Poetics of Parting

The short short story below was submitted for the latest Writer’s Digest Short Short Story competition. It didn’t win anything (boo!) but that means I’m free to post it here for you (yay!).

(You can read this short short story in PDF here: JM Flint – Avar Narn- Poetics of Parting)

Shaping a working is an act of poetry—if poetry were also to use strict self-discipline and mathematic precision. Maybe you’d argue that it does; I’d reply by saying that you have no experience with the arcane and therefore cannot make a reasonable comparison.
I shook uncontrollably. Only moments before, I’d killed a man for the first time, the thin blade of my dueling sword sliding sickeningly into him, his eyes wide in shock and sudden fear, the crimson blossom of his spent lifesblood quickly dying his white shirt.
Where I come from, we don’t duel to the death, or even to first blood; we duel to maneuver our opponent into a position from which he cannot easily escape, demonstrating both prowess and restraint, bravery coupled with a recklessness that risks injury to self for the chance to outwit another. Here in Ealthe, life is cheap and only blood will settle a dispute of ever-ephemeral honor.
In my haughtiness, I’d thought that my skill at arms would allow me to embarrass Ridley without harm to either of us. Once blows were struck, only then did I understand my old tutor’s meaning when he told me to beware those with great anger and little skill. Ridley’s broad, clumsy swings might have been easy to counter if he hadn’t so overexerted himself in his rage. I wanted to wait for him to tire before moving to the offensive, but the shear fury of his attacks would have overwhelmed me before he relented, and I could do nothing but strike to kill if I was to survive. A fool I am, sometimes.
Nevertheless, I couldn’t blame him. He’d caught me red-handed with his red-headed paramour, loud as we were in an otherwise quiet and forgotten corner of the college grounds. How he had come upon that spot in the first place, I didn’t know. Not that it mattered.
I hadn’t cared that Ridley and Synne had been known lovers for some time. I hadn’t cared that she intended to use me only as revenge against Ridley for some perceived sleight; the untowardness of it all made it somehow the sweeter. I hadn’t cared that the university might expel me for dueling, or that Ealthen law forbade such violence. We’d had swords close at hand, and the heady rush so common to both sex and fighting makes it easy for one to lead to the other.
I did care once I’d killed him, though. He had been my friend at the university, a gifted scholar and sure to become a talented magus one day. My own recklessness had destroyed all of that.
At the time, though, I’d had no time for mourning or I’d soon have been mourning my own passing. Some of Ridley’s friends had been with him, you see, and when hot words became cold steel they had quickly decided the hero and the villain. The villain’s victory had upset their sensibilities; before Ridley had even fallen to the ground and died they had readied their own weapons or sorceries against me.
Had Synne not intervened—why she did, I’ll never know—I might have been responsible for even more death. Not by my own hand, of course, but had one of our fellow scholars killed by sorcery, death would have been the only penalty permissible under the law.
She had intervened, though, thrown up a barrier against which their initial assaults crashed without effect, sparks springing to life at random and rain beginning to fall from a clear blue sky in a small radius around us, manifesting Flux bleeding away from the Power summoned by those present.
Though the strain of such a sorcery on Synne must have been immense, I did not linger to see to her. Like a rabbit who knows the dogs have smelled him, I bolted. Immediately, my new attackers gave chase.
I am not a runner. I do not find pleasure in it as some, nor am I very good at it. But I am agile enough, and I weaved carefully ably through the afternoon crowds on Asterfaen’s streets, jinking and suddenly changing direction to prevent my pursuers from overtaking me by sheer speed. I’d spent many a night looking for trouble in the city proper, so I knew the streets well. My companions, better students than I, had not and did not.
Even so, the tension of pursuit and the fear of what might happen if caught shrink perception and thought into a narrow tunnel, one through which I could not adequately view the mental cartography of the city I had crafted over time. Thus it was that I took a wrong turn, moving left at a crossroads when I should’ve gone right, and soon found myself facing an old stone wall at the end of Boggart Close. I had gained enough distance from my pursuers that they had stopped at my last turn to determine where I had passed; their arguing voices carried down the street like a herald of their impending arrival.
I looked back down the alley to determine if I might be able to fight my way out—this thought was quickly discarded when I realized that, somewhere along the way, I’d dropped my sword. Empty handed, I turned back to the wall. I’m even less a climber than a runner, and the passage of time had worn the wall’s stones too smooth to find any purchase.
Only one option remained to me, it seemed. I closed my eyes and began to draw upon the Power. As I said, my hands were shaking uncontrollably as the shock of the past moments caught up to me, so I performed the gestures and hand-symbols only with great difficulty. Words spilled softly from my mouth, in a halting mumble at first as I fought to center myself and assemble the thoughts and mental images I would need to form the Power into a working.
As I prepared, the Power enveloped me, a comforting embrace at first that quickly became an oppressive force, as if I’d swum too deep into the sea. I focused my consciousness and intent on the stony barrier, stringing sentences of commanding words together.
The words and the gestures bear no power to shape a working in and of themselves; they are only aids to the practitioner, attempts to focus his mind. A working is shaped through sequences of thoughts and imaginative images formed in the mind’s eye—this is why it is poetry and not natural philosophy. A wrong mental impression inserted into the process could unravel the whole working. What we call “the Power” is the raw stuff of Creation, unadulterated possibility itself, and such a thing is dangerous to unleash into the Avar uncontrolled. Even the small amounts that bleed from well controlled workings as Flux can be dangerous if allowed to accumulate.
After a moment, the gestures and words took effect, all else fading away to leave me with the working. I struggled to shape the Power into my desired form. I formed first an image of a grand stone, a rocky outcropping, the clouds flying past at high speed until time and wind and water reduced the stone to dirt. Next, I imagined the stones of the wall being laid upon one another, mortar slapped haphazardly between them; this image I then reversed, the wall being taken apart and the mortar scraped away as each stone leapt away from the others. The thought of a breaking chain followed, the snapping links shattering into tiny shards propelled away by an invisible force.
Even as I formed the images, I could feel the Power struggling against me, writhing against the bonds I had placed on it, seeking its own freedom. Given the nature of my working, this proved especially distracting; I could feel other thoughts and ideas lurking at the edge of my consciousness, threatening to intrude and destroy the meanings I had so carefully developed in my mind. No longer did I speak softly; my words now were yelled as the Power swirled into shape. I could hear the footfalls of my pursuers quickening behind me.
Just as the proximity of my assailants’ steps shattered my concentration, the working took effect, the stone wall softening into a thick mud. I forced my way through without hesitation, unable to see as the muck clung to my face and body. As soon as I reckoned that I had passed entirely beyond the wall, I let the working collapse, mud become stone once again. The mud that clung to me dropped away as pebbles, and I could hear the clank of a sword against stone as heavy rock enveloped a weapon that had been swung at me as I fled.
A doorway opened and closed, both literally and metaphorically. That seemed fitting, as I knew that my footsteps must now carry me away from Asterfaen and the university, never to return.

A Worldbuilding Example – Part II: Sci-Fi Technology

For the previous post in this series, click here.

We’ve got a lot of high-level decisions to make before we get into the gritty details. Since this’ll be a sci-fi setting, deciding on the availability and prevalence of various technologies—particularly those staples of the genre—seems a good next step. What follows are the decisions I’ve made for the setting.

Consciousness Transfer/Mind Uploading: This is a popular topic lately, both in speculative science and fiction. Ray Kurzweil and his like assure us that we will soon be able to digitally transfer our minds into mechanical bodies and live forever. The ability to do this is an important facet of Altered Carbon and the Eclipse Phase RPG. I, however, don’t believe that this will ever be possible. Most important, we’ll never actually know if it works—I cannot with surety know that another person is actually conscious. Yes, this is somewhat solipsistic, but we simply don’t have an objective test to prove consciousness, just a set of tools that leads us to assume consciousness. This leads to some problems when a “transfer” of consciousness could result in a resemblance of transferred consciousness but with the actual result of killing the actual possessor of the consciousness.

The Kurzweil argument, while having a strangely spiritual component, is a materialist one. As I’ve discussed on the theological side of the blog, I don’t find materialist science to be very convincing when it comes to existential questions.

Add to this that we don’t really understand the origin or nature of consciousness (see the “hard problem” of qualia, for instance) and I have substantial doubts about the possibility of mind uploading.

Possible or not (and, in all candor, we don’t know whether it is or not and maybe advances in science will find some way to answer the question definitively), there is no denying that mind-transference makes for interesting stories. If digital immortality is included in your world, you have the potential to create some truly mythopoeic stories.

Nevertheless, I have decided that, in this setting, this technology has either been proved to be unsuccessful or that there is insufficient confidence in the effectiveness of the available technologies for anything to have been widely adopted. This preserves the dramatic power of death and the threat thereof and helps push us toward some grit in the setting.

DNI (Direct Neural Interface): Current science is making great strides in the interface between the brain and technology for multiple purposes—prosthetics, mental control of computers, even devices that—with training—can roughly predict what a person is looking at based on brainwaves.

Whatever the possibility of transferring consciousness from a meat-brain, there’s no question about the possibility of the brain interacting with computerized devices. Thus, this technology will be prevalent and in many forms—electronic “telepathy,” direct mental control of devices and machines, full-immersion virtual reality (almost indistinguishable from “real” reality), memory recording and transference (think Strange Days).

