So. The electors didn't save us (it was never very likely, but this is 2016 - probability was not a limiting factor and if they'd had any guts they'd have done it) and we're living in a dystopia with an incompetent con man at the helm appointing neo-Nazis and profit pirates, incidentally encouraging devotees of every systemic evil that we've been papering over since the country was founded to come out of the woodwork and do evil by the light of day.
Well! This is not the first time the bullies have been in charge of the classroom, and we do not lack historical examples for how to behave. Unfortunately, most of them involve the most privileged hunkering down and collaborating or hiding and leaving the work of making things better to the major sufferers, who are pretty busy being oppressed and surviving - or not. A lot of people will die and someday the privileged will look back and say: "Hey, we survived, it wasn't that bad" and get angry at any one who tells us that the systemic problems still linger and if we'd look past our privileged noses and admit that, we might finally be able to dismantle dystopia.
Millions of stories are about to go down. Many will be tragedies. How many will be told?
It's hard for an artist to know what to do in these situations. Few of us have much in the way of margins in our lives, or resources to devote to dismantling the structures of horror rising up around us. We don't make much money, often have multiple jobs (the day job, the creative work, and the family work; possibly also the bureaucracy work of getting the help you and yours are entitled to), and our talents may not be well-suited for activism or actively rescuing the people who are getting thrown under the bus. It's a certain amount of work even seeing and recognizing a chance to do someone some concrete good. Jews are asking their gentile friends now "Would you hide me?" and they aren't the only ones with reason to ask that question; but I must number myself among those whose answer is: "I would, but I don't think my attic is really habitable and I'm not sure how to make it so."
I'm a dumpy little white lady who writes books for young people but can't land an agent and is therefore in a long dry spell. I have health crap, I have no energy and a dodgy memory, I have a single-income family and the car is officially dead; but I know I'm still better off than a lot of people are going to be at any given time in the next four years. (I hope, only the next four years; I know that's not realistic, but some of us have to be optimists to get out of bed in the morning.)It cannot be enough to click and reblog and send occasional small donations to a handful of important activisms, to tread water and keep stuff in the mail and maintain an escapist little simblr and grumble to my friends. But what more can I do?
And do I even have the right to keep writing and trying to sell stuff, when it's so clear to me that what publishers should be doing over the next four years is dropping all their cis-het-white-abled writers in favor of amplifying marginalized voices? Seriously, if every artist of any kind who met that description stopped producing work for the next four years, and the amount of media published remained the same, the level of representation for people who don't meet that description would increase more than the level of cis-het-white-abled representation would decrease, with a considerable net gain for the world at large.
These are things that we must all consider. What privileges do we have? Is there a way to leverage them into the service of the unprivileged? Are we terrible people if we do not go to rallies because we simply cannot face the crowds or stand long in the cold, or are too afraid of tear gas?
Which privileges are we denied? Do we deserve to have them if we don't fight for them? How do we know a right from a privilege?
Back in middle school, I heard a family friend (who would have vigorously denied that he was racist) say (in effect) that "Negroes" had done a lot of things for "Society" and deserved not to be discriminated against, but "Mexicans" did nothing for "Society" and could be excluded, marginalized, and looked down on, guilt-free. I was not brave enough to speak up against a grownup, but we were living in West Texas at the time and I was aware enough of my surroundings to think: "But without Mexicans, there is no Society here."
And this is the bottom line, this is what the con man and his cronies and those who put him in power don't realize - we are all Society. Those who survive the next four years will be diminished by the loss of those who do not - and by the loss of the voices that fall silent in order to survive.
It is our responsibility to diminish this Society as little as possible - to help others to survive, and this is important.
But it is also important to keep making a Society worth preserving. To contribute our little mite, no matter how trivial it may seem, to a world that is not unrelieved misery to live in. To encourage others to create, to empower those less privileged, and to get the attention of those more privileged. To amplify the whispers of others and to make ourselves heard amid the raucous shouting of those who think that they are Society and that anyone who is insufficiently like them has to earn the right to exist in their shadow.
Resist by existing, if that is all you have the energy to do.
And if you must die, die loudly. Make it count.
The cliche question all authors hate: "Where do you get your ideas?" The idea is the easy part. The idea is so easy to get, you can't give them away. I'm here to give them away, to share them, and invite you to recognize yours. We're all creative. Not all of us pay attention.
Showing posts with label human behavior. Show all posts
Showing posts with label human behavior. Show all posts
Tuesday, December 20, 2016
Sunday, January 11, 2015
Idea Garage Sale: The Girl in the Underwater Cave
I think we all know that today's garage sale idea is yesterday's news.
How did that girl, did "Naia," wind up in that cave with all those other bones?
Accident? Sacrifice? Suicide? Execution for a crime? (What crime?) Murder?
Each answer implies a different societal and personal background. And "sacrifice" is a muddling category. If you volunteer for human sacrifice in a bargain with the gods to save your tribe from famine, to ensure that the sun continues to return, or whatever, how shall we distinguish that from modern concepts of suicide? If you kill someone else in the same bargain, is that distinguishable from murder? What about execution? How did, how could, the idea that something as obviously and openly wrong as killing a teen-age girl could ever be a good thing take hold in any cultural context? How does it happen that we do not recognize at once that a goal that can only be accomplished that way is not worth achieving?
Was human sacrifice invented by the suicidal? There's a certain resonance between the reasoning behind both, for a deeply depressed person is capable of believing that removing herself from the world would be a net benefit to her loved ones. But what situation is so dire that the loved ones would accept this reasoning? What coincidence between the act and the relief of the dire condition could be strong enough to make the conclusion that the gods accept or require such bargains a part of a culture?
Those are all side questions if this girl's death is not connected to later traditions of sacrifice. Just because it's what leaps to my mind does not make it the only story.
The important question is: Who was that girl? What was her life like? Who mourned for her after her untimely death?
How you answer that question governs the themes of the story you build around her.
How did that girl, did "Naia," wind up in that cave with all those other bones?
Accident? Sacrifice? Suicide? Execution for a crime? (What crime?) Murder?
Each answer implies a different societal and personal background. And "sacrifice" is a muddling category. If you volunteer for human sacrifice in a bargain with the gods to save your tribe from famine, to ensure that the sun continues to return, or whatever, how shall we distinguish that from modern concepts of suicide? If you kill someone else in the same bargain, is that distinguishable from murder? What about execution? How did, how could, the idea that something as obviously and openly wrong as killing a teen-age girl could ever be a good thing take hold in any cultural context? How does it happen that we do not recognize at once that a goal that can only be accomplished that way is not worth achieving?
Was human sacrifice invented by the suicidal? There's a certain resonance between the reasoning behind both, for a deeply depressed person is capable of believing that removing herself from the world would be a net benefit to her loved ones. But what situation is so dire that the loved ones would accept this reasoning? What coincidence between the act and the relief of the dire condition could be strong enough to make the conclusion that the gods accept or require such bargains a part of a culture?
Those are all side questions if this girl's death is not connected to later traditions of sacrifice. Just because it's what leaps to my mind does not make it the only story.
The important question is: Who was that girl? What was her life like? Who mourned for her after her untimely death?
How you answer that question governs the themes of the story you build around her.
Thursday, October 30, 2014
I Keep Saying This in Different Ways
So anyway, I'm contemplating running a tabletop RPG again, which I haven't done in several years, and I'm going about it in this really backwards, sideways peculiar way. I described a vague setting to the players and asked them who they were in that setting; with their answers I asked some more questions and settled on a system, then produced more information; two of the prospective players have given me some solid character backgrounds, one has declared a class (the system chosen being class-based), one has given me enough background to give me a point around which to solidify the geography, and one is working Renfaire and hasn't given me much so far.
The idea here is to get as far away as possible from what we've been doing, as at least two of us are sick to death of the power creep, railroad plots, and sheer lack of story logic of the Pathfinder modules we've been running. I hope to create a low-powered, custom-tailored, sandboxy campaign that relies heavily on random chance, player initiative, and the GM's sense of story.
Because I kind of suck at game mechanics, but with supportive players who are good at the mechanics, I find, a sense of story logic serves pretty well, instead.
People are way too focused on learning how to do stuff. People trying to cook have meltdowns because there's an ingredient in an otherwise yummy-sounding recipe that they never heard of, or which is only available in large quantities and to use it up they'll have to search for other recipes that include it, and invariably those recipes have another ingredient...
People trying to write for publication want to know how to do it, what are the steps, what do I do next?
Would-be artists want to know how to draw, what's supposed to be in the portfolio, what will get them a commission?
And they don't want to do things until they know how they're done. Which often means, they wind up not doing it and eating another lousy meal out of a can.
Knock it off.
Yes, you need skills. Yes, if you want to go public there are protocols to follow. But - breathe, okay? You know how you learn to do things? You do them.
Recipes are not necessary if you know what you like and how to do a handful of basic cooking tasks. Write your story the way you need to write it, play your game the way it's fun, write and draw and film and snap photos and shove most of it in a drawer and write and draw and film and snap more photos. Burn a pie or two and throw it out and make another pie.
I'm making pants this week. I'm making the same pattern I made before, months ago, the ones I'm wearing today. That time, it took me three tries to install the zipper. I wrote a note on the pattern about it. You know how many tries it took me to install the zipper this time, notes and all? Three. I also cut the waistband the wrong length and had to rip it all off again when I thought it was all done but the hook, eye, and hem. So what? Next week I'm gonna have a new pair of pants that Miss Thai has not yet lovingly shredded during laptime. I could've had 'em this weekend, but what's the hurry? If I have to go to the farmer's market or the game in a pair of pants with cat claw snags all over them, anybody who notices will forget in five minutes and in any case what kind of person notices things like that and actually cares about them? Nobody whose opinion I respect.
I don't know how that game's gonna turn out. I don't know what we'll be doing in it in more than very vague outline. But I'm not on deadline, I know my audience intimately, and I'm quite sure that, even if it's a train wreck, we're gonna have fun and we're gonna laugh a lot.
My WIP is also kind of a train wreck. But there's a lot of potential there. Maybe it'll work, maybe it won't, maybe in the end this'll be the one that puts me on the roster of classics; or maybe no one but me will ever read it. But nobody's gonna read it if I don't write it.
The idea here is to get as far away as possible from what we've been doing, as at least two of us are sick to death of the power creep, railroad plots, and sheer lack of story logic of the Pathfinder modules we've been running. I hope to create a low-powered, custom-tailored, sandboxy campaign that relies heavily on random chance, player initiative, and the GM's sense of story.
Because I kind of suck at game mechanics, but with supportive players who are good at the mechanics, I find, a sense of story logic serves pretty well, instead.
People are way too focused on learning how to do stuff. People trying to cook have meltdowns because there's an ingredient in an otherwise yummy-sounding recipe that they never heard of, or which is only available in large quantities and to use it up they'll have to search for other recipes that include it, and invariably those recipes have another ingredient...
People trying to write for publication want to know how to do it, what are the steps, what do I do next?
Would-be artists want to know how to draw, what's supposed to be in the portfolio, what will get them a commission?
And they don't want to do things until they know how they're done. Which often means, they wind up not doing it and eating another lousy meal out of a can.
Knock it off.
Yes, you need skills. Yes, if you want to go public there are protocols to follow. But - breathe, okay? You know how you learn to do things? You do them.
Recipes are not necessary if you know what you like and how to do a handful of basic cooking tasks. Write your story the way you need to write it, play your game the way it's fun, write and draw and film and snap photos and shove most of it in a drawer and write and draw and film and snap more photos. Burn a pie or two and throw it out and make another pie.
I'm making pants this week. I'm making the same pattern I made before, months ago, the ones I'm wearing today. That time, it took me three tries to install the zipper. I wrote a note on the pattern about it. You know how many tries it took me to install the zipper this time, notes and all? Three. I also cut the waistband the wrong length and had to rip it all off again when I thought it was all done but the hook, eye, and hem. So what? Next week I'm gonna have a new pair of pants that Miss Thai has not yet lovingly shredded during laptime. I could've had 'em this weekend, but what's the hurry? If I have to go to the farmer's market or the game in a pair of pants with cat claw snags all over them, anybody who notices will forget in five minutes and in any case what kind of person notices things like that and actually cares about them? Nobody whose opinion I respect.
I don't know how that game's gonna turn out. I don't know what we'll be doing in it in more than very vague outline. But I'm not on deadline, I know my audience intimately, and I'm quite sure that, even if it's a train wreck, we're gonna have fun and we're gonna laugh a lot.
My WIP is also kind of a train wreck. But there's a lot of potential there. Maybe it'll work, maybe it won't, maybe in the end this'll be the one that puts me on the roster of classics; or maybe no one but me will ever read it. But nobody's gonna read it if I don't write it.
