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 Writing Excuses 16.38: Deep Dive into Character
 
 
Key points: Character stories are driven by character's self-doubt, angst, internal conflicts. A problem with themselves. They begin with "Who am I?" and end with, "This is who I am." Often paired with an external catalyst to cause the moment of self-doubt. An exploration of self-discovery. Wanting to change, to be somebody different. Character stories do not require a deeply flawed character. Struggles with priorities, struggles with expectations. Obstacles are when each self-revelation opens up new problems with self-identity. Complications are when the self-revelation opens up different problems not related to identity. Coming-of-age stories are often character stories, trying on different identities, coupled with event stories, changes in the external status quo. In try-fail cycles in character stories, the character is either clinging to an old self-definition or trying on a new one, asking, "Is this who I am?" Many stories have an outer character frame, because it provides a satisfying emotional payoff at the end of the story. How do you avoid navel gazing? Multiple threads, stakes, or... make sure you externalize the internal changes!
 
[Season 16, Episode 38]
 
[Dan] This is Writing Excuses. Deep Dive into Character.
[C.L.] 15 minutes long.
[Charlotte] Because you're in a hurry.
[Mary Robinette] And we're not that smart.
[Dan] I'm Dan.
[C.L.] I'm C. L.
[Charlotte] I'm Charlotte.
[Mary Robinette] And I'm Mary Robinette.
 
[Dan] We are continuing our really wonderful M. I. C. E. Quotient class taught by Mary Robinette Kowal. Thank you so much. And thank you to C. L. and Charlotte for being here. Today we get a talk about character in nice juicy details. So, take it away.
[Mary Robinette] All right. So. To recap, in the M. I. C. E. Quotient, character stories are basically stories that are driven by the characters' self-doubt. Angst. They are very much about internal conflicts. They are about a problem that the character has with themselves. They began when your character basically asks, "Who am I?" and they end when they say, "This is who I am." Most of the time, when you see a character story told in the wild, it is paired with something else, and there is a catalyst, an external catalyst, that causes that moment of self-doubt. That moment does… Can… Doesn't have to be a major driver of the story. So if your character is plagued with self-doubt because… It's like I thought that I was a charming philanthropist, and someone is like, "No, actually, I find you very much an asshole." They don't need to necessarily try to fix that person's opinion of them. But that can be the moment that causes them to have the self-doubt, and they're like, "Am I? Am I? I thought I was charming?" Then kicks off this exploration of self-discovery. It also can be something that they are trying to fix. So in a romance, that relationship that misin… That probably completely accurate impression is something that they would be trying to fix, because they wanted to have a relationship with the person. But they don't have to. So, in a classic one, it is just about the character being sad about who they are and wanting to be somebody different. I'm also going to say…
 
[Charlotte] So in my…
[Mary Robinette] Oh. Yes. Go, Charlotte.
[Charlotte] Sorry, Mary Robinette. I just completely spoke over you. But I think while it's true that an event can help kick off a character story, also, the reverse is true? So the novel that I'm currently grappling with, it's the character and their flaw who makes a mistake, and then that kicks off an event that upsets the status quo. So you can play around with which order these things happen in.
[Mary Robinette] Yes. Absolutely. One of the challenges sometimes with this is that the urge when you're doing a character story is to make the character deeply flawed so that they can come to some magical realization and become a better person. The fact is you don't have to make someone deeply flawed to have a character story happen. It can be just two pieces of themselves warring about which… What they're going to prioritize. Do they prioritize work or family? This is a thing that we often have to struggle with. That is enough to be a character story.
[Dan] Yeah. A great example that came to mind is It's a Wonderful Life. Which is a character story about a really, really good person. Who, kind of his problem is he's got big ambitions and big dreams that he keeps giving up because he's too nice. He gives all his money and all his time to other people. That does eventually lead him to a suicide attempt, so there's definitely flaws at work. But in general, it's a character story about a very good person rather than about a very flawed one.
[Charlotte] I'm also thinking about the kind of character story where someone is trying really, really hard to be who they think they are supposed to be, and that doesn't necessarily have anything to do with character flaws at all. That the process of their character story is to question all of these things that they are supposed to be, and discover who they actually are. So, in a way, it's actually a story about rebellion.
 