Ubiquitous Computing: We’re already starting to see more and more devices connected to the internet to gain even the slightest of advantages over offline versions. With inventions such as “smart dust” and more effective signals transmission, very few places would be out of the reach of the equivalent of the internet. Combined with “standard” augmentations, most people have the opportunity to be “online” to the extent that they wish to be and to mentally interface with most constructed objects (systems security aside, of course) in their immediate environment.

FTL Travel and Communication: I don’t know what it is, exactly, but I find the possibility of being unable to travel to the vast majority of the universe kind of depressing. While there are a few theoretical methods for beating Einstein’s speed limit (like the Alcubierre Drive), it seems that faster-than-light travel is not in our near future.

I don’t care. Faster-than-light travel is fun and I don’t want to get into the existential horror of relativistic time. I’m going to use the classic “hyperspace/slipspace” conceit—a spacecraft with the proper type of engine can shift into a physical dimension with a different geometry or rules of physics than our own that, with caveats and complications, allows for travel at much greater than speed of light.

Under the rationale for FTL travel, I could potentially see some ability to send data through the same medium for instantaneous communication. However, I want to complicate things somewhat—a delay in the receipt of an important message may have Shakespearean proportions of drama, and I’d like to capture some of that. So here’s what I’m going to say: FTL communication requires an open connection between two places in “normal” space through “hyperspace.” Data can’t simply be converted into data in hyperspace and transmitted, it must be “beamed through” a wormlike tunnel through hyperspace.

This means that ships will need to have the capability to send messages by opening up temporary connections to known communications hubs to send messages. This makes the manufacture and control of those communications hubs strategically valuable, provides for some time-delay for communications, requires spaceships to hold a position to receive reply messages and requires ships communicating through FTL to route through communications hubs. This nuance I think will give us some ready story hooks.

Human Augmentation: The types and qualities of human augmentation will be extensive. The cyberpunk genre has focused on “chrome” and mechanically-based augmentations or bio-engineered alternatives. Certainly there will be some of each, but current research seems to indicate that much human augmentation will be a hybrid of the biological and digital, with researchers working on making biological computer analogues (on a small-scale, of course) and the embedding of artificial substances in biological ones (like enhanced eye lenses or retinal structures).

I’m not sure that any sentient alien species in this setting will necessarily have much real communication and contact with humanity, so augmentation will provide for a broad array of differentiated “subspecies” of the Homo genus.

Human augmentation will also be responsible for a widened socio-economic gap between the “haves” and “have-nots.” Manufacturing techniques (see below) may be in the process of democratizing augmentation, but the sharp divide in wealth exacerbated by the earliest waves of limited-availability augmentations still has continuing effects.

In addition to having practical benefits, I expect human augmentation to have become an important means of self-expression—tattoos and piercings on the next level, so to speak.

Terraforming: Human colonization will have been heavily supported by the science of terraforming. Planets must have certain inherent characteristics (like being in the habitable zone of a star) to be eligible for such transformation, but the process itself (probably provided by AI) has been mostly successful.

When first set to thinking about this setting, I thought to avoid space opera “one-terrain” worlds—the jungle moon of Endor, the one-massive-desert of Tatooine that people still somehow decided was a good place to make a home, etc. However, when I decided that terraforming would be a distinct technology, I started to think about places with artificially-created and not-entirely-but-close homogenous biomes. This makes sense especially for small “luxury” worlds

Manufacturing: Nanofactories, or “nanofacs” are essentially highly-advanced 3-d printers. With the proper raw materials, a nanofac can construct anything that will fit within it and for which it has the schematics. Contemporary design (as is largely already the case) is computer-based rather than through the construction of physical prototypes.

This creates some subissues for economics and society that I’ll have to work through: How are schematics controlled? What is the current state of intellectual property law and how extensive is schematic piracy? Is the economy based almost solely on the provision of raw materials and services?

AI and Robotics: There is much fear about artificial intelligence in our modern society (and perhaps rightly so). Reference I, Robot or Terminator. However, I’m going to go a different direction from many sci-fiction settings:

The major qualm about “artificial intelligence” is that we can’t really know if the highest-level hardware/software programs are actually sentient or only very good Turing machines. Nevertheless, humans actually managed to achieve what AI they have in a responsible and precautionary manner. Only limited AI with strict programming protocols and protections from “emergent” features are allowed any autonomy or connectivity. Agent/Assistant programs and robots alike are significantly limited in their capacities—usually only able to perform a limited number of tasks with superhuman effectiveness and otherwise possessing capabilities below that of the average human.

“True AI” as humans think of it are built in self-contained units without any wireless or general connectivity to the world at large. Data is input either by hand or through portable storage devices rather than through the kinds of free data-exchanges used by most technological devices.

AI is used only for research—for the creation and analysis of large-scale simulations to improve scientific and technological understanding. Much of the work of AI research is “catching up” to an understanding of the data output by an AI to make something useful from the machine’s own conclusions.

Rather than approach things from the robot’s side, as Aasimov and others have done, I want to look more at how humans react to living in proximity to artificially created entities that probably aren’t really sentient but about which one cannot truly tell. Some recent sci-fi work has already started to explore this topic (Robot and Frank; Her).

Spaceships: Spacecraft capable of FTL travel will be too large and heavy to exit the gravity of most planets upon landing, so smaller “landers” and “lifters” are used to transport people and goods from a planet to a true starship.

I have identified a need to do some research into what current scientist think that ship-to-ship warfare between starships would look like. While I like the idea of age-of-sail-in-space type combats, I have a distinct feeling that actual starship battles would be far more like a big game of Battleship—trying to find the enemy at extreme range before he finds you.

Artificial Gravity: I have to admit being pretty torn about this one. There are really two things we’re talking about when we talk about artificial gravity. The first is essentially “anti-gravity,” the ability to provide lift significant-enough to allow hovering without the heat and energy of some sort of thruster. There are enough alternatives with actual scientific plausibility (ground effect vehicles and the like) to provide this without resorting to the scientifically implausible, and I appreciate that.

The rub comes about with “true” artificial gravity—the ability to simulate gravity in a spaceship and thus avoid the inconvenience and strangeness of weightlessness in space. While there are ways (rotating structures, for instance) to simulate gravity, current science predicts that—because gravity is a part of the shape of the cosmos and not particle-based force—artificial gravitic fields are essentially impossible.

I remain undecided whether to use artificial gravity anyway or resort to more real-world solutions.

Power Sources: I’m going to use antimatter as a source for large-scale power, fusion for smaller applications and very advanced batteries for most portable power solutions.

For the next post in this series, click here.

A Worldbuilding Example – Part I: Introduction and Influences

As I’m procrastinating from some of my other projects, I thought it might be fun to go through the worldbuilding process instead of only writing about doing so. This will be the first post in a series to do just that.

Initial disclaimer and caveats

There are many different ways to go about the process of worldbuilding, approaches and philosophies of creative work, foci and areas of interest in fleshing out a world, etc. I make no claim to be doing things the “right” or “best” way. I’m going to do this in the way that I’ve discovered works for me. I hope it helps you, even if how it helps is in causing you to do things a different way. Failing that, I hope it entertains.

A Starting Place: Purpose

We have a few high-level choices to make before we really get into it. The first is what we’re building a setting for. As I’ve mentioned many times, Avar Narn is the world I’ve been building for a long time and the main setting for much of my writing. Here, I’m going to try to do something different. To a great extent, I foresee that there will be some similar themes and ideas in both settings simply based upon the things that interest me. However, I’m going to try to keep this from being a rehash of the exact same ideas.

Those sidebar comments…aside…I’ve decided that I want to build this setting for a combination of creating a space to write in, a setting to use for roleplaying games should I so choose, and also simply for the enjoyment of the process. You might note that this hits on the main three reasons for worldbuildng I’ve discussed in other posts. The attempt to equally address these concerns I hope will make this series more helpful for others seeking to glean ideas from it.

Knowing my purpose, I’m going to now pick a loose genre. The emphasis is on “loose” here because I really like mixing genre conceits, as is already somewhat and will become more evident in my Avar Narn writings. As Avar Narn is loosely fantasy, this setting will be loosely sci-fi.

A Guide: Genre

A sci-fi setting for writing, gaming and art for its own sake. So far so good. There’re a lot of subgenres in sci-fi that are important to audiences, so I’m going to make some additional choices here to help allay what could become future obstacles.

I like my stories to be closer to the personal, the “realistic” (whatever that is) and the gritty. I’m not a scientist and, while I like theoretical physics and the like, I do not want to have to do any more math than is absolutely necessary. Consequential decisions: I will lean toward “hard” sci-fi but not slavishly so. I’ll try to avoid anything that blatantly violates the laws of the universe as we understand them, but I won’t avoid occasional handwavium if it serves the setting as a whole.

I’ve also decided that I’m going to use the shortcut here—so that the majority of my creative focus remains on Avar Narn—of using a future version of our world (and worlds beyond) rather than creating a sci-fi universe whole-cloth.

A Mission Statement: Theme

The setting needs a good core theme or set of themes to tie it together, much like an organization’s mission statement or the thesis of a scholarly work. We could just create bits of the world and see what themes float to the surface, but I find it far more efficient to decide what you want your world to do and then fill in the details to align with that.