Tuesday, September 23, 2014
Visibility
It's Voter Registration Day (been registered for decades, so no worries; how about you?) and Bisexual Visibility Day, so here I am, bisexual and monogamous, popping up to be visible even though it's not your business. Or because it's not your business, but people act as though it is. If it were Omnivore Visibility Day I'd be popping up to say much the same thing, omnivore and vegetarian - the first by necessity, the second by choice. Biology is not destiny. I do not have to eat everything; do not have to act on every attraction; do not have to fit into anybody else's notion of what my category should be like; should not have to say this stuff, but "should" is a poor concept for dealing with reality, and the reality is that if we do not assert our own realities, other people will drown us in their illusions about who we should be, what we should do, and how we should live.
It occurs to me that my last several posts may be giving people an impression that I am more depressed than I am. I am not in any state to be worried about. I am not even, strictly speaking, feeling uncommunicative. Only I am tired of talking about things, and want to tell stories, and blogs are not for telling stories. I keep up with my tumblr just fine, because all that requires is posting pictures from my sims game and making story of what happened (with dialog in the captions and no attempt at plot), which that audience likes well enough to suit my purposes.
Everything I have ever learned always goes into stories, often before I can articulate it in any abstract fashion. Unfortunately the process of getting those stories where they can be read involves other kinds of communication, which are like pushing rocks uphill sometimes. So I learn to do them, with varying degrees of success, in much the same spirit that I vote on election day and make bald statements on Bi Visibility Day. They are small things and often feel futile, but not doing them is, in fact, futile, so - go for broke.
So excuse me. I should go write a query, but suspect I will go write story instead. (I also suspect that I am dragging my feet getting to the climax of the WIP because once that's done, the first draft will be over and I will have to commence making permanent decisions about how to arrange all this stuff, which will be hard; and then I'll have to try to sell it, which will be harder.)
It occurs to me that my last several posts may be giving people an impression that I am more depressed than I am. I am not in any state to be worried about. I am not even, strictly speaking, feeling uncommunicative. Only I am tired of talking about things, and want to tell stories, and blogs are not for telling stories. I keep up with my tumblr just fine, because all that requires is posting pictures from my sims game and making story of what happened (with dialog in the captions and no attempt at plot), which that audience likes well enough to suit my purposes.
Everything I have ever learned always goes into stories, often before I can articulate it in any abstract fashion. Unfortunately the process of getting those stories where they can be read involves other kinds of communication, which are like pushing rocks uphill sometimes. So I learn to do them, with varying degrees of success, in much the same spirit that I vote on election day and make bald statements on Bi Visibility Day. They are small things and often feel futile, but not doing them is, in fact, futile, so - go for broke.
So excuse me. I should go write a query, but suspect I will go write story instead. (I also suspect that I am dragging my feet getting to the climax of the WIP because once that's done, the first draft will be over and I will have to commence making permanent decisions about how to arrange all this stuff, which will be hard; and then I'll have to try to sell it, which will be harder.)
Tuesday, August 12, 2014
Why Am I the One Stuck Saying This Stuff?
So.
Yesterday a very talented, hard-working creative person died, in circumstances that suggest suicide. And today I see lots of people posting suicide hot line numbers and clips from Aladdin or The Dead Poet's Society. And the one time I look at comments, inevitably (why do I ever look at comments on news stories?) some troll condemns him as selfish and weak; and pretty soon somebody's going to turn up the old chestnut about how creativity and mental illness go hand in hand. And by the time the autopsy's done it'll be too late - there'll already be an Official Public Version of the death, shellacked hard, and everyone will know what moral to point from this.
And it'll all be crap, because you know what doesn't get talked about?
The ways in which we in America (and other places, but I am American and have even less control over what happens in the rest of the world than I do here) treat creative people in order to drive them crazy. The way we take it for granted that creativity is madness (when all the people with mental disorders I know who are sufficiently self-aware to have an opinion agree, that creativity is the opposite of madness); and treat it also as a moral failing, and go and do things that make it punishingly hard to make a living creatively. Like, structuring the economy and intellectual property law so that it's easier for corporations to make money off of a creative work than those who do the creating do. So that a creator has to spend far more time and energy on promotion and public image than creation.
Like the way we treat creative work as less valuable than other kinds of work, demanding to be entertained 24/7 at no cost, or at absolute minimum cost. I have been told to my face that I should be grateful to be read, rather than hoping to be paid enough to cover expenses, let alone make a living at it; every day, authors and illustrators are asked to allow their work to be used for a payment of "exposure." You can't pay the electric bill with "exposure," y'all - sorry.
Like the way we put pressure on creative people to be creative but not too creative; to be creative and personally accessible and to give not just our work but our time, our attention, our personalities, to the world. Which will then feel free to judge what we do and say, and how we look, and how we match up to other people's fantasies about the creative life, without mercy.
The way we are told that because we are creative we must also be depressed, or abusers of substances, or obsessively devoted to our art; and that depression, substance abuse, and obsession are all moral failings.
The way we can't get good mental health services because (I speak from experience here) counselors don't know what they're doing; don't understand, even, that what they do best is to help people understand the mechanisms of their own malfunctions based on a huge database of similar malfunctions; and that this approach works best on people who fall within the thick parts of the bell curves generated by that data. I have never been to a counselor whose generalizations applied to me. I don't react the way most people do; therefore, advice based on the expected reactions is irrelevant. If those of us on the skinny parts of the bell curve are to be saved, we have to save ourselves. No one is helping us.
How many of the people who bring us pleasure, insight, joy, and escape have to go through this wringer and get spat out dead before their times before we stop doing this?
Before we stop doing things to depressed people that make them worse?
Before we stop doing things to people, ordinary or extraordinary, that make them depressed?
And yes, I know - (believe me, I know!) that depression is a physical problem. I was born with a biological tendency to depression. I've been there, I've done that, I've taken the bottle full of pills - and, thanks to a confirmed habit of introspective intellectation and emotional honesty(for which I have been punished all my life by most of the people I've come into contact with), I was able to pull back in time. Nobody gets the credit for saving me, but me (and the wonderfully calm nurse in the emergency room who knew exactly how to make me throw it all up). Which makes me reject any attempt to blame a suicide who didn't save herself. The odds were stacked against me and against everyone else in this position.
A clinically depressed person can be in an ideal situation and still get depressed (and be even more depressed because she can see her situation is ideal so she must be fundamentally wrong to feel so bad and clearly something as wrong as her has no right to clutter up this ideal situation), just as a non-smoker can get cancer without smoking. But natural biological tendencies are exacerbated by environment; and the environment of American society is toxic for depressives.
So toxic that it is easy to translate "circumstances suggestive of suicide" in the case of someone fantastically talented and with a gift for making people laugh, into a firm judgement at first sight, in the absence of any details, in the absence of any right to make a judgement.
And it's because we will not face up to this that we keep being toxic. Nor is that the only thing of which this is true. We are still racist because we won't face up realistically to our racism; we are still sexist because we won't face it; we are still unprepared for global warming because we'd rather drown than face the fact that we're going to drown; we perpetuate evil because we keep looking for evil out there in things and people we can't control instead of looking for the evils we can control. Our own.
We are all society and we should knock this crap off.
And that will remain true whatever Mr. Williams's autopsy tells us about he, as an individual, died.
Yesterday a very talented, hard-working creative person died, in circumstances that suggest suicide. And today I see lots of people posting suicide hot line numbers and clips from Aladdin or The Dead Poet's Society. And the one time I look at comments, inevitably (why do I ever look at comments on news stories?) some troll condemns him as selfish and weak; and pretty soon somebody's going to turn up the old chestnut about how creativity and mental illness go hand in hand. And by the time the autopsy's done it'll be too late - there'll already be an Official Public Version of the death, shellacked hard, and everyone will know what moral to point from this.
And it'll all be crap, because you know what doesn't get talked about?
The ways in which we in America (and other places, but I am American and have even less control over what happens in the rest of the world than I do here) treat creative people in order to drive them crazy. The way we take it for granted that creativity is madness (when all the people with mental disorders I know who are sufficiently self-aware to have an opinion agree, that creativity is the opposite of madness); and treat it also as a moral failing, and go and do things that make it punishingly hard to make a living creatively. Like, structuring the economy and intellectual property law so that it's easier for corporations to make money off of a creative work than those who do the creating do. So that a creator has to spend far more time and energy on promotion and public image than creation.
Like the way we treat creative work as less valuable than other kinds of work, demanding to be entertained 24/7 at no cost, or at absolute minimum cost. I have been told to my face that I should be grateful to be read, rather than hoping to be paid enough to cover expenses, let alone make a living at it; every day, authors and illustrators are asked to allow their work to be used for a payment of "exposure." You can't pay the electric bill with "exposure," y'all - sorry.
Like the way we put pressure on creative people to be creative but not too creative; to be creative and personally accessible and to give not just our work but our time, our attention, our personalities, to the world. Which will then feel free to judge what we do and say, and how we look, and how we match up to other people's fantasies about the creative life, without mercy.
The way we are told that because we are creative we must also be depressed, or abusers of substances, or obsessively devoted to our art; and that depression, substance abuse, and obsession are all moral failings.
The way we can't get good mental health services because (I speak from experience here) counselors don't know what they're doing; don't understand, even, that what they do best is to help people understand the mechanisms of their own malfunctions based on a huge database of similar malfunctions; and that this approach works best on people who fall within the thick parts of the bell curves generated by that data. I have never been to a counselor whose generalizations applied to me. I don't react the way most people do; therefore, advice based on the expected reactions is irrelevant. If those of us on the skinny parts of the bell curve are to be saved, we have to save ourselves. No one is helping us.
How many of the people who bring us pleasure, insight, joy, and escape have to go through this wringer and get spat out dead before their times before we stop doing this?
Before we stop doing things to depressed people that make them worse?
Before we stop doing things to people, ordinary or extraordinary, that make them depressed?
And yes, I know - (believe me, I know!) that depression is a physical problem. I was born with a biological tendency to depression. I've been there, I've done that, I've taken the bottle full of pills - and, thanks to a confirmed habit of introspective intellectation and emotional honesty(for which I have been punished all my life by most of the people I've come into contact with), I was able to pull back in time. Nobody gets the credit for saving me, but me (and the wonderfully calm nurse in the emergency room who knew exactly how to make me throw it all up). Which makes me reject any attempt to blame a suicide who didn't save herself. The odds were stacked against me and against everyone else in this position.
A clinically depressed person can be in an ideal situation and still get depressed (and be even more depressed because she can see her situation is ideal so she must be fundamentally wrong to feel so bad and clearly something as wrong as her has no right to clutter up this ideal situation), just as a non-smoker can get cancer without smoking. But natural biological tendencies are exacerbated by environment; and the environment of American society is toxic for depressives.
So toxic that it is easy to translate "circumstances suggestive of suicide" in the case of someone fantastically talented and with a gift for making people laugh, into a firm judgement at first sight, in the absence of any details, in the absence of any right to make a judgement.
And it's because we will not face up to this that we keep being toxic. Nor is that the only thing of which this is true. We are still racist because we won't face up realistically to our racism; we are still sexist because we won't face it; we are still unprepared for global warming because we'd rather drown than face the fact that we're going to drown; we perpetuate evil because we keep looking for evil out there in things and people we can't control instead of looking for the evils we can control. Our own.
We are all society and we should knock this crap off.
And that will remain true whatever Mr. Williams's autopsy tells us about he, as an individual, died.
Labels:
creativity,
exhaustion,
frustration,
health,
human behavior
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.
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.
Thursday, June 19, 2014
Procrastination for Whippersnappers
Since I am officially middle-aged, it is incumbent on me to find some way in which "kids today" are deficient. I've been struggling with this for some time, since for the most part kids today look fine to me; at least as in tune with their surroundings as I am, and no more incompetent than I was at their age. But yesterday, as I dug cat hair out of my keyboard, it hit me: Kids today don't know how to really knuckle down and procrastinate!
Oh, yes, they can waste time on the internet, but that doesn't take any skill! Just get a few social networking sites - Facebook is all the rage, but Tumbler, I find, is even better because it's more content-based than personal; people are fighting for causes and telling stories and sharing fanfic there in an in-depth and engaging way that doesn't require you to know or care about the people you follow as friends or professional associates. Either way, you join into a vast perpetual motion machine of distraction which is far too easy for a true procrastinator. A kind of Cliff's Notes version, if you will. But what happens to these social-media-addicted kids when they turn the internet off and get their games taken away? They will find themselves with their backs to the wall, helplessly completing projects and doing assigned chores, that's what!