[Mary Robinette] Yeah. Yeah. Very much so. Which actually leads me to talk a little bit about the obstacles versus complications in this form. So, obstacles in… When you're looking at a character story, is that each self revelation, each time they discover something new, it opens up additional problems with their self identity. So if they're like, "Well, this is who I'm supposed to be, this is how everybody sees me." When they're going through that, and then they realize, "Oh, but this doesn't actually fit me." That shows them… This one piece of how everybody sees me doesn't fit me, and if I try to shift that, it shows this problem with this other piece of me. So you can have this cascading sense of problems with self identity. But complications are when self revelation opens up a different problem that is not related specifically to their identity. So this would be things like where… That… Imposter syndrome makes them decide that they aren't going to turn in… That they aren't going to turn in the manuscript, say. And they aren't going to communicate to their editor about this. I'm not speaking to anyone in our audience at all.
[Laughter]
[Mary Robinette] That's all being motivated by this sense of self, but what it kicks off is this whole cascade of event problems, where everything has to move around because the manuscript hasn't been turned in. It could eventually lead to a status quo change, where they are… They have to return the advance. To be clear, just for anyone who's afraid of this, it is totally okay to be late with your manuscript as long as you communicate clearly with your editor.
[Chuckles]
[Mary Robinette] I say… And I am late with my manuscript.
[Laughter]
 
[Dan] I have a question, but before we get to it, I'd love to hear about the book of the week. So, Charlotte, you're the one who has our book of the week this time.
[Charlotte] That's right. It's me on book of the week. So, my book of the week is Popisho. P. O. P. I. S. H. O. In the US, or This One Sky Day in the UK, by Leone Ross. It is full of amazing, magical characters. It's a super sensual novel. It conjures a world where magic is everywhere, food is fate, politics are broken, and love awaits. It just brims and blisters with life and love and grief and magic. The overarching, I guess, thread is character, because it's also a love story.
[Mary Robinette] I think I need to read this, a lot.
[Charlotte] You do. Everybody should read it. Popisho…
[Mary Robinette] Popisho or This One Sky Day.
[Charlotte] This one… That's it!
 
[Mary Robinette] Dan, what was your thing?
[Dan] Okay. So I am wondering about coming-of-age novels. Coming-of-age stories. Something like Little Women or Huckleberry Finn. Are those character stories?
[Mary Robinette] Yeah.
[Dan] I'm asking mostly because I can't think of where else they fit.
[Mary Robinette] They are. I mean, so, coming-of-age often is coupled with event, because they are experiencing a change in external status quo. Not always. But frequently. But really, what it is is that the character is trying on different identities, a lot of times, as part of the coming-of-age. This is something that we all go through when we are teens, and sometimes it continues on. The thing to understand about character stories is the try-fail cycles. So in try-fail cycles, your character is basically clinging to their old self-definition or they are trying on a new one. It's basically, it's this… The idea is that we… Our self-definition is super precious to us, and shifting it is terrifying. Because it completely redefines who we are. So every time you have a try-fail cycles, what your character is doing is like, "Is this who I am?" is the question that they're asking. If they're trying to break out of a role, it's like it's someone that they don't want to be. If they're trying to take on a new role, this is… They're experimenting. So, "Is this who I am?" is the question that they're asking. When they fail, the answer is no, this is not who I am. That leads them to their next level, because they have to try something else at that point. So, that's… That is basically what's going on with the try-fail cycle. In the coming-of-age stories, it's… They're… They are doing two things, frequently, when it's a kid growing up. They are trying to cling to the safe things of childhood, and they're also trying to reach to the adulthood. So frequently what you've got is they're doing both. They are trying to cling to their old self-definition and they are trying to try on the new ones at the same time.
 
[Dan] Yeah. It occurs to me as well that character might be the most common. As we talk about nesting these things, character might be that the most common outer frame. You look at something like Shawshank Redemption, which is clearly a milieu story overall, but it doesn't really end until the character Red learns to hope again. Which is how we started the movie. There's this thin shell of character development around it. There's countless examples that we don't necessarily have to go through. But whatever story you're telling, there's this character frame around it, because that's kind of that really satisfying emotional button on the end of the story.
[Mary Robinette] Yeah. Yeah, as you were saying that, I'm like, "Oh, yeah. This is… Reluctant hero is the same…" That's the… Like, "Am I a hero? No." Then you get to the end of the story. "I am a hero."
[Dan] Yeah. I mean, not to do another Morgan Freeman one, but Seven does the same thing. It is obviously an inquiry story, through and through. But it begins with Morgan Freeman saying, "This is a horrible place and my life is awful and I gotta get out of here." It ends with him saying, "You know what? I can do a lot of good if I stick around here." Again, he has learned to hope, he has grown as a person. That is the shell around the inquiry story, is this character frame.
[C.L.] That is the most optimistic reading of the ending of Seven that I have…
[Laughter]
[C.L.] Ever heard in my life.
[Dan] Well, but it's true, though, because the inquiry story ends horribly, but the story itself ends with him kind of getting a little bit of hope. Yeah, it's… You gotta really dig through some mud to find any kind of optimism there, but it's there.
 