Fortunately, I have a few themes to address with the setting:

  1. If humans have the technology to recreate themselves, what does that look like? How far will humans go and what are the reasons they’ll have for doing so.
  2. How does ideology (philosophic, religious, political, moral) drive history and individuals? What about vice versa? What makes us choose (or leave) an ideology? Do we choose our ideologies for emotional reasons, or practical ones, or something more complex? How strongly are we committed to ideology—what ideologies will we kill and die for, and why?
  3. Control—over culture, technology, relationships, even self. Do we really have it at all? If so, how do we take (or relinquish) control? What is the morality of control?
  4. The macro versus the micro—should humans prioritize large-scale constructs (governments, societies, institutions) or individuals? What do different prioritizations look like?

Four is plenty of high level themes, I think. This will give us a lot to play with but still have enough coherence for the setting to avoid the “kitchen sink” approach.

Assembling Building Blocks: Influences

And now I plan a heist. I’ve already spent a lot of time casing my targets, so it’s just a matter of infiltrating, stealing what I want, and getting back out. Here are some of the sources I’ll steal ideas from:

Novels

Altered Carbon (Richard K. Morgan) – billed as “hardboiled cyberpunk”, this fast-paced sci-fi noir story hits a lot of my sweet spots and (as far as I know) inspired the Eclipse Phase game mentioned below. As we’ll parse out later, I have some serious conflict about the idea of digital-brain transfers, but there’s much in this novel that inspires.

Snow Crash and The Diamond Age (Neal Stephenson) – Both of these novels have influenced me—both as writer and a theological thinker, believe it or not—so I can’t imagine but that I’ll draw some inspiration from them, though I think my own preferences and approach vary significantly from Stephenson.

Do Androids Dream of Electric Sheep? – I’m a big fan of almost all of Phillip K. Dick’s work (strange as some of it is), but this one seems to fit some of the themes and ideas I’m interested in for this setting well.

Old Man’s War (John Scalzi), Ender’s Game (Orson Scott Card), Starship Troopers (Robert Heinlein) – I love military sci-fi and, based on the themes above, there’s a significant role for military conflict to play in this setting.

World War Z (Max Brooks) – no, I don’t intend to have zombies. What I want to draw from this book is how it starts from a fictitious situation (here, zombies) and builds rational and believable sociopolitical events and histories on top. Please, for the love of God, ignore the movie.

Embedded (Dan Abnett) – I like Abnett’s writing for the Warhammer 40K universe, and this military sci-fi novel does a lot really well and has a feel and setting with a lot I’d like to use.

Non-Fiction Books

Future of the Mind, Physics of the Future and Physics of the Impossible (Michio Kaku) — Kaku has for some time been a popularizer of scientific ideas, particularly through his TV appearances. These books contain speculations from the well-researched to the wild and almost certainly unfounded—perfect for sci-fi.

Out of Control: The New Biology of Machines, Social Systems & the Economic World (Kevin Kelly) – a Wired magazine editor’s part celebration, part warning about future technologies.

Movies and TV

Alien Series – I love the industrial look of spaceships in these films, where (if I’m to think about it perhaps overmuch) the ship reminds us of the horrors of a soulless industrial society that places profits above people just as we’re faced with an alien threat.

Blade Runner and Minority Report – As I said, I’m a big fan of PKD and while the films often miss some of his more poignant inquiries, they perhaps make up for that in inspirational visuals.

Inception – as we come closer and closer to virtual reality—and virtual reality difficult to distinguish from real reality being soon to follow—this film has plenty of ideas in it that makes sense in almost any sci-fi setting (especially when combined with the sort of nasty tortures and interrogations that virtual spaces are used for in Altered Carbon).

Firefly and Serenity – while I want to steer clear of the “Western in Space” idea (despite it working so well for these stories), there’re are many ways in which FTL travel would create some Old-West-like frontiers, and stories one might not think of—like Revenant (in SPAAAACCCEEE!) could also abound. In fact, why are there so few “classic” wilderness survival stories in sci-fi? Plenty of spacefaring hard-sci-fi survival stories, but not so many in the wilderness (unless I just don’t know them).

Battlestar Galactica – I have to say that, despite greatly enjoying this series, there’s a lot from it I wouldn’t use in my own sci-fi stories. Nevertheless, I’m sure there’s something to glean from the dross, I’m sure.

Tabletop Games

Infinity – if you haven’t seen the 28mm skirmish game (and upcoming RPG) Infinity, take a look. I typically have a hard time getting into anime, but despite the anime influence on this setting, it’s fascinating and I love the art style.

Shadowrun – this game was really my introduction to the cyberpunk genre and there’re some cool ideas here. As I mentioned above, though, I don’t intend this setting to be strictly cyberpunk, despite some of the influences mentioned.

Video Games

I take a lot of my writing inspiration from visual experiences, so the art style and consequential “feel” of film and games often helps my creative juices flow. When I think of doing a sci-fi setting, I think of Mass Effect (how could one not), Dead Space and Titanfall.

Futurist Reports

To a great extent, I think calling oneself a futurist or futurologist is a way to indulge in sci-fi imagination while still retaining some scientific credibility. Regardless, there are a number of futurologists whose reports provide ready fodder for thinking about human society and technology in the near future. I’ll be drawing on futurist reports, articles, speculative timelines, etc. for inspiration.

Art

As I said above, I’m very visual in my imagination, so I spend a lot of time creating collections of inspirational art and photos, most often pulling them from DeviantArt.com. For this setting, the two artists there that immediately come to mind are Shimmering-Sword and StTheo. Careful going down the DeviantArt rabbithole—you can lose hours wandering through the works of all of the talented artists there (or sorting through the crap that gets posted alongside them).

Other

TED Talks will also play some role I’m sure, as I tend to enjoy listening to them and they do relate to technology, after all. To some extent, I may find other podcasts or programs with something to contribute.

NEXT TIME: Some high-level choices about the particulars of the setting.

For the next post in this series, click here.

Word Count Worries

I’ve posted in the past about short short stories (1500 words or less) and you have some examples on this site with regards to my more “standard”-length short stories. My current plan is to write more short stories set in Avar Narn and submit those for potential publication in spec-fic magazines before turning to attempt publishing a fantasy novel.

To that end, I’ve been working for the past short months on what began as a short story. This story–I’m calling it Shadowgraphy–is a noir story set in the city of Ilessa on the island of Altaena in Avar Narn. The story combines a fantasy setting with a noirish subject into something reminiscent of cyberpunk (a favorite genre of mine); it’s an orphan bastard from a genre perspective, but that’s something I love about it.

The problem is that noir stories are, by nature, complex. I must admit that I don’t read much in the way of conventional mysteries and I can’t recall reading a “proper” mystery short story ever. When you add in the characterization necessary to the noir aesthetic–not just characterization of the people within the story but the setting and sociopolitical milieu (arguably characters themselves in such a thematically-oppressive genre)–perhaps any aspiration at writing a noir short story is a pipe dream to all but the most genius and unburdened of writers. I am neither. I think of Churchill’s “I would have written you a shorter letter if I’d had more time.”

When I started Shadowgraphy, I did what I often do with shorter works–I mulled over a plot in my head for a while and then sat down to commit it to paper without rigid structure, figuring I’d go back and edit it into a more structured and satisfying story once I’ve gotten something on paper (or computer screen, as the case may be). After about 4,000 words of this, I realized two things:(1) a noir (or perhaps any good mystery) story requires very careful planning and plotting and (2) there would be no way I’d fit the tale into the more or less 7,500 words usually allowed for a short story.

At the time of this post, I’m at about 17,000 words. This after scrapping those first 4,000 and spending nearly a month on writing and rewriting an outline of the plot–much time of which was spent on addressing little details and questions that had to be answered to make everything “fit.” When I’m done, I expect it’ll be between 20,000 and 24,000 words.

From one perspective, I’m quite proud of that. It will be, I think, a well-plotted longer story that’s given me a chance to really work on some of the skills I’ll need for writing novels. From another, it’s going to leave me with a commercially-useless result. The novella is a length for self-indulgence or well-established authors with a dedicated fan-base, I’m afraid.

There’s something to be said for putting in such effort for the story’s own sake. It’s a labor of love unfettered by the demands of the marketplace. Money does ruin things–especially art–and there’s a freedom for the artist that often comes from a certain hopelessness at commercial success. It’s also proof that I’m writing because I love it, not because I think it will prove lucrative–this is a good lesson in humility, and one I personally can stand to be reminded of.

Nevertheless, it’s only natural for the writer to want others to enjoy his work enough that they seek it out. You can’t generate that kind of audience without getting something “out there.”

So, here I am, scratching my head about what to do. There’s no question but that I’ll finish the story–it’s come far too far not to. But then what? Do I self-publish it on Amazon for nintey-nine cents and see if anyone reads it? Do I post it on the blog and ride the waves of insecurity and emotion upon seeing the analytics of how many actually read it? Do I put it in an (electronic and metaphoric) drawer to be saved for some later time?

I don’t know. When I post on the blog about writing, I usually want to share some humble advice born of my own experience. Today, though, all I have is a venting of frustration.

Thoughts? Similar experiences? Advice from a dear reader?

An Exercise in Confidence

I apologize for my silence over the past two weeks; that strange combination of business and laziness that tends to hit at the end of the year overtook me for some time. But now I’m back, looking forward to the blog in the new year.

I’d prefer not to name names, but a few days ago a friend asked me to read a short selection from a book by a fantasy writer whose name I have heard but whose books I’ve never read. If you’re confused, it’s the author and not the friend who I’d like to avoid naming.

After reading the selection, I advised my friend never to read something by that author again—to his chagrin. When I told him that the author’s style left much to be desired and that life’s too short to waste time on bad books, the look he gave me said, “Yeah, but he’s been published. Many times. How ‘bout you?”