Don't let this happen to your kids! Teach them the nitty-gritty rules of procrastination:
1) Have pets. Whether it's needing to go outside right now, clogging machinery with shed hair, or simply trying to participate in anything you're doing, pets are the No. 1 Procrastination Aid. After all, they are alive, they depend on you, they're adorable, and the cat hair really does need to be cleaned out of the keyboard if you want to be able to keep typing. What kind of monster puts homework ahead of the well-being of a living creature who loves you more than anything? "I don't want to disturb the cat" is an excuse any family member worth living with will sheepishly have to acknowledge as valid; because everyone in a pet-owning household will be using this procrastination technique and therefore has to allow it in everybody else.
(In fact, in my house "catlap syndrome" is a recognized disorder and a legitimate reason to ask other people to do things for you. Shortly after our housemate moved across the street, my husband, a friend, and I were all lined up on the couch, each catlapped, and realized that none of us could reach the remote control. Our friend suggested that we call across the street to tell M we were catlapped and needed him to come change the channel. We couldn't, because none of us could reach a phone; but we all agreed, he would have complied - and he confirmed this when asked.)
(We do not spoil our cats. Spoiled things are nasty and our cats are sweet.)
2) Always be on the lookout for ways to increase your efficiency! Trimming your nails while your computer is booting just makes sense! The fact that you then realize that you got egg under them while you were scraping the scorched breakfast out of the frying pan and then start cleaning them meticulously, which takes you into the bathroom, where you remember you haven't flossed recently and that it's past time to get the fluoride residue off your toothbrushes, is not your fault! And while your programs are loading, you can take the crusty soap dish down to the kitchen to put into the dishwasher while you grab a drink and make a fresh pitcher of tea and oh yeah you haven't taken out the compost this morning. Moreover, an organized and simple filing system is essential and can take all day to set up while the things on your to-do list wait their turn. For sheer time-sucking attention focus, social media has nothing on alphabetization, cross-referencing, labeling, and buying specialized containers for all your paperwork, art, tools, supplies, and whatnot; and it has the major advantage of looking exactly like work, so that you can fool yourself into thinking you're being productive in a way you can't possibly pull off when watching cat videos.
3) Be meticulous! The reality of the world is that dirt will always be present, so if you always clean up dirt as soon as you see it, you are bound to look around and see dirt the moment you begin to not want to do something you really need to do. (See Rule 1; pets are a big help with this.)
4) Be available! Other people's work is much more doable than your own, so make yourself available to anyone who needs help. Leave the door open. Set no boundaries. Always say yes.
5) Require perfection! Nothing postpones completion of old projects or the undertaking of new ones like insisting on a flawless result every time. You've always missed something - a typo, a grammatical error, a poor color choice, a sentence that is two words longer than the ideal.
I despair for the citizens of tomorrow if these simple principles are lost to time. Please, teach the basics, or the future will be dark indeed.
Oh, yes, they can waste time on the internet, but that doesn't take any skill! Just get a few social networking sites - Facebook is all the rage, but Tumbler, I find, is even better because it's more content-based than personal; people are fighting for causes and telling stories and sharing fanfic there in an in-depth and engaging way that doesn't require you to know or care about the people you follow as friends or professional associates. Either way, you join into a vast perpetual motion machine of distraction which is far too easy for a true procrastinator. A kind of Cliff's Notes version, if you will. But what happens to these social-media-addicted kids when they turn the internet off and get their games taken away? They will find themselves with their backs to the wall, helplessly completing projects and doing assigned chores, that's what!
Don't let this happen to your kids! Teach them the nitty-gritty rules of procrastination:
1) Have pets. Whether it's needing to go outside right now, clogging machinery with shed hair, or simply trying to participate in anything you're doing, pets are the No. 1 Procrastination Aid. After all, they are alive, they depend on you, they're adorable, and the cat hair really does need to be cleaned out of the keyboard if you want to be able to keep typing. What kind of monster puts homework ahead of the well-being of a living creature who loves you more than anything? "I don't want to disturb the cat" is an excuse any family member worth living with will sheepishly have to acknowledge as valid; because everyone in a pet-owning household will be using this procrastination technique and therefore has to allow it in everybody else.
(In fact, in my house "catlap syndrome" is a recognized disorder and a legitimate reason to ask other people to do things for you. Shortly after our housemate moved across the street, my husband, a friend, and I were all lined up on the couch, each catlapped, and realized that none of us could reach the remote control. Our friend suggested that we call across the street to tell M we were catlapped and needed him to come change the channel. We couldn't, because none of us could reach a phone; but we all agreed, he would have complied - and he confirmed this when asked.)
(We do not spoil our cats. Spoiled things are nasty and our cats are sweet.)
2) Always be on the lookout for ways to increase your efficiency! Trimming your nails while your computer is booting just makes sense! The fact that you then realize that you got egg under them while you were scraping the scorched breakfast out of the frying pan and then start cleaning them meticulously, which takes you into the bathroom, where you remember you haven't flossed recently and that it's past time to get the fluoride residue off your toothbrushes, is not your fault! And while your programs are loading, you can take the crusty soap dish down to the kitchen to put into the dishwasher while you grab a drink and make a fresh pitcher of tea and oh yeah you haven't taken out the compost this morning. Moreover, an organized and simple filing system is essential and can take all day to set up while the things on your to-do list wait their turn. For sheer time-sucking attention focus, social media has nothing on alphabetization, cross-referencing, labeling, and buying specialized containers for all your paperwork, art, tools, supplies, and whatnot; and it has the major advantage of looking exactly like work, so that you can fool yourself into thinking you're being productive in a way you can't possibly pull off when watching cat videos.
3) Be meticulous! The reality of the world is that dirt will always be present, so if you always clean up dirt as soon as you see it, you are bound to look around and see dirt the moment you begin to not want to do something you really need to do. (See Rule 1; pets are a big help with this.)
4) Be available! Other people's work is much more doable than your own, so make yourself available to anyone who needs help. Leave the door open. Set no boundaries. Always say yes.
5) Require perfection! Nothing postpones completion of old projects or the undertaking of new ones like insisting on a flawless result every time. You've always missed something - a typo, a grammatical error, a poor color choice, a sentence that is two words longer than the ideal.
I despair for the citizens of tomorrow if these simple principles are lost to time. Please, teach the basics, or the future will be dark indeed.
Tuesday, April 1, 2014
The Main Event and the Side Trip
My primary goal is to tell stories.
Given the reality of modern life, I have always framed my goal as "writing stories and selling them for money." Which I have not been able to do for much too long a time. It can be hard to sit down and write the story, knowing how hard it will be to send it out and out and out, to try to sell it to agents or editors or anybody, before it will ever see a reader, and the reader is the point, because you're not telling a story in any meaningful way if nobody hears it.
I often reflect (when I see, for example a fine actor stuck with an awful script) that I am fortunate that my vocation is one I can do without anyone's permission. I can write whether I sell anything or not; I can keep up the attempt to sell for the remainder of my life and as long as I don't stop publication will remain a possibility; if I died tomorrow, all the stories I have sitting unsold on my hard drive could still be sold next week, or the year after, or ten years down the line, or be uncovered by archeologists teasing data out of outmoded systems and published for the edification and delight of generations yet unborn. That sort of thing has happened, and does happen, and will happen - though not necessarily to me. While an actor who was born to play Jane Eyre must be in the right place at the right time to be cast when she is somewhere within spitting distance of the right age to do it, or she will never play Jane Eyre and may well be remembered, if at all, as "the girl in that Tampax commercial" or as the eternal best friend or as the queen of her local dinner theater. Compared to performers, I have all kinds of control over my artistic output.
This reflection is less comforting on some days than on others.
But I do have a secondary artistic goal, which I have only gradually come to recognize as a motivator as great as the prime storytelling urge. I have a thesis to prove: That as human beings, we are all creative, if we allow ourselves to be. This is a goal which, by its nature, I cannot accomplish by myself. All that tossing off an idea a week proves is that I can do it. It's up to other people to see me do it, and see how I do it, and realize that they can do it, and finally take their own ideas and do something with them.
Whatever it is that they are equipped and prepared to do.
I wish, in short, to empower people, and inspire them to find their own creativity - as all the authors I've read in my life empowered me to do. And I do sometimes find out I did this with one of the books. I remember one school visit seeing a board game, made as a class project, based on Switching Well. Kids draw pictures illustrating their favorite books; sometimes I get to see one of mine. Sometimes I'll hear incidentally of kids who tried something one of my characters did; or of a teacher who incorporated searching for locations from Switching Well into a trip to downtown San Antonio. This sort of thing doesn't pay the bills, but is more of a visceral thrill than getting a check. It feeds a different part of the self. One, frankly, that is normally kept hungry.
The urge to empower creativity in others was a major motivator behind making Widespot (that, and playing with a different storytelling medium at a time when I couldn't reliably handle text): I wanted to see what people would do with the characters and situations I handed them. I was mostly thinking about how they'd play out the storylines in their different games, looking forward to seeing how they'd resolve the immediate dilemmas I handed them, and then the secondary consequence of it further down the line - the genetic bottleneck resulting from the Hart family's breeding simultaneously into every other family in that tiny, tiny town.
But they do a lot more than that. My chief playtester designs clothes for the characters, as well as expanding their backstories. One player, who writes quite well, started documenting her game in illustrated story format on her Live Journal, developing the characters as richly and individually as anyone could ask. Furthermore, when she decided she needed family pictures, she went to considerable trouble to create them - pictures of a dead character, of a teen character as a toddler, an old character in his prime, adults in their teens. Another, whose creative urge is to build worlds, remade the entire neighborhood as a Stone Age settlement! These are all things I could never do, which would never have occurred to me, which now exist because of me. Hardly earthshaking - but real.
Real enough to tide me over, to get me through the days when the idea of sending yet another query to yet another agent makes me want to scream and tear my heart out; through the days when solving the plot problem seems, not impossible, but not worth the effort because at the moment I can't believe I can ever get another book through the publishing process.
Which is the moral of the story. Primary goals, by their nature, are big and elusive and time consuming. You have to work on them constantly. But you have a right to nourishment; and secondary goals may be more achievable, short term. They're worth making a side trip or two for, as long as you don't lose sight of your primary goal.
And you should check your goals occasionally. Because sometimes you haven't stated your primary goal correctly. But that's another topic for another day.
Given the reality of modern life, I have always framed my goal as "writing stories and selling them for money." Which I have not been able to do for much too long a time. It can be hard to sit down and write the story, knowing how hard it will be to send it out and out and out, to try to sell it to agents or editors or anybody, before it will ever see a reader, and the reader is the point, because you're not telling a story in any meaningful way if nobody hears it.
I often reflect (when I see, for example a fine actor stuck with an awful script) that I am fortunate that my vocation is one I can do without anyone's permission. I can write whether I sell anything or not; I can keep up the attempt to sell for the remainder of my life and as long as I don't stop publication will remain a possibility; if I died tomorrow, all the stories I have sitting unsold on my hard drive could still be sold next week, or the year after, or ten years down the line, or be uncovered by archeologists teasing data out of outmoded systems and published for the edification and delight of generations yet unborn. That sort of thing has happened, and does happen, and will happen - though not necessarily to me. While an actor who was born to play Jane Eyre must be in the right place at the right time to be cast when she is somewhere within spitting distance of the right age to do it, or she will never play Jane Eyre and may well be remembered, if at all, as "the girl in that Tampax commercial" or as the eternal best friend or as the queen of her local dinner theater. Compared to performers, I have all kinds of control over my artistic output.
This reflection is less comforting on some days than on others.
But I do have a secondary artistic goal, which I have only gradually come to recognize as a motivator as great as the prime storytelling urge. I have a thesis to prove: That as human beings, we are all creative, if we allow ourselves to be. This is a goal which, by its nature, I cannot accomplish by myself. All that tossing off an idea a week proves is that I can do it. It's up to other people to see me do it, and see how I do it, and realize that they can do it, and finally take their own ideas and do something with them.
Whatever it is that they are equipped and prepared to do.
I wish, in short, to empower people, and inspire them to find their own creativity - as all the authors I've read in my life empowered me to do. And I do sometimes find out I did this with one of the books. I remember one school visit seeing a board game, made as a class project, based on Switching Well. Kids draw pictures illustrating their favorite books; sometimes I get to see one of mine. Sometimes I'll hear incidentally of kids who tried something one of my characters did; or of a teacher who incorporated searching for locations from Switching Well into a trip to downtown San Antonio. This sort of thing doesn't pay the bills, but is more of a visceral thrill than getting a check. It feeds a different part of the self. One, frankly, that is normally kept hungry.
The urge to empower creativity in others was a major motivator behind making Widespot (that, and playing with a different storytelling medium at a time when I couldn't reliably handle text): I wanted to see what people would do with the characters and situations I handed them. I was mostly thinking about how they'd play out the storylines in their different games, looking forward to seeing how they'd resolve the immediate dilemmas I handed them, and then the secondary consequence of it further down the line - the genetic bottleneck resulting from the Hart family's breeding simultaneously into every other family in that tiny, tiny town.
