'll be dealing with that instead of playing most of the time. It's all right to play an outsider, and the source literature most of us draw on often has outsiders as protagonists; but a role-playing game is based on the party, not the individual. It's the player's responsibility, not the game master's, to provide a motivation for the outsider to participate.

The players will of course be full of questions about these key NPCs, insisting that they can't make their characters without this knowledge; but, until the characters are made, this knowledge will not exist. For maximum comfort of play, the players will be the ones setting the primary conflict and the degree of moral realism they want to deal with.

The barony might be a hotbed of rebellion, the widow and daughter and their steward evil schemers, in league with the bandits. This is the scenario to choose if the players have decided to be the new lord and his entourage, a shining band of paladins bringing relief and order to an overtaxed and oppressed peasantry who have suffered too long. In which case, that forced marriage poses a pretty problem to the player who volunteered to play the new lord. Your first adventure problem stands before you: How will the players deal with the plot to murder the new lord on his wedding day and frame an innocent, loyal man? And by the way, how does he maintain a marriage and his legitimacy as ruler without violating his principles and becoming a rapist? (Hey, they asked for it. Don't play a paladin if you can't face up to the tough moral problems!)

The new king might be an evil tyrant, punishing the good and gentle people who opposed him with ruinous taxation, human rights violations, and cruel overlords reducing them all to slavery. This would be the natural result of the players deciding to play a Robin-Hood-style band of merry men; or any assortment of types who are characterized as loyal to the old regime and dedicated to resisting the new. If one of your players is all afire to play the widow or the daughter, in this scenario, she'll probably have a vision of how to do so that will set the tone for the whole campaign and lay the first adventure in your lap. Running away to the greenwood and forcing the new lord to assume control without the gloss of legitimacy, for example, only requires you to build the factors restraining her from doing so, with a view to rendering the rest of the party necessary to assist her.

I can most readily imagine my own group creating a conglomerate party from both sides of the conflict: A noble squire personally sworn to the new lord, the son or daughter of the widow's personal bodyguard, an ambitious peasant with a useful set of skills, a minor religious personage attached to either the household or the entourage (most medieval RPGs have healing tied to religious professions), maybe even a bandit come in from the cold. They would leave the new lord, the widow, and the bride alone to be NPCs, and in this case, though you could make the widow a resentful schemer who can't forgive her new son-in-law, the most reasonable character to give the Lord and Lady is that of two people determined to set aside their differences (after all, the Lord didn't kill the father personally and it was an honorable death) and restore law and order. The party would then be a deliberately-chosen coalition intended to act as troubleshooters and sent off on missions.

Monsters, unruly neighboring lords, unreconstructed outlaws, scheming courtiers, rebellious peasants (with and without legitimate gripes), and opportunistic carpetbaggers undermining the new lord's policies would be the primary foes. Your bandit-come-in-from-the-cold might create a Big Bad as part of his backstory in the form of a bandit leader he ran away from, determined to set up his own fiefdom here on the fringes of civilization, to include the target locale. Your squire might know things about the new king that the new lord doesn't want to believe because his moral standards are higher than the king's.

The GM should, in fact, encourage the players to create backstories with story hooks in them; and should, once provided with them, use them. Even if the hook is not one that appeals to you at first. You don't, after all, have to use it in the way the player is trying to manipulate you into using it! This is true regardless of the campaign.

This concept, like the Small Boat Campaign, would require a lot of flexibility on the GM's part and maturity on the parts of the players. But any good game does. The two most common kinds of unsatisfactory campaigns are the Railroad Plot (the GM has overdetermined what should happen and the players have limited freedom) and Total Plotlessness (the players have unlimited freedom but no goals). In both, the players' choices are meaningless.

Novels and role-playing games are different in a lot of important ways: the team-as-protagonist is difficult-to-impossible in novels, but necessary in RPGs; knowing where your story is going is necessary in novels but almost impossible, without railroading, in RPGs (and decreases the fun; the best moment in any game is the moment when the players come out of left field with a solution the GM would never have thought of in a million years); RPGs reproduce the texture of real life while novels streamline it; and so on. But they are alike in this.

The characters' choices must have meaning, or the whole thing is pointless.