He’s got me there, but that only matters if you think that only good authors get published. Before they disappear entirely, go walk through the fantasy fiction aisle at your local Barnes & Noble—or, better yet, your local library. Pick a few things at random and read paragraphs from them. You might be surprised at how many make you (honestly) say, “I could do better than that.”

To be fair, no writer is “on” all the time, and even great writers can write bad books (they just do so less frequently than the rest of us). Nevertheless, I think that one can often discern between “could be good but isn’t here” and “please stop writing things.”

Regardless of caveats and fairness (because, hey, the whole writing industry isn’t fair in who gets picked up and published and who does not), the encounter above with my friend gave me an idea. In trying to convince my friend of the author’s poor style, I picked one of his sentences, read it, and then gave my “improved” version (which could have been further improved, but I stand by my assertion that it was better than the published sentence).

That’s where my idea comes in. When I was in law school, K wanted to watch some legal sitcoms. I had trouble with how inaccurate they were until I decided to make a game and study tool out of them. I would watch alongside her and point out the inaccuracies, explaining how things should have been done accurately. While this might have put a strain on our relationship (at least with regards to watching TV), it did prove helpful in honing my legal skills.

All writers need to practice editing, and why not boost your confidence while you’re at it? Here’s the exercise: take a book you think is written poorly, select a passage from it, and rewrite the passage. For bonus points, put the original and your version side by side and see which one your friends think is better. If you’re successful there, try moving to better authors and continuing to use your friends as guinea pigs.

If you become confident with that, try moving beyond the technicalities of syntax and structure to playing with the art of style. Take a passage from a good book and rewrite it as if it were in a different genre or a different point of view.

I do firmly believe that life is too short to waste our time reading bad books. But if we can learn something from a bad book? Well, that’s something entirely different.

RPGs for Writers, Part I

This topic comes to mind because I’m currently spending a good deal of time writing short stories for the world of Avar Narn and have also just started GMing a roleplaying game in the same setting.

I’ve always had a love for both roleplaying games and for writing, and I’m convicted that my experience in one medium has influenced (if not shaped) the other. If, like me, you’d like to be a professional writer–particularly, but not exclusively, in the fantasy or sci-fi genres, I highly recommend that running roleplaying games becomes part of your curriculum of self-education. The reasons are myriad, videlicet:

Roleplaying Games Have Heavily Influenced the Modern Fantasy Genre

When watching Peter Jackson’s The Lord of the Rings and The Hobbit movies, I amusedly observed a certain dialectic that had formed between Tolkien’s works and Dungeons and Dragons (and also the Warhammer Fantasy setting). D&D most certainly drew heavy inspiration from Tolkien (though a look at Gygax’s Appendix N shows that that’s far from the only source). The idea of pointy-eared elves, stubborn dwarves (or dwarfs, if you prefer) and long overland quests all originated in Middle-Earth but found a new home in D&D and its derivatives. Likewise, Games Workshop’s much-beloved Old World setting of Warhammer Fantasy began as an close spin-off of Tolkien, and closely associated with Dungeons and Dragons as well (Citadel miniatures where sculpted and cast for D&D use before they ever had their own setting and style).

In the past few decades, D&D (and again, Warhammer) has become as much a part of mainstream culture as Tolkien has (look to Stranger Things or the fact that D&D got its own movies–however awful they might have been). The tropes of D&D now often stand alone, indebted to but moved beyond the original source material J.R.R. provided.

And so, in a strange reversal, I find several points in Jackson’s films that seem to be inspired far more by the over-the-top “epic” fantasy of Dungeons and Dragons than by the rather low-magic setting of The Lord of the Rings books. A few examples: stone giants attacking one another as the Dwarves and Bilbo  traverse the mountains, Legolas skating down the trunk of an oliphaunt, the boar-riding in the Battle of Five Armies and some of the action-oriented scenes involving Tauriel (who is far more a product of modern gaming than of Tolkien).

What this tells me is that fantasy roleplaying and wargaming have become so ingrained in (at least gamer-) culture that we know look back to the original inspirations (Tolkien, Vance, Lord Dunsany, George McDonald) through the lens of the tropes and ideas of these more-modern creations.

It’s not just the fantasy genre where roleplaying games have had a hand in shaping pop culture. The horror game Vampire: The Masquerade had its own TV series in the 90’s (called Kindred: The Embraced and produced through Aaron Spelling’s production company–find a copy if you can!) and certainly has had a hand in the 21st century vomitorium of vampire novels, TV shows and movies (True Blood, Twilight, etc.).

My point is this: to borrow a quotation from The Music Man, “You have to know the territory!” I’d wager that there are more people who have played D&D than who have read The Name of the Wind or Mistborn: The Final Empire, though both are of a vastly-higher literary quality than any RPG I’ve run or played. There is a certain fantasy mindset that D&D and other games engenders that leaves people with certain expectations (R.A. Salvatore’s sold a lot of books, after all). I’m not encouraging you to emulate the tropes of D&D in your own fantasy works (for the love of God, please don’t!), but you need to know what readers’ expectations and assumptions might be so that you can prey on them (in a completely benign literary sense, of course).

Practice Makes Perfect

In my experience, there are few harsher critics than nerds, and that’s a good thing. Every one of us has our own ideas about what tropes, genres and ideas are cool (or kewl) and which are lame. I love it when nerds find ways to call one another out: “You like Star Trek? How lame! There’s only Firefly.”

Practicing storytelling in front of a tough audience will help you to hone your skills, and RPGs provide a prime opportunity for this. Serious roleplayers (and a discussion of serious versus casual roleplayers merits its own post–but let’s say for now that both are categories are full of respected and valued people) will call you out (or complain behind your back, which is always easy to check on) if your characters are flat or your plot is full of holes. Even those players who prefer to avoid confrontation (in real life–they often play some of the bloody-mindedest characters!) will be happy to help you improve your skills if you ask.

And, as we’ll further discuss below, running a roleplaying game is a very different animal from writing a story on a page. Notice that I called it “storytelling” above–GMing a game is storytelling without the same rigor of grammar, syntax and style of the written text (although it is full of its own set of nuance and stylistic conventions).

I’m a firm believer that style and substance are inseparable in writing (particularly in fiction, when words must evoke a feeling or atmosphere as much as describe events, people and places), but that doesn’t mean that improving the substance by itself–which is possible in some ways at least in the RPG medium–won’t make your writing better as a whole.

Working on the Building Blocks

Outlining a plot for written fiction is a tough task. Making sure you don’t leave any gaps or loose ends, that the narrative flows up and down in drama and tension and that both the logic of events and the characters move in believable ways prove daunting, to say the least.

What can help with that? Having developed characters whose own motivations and personalities suggest the plot and push the story to its conclusion through seemingly-inevitable (but often surprising) actions. Well developed settings that intrude upon the narrative, providing both obstacles and the means to overcome them. Situations that arise organically from the nuance of the setting, creating plot hooks. And, of course, sometimes it comes to a whole lot of creative pondering, brainstorming and working back and forth through the plot as currently written.

Skillfully creating characters, setting and ideas for the beginnings of a story before attempting to sketch out a plot is more efficient (and artistically successful) than starting with a plot and pigeonholing characters and events into it.

As a (good) GM, what are you responsible for: creating memorable characters in an evocative setting and letting the plot develop organically (and often chaotically) out of the intervening actions of the player characters. In other words, creating all of the building blocks for a strong plot and then letting it go, responsively building events and scenes from the characters’ preceding actions.

This is difficult to do at all, much less to do well. But so is writing, and you didn’t decide you wanted to take up writing because you thought it would be easy and relaxing. You decided to take it up because it’s demanding and rewarding and, dammit, you’ll explode if you don’t get some of your ideas out of you and onto paper.

Creative Juices

Because the plot of an RPG develops through the back-and-forth between players and GM, you can only go in with strong building blocks (characters and setting) and a vague idea of plot direction, because no plan will survive contact with the enemy–er, players. The spontaneity demanded of a good GM means that you will have to develop your ability to improvise, synthesize and dramatize quickly and meaningfully. If you become able to do those things well on the fly, just think about your abilities when you’ve got time to sit down and slowly develop and rework a story.

Alongside this, the worldbuilding aspect of roleplaying is, potentially, far more extensive than it is for typical fiction. Tolkien’s example aside, the fiction writer really only has to do enough worldbuilding as will appear “on-screen.” You only need as much culture as will influence the plot and characters, as much geography as suits the story, as much depth as bolsters the fourth wall.

This is not true of a roleplaying game. If your characters wander to the edge of the map (or, more likely, the edge of the scene) and find blank space, they’ve lost all sense of immersion, and the most important aspect of a profound roleplaying experience has been lost–probably never to be recovered. Because of player agency, you need to know what is (or at least, what could and what could not be) on the other side of that hill, what the heretofore unnamed NPC’s life is like if the characters somehow decide he’s more important than you originally intended, what the foreign cultures that the players’ characters may hail from are like. Your worldbuilding has to be far more complete, because the players are not sitting captive in a movie theater exposed only to what appears on the screen–they are holding the camera and may turn it unexpectedly at a whim.

Is deeper worldbuilding always better? No, not necessarily. If you’re writing a standalone story based more on an idea than a setting, it’s probably a waste of time to go into the kind of detail a roleplaying setting demands. But, on the other hand, if the setting itself is part of the fiction you want to weave, why not become adept at doing the thing right?