But they do a lot more than that. My chief playtester designs clothes for the characters, as well as expanding their backstories. One player, who writes quite well, started documenting her game in illustrated story format on her Live Journal, developing the characters as richly and individually as anyone could ask. Furthermore, when she decided she needed family pictures, she went to considerable trouble to create them - pictures of a dead character, of a teen character as a toddler, an old character in his prime, adults in their teens. Another, whose creative urge is to build worlds, remade the entire neighborhood as a Stone Age settlement! These are all things I could never do, which would never have occurred to me, which now exist because of me. Hardly earthshaking - but real.
Real enough to tide me over, to get me through the days when the idea of sending yet another query to yet another agent makes me want to scream and tear my heart out; through the days when solving the plot problem seems, not impossible, but not worth the effort because at the moment I can't believe I can ever get another book through the publishing process.
Which is the moral of the story. Primary goals, by their nature, are big and elusive and time consuming. You have to work on them constantly. But you have a right to nourishment; and secondary goals may be more achievable, short term. They're worth making a side trip or two for, as long as you don't lose sight of your primary goal.
And you should check your goals occasionally. Because sometimes you haven't stated your primary goal correctly. But that's another topic for another day.
Labels:
creativity,
gaming,
human behavior,
inspiration,
projects,
Widespot
Tuesday, March 11, 2014
Not How I Roll, But...
I've always, always, always had to do things chronologically in the first draft, no bouncing around.
But this time, apparently, I have to bounce around. In time, in character, in emphasis. In everything. Between stuff I might theoretically get paid for and stuff no one will ever see but me (unless I become the subject of graduate work which isn't very likely and no one expects it) and stuff that may or may not ever even be relevant. It's not how I work.
But it is this time. And something vaguely story-shaped emerges from the mess.
And isn't some of this a substitute for piles of research, in a way? Since I can't research this one? Aren't I doing research in my own head?
We'll see, I reckon. In any case I don't seem capable of doing anything else, so - ride it out.
But this time, apparently, I have to bounce around. In time, in character, in emphasis. In everything. Between stuff I might theoretically get paid for and stuff no one will ever see but me (unless I become the subject of graduate work which isn't very likely and no one expects it) and stuff that may or may not ever even be relevant. It's not how I work.
But it is this time. And something vaguely story-shaped emerges from the mess.
And isn't some of this a substitute for piles of research, in a way? Since I can't research this one? Aren't I doing research in my own head?
We'll see, I reckon. In any case I don't seem capable of doing anything else, so - ride it out.
Tuesday, March 4, 2014
An Internet Prayer
(I direct this to my higher self but if you’re not agnostic feel free to adapt for whatever.)
Grant me the serenity to accept myself the way I am,
to extend the same courtesy to everyone else (even the jerkwads),
to stand up for my rights with generosity and humor,
and the wisdom to check my privilege.
Grant me the serenity to accept myself the way I am,
to extend the same courtesy to everyone else (even the jerkwads),
to stand up for my rights with generosity and humor,
and the wisdom to check my privilege.
Tuesday, February 11, 2014
Imperfection is Inspiration
So, we went with our friend W to see Knights of Badassdom, a horror comedy set at a LARP, last night, and on the whole liked it. Though far from perfect, it did capture a certain fannish feeling and left me missing my original gaming group, the guys I held hands with to keep from getting separated in the crowd at the first Star Trek movie, and hoping that they all got to see it, too. It was internally consistent and did not have me amusing myself with the desperate moviegoing games of "predict the upcoming plot development" or "predict the dialog." On the whole, it presents LARPers (at least, fantasy LARPers; the paintballers were dismissed as "rednecks" and shown as deliberate jackasses who were, in one case, even willing to abuse positions of public trust in order to ruin other people's fun) in a positive light. Most of the characters were more or less likeable. I don't think I've been in a movie during which the entire audience cheered wildly with one voice since the original Star Wars (which I saw when it came out), but it happened last night.
And may I just mention how awesome it is that one of the kings was in a wheel chair, the protagonist party's badass fighter was a little person, and one of the gamemaster's assistants was a practicing Jew never seen without his yarmulke; and that these things were all treated as ordinary and not worthy of remark or emphasis just like in real life?
Of course, this makes the movie's failure of the Bechdel Test even more annoying...
So now I settle in to another movie game - the Post-Viewing Rewrite. W stayed the night with us, so we spent a lot of breakfast discussing what would have been in the movie had we written it, and sorting out what bits probably were in it originally but got trimmed for length. (The movie is a good twenty minutes too short.) Don't worry, I don't intend to go on and on about it.
Suffice it to say that a movie W and I scripted on the same topic and with the same basic plot would have been structured very differently and had a much more interesting climactic battle set piece (without losing the Huge Moment of Awesome that prompted that all-audience cheer), by spending five minutes apiece earlier in the movie on establishing a small number of parties of secondary characters, showcasing their individual approaches to fantasy combat during the first day's quests, and then showing them using these same techniques - not to defeat the monster, but to slow it down and cover the escape of fellow-players who aren't equipped even to do that. A team which relies heavily on the use of shield-walls, for example, could bullrush it and knock it down (probably losing a man with each attack) or even pin it for a short period; while a party of wizards who have developed their aim, distance, and accuracy in throwing spell packets could annoy and distract it with hurled rocks and possibly other improvised weapons. Some rules lawyer would probably also start trying to work out what its weakness was, possibly raiding a well-stocked car or park maintenance facility in search of some suitable chemical vulnerability.
I have no doubt in my mind, by the way, that in real life this is indeed what would happen. Many LARPers are military or ex-military, and even among civilian LARPers the marine mentality is strong. An attacked LARP group would rapidly self-sort into "civilians" and "protectors," and the protectors would not think twice about risking their lives to fill that role.
The Post-Viewing Rewrite is, in my opinion, one of the benefits of the not-quite-successful work of art. I console myself with it sometimes when I feel I'm getting a little far from my areas of expertise. When I was researching The Music Thief, I was constantly conscious that I'm white as rice and had a lot of nerve writing a Hispanic protagonist, much less one interested in conjunto and Tejano music. But the book refused not to be written, the universe kept throwing research opportunities into my lap, the Hispanic people I discussed the work with ahead of time were all enthusiastic. And I figured, worst case scenario, some Hispanic child for whom "author" is an alien career goal thinks: "This is all wrong! When I write my book -"
And then write it. That would be well worth writing a flawed book in public. I would rather write a deeply imperfect book that prompts someone who might otherwise live and die without discovering her own creativity to write something better, than write a perfect book which leaves the audience feeling that there's no point trying, it's already been done, and done right.
And may I just mention how awesome it is that one of the kings was in a wheel chair, the protagonist party's badass fighter was a little person, and one of the gamemaster's assistants was a practicing Jew never seen without his yarmulke; and that these things were all treated as ordinary and not worthy of remark or emphasis just like in real life?
Of course, this makes the movie's failure of the Bechdel Test even more annoying...
So now I settle in to another movie game - the Post-Viewing Rewrite. W stayed the night with us, so we spent a lot of breakfast discussing what would have been in the movie had we written it, and sorting out what bits probably were in it originally but got trimmed for length. (The movie is a good twenty minutes too short.) Don't worry, I don't intend to go on and on about it.
Suffice it to say that a movie W and I scripted on the same topic and with the same basic plot would have been structured very differently and had a much more interesting climactic battle set piece (without losing the Huge Moment of Awesome that prompted that all-audience cheer), by spending five minutes apiece earlier in the movie on establishing a small number of parties of secondary characters, showcasing their individual approaches to fantasy combat during the first day's quests, and then showing them using these same techniques - not to defeat the monster, but to slow it down and cover the escape of fellow-players who aren't equipped even to do that. A team which relies heavily on the use of shield-walls, for example, could bullrush it and knock it down (probably losing a man with each attack) or even pin it for a short period; while a party of wizards who have developed their aim, distance, and accuracy in throwing spell packets could annoy and distract it with hurled rocks and possibly other improvised weapons. Some rules lawyer would probably also start trying to work out what its weakness was, possibly raiding a well-stocked car or park maintenance facility in search of some suitable chemical vulnerability.
I have no doubt in my mind, by the way, that in real life this is indeed what would happen. Many LARPers are military or ex-military, and even among civilian LARPers the marine mentality is strong. An attacked LARP group would rapidly self-sort into "civilians" and "protectors," and the protectors would not think twice about risking their lives to fill that role.
The Post-Viewing Rewrite is, in my opinion, one of the benefits of the not-quite-successful work of art. I console myself with it sometimes when I feel I'm getting a little far from my areas of expertise. When I was researching The Music Thief, I was constantly conscious that I'm white as rice and had a lot of nerve writing a Hispanic protagonist, much less one interested in conjunto and Tejano music. But the book refused not to be written, the universe kept throwing research opportunities into my lap, the Hispanic people I discussed the work with ahead of time were all enthusiastic. And I figured, worst case scenario, some Hispanic child for whom "author" is an alien career goal thinks: "This is all wrong! When I write my book -"
And then write it. That would be well worth writing a flawed book in public. I would rather write a deeply imperfect book that prompts someone who might otherwise live and die without discovering her own creativity to write something better, than write a perfect book which leaves the audience feeling that there's no point trying, it's already been done, and done right.
Labels:
creativity,
fantasy,
fun,
human behavior,
local happenings,
my circle of friends,
writing
Friday, November 8, 2013
So Common, So Easy to Prevent
My favorite webcartoonist, Shaenon Garrity, is posting 12-panel summaries of X-Files episodes every Friday (because she can), and today she addresses something close to my heart: "Nitpicking details of the setting!" Because Season 3, Episode 19, "Hell Money," is set in San Francisco's Chinatown, and she lives in San Francisco. She pairs script assumption with reality right down the line, pointing out both cliches ("X-Files: Asian-Americans want to tell you colorful stories of your homeland! Reality: In my experience, they mostly want to tell you about their mini-comic." But then Shaenon's acquaintance in all ethnic groups is weighted toward cartoonists.) and obvious assumptions that aren't true ("X-Files: It's possible to hide bodies by burying them in cemeteries. Reality: Okay, this is the big one. San Francisco doesn't have cemeteries.")
This has got to be the most common, and the least explicable, type of research failure in all media. Most common, because we see it all the dang time. Least explicable, because we all pounce on media set in our familiar territories and nitpick the details. If the writer of that episode were to see a show set in his own home town he'd treat it in exactly the same way. "Ha! In Podunk, Nebraska, the grain silos are all on the west side of town! It's only in West Podunk that they have one near the watertower!"
It's not that complicated, guys. If you're setting a story outside your own stomping ground, go visit the place! If that's not practical, find somebody from there and have her vet the manuscript for you.
Because somebody is from there, and will notice.
Besides, walking out the story territory is fun and, in the case of travel locations, tax-deductible!
This is why all my stories are set in Texas, by the way. It makes walking out the territory so much simpler.
This has got to be the most common, and the least explicable, type of research failure in all media. Most common, because we see it all the dang time. Least explicable, because we all pounce on media set in our familiar territories and nitpick the details. If the writer of that episode were to see a show set in his own home town he'd treat it in exactly the same way. "Ha! In Podunk, Nebraska, the grain silos are all on the west side of town! It's only in West Podunk that they have one near the watertower!"
It's not that complicated, guys. If you're setting a story outside your own stomping ground, go visit the place! If that's not practical, find somebody from there and have her vet the manuscript for you.
Because somebody is from there, and will notice.
Besides, walking out the story territory is fun and, in the case of travel locations, tax-deductible!
This is why all my stories are set in Texas, by the way. It makes walking out the territory so much simpler.
Labels:
human behavior,
mistakes,
research,
silliness
Thursday, October 24, 2013
It's Getting Better. Let's Pick Up the Pace Here.
It is never wise to rely too much on the assumption that what you happen to come across is a fair representation of reality. After all, we all see what we see because we look where we look. In order to understand the world, we have to examine it consciously and go into new places, look for new things, pay attention to details where we normally look at wholes, and at wholes where our attention is usually zoomed down to fine details.
But we all start with what's in front of us, and a juxtaposition of stuff floating across the screen in front of me when I was noodling around yesterday startled me into an invigorating, if intimidating, glimpse of reality.
First came a much-reblogged Tumbler post concerning the depiction of same-sex relationships in popular media, specifically movies; how "The girls are never supposed to end up together," how boy-girl relationships can be anything, go anywhere, be intercepted by story at any point. If a boy and girl are best friends at the beginning of the movie, we know and they know that by the end of the movie they can be lovers and this can be accomplished by one kiss, no angsting, as part of a larger arc that may or may not focus on their emotional lives. But if a girl and a girl are best friends at the beginning of the movie, the odds are huge that by the end of the movie the one who isn't the protagonist will be standing on the sidelines being sweet and supportive of the all-important heterosexual relationship her BFF has gotten into during the movie; or even if they do wind up together, the movie will be about the struggle to face up to the fact of same-sex attraction. Most stories with queer protagonists are still coming-out stories first. And, given that we structure our lives around narrative, this is discouraging for the young queer, or the old one, trying to find the storyline that works for her life.