Thursday, May 20, 2010

CSI: Medina

So yesterday I wrote the scene where Len finds the body, and today was supposed to be the day that I organized the next phase of research - picked the next specific queries I needed to answer, used the contacts I've gotten to find them out - and, oh yeah, worked on the tax ledger. That's one of those jobs like putting away the laundry that's easier to put off than do until one day you turn around and say: "This is ridiculous" and just do it.

However, first I had to be chauffeur at my husband's eye appointment, followed by getting comics. He had to have the drops in his eyes and the eye doctor isn't on a bus route. (I mean, c'mon, that should be a no-brainer - you shouldn't blind somebody and then turn him loose on the road.) In the waiting room I read Gary Paulson's Woods Runner, which has technical information inserted between the chapters, like how a Brown Bess musket worked. I won't spoil the story for you, but at one point I thought: "Oh, rats, what about rigor? She can't get him onto Bean at all if he's stiff."

So after we got home I hit the books. We have shocking numbers of books on forensics and true crime. To be fair, not nearly as many as we have on Forteana or history or archeology; but more than we have on architecture or engineering. Way more than we have on heraldry. About as many as we have on cooking and gardening. And of course it overlaps with the medical stuff.

We buy non-fiction based partly on interest, but also partly on the "hey, we know nothing about this" factor. Cheesemaking? Sure. Weapons of ancient Japan? Why not? The history of glassblowing? Cool. Between the role-playing games and the novel writing, we never know when we're going to need to look something up.

But even we don't have books on everything. That's why I'm picking our friends' brains. B can tell me everything I need to know about guns more efficiently than I can hunt down this information, in which I have little intrinsic interest. W has spent a good chunk of her life around horses and can keep me from making Bean into Superpony. If I need to actually fire a Henry rifle or ride over rough terrain (I hope not) they can set me up, and I'm hoping to coax them into vetting portions of the finished manuscript for Gross Ignorance. B has already given me a primer on what evidence a gunfight conducted primarily with cap-and-ball firearms would leave at the scene (not much, it turns out - no casings to eject and the balls malform and break up so you hardly ever find them).

What writers who don't have gaming groups and indiscriminate book-buying habits do, I have no idea. I spent most of the afternoon reworking the chapter and it's much better now. A little grosser; a little more immediate; a little more interesting. I don't think I've given Len any more clues than she should have gotten, or let her (or Bean) behave better than they would have.

At this stage, it doesn't have to be brillian writing. I'm just glad to have the draft down.

Tuesday, May 18, 2010

Metaphors only go so far

I can go on at length about the ways in which sewing and writing are alike; or gardening and writing; or cooking. All are creative. All involve extensive periods of drudge work and apparent negative progress. All can be done professionally or as a hobby, to formula or idiosyncratically. All have rules that, once you understand them, you can decide to break.

But you know how sewing isn't like writing? I get to decide when I'm done, and then I can use the result. Making my first pair of slacks was tough, and they aren't perfect; but when that cool front came in, I wore them. I cobbled together a blouse out of red and blue remnants, realized that required a white skirt, made the skirt, put star-shaped buttons on the blouse, and now I'm ready for the Fourth of July. Nobody can tell me to go back and fix this or that if I've decided the outfit's good enough. I don't have to submit it, collect rejections, review and tweak it every six months or so, unpick the waistband because an editor thinks it might wear better with a dart in the back, try out three or four different styles of button, and then get rejected anyway until I give up and it's packed away in a drawer, never to see the light of day.

And cooking isn't like writing, because not only do I get to sit down and eat the result without consulting anybody (whether or not my husband or the gaming group, my usual cooking audience, cares for it) but because if I mess it up there's no fixing it. Scorched rice stays scorched. I can't fix it by deleting the brown bits and adding some sauce. If I want rice, I eat it with that smoky aftertaste or I start again from scratch in a new saucepan.

And gardening isn't like writing because - well, for one thing, because I'm not remotely good at it. But even there, once in awhile, the jasmine blooms, I rake out some edible potatoes, and the mint doesn't entirely die back in the drought. But revision is a much, much bigger deal in gardening than in writing; and although adverbs sometimes grow all over a manuscript like rye grass, getting them out doesn't blister my hands.