Go to Amazon and search for books on worldbuilding. If you search well, you’ll find far more books written for roleplaying games with deep discussions of worldbuilding than those for writers. More to the point, you’ll often find the works with “games” in mind deeper and more developed than those with “literature” in mind. This is admittedly changing as Tolkien-esque worldbuilding (along with fantasy map-making and conlanging) becomes more mainstream, though I’d argue that this is another facet of my first point, that roleplaying games have pushed certain aspects of fantasy to the forefront.

A Feel for Narrative

There are plenty of books on “proper” narrative structure. You can find formulae for stories in any kind of genre you can imagine. Plenty of theorists or writers will tell you that there’s only a limited number of dramatic situations (sometimes so few you can count them on fingers and toes) that get recycled from story to story.

Theory is well and good, and I don’t intend to argue with any particular formula or convention here. However, there’s more to plot than the mechanics of dramatic beats and intervening beats, of a rising action and a denouement. The best narrative is like a rollercoaster–it goes up and down, sometimes twists suddenly to the side, gathers momentum or slows, and sometimes, just sometimes, curls back on itself or hangs upside down.

There are even successful stories that in many ways should be described as lacking a plot–Ulysses or Mrs. Dalloway, for instance.

Of course, roleplaying games without plots really don’t work except for players fastidiously (perhaps narcissistically) concerned with their own characters. The point is really that plot must be felt as much as coldly planned.

Running a roleplaying game (well) requires the development of a keen sense of narrative structure, when to rise, when to fall, when to zig and zag. This relies on a sense of mood and audience as much as “rules” of plot.

Sometimes Rules Help to Control the Fun

By this, I do not mean that a novelist should create roleplaying statistics for all his characters and then have them roll against each other to determine how the plot moves. But, especially in the fantasy and sci-fi genres, a lack of consistency can destroy the suspension of disbelief.

Rules in (good) roleplaying games are designed specifically for consistency–to constrain the possible results and ensure that two similar situations have similar odds of resolving in various possible ways. For a game, this is in part a matter of “fairness,” though the best roleplaying games (I find, and so does John Wick–the game designer and roleplayer, not the Keanu Reeves hitman) are patently unfair in ways that mimic real life (and may or may not be codified within the rules). Regardless of origin, though, the consistency of the rules contributes to the consistency of the world, which contributes to willing suspension of disbelief. Nobody likes a hypocrit; even fewer people like a hypocritical fiction.

The “mundane” rules necessary to roleplaying games are unnecessary in fiction writing–logic can help a writer determine when a character dies of thirst without the need to roll dice or consult charts. On the other hand, certain aspects of speculative fiction–particularly systems of magic and superscience–can benefit from a codified rulesystem that ensures consistency. This does not mean that the fiction writer needs to create a mathematical resolution system for these aspects of a fantasy story, but the principles of creating a well-realized and consistent magic system for written fiction and a workable magic system for a roleplaying game overlap so significantly that experience handling one will certainly help with the other. Speaking from experience, the complex systems of magic in the Avar Narn setting are deeply nuanced and influenced by my own inspirations from and criticisms of magic as portrayed both in fiction and in RPGs (I’m looking at you, D&D; your magic is stupid and lacks the fantastic).

Jim Butcher, author of the wildly successful Dresden Files, helped translate his fictional magic system into RPG rules through the FATE-powered Dresden Files RPG. Given his frequent references to roleplaying games in the novel, it’s clear he’s a fan, so I can’t help but wonder if his roleplaying experiences shaped the way he thought about magic for his setting.

To rag on D&D (and its derivatives) again in this section, sometimes a roleplaying game can tell you how not to structure your world. From a standpoint of game design, I have a lot of bones to pick with Dungeons & Dragons (level- and class-based systems, character growth based on violence, etc.), but the worst of it is that (probably more through players’ fault than the games’ writers) the rules of D&D are usually scene as the physics of the work, rather than the rules attempting to model the physics of a fictional world. What I mean by this is that, if the rules say that something is possible, or even vaguely imply that things should work in a certain way, or the history of those rules carries with it such an implication, then some players assume that the rule trumps all logic and narrative coherence. Hence jokes of leveling up by pouring boiling water on an ant mound (millions of 1XP kills, right?) and far less funny arguments between player and GM about the results of some seemingly ludicrous action supported by the black-letter reading of the rules. This experience may be an artifact of my own biases and agenda when running a roleplaying game, but D&D does seem to be susceptible to this occurrence more than any other game I’ve ever run.

Still, there’re several lessons here. First, you’ve got to be aware that the rules can cut both ways, whether codified in RPG mechanics or simply narrative restrictions–if something works once, you can’t complain when it working again hampers the story you want to tell. Second, as mentioned before, audience expectations must be managed carefully. If you’ve indicated to them in one scene that your story or game is going to be zany and over-the-top in its fantasy tropes, readers or players will be confused and upset when later you try to make things too gritty.

The Future of Entertainment?

While I’d prefer to avoid making decisions based on the commercial aspects of writing, it is worth considering that there is good work for writers to do in emerging media. Video games are becoming more and more concerned with strong storytelling and literary elements–see The Witcher 3 (in my opinion, the best video game made to date, particularly on the storytelling front).

With the impending boom of virtual reality, I think that we can expect a corresponding boom in second-person storytelling in ways previously unavailable to writers and storytellers–except through roleplaying games. Responsive narrative crafted through alternatives of player agency marks an opportunity to tell multiple stories through the same outlet, to examine issues from multiple perspectives and approaches in literary style, and to leave a more powerful impression on the audience than words alone (possibly–I’m willing to accept the possibility that technology will never surpass the power of raw imagination).

Without all the visual and haptic special effects, roleplaying games already do this. I know gamers who have had experiences in roleplaying games that have changed them as people, so powerful was the narrative created at the table. In that sense, a good roleplaying game has the same potential to effect change as a good novel–albeit on a smaller and more intimate scale.

Conclusion

So, have I convinced you, dear fellow writer, that you ought to consider picking up an RPG rulebook, getting some friends together and playing a game? I hope so.

In the next post in this series, I’ll explore some different RPG rulesets, systems and settings to think about when selecting which game to play. In the post after that, we’ll talk about the benefits and drawbacks of using the same setting you intend to write in to run roleplaying games.

RPGs for Writers, Part III

Having offered up some game systems to use if you’re going to take the dive into roleplaying, let’s talk now about the bigger question: should you use your own beloved setting for your game? I answer the question with a categorical “maybe.” Here’re some of my experiences to illustrate the ups and downs.

Can you let go of your baby?

This is the hardest part of using Avar Narn for roleplaying games. I’ve spent years thinking about this world, developing nuance and atmosphere and thinking about the kind of stories that take place here.

No GM’s plan survives contact with the PCs. My players do not always get Avar Narn. Sure, they understand that it’s a gritty fantasy setting where magic is as dangerous as useful, sinister forces wait in the shadows but “regular” people are just as likely to be monsters as some demon-spawn, but that’s not always enough. When you play a roleplaying game, there need to be some rules–not just the mechanics of the game, but an agreement (implicit or explicit) between GM and players about what sorts of things happen in the setting. Avar Narn is very different (perhaps by design) than the high fantasy you’d find in a typical Dungeons and Dragons game. Characters in Avar Narn may have supernatural abilities and great skill, but the setting is not one of over-the-top action or near-invincible heroes.

When your players don’t meet your expectations for how stories go in your setting, when they unintentionally misunderstand or intentionally reject some of the narrative constraints of your setting, you will naturally be disappointed.

There are two ways to handle this, I think. First, you let go of some control of the setting. What happens in your games doesn’t have to become canon in your world and may still reveal to you important things about your setting–or give you new aspects about your world to explore. This is easier said than done; I don’t think I’ve ever accomplished this approach and I’m not sure that–at least at this point in my creative life–I’m able to.

The alternative, and it’s a harsh one, is to train your players to respect the narrative “rules” of the setting. Were I to do this with Avar Narn, my players would lose characters on a regular basis, because recklessness or foolishness (or perhaps even a really bad run of luck) would get them killed. They’d eventually come to understand what I (or if I’m to shirk responsibility, the setting’s rules) expect, but at what cost? If I cast my net far and wide, I could probably find enough players comfortable with this to run a game, but I think that some of my regular players would (understandably) drop out because that kind of game doesn’t meet their expectations of what roleplaying games should be and do.

This issue is tough to navigate and can easily lead to either you or your players (or both) being disappointed. Beware.

Work or play?

Serious fiction does not always have as its goal being fun in an obvious way (bear in mind that this is different from being enjoyable–think of catharsis, the emotional experience of terrible events that can be left behind at their conclusion and the intellectual satisfaction of a story well told even if not felicitous). If your roleplaying game is not fun, you have a problem–few players want only the sort of parenthetical enjoyment previously described.

On your side of things, will using your setting to run a game feel like work? C.S. Lewis was once asked by a young lover of theology whether he (the young man) should go to seminary. Lewis advised that the young man ought to consider whether making his profession in something he loved my deprive him of the joy he found in it. So much for “do a job you love….” But there’s a point here–a roleplaying game may sometimes require creativity on demand, which is not always the best kind of creativity in worldbuilding and writing. If you find yourself forced to enter your setting rather than doing so for the joy of it, you may find yourself hampered in progressing in your writing and the creation of your world.