Immediately under this in my dash was a picture sequence of two male sims getting engaged.
I see a lot of such pictures on Tumblr, because I use it mostly to post pics from my game and follow what other people post about their games. The Sims2 program starts everybody off dead center on a scale of attraction to male or female, and the player (or a program modification installed by the player who wants less control of the process) determines the sexual preference and to a certain extent the gender orientation of the characters by decisions and actions during play. It's difficult, though not impossible, to model bisexual and transgender identities in the game; but any player can pretty much make any sim gay or straight at will. The sims themselves do not care.
And hardly any simmer I've ever run across didn't love having same-sex couples in their games. Sororities seethe with Lesbian Drama; male couples raise rampaging hordes of adopted and alien-hybrid children; generals and high-level politicians and small-town matriarchs welcome their sons' husbands and their daughters' wives with open arms; children grow up with two of one parent and none of the other, or with three grandfathers and only one grandmother, or (I have a kid like this in my game) two mothers with two fathers living next door, and never think it strange. Because it isn't. The vanilla code distinguishes between joined unions and marriage, but you can mod that out. You can even get same-sex pregnancy mods, if you want, or use a simple cheat to simulate artificial insemination.
What this tells me is that the movies, and to a certain extent even books (which are always ahead of the visual media in reflecting social change, if you read the right books) are missing a trick here.The General Public, or at least an economically viable chunk of it, is way past ready to get beyond the coming out narrative. We're ready for media to get with the program and treat normal stuff as normal, to proceed with the story (and get to the cute animations that we can't help snapping pictures of and showing each other online because although yeah, we've all seen the wedding video and the slow dance and the leap-into-arms hug in our own games, the pixels are individuated enough that they do not get old.)
Yet the institutions of media continue to behave as if this stuff is controversial, uncommercial, and barely in demand at all.
And then a little later, across the same dashboard, I get another reblog which gradually led me back to the UCLA Newsroom website, and a story about a study demonstrating that shows with racially diverse casts and creative teams do better in the marketplace than shows with primarily white casts and creative teams. Which nevertheless still outnumber the diverse shows.
Which is huge, as anyone in YA and children's literature can tell you. Non-white characters and authors are out there - but it can be so freaking hard to track them down, to get people of color onto bookcovers even when the protagonists aren't white, even to keep character tags that indicate ethnicity, and the reason we're told time and again is that white characters sell better and that non-white characters have to be handled with kid gloves so as not to offend anyone.
As if being left out completely isn't offensive.
Yeah, well, when all the books with black people on the cover are shelved under "African-American Studies" instead of "General Fiction" in big box retailers, it's not surprising if they don't sell it well. That's not the fault of the characters or the cover designer! But the place to deal with that isn't on the supply side; isn't to capitulate before being challenged; isn't to assume that this perceived marketing reality is inevitable and unfightable.
Or even true, as anything other than a self-fulfilling prophecy.
The moral of yesterday's dashboard is clear. The audience for diverse stories about diverse people exists. It is easy to be afraid of the economic consequences of writing for an invisible audience - but the secret, I see, is not to limit oneself to the visible audience, but to go forth and tear down the screens blocking them from your sight. They're out there. We can find them.
For one thing, we are them.
Now we just have to stand up nice and tall and speak nice and loud and make ourselves visible to the gatekeepers. This is taking too long, and media representation is an important part of social change. It's not enough to hang out whispering to each other on tumbler and Facebook. We have to vote with our dollars and our library cards. Complain as loudly and directly and vociferously of being stifled as the whiny minority complain in order to stifle us. Go into bookstores and ask for books with transgender protagonists; they'll find them for you. Go into libraries and check out books by Hispanic authors (whatever "hispanic" means anyway) on a regular basis. Talk up your favorite diverse shows to your co-workers in such a way as to coax them out of their comfort zones to watch and enjoy them too. Squee loudly about realistically depicted disabled characters, in public. Do amazon searches for "bisexual protagonists," "Native American / Indian authors," "black YA" whatever, and gripe to the management when you get inappropriate results.
Don't be didactic, but be proactive.
Write the book you want to write; and at the same time, create the demand you want to fill.
You are not the only one.
But we all start with what's in front of us, and a juxtaposition of stuff floating across the screen in front of me when I was noodling around yesterday startled me into an invigorating, if intimidating, glimpse of reality.
First came a much-reblogged Tumbler post concerning the depiction of same-sex relationships in popular media, specifically movies; how "The girls are never supposed to end up together," how boy-girl relationships can be anything, go anywhere, be intercepted by story at any point. If a boy and girl are best friends at the beginning of the movie, we know and they know that by the end of the movie they can be lovers and this can be accomplished by one kiss, no angsting, as part of a larger arc that may or may not focus on their emotional lives. But if a girl and a girl are best friends at the beginning of the movie, the odds are huge that by the end of the movie the one who isn't the protagonist will be standing on the sidelines being sweet and supportive of the all-important heterosexual relationship her BFF has gotten into during the movie; or even if they do wind up together, the movie will be about the struggle to face up to the fact of same-sex attraction. Most stories with queer protagonists are still coming-out stories first. And, given that we structure our lives around narrative, this is discouraging for the young queer, or the old one, trying to find the storyline that works for her life.
Immediately under this in my dash was a picture sequence of two male sims getting engaged.
I see a lot of such pictures on Tumblr, because I use it mostly to post pics from my game and follow what other people post about their games. The Sims2 program starts everybody off dead center on a scale of attraction to male or female, and the player (or a program modification installed by the player who wants less control of the process) determines the sexual preference and to a certain extent the gender orientation of the characters by decisions and actions during play. It's difficult, though not impossible, to model bisexual and transgender identities in the game; but any player can pretty much make any sim gay or straight at will. The sims themselves do not care.
And hardly any simmer I've ever run across didn't love having same-sex couples in their games. Sororities seethe with Lesbian Drama; male couples raise rampaging hordes of adopted and alien-hybrid children; generals and high-level politicians and small-town matriarchs welcome their sons' husbands and their daughters' wives with open arms; children grow up with two of one parent and none of the other, or with three grandfathers and only one grandmother, or (I have a kid like this in my game) two mothers with two fathers living next door, and never think it strange. Because it isn't. The vanilla code distinguishes between joined unions and marriage, but you can mod that out. You can even get same-sex pregnancy mods, if you want, or use a simple cheat to simulate artificial insemination.
What this tells me is that the movies, and to a certain extent even books (which are always ahead of the visual media in reflecting social change, if you read the right books) are missing a trick here.The General Public, or at least an economically viable chunk of it, is way past ready to get beyond the coming out narrative. We're ready for media to get with the program and treat normal stuff as normal, to proceed with the story (and get to the cute animations that we can't help snapping pictures of and showing each other online because although yeah, we've all seen the wedding video and the slow dance and the leap-into-arms hug in our own games, the pixels are individuated enough that they do not get old.)
Yet the institutions of media continue to behave as if this stuff is controversial, uncommercial, and barely in demand at all.
And then a little later, across the same dashboard, I get another reblog which gradually led me back to the UCLA Newsroom website, and a story about a study demonstrating that shows with racially diverse casts and creative teams do better in the marketplace than shows with primarily white casts and creative teams. Which nevertheless still outnumber the diverse shows.
Which is huge, as anyone in YA and children's literature can tell you. Non-white characters and authors are out there - but it can be so freaking hard to track them down, to get people of color onto bookcovers even when the protagonists aren't white, even to keep character tags that indicate ethnicity, and the reason we're told time and again is that white characters sell better and that non-white characters have to be handled with kid gloves so as not to offend anyone.
As if being left out completely isn't offensive.
Yeah, well, when all the books with black people on the cover are shelved under "African-American Studies" instead of "General Fiction" in big box retailers, it's not surprising if they don't sell it well. That's not the fault of the characters or the cover designer! But the place to deal with that isn't on the supply side; isn't to capitulate before being challenged; isn't to assume that this perceived marketing reality is inevitable and unfightable.
Or even true, as anything other than a self-fulfilling prophecy.
The moral of yesterday's dashboard is clear. The audience for diverse stories about diverse people exists. It is easy to be afraid of the economic consequences of writing for an invisible audience - but the secret, I see, is not to limit oneself to the visible audience, but to go forth and tear down the screens blocking them from your sight. They're out there. We can find them.
For one thing, we are them.
Now we just have to stand up nice and tall and speak nice and loud and make ourselves visible to the gatekeepers. This is taking too long, and media representation is an important part of social change. It's not enough to hang out whispering to each other on tumbler and Facebook. We have to vote with our dollars and our library cards. Complain as loudly and directly and vociferously of being stifled as the whiny minority complain in order to stifle us. Go into bookstores and ask for books with transgender protagonists; they'll find them for you. Go into libraries and check out books by Hispanic authors (whatever "hispanic" means anyway) on a regular basis. Talk up your favorite diverse shows to your co-workers in such a way as to coax them out of their comfort zones to watch and enjoy them too. Squee loudly about realistically depicted disabled characters, in public. Do amazon searches for "bisexual protagonists," "Native American / Indian authors," "black YA" whatever, and gripe to the management when you get inappropriate results.
Don't be didactic, but be proactive.
Write the book you want to write; and at the same time, create the demand you want to fill.
You are not the only one.
Labels:
business,
censorship,
communication,
connection,
creativity,
human behavior,
publishing,
writing
Tuesday, September 24, 2013
Random Thought
This is not directed at anyone in particular who I have any reason to think might be listening. It's just a thought.
You know how many wrong people have changed their minds because someone who was right yelled at them?
None. In the history of the world.
It's important to keep up the good fight. But even shutting your mouth and walking away, leaving Them feeling like they've won, is a more effective tactic, in the long run, than shouting. Because if you shut your mouth and walk away and they feel like they've won, their guard comes down and you can sneak your point into their brains after you've calmed down. But shouting just keeps their adrenaline strong.
And it may take a long time for your point to work, and you may never see the result. So don't assume you've lost and things are hopeless. Even when your blood sugar's low and it really seems that way.
Anyway, queries for me. And it really is past time I started thinking about what the next book should be. Because I can make myself write stories when I can't make myself write queries.
You know how many wrong people have changed their minds because someone who was right yelled at them?
None. In the history of the world.
It's important to keep up the good fight. But even shutting your mouth and walking away, leaving Them feeling like they've won, is a more effective tactic, in the long run, than shouting. Because if you shut your mouth and walk away and they feel like they've won, their guard comes down and you can sneak your point into their brains after you've calmed down. But shouting just keeps their adrenaline strong.
And it may take a long time for your point to work, and you may never see the result. So don't assume you've lost and things are hopeless. Even when your blood sugar's low and it really seems that way.
Anyway, queries for me. And it really is past time I started thinking about what the next book should be. Because I can make myself write stories when I can't make myself write queries.
Thursday, September 19, 2013
Creativity as a Civic Duty
So yesterday I was at jury duty. I did not get picked, although I was well up in the numbers (#10), which means I was specifically un-chosen. This did not surprise me, and does not hurt my feelings, because I probably shouldn't be on a jury. It's just way too easy for me to identify imaginatively with everybody in a case. And of course there's the whole issue of my two modes, Silent and Can't Shut Up.
But it boggled my mind, the number of people who said they couldn't think why, if you were innocent and accused, you wouldn't testify. That's just a failure of the imagination. I wouldn't do it - I talk too much and I annoy people and I bewilder them because my honest emotional reactions fall at the extremes of the bell curve and if I happened to be cross-examined when hungry - holey cheese, no! Just, no. And what if you have a stutter, or English is your second language, or you're self-conscious about your voice, or think poorly on your feet, or the opposing counsel reminds you of your abusive dad, or - I could come up with innocent reasons for silence all day long. (And I think everybody in that courtroom knows that now.)
Why is it so hard to bend their minds around the idea that the presumption of innocence includes the presumption that if the defendant doesn't testify there's an innocent reason for it?
Why do people assume that everything they're mildly curious about is their business?
I hear this sort of thing all the time, directed at me and at people around me. Why are you in a wheelchair? How did your spouse get HIV? If you're still friends with your ex why did you divorce? Why don't you have any children?
The answer to all these questions, and others like them, is: None of your business. Yet if you give this reply, the questioner is likely to treat you as the rude one.