Results. I'll take them where I can get them.

Sunday, May 16, 2010

Idea Garage Sale: Time Gypsies

I want a good, reliable, low-impact method of time travel.

Yesterday I drove up to Belton to get my signed copy of Clovis Archeology, watch a presentation on big game hunting among the plains cultures, and schmooze other archeology fans. I was coming out of the restroom, planning to leave, when I saw a poster for the musical Hair, the cast recording of which happens to be in Moby's CD changer right now, and thus discovered that the West Gallery was hosting a display devoted to the year 1968. So I popped in and looked around.

I was all of 7 and living in small-town Iowa in 1968, so from one point of view I missed a lot of it. But of what year is this not true? If we have time we have no money, if we have money we no energy; our freedom is circumscribed in different ways at different times of our lives, and the opportunities of which we can realistically take advantage are limited by choice as well as distance, alertness, and responsibility. I wouldn't have worn a mini-skirt if I'd been old enough; but the postcards advertising the various gigs of musicians scattered about the displays made me sigh for chances that will never come again. Who knew Chuck Berry and Steve Miller ever played together? And it probably cost - what, five dollars? Less? - to get into the venue!

Sure, I'd visit the Pleistocene and Civil War Texas and, if possible, warn certain people of certain things; but I'd also see in their prime the artists I missed, or never got to see till age began to take an audible toll - Aretha Franklin when she could dance "Dr. Feelgood" without losing her breath, Gordon Lightfoot before the years stripped layers from his voice, the Supremes before Diana Ross took off, Buddy Holly (speaking of warnings; but he wouldn't listen to me, why should he?). I might or might not go to Woodstock, but the question with the Beatles is not Whether but Which Performance?

That's probably why the title "Time Gypsies" appeals to me. I envision a society of people with caravans that travel the time roads; tied to earth but not to the solar cycle. They would interact with hundreds of different time periods during their own lifetimes; not freely, no, but their opportunities and regrets would be different from those of us tied to linear time. Children would be given names inspired by the particular period they were born in. My protagonists would be male/female twins named Mac and PC; PC would tell people her name was short for Pamela Christine or Prudence Charity or whatever, as appropriate to when she was at the moment. They would vacation on beaches not yet approached by homo erectus as it spread across the globe; do menial labor in Babylon in exchange for small coins that could be traded for a period of luxury in 20th century New York; possibly they would collect unfortunates lost in the cracks of history. Maybe not all the Jews who vanished without a trace in Europe from 1933 to 1945 went into the furnace; maybe Virginia Dare was rescued from whatever fate befell Roanoke colony.

As a vehicle for wish fulfillment, this premise is a gold mine. As a viable novel, not so much. There'd have to be a sizable community of these people, at least 200; or they'd have to recruit new genetic material from around the timeline to prevent inbreeding. Their vehicles and other tech would have to be able to blend in with any time period. They'd have to carry a wide variety of outfits (interdimensional closet space); and they'd have to have a reason for being who and what they were. What is their economic base? What life goals does this lifestyle serve? Most of all, what do Mac and PC want, that this lifestyle doesn't provide?

I could go a number of ways on this. I absolutely refuse to have one of those time travel set-ups in which history is "supposed" to happen a certain way and the people who can move in time manipulate the fabric to put it "right." History, the way I experience it, is a vast complex interaction of physical laws, contingency, accident, and free will. The notion that one track of history is "right" (ours; with all its genocides, petty stupid wars, industrial pollution, unsustainable agriculture, and so on) but can be messed up and corrected by small actions of individuals is self-contradictory at best, morally revolting at worst.

Maybe the Time Gypsies are parasites leeching off the energy and innovation of linear time; and Mac and PC are the ones who realize that something's wrong with that paradigm, that it's unsustainable. Maybe one of them gets stranded because the time roads can be ridden but not steered, or they learn that some underlying principle of their tech is wrong and this has bad effects on - somebody. Maybe there's two sets of Time Gypsies with opposing goals, and their conflict plays out in the fields of linear time, to everyone's detriment.

I don't know. None of it seems to work somehow. But if I ever see a book with this title, I will pick it up. 'Cause it's a great title!