Doubling Down

I started with the negatives I’ve experienced in running Avar Narn games. Let’s now turn to some positives:

If you’re running an RPG set in the same setting in which you want to write, the work you do goes twice as far. Planning your game will tell you new things about your setting, working on your setting and stories will give you ideas you can use in your game.

Further, the improvisational nature of roleplaying games may help you stumble onto unexpected ideas for the furtherance of setting and stories–your players may stimulate you to unlock untapped creativity for your world.

Constructive Criticism

While by no means a market-study or a scientifically-valid survey, your players’ feedback will help you to revise your setting by identifying what’s working and what’s not. In particular, RPG players tend to be quick to point out internal inconsistency–the death of a fictional setting.

Indulgence

I have to admit that there is a deep joy that comes from diving into your fantasy world rather than viewing it from a remove. I readily defy the idea that fantasy is mostly (or even much) about escapism, but there a happiness endemic to humanity closely attached to creation and experience, to the exploration of something other than what is. (If that sounds like escapism to you, I’d argue that there’s a difference between retreating to a fantasy world to avoid reality and diving into a fantasy world for the joy of experiencing that world regardless of its comparison to reality).

There are few other ways to participate in your world in such an intimate way. Indeed, I’d say that if your inclinations are towards worldbuilding itself rather than storytelling, you’ll get much more enjoyment from running roleplaying games set in your world than you would from writing stories about your world. If you’re like me, do both when you can manage and reap all the benefits you can.

Storytelling Plus

Why do we create fantasy settings? As I mentioned above, there is a deep human need to create, and you may well feel that you have no choice in the matter–you are pregnant with ideas that must be born (to use a Renaissance analogy). Then there’s the natural desire to share things we love with others, to get them to experience the same joy we have from something.

Here’s perhaps where roleplaying can do something no other storytelling medium can–you can immerse your players in your world with second-person fiction, letting them experience your ideas in a way far more intimate than traditional writing.

If you subscribe to Joss Whedon’s statement (about Firefly, if I remember correctly) that “I’d rather create a show that five people have to see than one that fifty-thousand people want to see.” (I’m paraphrasing and the numbers used may be off, but you get the idea). That is to say, if it’s really about the art itself (that we could all bring ourselves to such true virtue!), you may well find more satisfaction in running a game for a few people than writing for the masses.

Conclusion

While I recommend that speculative fiction writers at least try roleplaying games to see how the genre helps them with their craft, I see justifications both for and against using your own narrative setting for those games. If, like me, you have trouble relinquishing artistic control, you may be better of using a different setting for your games. In so doing, whether you use a published setting or a new creation of your own, you’ll learn things that you can readily apply to your spec-fic setting.

If you can let go a little, or especially if you enjoy collaborative creativity, you may well find a deep joy in running games set in your world that enhances the other joys your setting provides.

 

RPGs for Writers, Part II

In the previous post on this subject, I offered some arguments for why writers (particularly speculative fiction writers) should consider adding the running of roleplaying games to their toolbox for development of the craft. This time, I’m going to suggest a few particular games that might help you to begin.

A Bit of Theory

If you spend much time with online forums about pen and paper roleplaying games, you’ll come across a few particular common theories that inform the discussions found there. The first is GNS theory, meaning “Gamist, Narrativist, Simulationist.” In short, the idea is that there are three main approaches or sets of goals people have when approaching RPGs. Gamists want to achieve and “win.” Narrativists want to indulge and immerse themselves in character and plot. Simulationists focus on the coherence of the rules and reality in which they play, especially as those rules help create narrative that meshes well with our the player’s own experiences of how reality (extrapolated for fantasy and science-fiction, of course) tends to work. About this, I’ll say what I say about most attempts to categorize things into neat theories–it’s a gross oversimplification that misleads more than helps, I think. I’ve never found a person who fits solidly into only one of those descriptions.

That said, GNS theory has proved useful because it encourages us to think about the games we play critically. At the heart of GNS theory is the idea that different RPGs are about different things; they have different goals that (at least when done well) lead to different rules, attitudes and atmosphere.

The more modern argument about the classification of RPGs is whether they are “traditional roleplaying games” or “storytelling games.” In many ways, this relates to discussions about whether games are or should be “rules-light” or “rules-heavy” (though this is more often called “crunchy.” The argument I commonly see put forth is that storytelling games are an entirely separate category from roleplaying games, the supposed focus of storytelling games being on collectively creating a narrative with very few rules getting in the way and the focus of roleplaying games using rules (extensive or not) to decide the outcome of events in the progressing narrative at least as much, if not more, than “mere” dramatic requirements. Again, I don’t buy this; there are plenty of rules-heavy games that focus on the creation of meaningful narrative above all else, and probably some rules-light games that focus more on the game than the story.

Why bring all this up? Truthfully, probably because I’m a pedant. In my defense, though, these are things I’ve been thinking about lately as I lay the groundwork for creating a roleplaying game for my Avar Narn setting. Since both worldbuilding and creative traditional fiction with Avar Narn are goals I’ve set above a marketable (or even playable) RPG, I’ve been looking at lots of systems to determine how many and what kind of rules would be best to capture the feel and nature of Avar Narn in the improvisational format of the roleplaying game. To speak more plainly (I hope), my thoughts on the above influence the recommendations I’ll make below.

RPGs for the Writer

Roleplaying games have come a long way since the birth of Dungeons and Dragons in the 70’s. “Modern” games have moved away from the wargaming roots of the genre’s pater familias and toward a focus on narrative. By “narrative” in this context, I mean a focus on capturing the feel and structure of traditional fiction.

The gamer/writer will probably get the most out of games with a narrative focus (though any RPG has a narrative focus if you run and play it that way). So, my top three suggestions are some of my favorite narrative-focused RPGs.

FATE (Evil Hat Productions)

If you’re a writer who wants to try running a roleplaying game and it’s something you’ve never done before, I can’t give a better recommendation than FATE. The FATE RPG runs relatively rules-light (although it’s really a toolkit for running the type of game you want to run, so you can make the rules as involved as you like by grafting on additional systems) and, by design, uses narrative logic to influence the mechanics of the game.

The primary vehicle for this is the aspect. An aspect is a short narrative tag on a character, scene or object. Examples might be Sucker for a Pretty Face or (my favorite) On Fire! At the same time an aspect tells you something about the character or situation, it carries oomph–under the right circumstances (usually by spending a character resource called Fate Points, but sometimes for free) a player or the GM can reference an aspect to affect a roll of the dice. If the aspect positively affects a roll, the actor gets a +2 bonus on the roll (quite significant given FATE’s range of results). If it would negatively affect a roll, the same bonus is added to the resistance to the actor.

Aspects can also be compelled by the GM or a player to cause the player to act in a manner that is counter-productive but fitting for the character to complicate the plot. The noir detective with Sucker for a Pretty Face may fall for the femme fatale even though everyone else knows what’s going on. In exchange for accepting this narrative turn, the player receives a Fate point, which he can spend later to help his character succeed (or maybe just survive).

FATE uses Fudge dice, which are six-sided dice that have two blank faces, two faces with a “+” and two faces with a “-“. You roll four, looking at the appropriate character trait’s rating and adding one for each plus and subtracting one for each minus. That number is compared to the difficulty of the task to determine success.

I could go on and on about the innovative and influential aspects of the FATE system (see what I did there?), but there’s more ground to cover and you can find full reviews elsewhere on the net. I’ll summarize by saying that FATE has a system that’s easy to grasp, fun to tweak and that feels intuitive to the creative writer.

I will also say, however, that many of the principles of FATE can be used in other roleplaying games without using the mechanics whole cloth.For instance, you don’t need to spend a lot of time writing down scene aspects on notecards to take a look at the description of the narrative and the scene and say “circumstances should affect your action like this, so here’s a modifier” in other games.

Either way, it’s worth a look. Best of all, it’s free!

Cortex Plus (Margaret Weis Productions)

I’ve heard Cortex Plus called “FATE with more crunch.” I suppose that’s true, but given the toolkit nature of both rulesets, there could be wide variation in the “heaviness” of the rules.

To name drop, Cortex Plus is produced by Margaret Weis, co-creator of Dragonlance and is written by (among others) Ryan Macklin–a major force behind FATE, Rob Donahue (who’s written for many different games) and Philamena Young (who has worked on some of my favorite games–Shadowrun and World of Darkness–and who has become a voice worth listening to in terms of both game theory and gamer culture). Maybe to recommend it more, Cortex Plus is used for the following franchised RPGs: Marvel Superheroes, Leverage, Smallville and Firefly.

The base book (really the only you need unless you’re going to play one of the above-mentioned settings) is the Cortex Plus Hacker’s Guide.

Like FATE, Cortex Plus focuses on a strong dialectic between narrative and mechanics. Conflict is resolved by forming a dice pools from different sized dice that represent different traits, skills or belongings of the actor and rolling against a dice pool created from the opposing character’s traits or the circumstances of the task and scene. The two highest-rolling dice (this can be manipulated) are totaled and compared to determine success or failure.

By giving you control over the categories into which relevant traits fall, Cortex Plus allows you to use a toolbox game to create the feel of particular types of narrative–from the dramatic television represented by Smallville and its ilk to heist-style stories a la Leverage to the thrillin’ heroics of Firefly and much much more in between. This provides the writer a way to customize the stories she tells in RPG form and even to set the mood of the game without much heartache. A game where you receive dice for your pool based on the nature of your relationship with a person and one of a handful of ideals feels very different from a game with character statistics like “muscle” and “guns”. Same mechanic, different atmosphere.