When you're tempted to ask a question like that, stop and think a minute. Imagine a few scenarios that might result in the condition about which you are curious (or feel genuinely sympathetic and concerned) and ask yourself: "If that happens to be the reason, and it were me, how would I feel on being asked about it? And even if it's not - how often does she get asked about this? How annoying will this question be?" And then you won't ask.
Sure, the person might need to talk about it - but there's a thousand different ways to let someone know you're there to listen without asking personal questions that might have painful answers. And the people who demand information in this way aren't going to be good listeners. They're mildly curious, and a lot thoughtless, and that's all. Far from helping, they are part of the problem of coping - irritation on a wound.
Writing stories and drawing pictures and making music are refinements and developments of our basic creativity. We are all creative because we are part of a social species, and dealing productively with other members of our species requires that we be able to imaginatively identify with them.
Probably the lawyers wrote me off as being too easy with this facility. We all know people who become too enamored of the stories they tell themselves about the world to deal with the world itself when it differs from that story; and though I don't routinely do that, this is a reasonable reservation to have about me as a juror. I am professionally primed to read between the lines and fill in the gaps between the facts in the way that makes the best story, which is not necessarily the most just way to render a verdict. But other people in the same courtroom were undoubtedly written off for their professed inability to extrapolate at all - because that's not conducive to justice, either.
I hope they found the happy medium of that ability in the twelve people chosen.
But it boggled my mind, the number of people who said they couldn't think why, if you were innocent and accused, you wouldn't testify. That's just a failure of the imagination. I wouldn't do it - I talk too much and I annoy people and I bewilder them because my honest emotional reactions fall at the extremes of the bell curve and if I happened to be cross-examined when hungry - holey cheese, no! Just, no. And what if you have a stutter, or English is your second language, or you're self-conscious about your voice, or think poorly on your feet, or the opposing counsel reminds you of your abusive dad, or - I could come up with innocent reasons for silence all day long. (And I think everybody in that courtroom knows that now.)
Why is it so hard to bend their minds around the idea that the presumption of innocence includes the presumption that if the defendant doesn't testify there's an innocent reason for it?
Why do people assume that everything they're mildly curious about is their business?
I hear this sort of thing all the time, directed at me and at people around me. Why are you in a wheelchair? How did your spouse get HIV? If you're still friends with your ex why did you divorce? Why don't you have any children?
The answer to all these questions, and others like them, is: None of your business. Yet if you give this reply, the questioner is likely to treat you as the rude one.
When you're tempted to ask a question like that, stop and think a minute. Imagine a few scenarios that might result in the condition about which you are curious (or feel genuinely sympathetic and concerned) and ask yourself: "If that happens to be the reason, and it were me, how would I feel on being asked about it? And even if it's not - how often does she get asked about this? How annoying will this question be?" And then you won't ask.
Sure, the person might need to talk about it - but there's a thousand different ways to let someone know you're there to listen without asking personal questions that might have painful answers. And the people who demand information in this way aren't going to be good listeners. They're mildly curious, and a lot thoughtless, and that's all. Far from helping, they are part of the problem of coping - irritation on a wound.
Writing stories and drawing pictures and making music are refinements and developments of our basic creativity. We are all creative because we are part of a social species, and dealing productively with other members of our species requires that we be able to imaginatively identify with them.
Probably the lawyers wrote me off as being too easy with this facility. We all know people who become too enamored of the stories they tell themselves about the world to deal with the world itself when it differs from that story; and though I don't routinely do that, this is a reasonable reservation to have about me as a juror. I am professionally primed to read between the lines and fill in the gaps between the facts in the way that makes the best story, which is not necessarily the most just way to render a verdict. But other people in the same courtroom were undoubtedly written off for their professed inability to extrapolate at all - because that's not conducive to justice, either.
I hope they found the happy medium of that ability in the twelve people chosen.
Tuesday, July 16, 2013
I Like What I Like 'Cause I Like It
So there's this thing that keeps happening, across a broad spectrum of my pursuits.
For example, I may be trying to have a critical discussion of a recognized classic, and become the butt of a sneer along the lines of: "Well, I refuse to be impressed with all you Shakespeare-reading posers." (I don't expect you to be impressed; I expect you to skip conversations about Shakespeare if you don't enjoy Shakespeare and let me and the other people who do like it talk about how to pronounce the puns if we want to.)
Or a game may (okay, probably will) be undergoing an edition war (in which players of the new edition and players of an older edition square off and insult each other's taste in game mechanics) when the next edition comes out; at which point some player of the new edition will say something like "Oh, so now all you hipsters who play 1E will have to move on to 2E in order to remain remotely relevant, while the rest of us move on to 3E." (Relevant to whom?)
Or I may say "No, thanks, have you got anything low-sodium and vegetarian" and be pounced on with a diatribe about how hypocritical I am, pretending to be better than the speaker. (I don't like meat and it gives me health crap, all right? You're the one injecting a moral dimension into my food choices.)
All of this comes down to the same thing: people who do things, not because they're right or fun or interesting or healthy or what they happen to feel like doing, but out of an expectation that other people will react to them a certain way for doing those things, and assume that this is the only reason anybody does anything.
We judge others by ourselves. Only once we accept that can we see other people's points of view and write them as rounded characters, or accept them as full human beings and learn to phrase what we wish to say to them in ways that they will be able to hear and understand, rather than both of us talking past each other.
Bear it in mind next time someone does this to you, or you hear yourself doing it to someone else. It's disturbing, and annoying, but it's also interesting.
And all is grist that comes to the mill.
For example, I may be trying to have a critical discussion of a recognized classic, and become the butt of a sneer along the lines of: "Well, I refuse to be impressed with all you Shakespeare-reading posers." (I don't expect you to be impressed; I expect you to skip conversations about Shakespeare if you don't enjoy Shakespeare and let me and the other people who do like it talk about how to pronounce the puns if we want to.)
Or a game may (okay, probably will) be undergoing an edition war (in which players of the new edition and players of an older edition square off and insult each other's taste in game mechanics) when the next edition comes out; at which point some player of the new edition will say something like "Oh, so now all you hipsters who play 1E will have to move on to 2E in order to remain remotely relevant, while the rest of us move on to 3E." (Relevant to whom?)
Or I may say "No, thanks, have you got anything low-sodium and vegetarian" and be pounced on with a diatribe about how hypocritical I am, pretending to be better than the speaker. (I don't like meat and it gives me health crap, all right? You're the one injecting a moral dimension into my food choices.)
All of this comes down to the same thing: people who do things, not because they're right or fun or interesting or healthy or what they happen to feel like doing, but out of an expectation that other people will react to them a certain way for doing those things, and assume that this is the only reason anybody does anything.
We judge others by ourselves. Only once we accept that can we see other people's points of view and write them as rounded characters, or accept them as full human beings and learn to phrase what we wish to say to them in ways that they will be able to hear and understand, rather than both of us talking past each other.
Bear it in mind next time someone does this to you, or you hear yourself doing it to someone else. It's disturbing, and annoying, but it's also interesting.
And all is grist that comes to the mill.
Labels:
human behavior
Thursday, May 2, 2013
Odious Comparisons, or Why I Am Midlist
So yesterday I got my first-quarter - actually first month, since it came out in March - royalty statement for Sullivan, That Summer. Five copies sold. Oh well.
But check out the downloads page for Widespot. It became available at almost the same time as Sullivan, and as of this writing it's been downloaded 548 times!
So my exercise in making something for a game that is no longer supported or sold by the company that owns its copyright is almost eleven times more successful than my book in a popular genre. Sigh.
I can whine about it, or I can learn from it. From what differences does this discrepancy arise?
It's not quality, I can tell you that. Both are solid, workmanlike storytelling.
Comparing across formats is always problematic because the technical requirements of storytelling in different formats - book, video, game, oral transmission, graphic - vary so much, and though techniques from one medium may be usefully translated into another (considering "camera angles" in a novel, say), they will not have equivalent values. Creators are often the worst judges of their own work, also. However, I'm in position to state that the same degree of care and creativity went into each; that both spring from the same fangirly place in my psyche; that both were created under considerable internal pressure, to the point that I could not leave them alone over an extended period of time. If work and care count for anything, in fact, Sullivan ought to be the better work, since I had almost ten years to polish it (I think it first forced me to write it around 1995) and I have a lot of experience and skill in prose storytelling. Possibly Widespot benefits from unstudied naturalness or something, but I doubt it.
Price should not be a factor. Widespot is free, of course, but Sullivan is only $4.99. And whereas Widespot is only useful to Sims2 players, Sullivan is available in trade paper and a variety of electronic formats; and Widespot is only available at a single website, while Sullivan can be acquired through the publisher or a variety of other retailers, including big players like B&N and Amazon.
Ah, but here's where the law of supply and demand comes in. Whereas the demand for LGBT YA literature is much higher than the demand for premade Sims2 neighborhoods, and the supply is not as great as it ought to be, the proportional supply-and-demand is skewed against me in the literary market, and for me in the gaming market. The number of populated premade Sims2 neighborhoods available is small, and the proportion of them that contains corruption (bad code that will eventually render the neighborhood unplayable) is large (and includes the original neighborhoods shipped with the game!); though I have no statistics on the matter, this supply is nowhere near big enough to satisfy the demand. The pay rate is low, the currency of tender is intangible, and the market is shrinking, so my only competition is from other people who were intrigued enough by the creative problem of making one to assay it and motivated enough to complete it. LGBT literature, on the other hand, is a growing market in which it is possible to make money as well as ego gratification, so competition is stiffer.
The size of the pond is also relevant. MTS is the oldest and one of the largest (possibly the largest) fan forum the Sims franchise has online. Even people who don't like to hang out there, even people who rag on their upload policies and sneer at their downloads, check it out periodically. Within this tiny pond, I was able to hitch a ride aboard a good big fish.
Queer Teen Press is a small, niche venture; small enough that I didn't submit Sullivan there till I'd run out of mainstream publishers to try it on. It's one of a number of specialty publishers taking advantage of the digital revolution to launch, all vying for a good lane position on the information highway. Even within the tightest focus of this particular niche market, consumers are bombarded with more information than they can possibly absorb; any given company, let alone any given publication, in this market needs as much luck as skill in order to catch the attention of an interested buyer.
And within the small world of each pond, at MTS I'm a talkative poster who has become familiar to a fair proportion of the other participants, while at Queer Teen Press I don't really know anybody. MTS is part of my normal social milieu. Queer Teen Press is just another place where I submitted a story over the transom. I have a platform at MTS; I have none with the queer YA audience.
Nor do I know how to get one. I'm not a teen, and although I self-identify as bi I've never been part of the queer subculture. I live within a heterosexual marriage, for heaven's sake! And I'm just not social enough professionally; I never have been. I can make friends with other writers, but when it comes to being a personal presence to the audience - I suck at that. I'm sufficiently aware that most people who've ever met me have either been indifferent to or have actively disliked me (and that I could never isolate what I did to bring that on) that the idea of going out and trying, with an ulterior motive, to put myself out there were people can get to know me makes me physically ill. And even the most basic social networking with a purpose seems to be beyond me. Sullivan has a Facebook page, but with the best will in the world I haven't been able to find things to put on it and I'm not even certain it's published properly.
Maintaining a simblr (a Tumbler page consisting mostly of game-related pictures)? Ffft, that's easy! I can tell myself that nobody looks at it, really, except my friends who are genuinely interested and whose game pictures I'd also like to see more of, though I've been pleasantly surprised to find some "big name" simblers whom I don't know personally following me back. I promote Widespot accidentally, as a byproduct of stuff I do for my own amusement. I want to promote Sullivan, but can't relax and do it naturally.
Sometimes you know exactly what the problem is, and still can't solve it.
So that's where I am. Suggestions appreciated; but don't get your feelings hurt if you give me viable solutions and I'm too chicken to implement them.
But check out the downloads page for Widespot. It became available at almost the same time as Sullivan, and as of this writing it's been downloaded 548 times!
So my exercise in making something for a game that is no longer supported or sold by the company that owns its copyright is almost eleven times more successful than my book in a popular genre. Sigh.
I can whine about it, or I can learn from it. From what differences does this discrepancy arise?
It's not quality, I can tell you that. Both are solid, workmanlike storytelling.
Comparing across formats is always problematic because the technical requirements of storytelling in different formats - book, video, game, oral transmission, graphic - vary so much, and though techniques from one medium may be usefully translated into another (considering "camera angles" in a novel, say), they will not have equivalent values. Creators are often the worst judges of their own work, also. However, I'm in position to state that the same degree of care and creativity went into each; that both spring from the same fangirly place in my psyche; that both were created under considerable internal pressure, to the point that I could not leave them alone over an extended period of time. If work and care count for anything, in fact, Sullivan ought to be the better work, since I had almost ten years to polish it (I think it first forced me to write it around 1995) and I have a lot of experience and skill in prose storytelling. Possibly Widespot benefits from unstudied naturalness or something, but I doubt it.