I’ve run and played in several Cortex Plus games–I’ve even used it to run Avar Narn. The “heroic fantasy” rules in the Hacker’s Guide provided a good starting place for developing the grittier more dangerous feel of my own world.

I really like the way the Cortex Plus system works, but I do have a few complaints. While reskinning rules and attributes to fit the tone of your setting goes a long way, a universal system like FATE or Cortex Plus will never match what a customized ruleset will do to accentuate and define a setting. Also like FATE, I think that some of the concepts from Cortex Plus can be used effectively without needing to resort to mechanics to enforce them. That’s my opinion and the people I game with very much like both FATE and Cortex Plus.

HeroQuest (written by Robin Laws and published by Chaosium)

No to be confused with a number of other titles with the same or similar names, Robin D. Laws’ Heroquest is another narrative-focused ruleset that would suit the author experimenting in roleplaying games quite well.

Robin Laws is unqualifiedly a master of narrative in roleplaying games. His Robin’s Laws of Good Gamemastering and Hamlet’s Hit Points are excellent books for people who want to run games well (no easy task). Writers should read Hamlet’s Hit Points even if they don’t ever run a roleplaying game.

In addition to writing about RPGs, Robin Laws has written for more RPGs and publishers than I can count and has published a number of RPGs of his own design, including Feng Shui, Hillfolk and HeroQuest.

Like FATE and Cortex Plus, HeroQuest turns narrative descriptions into actual mechanics. The mechanics of HeroQuest are simple and streamlined in the interest of telling fast-paced stories where the rules bleed into the background. Does that make it a storytelling game rather than an RPG? Don’t know, don’t care.

While I’ve played FATE and Cortex Plus extensively, I have not played HeroQuest; I’ve only read the rulebook. That said, it made me excited to roleplay in a way that only a few games do, and I’ve considered using it for games I want to run on many occasions.

Conclusion

The three games I’ve mentioned here are on the rules-light side with a stated narrativist agenda, for whatever that’s worth. Really, they’re just games that are or seem to be easy to run, easily adaptable to your setting of choice and focused on the aspects of roleplaying games most useful to the writer.

Online publishing has been a Godsend for gamers, as it’s allowed an explosion of new games and innovative ideas that are not forced to run the gauntlet of publishing pitfalls (which exist even, if not especially, in the gaming world, I gather).

There are many excellent games to play, many very good rulesets (though I’ve found none I’m willing to call perfect) and many interesting settings to explore to pilfer inspiration from. Go out and find them!

In the next post in this series, I’ll talk about the ups and downs of using your own fantasy setting for running a roleplaying game.

Learning for Science! (Or Worldbuilding)

In one of my previous posts (“Worldbuilding – An Education”) I talked about the value of the worldbuilding hobby for expanding one’s educational goals and accomplishments. This time, I’m going to approach the same topic from the other side–how learning helps your worldbuilding. In particular, I want to share some resources that have been helpful to me in my own practice of the pursuit.

As you know, most of my worldbuilding is done for the purpose of creating settings for my speculative fiction (or, less frequently, for roleplaying games). I’d like to pause for a moment for a brief confession: learning for the purpose of gaining knowledge and tools for worldbuilding is something of a safety net for my productivity. Writing is almost always difficult (sometimes the words come easy, but making them say something worth saying in a way that holds attention is far from automatic) and often frustrating. As much as I enjoy it (and feel called to it), writing is often work.

There are many things that I like to do that are not work. Exercising (though it’s only slightly less difficult than writing–particularly running), reading, building things, watching TV, listening to music, pretending I can draw, and–especially–video games (even though Jane McGonigal would not entirely agree that video games are not work of a sort, and I agree). When writing becomes difficult, the seductive call of things that do not feel like work becomes ever more powerful, and discipline in writing is, for me at least, a difficult thing to maintain as it is. So, when I give in to temptation to mindlessly play video games, find some project around the house to help me procrastinate or otherwise avoid what I feel like I should really be doing, I play an audiobook. That way, I’m at least learning something that will be useful to me when I sit back down to write. A lot of what I have to offer in this post are things I’ve come across during that liminal state of wishing I was writing but lacking the motivation to actually be writing.

Dan Carlin’s Hardcore History

I’ve mentioned Dan Carlin several times in various posts on the blog, but it can’t hurt to bring him up one more time. His Hardcore History series covers many topics throughout human history from the 20th century to the very early historical period. A worldbuilder must be a student of history. Fiction is, in some ways, simply created dramatic history. This is often on the personal level, but the fantasy genre also often thrusts its characters into world-shaking events of epic importance. To do that well, or to create a setting that supports any kind of fantasy story, you need to be able to have a general sense for the flow of history–that is how one event influences and shapes those that follow–and for communicating the feeling of history; that is, giving the reader a sense of what it is to be alive and in the culture and history of the setting.

Dan Carlin is an excellent historian in general I think (though he doesn’t describe himself as such). Where he really shines is in communicating the feeling of history. When you listen to one of Carlin’s series, he takes the time to ask the questions and give the descriptions that invite you to imaginatively and emotionally participate in the events discussed. So, I’d recommend him both for the substance of his histories and for his method of historiography. Carlin gives us an example of how to think about histories–real or fictitious–in ways that bring them to life.

Great Courses

I love the Great Courses series (www.thegreatcourses.com; also available through Audible.com and Amazon). This is partially just because I’d be a perpetual student if I could be. Nevertheless, the breadth and scope of courses offered by The Great Courses company allows you to target specific points in history or culture (or science or politics and many other subjects for that matter) and delve deeply into that subject–for tens of hours.

If you’re not familiar, the Great Courses are essentially recorded undergraduate classes comprised of 30-45 minute lectures prepared and given by some of the foremost professors in the higher education systems of the Western world.

Here are a few courses I’ve personally found useful (your mileage may vary, as they say):

“Buddhism” by Prof. Malcolm David Eckel

“Religion in the Ancient Mediterranean World” by Prof. Glenn S. Holland

“Espionage and Covert Operations: A Global History” by Prof. Vejas Gabriel Liulevicius

“The Italian Renaissance” by Prof. Kenneth R. Bartlett

“The Renaissance, the Reformation, and the Rise of Nations” by Prof. Andrew C. Fix

“The Late Middle Ages” by Prof. Philip Daileader

“The Fall of the Pagans and the Origins of Medieval Christianity” by Prof. Kenneth W. Harl

“The Medieval World” by Prof. Dorsey Armstrong

“Medieval Heroines in History and Legend” by Prof. Bonnie Wheeler

“The Other Side of History: Daily Life in the Ancient World” by Prof. Robert Garland

As a note: I have a master’s degree in medieval and renaissance literature and my B.A. in History also focused on that time span, and yet I always gain something new and fascinating in these courses. Knowledge is funny that way, I guess.

Curiosity Stream

Curiosity Stream is a subscription, on-demand service like Netflix except that it is only for documentaries. Feeling lazy and want to veg while watching TV? Here’s your excuse to do so and still like your making some progress on your worldbuilding.

The best part of Curiosity Stream is the source of many of its documentaries–BBC and Sky from the UK and various subtitled or dubbed documentaries from the rest of Europe. This gives you access to docs you won’t find on Netflix or Amazon Prime (the selections on which I often find disappointing) and gives you a look at topics from other than an American worldview (this, also, is essential for good worldbuilding–your cultures must stand on their own, not as representations, modifications or critiques of your own culture).

Worldbuilding Books

To be honest, there are few worldbuilding books that seem worth the investment of time once I’ve gone through them. Some are just too generic and obvious to be helpful; others want you to dive so deeply into things like plate tectonics and the albedo of your planet that (unless you’re writing something where such details are important to setting or story–I’m looking at you, hard sci-fi) you’ll end up wasting hours making calculations that (if you’re like me) probably end up wrong and that you’ll forget and never use anyway. Still, you do need to be able to avoid (or, I suppose, willing to ignore) glaring mistakes in the creation of a world that will distract its visits from the willing suspension of disbelief.

One example–rivers tend to converge; they do not tend to (but on rare occasions do) split into multiple major waterways (with the occasional exception of the river delta, though that’s different, I’d say). Maps or geographic descriptions that do not follow real-world data (and that do not have some sort of in-setting explanation for the variance) will annoy those with the specialized knowledge to point out the error and may even unsettle others who have a sense that something doesn’t add up even if they can’t put their finger on it.

Most of us do not have the time to become intimately familiar and comfortable with such diverse fields as geography, geology, planetary physics, ecology and biology, etc. Having a worldbuilding book that helps manage some of these issues can be a great time-saver (and an interesting read).

I only have two recommendations in this category that I’m really comfortable making:

The Planet Construction Kit, by Mark Rosenfelder. This is a great book for negotiating some of the larger scientific issues if you need to create a whole planet or want your setting to be that detailed.

Holly Lisle’s Create a Culture Clinic. This book outlines many aspects of culture that a worldbuilder might want to define, along with some writing exercises to bring that information into narrative form. I won’t say that this book alone is going to inspire you to create a culture, but it is very good at asking the questions you ought to ask while building a culture.

Both Rosenfelder and Lisle have a number of other books on worldbuilding (and language construction, if you’re into that sort of thing) available, but the two above are the only ones I would say should definitely sit on a worldbuilder’s bookshelf (or in the memory of her Kindle or iPad or whatever).