Price should not be a factor. Widespot is free, of course, but Sullivan is only $4.99. And whereas Widespot is only useful to Sims2 players, Sullivan is available in trade paper and a variety of electronic formats; and Widespot is only available at a single website, while Sullivan can be acquired through the publisher or a variety of other retailers, including big players like B&N and Amazon.
Ah, but here's where the law of supply and demand comes in. Whereas the demand for LGBT YA literature is much higher than the demand for premade Sims2 neighborhoods, and the supply is not as great as it ought to be, the proportional supply-and-demand is skewed against me in the literary market, and for me in the gaming market. The number of populated premade Sims2 neighborhoods available is small, and the proportion of them that contains corruption (bad code that will eventually render the neighborhood unplayable) is large (and includes the original neighborhoods shipped with the game!); though I have no statistics on the matter, this supply is nowhere near big enough to satisfy the demand. The pay rate is low, the currency of tender is intangible, and the market is shrinking, so my only competition is from other people who were intrigued enough by the creative problem of making one to assay it and motivated enough to complete it. LGBT literature, on the other hand, is a growing market in which it is possible to make money as well as ego gratification, so competition is stiffer.
The size of the pond is also relevant. MTS is the oldest and one of the largest (possibly the largest) fan forum the Sims franchise has online. Even people who don't like to hang out there, even people who rag on their upload policies and sneer at their downloads, check it out periodically. Within this tiny pond, I was able to hitch a ride aboard a good big fish.
Queer Teen Press is a small, niche venture; small enough that I didn't submit Sullivan there till I'd run out of mainstream publishers to try it on. It's one of a number of specialty publishers taking advantage of the digital revolution to launch, all vying for a good lane position on the information highway. Even within the tightest focus of this particular niche market, consumers are bombarded with more information than they can possibly absorb; any given company, let alone any given publication, in this market needs as much luck as skill in order to catch the attention of an interested buyer.
And within the small world of each pond, at MTS I'm a talkative poster who has become familiar to a fair proportion of the other participants, while at Queer Teen Press I don't really know anybody. MTS is part of my normal social milieu. Queer Teen Press is just another place where I submitted a story over the transom. I have a platform at MTS; I have none with the queer YA audience.
Nor do I know how to get one. I'm not a teen, and although I self-identify as bi I've never been part of the queer subculture. I live within a heterosexual marriage, for heaven's sake! And I'm just not social enough professionally; I never have been. I can make friends with other writers, but when it comes to being a personal presence to the audience - I suck at that. I'm sufficiently aware that most people who've ever met me have either been indifferent to or have actively disliked me (and that I could never isolate what I did to bring that on) that the idea of going out and trying, with an ulterior motive, to put myself out there were people can get to know me makes me physically ill. And even the most basic social networking with a purpose seems to be beyond me. Sullivan has a Facebook page, but with the best will in the world I haven't been able to find things to put on it and I'm not even certain it's published properly.
Maintaining a simblr (a Tumbler page consisting mostly of game-related pictures)? Ffft, that's easy! I can tell myself that nobody looks at it, really, except my friends who are genuinely interested and whose game pictures I'd also like to see more of, though I've been pleasantly surprised to find some "big name" simblers whom I don't know personally following me back. I promote Widespot accidentally, as a byproduct of stuff I do for my own amusement. I want to promote Sullivan, but can't relax and do it naturally.
Sometimes you know exactly what the problem is, and still can't solve it.
So that's where I am. Suggestions appreciated; but don't get your feelings hurt if you give me viable solutions and I'm too chicken to implement them.
Labels:
books,
communication,
connection,
gaming,
human behavior,
marketing,
projects,
promotion,
publicity,
Sullivan,
Widespot
Thursday, March 28, 2013
Fresh Eyes
Warning: Another sewing analogy.
So, there's this blouse. It's a pattern I've made several times before, but I made a cutting error and had to let it sit for about a week while my backbrain worked on a way around it. I got back on it this week, solved the problem all right, and yesterday I was all but finished - just the buttons and buttonholes to do. Buttonholes are hard in themselves, but my machine has a wonderful automatic buttonholer that makes them much, much easier. So the only stressful part of buttonholes for me is cutting them - there's always a danger that you'll lose control and the buttonhole will be bigger than the buttonhole stitch intended to contain it. But this concern is largely obviated by inserting a pin to block the seamripper (or whatever) from going too far.
Guess what happens if your pin is bent, though?
So on the verge of finishing what was going to be a very cute blouse, I ripped a buttonhole right through the front edge, ruining the whole thing. Unless I could think of a way to fix it. No way could my limited darning and patching skills cover it up, nor make the cut area strong enough to hold together under the strain of daily wear. But I didn't want to give up on it, so I dropped it, did something else, and when Damon got home I griped to him about it. Damon knows about as much about sewing as I do about programming, but he gripes to me about programming problems so I get to gripe about sewing problems to him. Fair's fair. He took it, turned it over a few times, started to suggest something, realized it wouldn't work, and than asked if I could edge the blouse front with a ribbon or something, to disguise the patched area and restore structural integrity to the blouse. Which made me realize that I might could; and as it happens I even have some double-fold tape in the right color to do it (unless I decide a contrasting color would look better. Hmmm. And I might want to do the bottom and sleeves the same way).
And this is why humans have that annoying habit of griping to other people about problems they can have no realistic expectation of solving. Obviously, I would have preferred to have griped to someone who could sew; but as it happens, a pair of fresh eyes was all I needed, not a level of expertise. I do the same thing with him and his programming gripes sometimes. Mostly I can only make sympathetic noises, but sometimes I'll ask an intelligent question that will help him see his way clear. If I could program, I might come up with better questions more often and if he could sew, he might have been able to offer helpful advice in implementing the solution to optimal effect, but what we do for each other is better than nothing and good enough.
This is why authors join critique groups, team with writing partners, and swap manuscripts with friends. Such arrangements work best among people in the same field. The author of a book for children and the author of an adult romance may not understand a lot of each other's problems, and a writer of biography could find writers of fiction frustratingly focused on all the wrong things. But those who write children's books may also read romances, writers of fiction often love biography, and a problem is a problem is a problem.
It is not fair to give a manuscript to a non-writer, or a sketch to a non-artist, and expect a useful critique. Don't do that to them. But listening to problems, soluble or not, is part of the social contract. Creative problems are like any other problems, and a non-specialist is as likely to be of service with them as with any other kind of problem in which he has no particular expertise.
And if not, you can at least get feedback in the form of sympathetic noises.
So, there's this blouse. It's a pattern I've made several times before, but I made a cutting error and had to let it sit for about a week while my backbrain worked on a way around it. I got back on it this week, solved the problem all right, and yesterday I was all but finished - just the buttons and buttonholes to do. Buttonholes are hard in themselves, but my machine has a wonderful automatic buttonholer that makes them much, much easier. So the only stressful part of buttonholes for me is cutting them - there's always a danger that you'll lose control and the buttonhole will be bigger than the buttonhole stitch intended to contain it. But this concern is largely obviated by inserting a pin to block the seamripper (or whatever) from going too far.
Guess what happens if your pin is bent, though?
So on the verge of finishing what was going to be a very cute blouse, I ripped a buttonhole right through the front edge, ruining the whole thing. Unless I could think of a way to fix it. No way could my limited darning and patching skills cover it up, nor make the cut area strong enough to hold together under the strain of daily wear. But I didn't want to give up on it, so I dropped it, did something else, and when Damon got home I griped to him about it. Damon knows about as much about sewing as I do about programming, but he gripes to me about programming problems so I get to gripe about sewing problems to him. Fair's fair. He took it, turned it over a few times, started to suggest something, realized it wouldn't work, and than asked if I could edge the blouse front with a ribbon or something, to disguise the patched area and restore structural integrity to the blouse. Which made me realize that I might could; and as it happens I even have some double-fold tape in the right color to do it (unless I decide a contrasting color would look better. Hmmm. And I might want to do the bottom and sleeves the same way).
And this is why humans have that annoying habit of griping to other people about problems they can have no realistic expectation of solving. Obviously, I would have preferred to have griped to someone who could sew; but as it happens, a pair of fresh eyes was all I needed, not a level of expertise. I do the same thing with him and his programming gripes sometimes. Mostly I can only make sympathetic noises, but sometimes I'll ask an intelligent question that will help him see his way clear. If I could program, I might come up with better questions more often and if he could sew, he might have been able to offer helpful advice in implementing the solution to optimal effect, but what we do for each other is better than nothing and good enough.
This is why authors join critique groups, team with writing partners, and swap manuscripts with friends. Such arrangements work best among people in the same field. The author of a book for children and the author of an adult romance may not understand a lot of each other's problems, and a writer of biography could find writers of fiction frustratingly focused on all the wrong things. But those who write children's books may also read romances, writers of fiction often love biography, and a problem is a problem is a problem.
It is not fair to give a manuscript to a non-writer, or a sketch to a non-artist, and expect a useful critique. Don't do that to them. But listening to problems, soluble or not, is part of the social contract. Creative problems are like any other problems, and a non-specialist is as likely to be of service with them as with any other kind of problem in which he has no particular expertise.
And if not, you can at least get feedback in the form of sympathetic noises.
Labels:
communication,
connection,
creativity,
human behavior,
projects,
revision,
sewing
Thursday, March 21, 2013
The Joy of Nitpicking
So I'm reading for the Andre Norton award (and I'm not going to get them all read), and I'm on China Mieville's Railsea, and though I'm having no difficulty getting through the story I'm having a couple of problems with it. The relevant one at the moment is in buying into the premise, which is (roughly) a vast sea of intertwining railroad tracks "sailed" by trains fulfilling all the functions of ships - pirates, navy, merchants, and "molers," who hunt the gigantic burrowing animals that tunnel, hunt, and breach through the ground below the rails, which is qualitatively different in some undefined way from the "hardlands" on which people actually live. For the sake of the story I can deal with that, but it keeps bugging me that burrowing animals like the great southern moldywarp, apparently analogous to sperm whales (since one of them is standing in for Moby Dick) breach all over the place and leave molehills and have room to live and hunt without breaking the tracks.
So far the whole business of track maintenance is handwaved by references to "angels," mysterious trains that no one ever more than glimpses that fix tracks when no one is looking; but even if we grant that (and I am hoping that some information that makes it less handwavey comes along in the second half of the book), it should be common, in a great moldywarp hunt, for one to come up under the tracks and wreck them and the trains on them. They must come up very close to them, or the molers couldn't pursue them in their jollytrains, since the dirt itself is much too dangerous to get onto. Even if the moldywarp takes damage in the process, the tactic should be worthwhile, as breaking the track before the train can shunt (another point handwaved a lot), and in particular breaking a bunch of related tracks near their point of intersection, would cause the train to derail and turn the molers from hunters into prey.
This point alone is enough to keep me from voting for this book, especially in the stiffness of this year's competition.
Coincidentally, gaming group e-mail this morning contains a message, from my husband, discussing discrepancies in the description of a kind of magical construct we recently dealt with and the information describing how to construct it. We were going to sell the remnants as scrap metal, but with these discrepancies we have no idea how much of the scrap metal we have. The problem should be familiar to most gamers, "D&D economics" having plagued the simulationist end of the player spectrum since the infancy of role-playing games.
Hand-waving this sort of thing by saying "It's only a game/story" or "It's magic" or "Just roll with it" is common, but it is not adequate. Science fiction and fantasy, whatever the medium, attracts a large number of people who actively enjoy figuring out how things work - engineers, programmers, actual scientists. Not just at the physical end, either. Practitioners and enthusiasts of the soft sciences and the arts like to see linguistics and cultures that work. An artist who makes kinetic sculptures is as likely to be a nitpicker on a mechanical point as an engineer, because the jobs overlap.
Okay, there's a point of diminishing returns in worrying about fiddly details; but a lot of people give up long before that. And yes, a big chunk of the audience doesn't care. But those who do, care a lot. Disrespecting this more demanding segment of the audience seems counterproductive to me, as they are also the most loyal and dedicated audience one could ask for.
The most effective tactic, I have found, for the creator who doesn't have the expertise or patience to work out the details of how some essential part of his vision would work in the real world, is to subcontract the labor. A wise DM who has a geologist continually criticizing his dungeons will make talking to this person a routine part of his planning. "You know what would be cool? An obsidian dungeon with a big lake in the middle with a whole lost civilization of giant kobolds. But I don't know how that would come about, and wouldn't the tunnels be too slick to walk in?" Next thing you know, the player's drawing diagrams and talking about water tables and lava tubes and suddenly you have A Better Idea, and you put the dungeon together and instead of constantly having to interrupt the game to answer this guy's objections on the fly, he's eagerly pushing the rest of the party through a much more improbable scenario than you would ever have come up with on your own. Reduced labor and stress for you, increased fun for him, everybody wins.
Alternatively, for those of us working for larger audiences, identify the least plausible part of your vision, and attack it head on. Research the stuffings out of it and find a way to show it working, vividly and immediately. Make all the visible detail convincing enough, plausible enough, ordinary enough, and most of all consistent enough, and the audience will take the parts you don't show on faith, or work them out for themselves. Fandom is full of people producing starship schematics from hints collected throughout the lifetime of a series, resolving minor discrepancies, and having a blast doing it.
This advice is most applicable for fantasists, but it applies in the mainstream, too. How many TV shows have thrown you right out of the plot by their reliance on magical computers, inaccurate history, absurd biology, or impossible physics? If you like a genre or a show enough otherwise you'll willingly suspend your belief by its neck until it's dead, if necessary, but the creators need to make that as easy and fun as possible for you. If it's more work than fun to believe in a situation, the audience won't do it.
Besides, the Better Idea tends to lurk like a moldywarp under layers of lazy imagery. Digging down to them is well worthwhile.
So far the whole business of track maintenance is handwaved by references to "angels," mysterious trains that no one ever more than glimpses that fix tracks when no one is looking; but even if we grant that (and I am hoping that some information that makes it less handwavey comes along in the second half of the book), it should be common, in a great moldywarp hunt, for one to come up under the tracks and wreck them and the trains on them. They must come up very close to them, or the molers couldn't pursue them in their jollytrains, since the dirt itself is much too dangerous to get onto. Even if the moldywarp takes damage in the process, the tactic should be worthwhile, as breaking the track before the train can shunt (another point handwaved a lot), and in particular breaking a bunch of related tracks near their point of intersection, would cause the train to derail and turn the molers from hunters into prey.
This point alone is enough to keep me from voting for this book, especially in the stiffness of this year's competition.
Coincidentally, gaming group e-mail this morning contains a message, from my husband, discussing discrepancies in the description of a kind of magical construct we recently dealt with and the information describing how to construct it. We were going to sell the remnants as scrap metal, but with these discrepancies we have no idea how much of the scrap metal we have. The problem should be familiar to most gamers, "D&D economics" having plagued the simulationist end of the player spectrum since the infancy of role-playing games.
Hand-waving this sort of thing by saying "It's only a game/story" or "It's magic" or "Just roll with it" is common, but it is not adequate. Science fiction and fantasy, whatever the medium, attracts a large number of people who actively enjoy figuring out how things work - engineers, programmers, actual scientists. Not just at the physical end, either. Practitioners and enthusiasts of the soft sciences and the arts like to see linguistics and cultures that work. An artist who makes kinetic sculptures is as likely to be a nitpicker on a mechanical point as an engineer, because the jobs overlap.
Okay, there's a point of diminishing returns in worrying about fiddly details; but a lot of people give up long before that. And yes, a big chunk of the audience doesn't care. But those who do, care a lot. Disrespecting this more demanding segment of the audience seems counterproductive to me, as they are also the most loyal and dedicated audience one could ask for.
The most effective tactic, I have found, for the creator who doesn't have the expertise or patience to work out the details of how some essential part of his vision would work in the real world, is to subcontract the labor. A wise DM who has a geologist continually criticizing his dungeons will make talking to this person a routine part of his planning. "You know what would be cool? An obsidian dungeon with a big lake in the middle with a whole lost civilization of giant kobolds. But I don't know how that would come about, and wouldn't the tunnels be too slick to walk in?" Next thing you know, the player's drawing diagrams and talking about water tables and lava tubes and suddenly you have A Better Idea, and you put the dungeon together and instead of constantly having to interrupt the game to answer this guy's objections on the fly, he's eagerly pushing the rest of the party through a much more improbable scenario than you would ever have come up with on your own. Reduced labor and stress for you, increased fun for him, everybody wins.
Alternatively, for those of us working for larger audiences, identify the least plausible part of your vision, and attack it head on. Research the stuffings out of it and find a way to show it working, vividly and immediately. Make all the visible detail convincing enough, plausible enough, ordinary enough, and most of all consistent enough, and the audience will take the parts you don't show on faith, or work them out for themselves. Fandom is full of people producing starship schematics from hints collected throughout the lifetime of a series, resolving minor discrepancies, and having a blast doing it.
This advice is most applicable for fantasists, but it applies in the mainstream, too. How many TV shows have thrown you right out of the plot by their reliance on magical computers, inaccurate history, absurd biology, or impossible physics? If you like a genre or a show enough otherwise you'll willingly suspend your belief by its neck until it's dead, if necessary, but the creators need to make that as easy and fun as possible for you. If it's more work than fun to believe in a situation, the audience won't do it.
Besides, the Better Idea tends to lurk like a moldywarp under layers of lazy imagery. Digging down to them is well worthwhile.
Labels:
gaming,
human behavior,
reading,
research,
technical difficulties,
world-building,
writing
Tuesday, March 19, 2013
The Work is Not Me
For reasons that will be clear to anyone who goes back a few days and reads the comments, I've disabled anonymous commenting for the foreseeable future. I don't much mind the trickle of commercial spam, but harassment spam is too tiresome to deal with. Even the effort of deleting it seems like too much reward for the person seeking attention through it.
At first blush, this looks like a hazard of publication, but that's not, in fact, the case. I've been dealing - or, more accurately, failing to find a way to deal - with this kind of person for my entire life. I've never been in a school, or a workforce of more than six people, where I didn't attract at least one, and I won't pretend to understand what motivates them, but none has ever found me through the medium of my published work. Some responses to that work have been problematic, but they have all been relevant to the work, and most are unambiguously positive.
And yes, I'm including negative reviews in that tally. As long as a review focuses honestly on the work (rather than on the reviewer's cleverness or the personal life of the author/performer/artist/whatever or some other nonsense), a negative review is better than no review, especially from a reviewer well-known to the audience. Some of the most useful movie reviews I've ever had access to were written by a local journalist whose taste differs so radically from mine, and so distinctly from my husband's, that a bad review from him was better than a rave from someone with whom we were not familiar. "Bob Polunsky hates this movie and thinks the twist ending makes no sense. Let's go!" Conversely, if he had no fault to find, we'd stay away, saving ourselves from an hour and a half to two hours of tedium and the movie from the bad word-of-mouth we might otherwise have given it. Since we stopped seeing his reviews movie-going has been a lot more of a crapshoot.
And honest negative criticisms of your work have value; either by pointing out a real weakness that you had overlooked, or by forcing you to think consciously about your choices. Far fewer conscious choices go into my work than you'd think from reading this blog, when I am necessarily in cool mode and deconstructing a holistic process. And though some unconscious choices are gloriously right and much better than I could have made had I been thinking about it, others are simply lazy habit and need to be questioned. Even a criticism which, in the end, I decide is invalid from the perspective of the target audience may give me an insight into the peripheral audience that will prove useful later.
As for personal contact with the target audience - if you keep it in perspective, that can be glorious. In the literary world especially, the celebrity stalker is far rarer than the nurturing and enthusiastic fan. It was cheering to go into my reader this morning and see Kathleen Duey's response to those who have been responding to her recently. Kathleen is an excellent writer who deserves all good things, and who has labored far too long and too hard in relative obscurity, so it is good to see her audience feeding her spirit.
The person who pretends to be the audience in order to attempt to poison the spring of well-being is, thank goodness, an anomaly at the professional level. At the amateur level, alas - at the level of Tumblr and fanfic and the platform-specific communities arranged around particular interests - they are all too common. But that's not a function of publication with these various platforms, but of the nature of human community.
You cannot build a snake-proof garden. If a person wants to be a jackass, he'll find a way to be a jackass; but work interests him not at all unless he can find in it an avenue to damage the workman. He has some personal agenda, some (usually imaginary) status to build and maintain, some toxic self-image that demands to be fed the bad feelings of others. Work done in a professional spirit (and one may do amateur work in a professional spirit; it is not the exchange of money that governs this) insulates the author as a person, so their hunting grounds are offices and playgrounds, newsgroups and social networks, clubs and classrooms, where they can manipulate the environment and take best advantage of the social virtues - patience, kindness, the desire to be fair - to corner their victims.
I have seen people who shrink from rejection of the work as if it were this kind of personal assault; and I have met people who hesitate even to seek publication for fear of - who knows what. I can't tell you how to avoid personal bullies, since I obviously haven't learned how to do it myself, though at least they can no longer hurt me, just waste my time and try my patience. But I can tell you that you needn't fear them getting at you through your work. Your work is not you. It is important, and it's made of pieces of you, but it is not you. Surgically remove your ego from the process, and you will soon find that, rather than exposing you, it shelters you.
Mind, that surgical removal may be difficult at first, but you'll never get past a certain point till you do it, no matter how brilliant you are. And your work will improve, because when you stop seeing the excision of your excess adverbs as the excision of part of your soul it gets much easier to go through with it; while ceasing to fear the exposure of your deepest self enables you to touch the hands of people you will never meet and make them feel less alone.
At first blush, this looks like a hazard of publication, but that's not, in fact, the case. I've been dealing - or, more accurately, failing to find a way to deal - with this kind of person for my entire life. I've never been in a school, or a workforce of more than six people, where I didn't attract at least one, and I won't pretend to understand what motivates them, but none has ever found me through the medium of my published work. Some responses to that work have been problematic, but they have all been relevant to the work, and most are unambiguously positive.
And yes, I'm including negative reviews in that tally. As long as a review focuses honestly on the work (rather than on the reviewer's cleverness or the personal life of the author/performer/artist/whatever or some other nonsense), a negative review is better than no review, especially from a reviewer well-known to the audience. Some of the most useful movie reviews I've ever had access to were written by a local journalist whose taste differs so radically from mine, and so distinctly from my husband's, that a bad review from him was better than a rave from someone with whom we were not familiar. "Bob Polunsky hates this movie and thinks the twist ending makes no sense. Let's go!" Conversely, if he had no fault to find, we'd stay away, saving ourselves from an hour and a half to two hours of tedium and the movie from the bad word-of-mouth we might otherwise have given it. Since we stopped seeing his reviews movie-going has been a lot more of a crapshoot.
And honest negative criticisms of your work have value; either by pointing out a real weakness that you had overlooked, or by forcing you to think consciously about your choices. Far fewer conscious choices go into my work than you'd think from reading this blog, when I am necessarily in cool mode and deconstructing a holistic process. And though some unconscious choices are gloriously right and much better than I could have made had I been thinking about it, others are simply lazy habit and need to be questioned. Even a criticism which, in the end, I decide is invalid from the perspective of the target audience may give me an insight into the peripheral audience that will prove useful later.
As for personal contact with the target audience - if you keep it in perspective, that can be glorious. In the literary world especially, the celebrity stalker is far rarer than the nurturing and enthusiastic fan. It was cheering to go into my reader this morning and see Kathleen Duey's response to those who have been responding to her recently. Kathleen is an excellent writer who deserves all good things, and who has labored far too long and too hard in relative obscurity, so it is good to see her audience feeding her spirit.
The person who pretends to be the audience in order to attempt to poison the spring of well-being is, thank goodness, an anomaly at the professional level. At the amateur level, alas - at the level of Tumblr and fanfic and the platform-specific communities arranged around particular interests - they are all too common. But that's not a function of publication with these various platforms, but of the nature of human community.
You cannot build a snake-proof garden. If a person wants to be a jackass, he'll find a way to be a jackass; but work interests him not at all unless he can find in it an avenue to damage the workman. He has some personal agenda, some (usually imaginary) status to build and maintain, some toxic self-image that demands to be fed the bad feelings of others. Work done in a professional spirit (and one may do amateur work in a professional spirit; it is not the exchange of money that governs this) insulates the author as a person, so their hunting grounds are offices and playgrounds, newsgroups and social networks, clubs and classrooms, where they can manipulate the environment and take best advantage of the social virtues - patience, kindness, the desire to be fair - to corner their victims.
I have seen people who shrink from rejection of the work as if it were this kind of personal assault; and I have met people who hesitate even to seek publication for fear of - who knows what. I can't tell you how to avoid personal bullies, since I obviously haven't learned how to do it myself, though at least they can no longer hurt me, just waste my time and try my patience. But I can tell you that you needn't fear them getting at you through your work. Your work is not you. It is important, and it's made of pieces of you, but it is not you. Surgically remove your ego from the process, and you will soon find that, rather than exposing you, it shelters you.
Mind, that surgical removal may be difficult at first, but you'll never get past a certain point till you do it, no matter how brilliant you are. And your work will improve, because when you stop seeing the excision of your excess adverbs as the excision of part of your soul it gets much easier to go through with it; while ceasing to fear the exposure of your deepest self enables you to touch the hands of people you will never meet and make them feel less alone.
Subscribe to:
Posts (Atom)