PBS’s SpaceTime Series

This is a recent discovery for me. It’s a show viewable on YouTube (without any subscription) that tackles advanced physics questions in ways understandable to a lay audience. If you’re into hard-science settings (or at least high-plausibility in your sci-fi), there’s a wealth of information here on how to accurate depict artificial gravity (using centrifugal force at the proper radius and rotation speed to achieve 1G while minimizing the Coriolis effect), the feasibility of various sublight and FTL drives, etc.

Have you, dear readers, found some valuable fonts of knowledge and learning that have helped you in your own worldbuilding? Please share through a comment!

 

 

Collections

(You can read this short story in PDF here: JM Flint – Avar Narn – Collections)

Putnam nearly jumped out of his chair as the door burst open, the bubbling elixirs and preparations in the alembics and retorts arrayed before him sloshing and spilling onto the table, some harmless but others hissing and spitting in their upset. He fumbled to stand, twisting the high-backed chair behind him awkwardly and almost falling over it, catching himself on the ornate backrest and hauling himself to his feet with some effort.

In the doorway stood a silhouetted figure, hulking and garbed with malice, idly grinding underfoot one of the splinters from the broken door frame. “Putnam,” he growled.

“Who—Who are you?”

The intruder stepped forward into the light, casually throwing the open door back toward its frame; it bounced off of the remnants of the door jamb but settled in a mostly-closed position, open only a crack. As the light of the everlamps illuminated the man’s face, Putnam gasped, “Taelainë’s balls!”

“Taelainë doesn’t have balls, old man.” He was Blooded of the Rukhosi, easily seven feet tall as he raised himself to full height upon entering, clothed in pure muscle, enlarged incisors peeking from his lower jaw, giving him something of an underbite.

“No…no, of course she doesn’t. You’re one of Berem’s men, yes?” Putnam attempted a smile as he spoke, but his face resembled more of a Temple grotesque with its mouth lopsidedly open in a look of confusion.

“That’s Blind-Eye to you. You’re two weeks late on your payments. We take our debts very seriously in the Sisters.”

“I have…no—no doubt.” Putnam stuttered. He took a deep breath and steadied himself, brushing the crumbs of his last meal from the front of his robes. “But perhaps we can come to some arrangement. Some collateral?”

“You’re a second-rate alchemist at best, Putnam. Otherwise you’d have turned some lead into gold or somesuch instead of taking a loan from Blind-Eye. What do you have to offer?”

Putnam looked past the kneebreaker then, caught in a personal reverie. “You are correct, of course. Even at university, my poorest performances were alchemical.” Shaking his head as if to clear it of old memories, he turned his gaze to the Rukhosi-Blooded thug. “Still, I’m so close to the end of my experiments! And, as you said, alchemy is the least of my talents. I’m an accomplished shaper. A sword! Yes, how about that? An enchanted sword. Seems enough to by me a week, at least.”

“I have a sword,” the man told him, his left hand fingering the grip of the weapon at his hip—a longsword to most men, but Putnam had no doubt that the man could wield it effectively in a single hand if he desired.

“Yes, but what about a sword you don’t have to sharpen? One that will not break? There are many effective enchantments to be placed on a weapon.”

“Have you ever used a sword, alchemist?”

“I’ve had the good fortune that it’s never been necessary.”

“Then you have no business making swords. Your thaumaturgy means little in a fight—it is the balance of the weapon, the way it feels and plays in your hand that matters. It’s not easy to find one that fits, and not much makes it worth getting used to a new one if you don’t have to.”

“Perhaps your sword, then? I could enchant it and you’d not need to acquaint yourself with a new weapon. If you’d just hand it over…”

The enforcer smiled. “Clever, old man.” He raised his hands, opening them with palms toward Putnam so their massive size became evident. “But don’t you think that, even if you had my sword—a weapon you’ve admitted to never having used—I couldn’t easily beat you to death with my bare hands?”

Putnam’s shoulders fell. “Yes,” he said, almost a whisper, the reluctant apology of a child who only regrets being caught. Then, he lifted his head with realization and actually smiled. “But you haven’t said ‘no’ outright, have you?”

The large man shrugged. “It doesn’t hurt to listen. Actually goes a long way in my line of work, believe it or not.”

“Then what might you want?”

When the enforcer looked to his shoes, Putnam knew he’d found an in with the man. “It’s about a woman, isn’t it?” The large man’s fierce visage as he raised his eyes from his footwear confirmed the alchemist’s suspicions. “You want a love potion, then? A simple matter, really.”

“Is it, now?” The growling voice dripped with suspicion. Clearly, the thug had never become accustomed to being vulnerable, which Putnam mused might very well be the cause of his amorous failings. “I am no fool, nor do I wish to steal affection through guile.”

But coin is another matter, now, isn’t it? Putnam thought to himself. “What then?” he asked.

“It’s…how I look.” The enforcer admitted.

“I am no back-alley fleshcrafter!”

“Putnam, I came here to take some fingers. If you’re going to buy yourself some time, you might consider being what I want you to be.”

The alchemist looked back at the man, a hardness in his eyes. “It is a left-handed practice.”

“But it is something that you could do, is it not?”

“If I wanted to be hunted by the Vigil.”

“Come now, you know that the Vigil holds no authority here. Besides, they’d have to find you first. I already have.” The Rukhosi-Blooded thug cracked his knuckles for emphasis, the sound almost echoing within Putnam’s apartment laboratory.

“You want to look more like the rest of us? Fine. Come back tomorrow and—”

“No. Tonight or not at all.”

“You’ll need a sacrifice.”

“What, like a person?”

“God, no! Well, I mean, yes, that would work, but there’s no need to be so macabre. Something of great personal value to you will suffice. A longtime keepsake, something you acquired at great cost, a symbol of your greatest achievements, something with meaning.”

“Why?”

“We don’t have time for the explanation. I apprenticed under a magus and then spent years at university trying to understand, and even the scholars and professors have only theories and conjectures, though they call them Laws.”

“What if I don’t have anything like that?”

Putnam frowned. “Flesh for flesh then. A finger or two should do.”

The enforcer glared, apparently not a fan of irony. “I need my fingers.”

“Toes?”

“Balance.”

“Ears? Nose?”

“Defeats the purpose, don’t you think?”

“Umm, yes, well…”

“Blood?”

Putnam smiled faintly. “Yes, that will do, but you’ll need a bit of it.”

The thug pulled a wicked dagger from his belt, blade curved and serrated. “Why not yours?” He growled.

“That would work, um, yes, but then I wouldn’t have the wherewithal to perform the working.” Putnam wrung his hands.

“Fine,” the man said, moving the blade over his forearm.

“Wait!” Putnam objected. “Not yet, you fool!” The alchemist sorted through the multifarious miscellany that cluttered a nearby set of shelves, returning with an empty wide-mouthed bottle and a small vial filled with ochre fluid. “You’ll bleed into this,” the magus said, setting the bottle at the man’s feet. Indicating the ochre liquid, he continued, “When you get the signal from me that you’ve bled enough, you’ll put this on the wound to close it.”

Without additional words, Putnam began to sketch out a rough set of circles and symbols in chalk on the wooden floor surrounding the large man. The designs complete, he started to shuffle through the apartment on seemingly-random errands—collecting a book and opening it upon a nearby lectern, burning some fragrant herb in a small bowl he set at the edge of the circle, mumbling to himself as he gathered a short wand and a clay talisman.

When Putnam looked ready to begin, the man warned him. “If this doesn’t work, I’m going to kill you.”

The enforcer was met by a look of silent confidence on the magus’s face. “There will be no need for that.”

The alchemist began, the words becoming a frenetic rhythm of unfamiliar sounds, the air becoming heavy with the weight of possibility. With a motion, Putnam signaled to the man. He gritted his teeth, incisors sinking into his upper lip, and drew the blade across his left forearm, crimson trickling neatly into the waiting bottle at his feet.

He bled for what seemed a long time, his vision beginning to close in to a tunnel shape, sounds the sound of Putnam’s voice beginning to distort slightly. Just as he turned the dagger in his hand to use it on his quarry, Putnam signaled to use the elixir. The thug pulled the vial from where he’d stuck it in his belt, tore the cork away and poured the contents onto the cut in his arm.

The wound did not begin to knit itself closed as the enforcer had expected. The flow of blood from the severed veins instead increased in volume. He moved the dagger back to his good hand and began to move toward the alchemist, wrath burning hot in his eyes. He stopped when he came to the interior edge of the circles drawn on the floor and found that he could not leave the circumscribed space. Passionate wrath turned to cold anger at being outwitted, turned to panic and desperation. On the outside of the circle, Putnam smiled as he continued to intone the words that held the arcane cage in place.

When Blind Eye’s agent had finally collapsed into a pool of his own blood, Putnam let the working collapse. Stepping delicately over the body and attempting to avoid tracking bloody footprints through the apartment, he gathered his research notes and most important books and placed them delicately into a leather satchel. He gathered his staff and his broad-brimmed traveling hat before going to the drawers in a humble study desk in the corner of the apartment’s single room. Sliding the drawer open, he pulled out a heavy linen bag about the size of his fist, tied at the top and clinking with coin. Stuffing this into his bag, he sidestepped the body once more and swung open the broken door.

A moment later he had exited the tenement building and walked under a starlit sky, both Nyrynë  and Iamor visible overhead. He whistled to himself softly as he made his way toward Ilessa’s western gate, only a short jaunt from the The Scraps, the beggar’s quarter where he’d set up his humble laboratory only a few weeks before.

He tipped his hat at the night watch as they passed, smiling.