[Charlotte] It's there. Mary Robinette, and my other people in this podcast, question. Character story. How do you get it… How do you stop it from being navel gazey? How do you make it a driver, how do you keep it going? How do you make it exciting?
[Mary Robinette] Yeah. Yeah, this is… That's such a good question, because frequently people are just… They think, "Oh, if my character is dealing with this internal self-doubt, it's all my character just going, 'Oh, woe is me. Woe!'"
[Charlotte] Absolutely. A lot of describing of the thoughts and the feelings and the… There's no action.
[Chuckles]
[Mary Robinette] So…
[C.L.] As… It's… I was going to say, like, the thing about all of these elements so far that I'm seeing, especially with character, is that it needs some juice.
[Charlotte] Yes.
[C.L.] Like, we're doing an escape from this place because… We are answering these questions because… We are examining ourselves and changing because…
[Mary Robinette] Yeah. Yeah. This is, again, why you almost never see them solo, because they can be super dull. You need the juice that another thread gives you. Or the stakes, what… Why does it matter to the character. The… For me, the thing that I think about is that while you have an internal conflict, you have to externalize it to make it visible. So, again, I come out of theater, and so what you're looking… One of the things that we say is, "Acting is reacting." That the character… It's not just the character sitting there and having feelings inside themselves, it is them reacting to their environment and moving through it and taking action. But the actions that you take and the reactions that you have change from person to person. What happens in a character story is that a character is becoming a different person as they go through the story. So the actions, the externalization of that change means that they are making different concrete choices in the physical world, based on the internal changes that are happening to them. So making… Figuring out why… What are the… What does the way their mind is built, what does that do to affect the way they move through the world? Then you make… You frequently windup presenting them with increments of the same choice and that they respond to that choice in slightly different ways each time they come upon it. It doesn't mean that it has to be exactly the same beats, but it's the same kind of thematic choice. Like, do I kick the puppy this time or do I not kick the puppy?
[Chuckles]
[Dan] The question we all must ask ourselves.
[Laughter]
[Mary Robinette] I may have just revealed too much about myself there.
 
[Dan] Awesome. So what homework do we have for character?
[Mary Robinette] Shockingly, we're taking our fairytale and we are converting it straight to being just a character story. So, in our story of Goldilocks, there are four different characters and I can decide to center that story on any one of them. So if I center it on Goldilocks, Goldilocks is tired of being treated like a child. So she is going to prove that she's not a child by going out and having adventures. Then realizes the adventures are too frightening for her, and that maybe she's better off being a little girl after all. Or, it can be Mama Bear desperately wants to be a great porridge artist. But no one appreciates her porridge. Her family doesn't. She's disconsolate. Her family takes her out to try to cheer her up. She attempts to pack a picnic to fit into the mold that they want her to fit into. She's just so unhappy making sandwiches. Sandwiches are for a different kind of bear. She returns home nearly broken and discovers that someone has eaten her porridge and loved it. She has found her audience. A little blonde girl. So you can do this in any way you want. Now, obviously, there is in my very dramatic Mama Bear telling, there is an event that happens in there that's the catalyst, which is someone comes and eats her porridge. But what we're looking at there is her attempting to fit herself into the mold that people are expecting her to be in, and her sadness that she is not appreciated for who she truly is. A great porridge artist. So…
[Dan] Well, now I want to read that version of the story.
[Laughter]
[Mary Robinette] All right. So your job is to take whatever you're working on and try to strip it down to being just character. Good luck.
[Dan] Excellent. You are out of excuses. Now go write.
 

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Writing Excuses 16.37: Deep Dive Into "Inquiry"
 
 
Key Points: Inquiry stories start with a question, and end when the character finds the answer. In the middle, there are a lot of conflicts that block answering the question. Mysteries! Many science fiction stories. Anything where people are trying to figure out what is going on. Obstacles keep the character from answering the question, opening up different questions, while complications open up another problem. Inquiry is great for on-the-page micro-tension. Give the reader a little information, make them ask questions, give them a little more information, and open another little question. At the end, you do not have to answer every question and tie up every loose thread. You do need to resolve the loadbearing threads that you have built. Look at the promises you made in the beginning. Sometimes you may open a new question at the end, for a cliffhanger. 
 
[Season 16, Episode 37]
 
[Dan] This is Writing Excuses, Deep Dive Into "Inquiry."
[C.L.] 15 minutes long.
[Charlotte] Because you're in a hurry.
[Mary Robinette] And we're not that smart, are we?
[Chuckles]
[Dan] I hope so. I'm Dan.
[C.L.] I'm C.L.
[Charlotte] I'm Charlotte.
[Mary Robinette] Who am I?
[Laughter]
[Mary Robinette] I'm Mary Robinette. Howard's not here. Someone has to do the funny endings.
[Dan] Someone has to do the funny jokes.
 
[Mary Robinette] Since this episode is looking at the structure of a story driven by questions, I thought that we would do a little questioning there. Continuing our theme, the inquiry story is about questions. They began when your character asks a question, and it ends when they have the answer. That's your basic structure. All of the conflicts that go in the middle are about stopping the character from answering questions.
[Dan] The obvious example of this is a mystery story, right? Like a Sherlock Holmes or an Agatha Christie or something like that. But this all… There's a lot of other kinds. Like, it occurs to me that a lot of science fiction, Andromeda Strain, would be an inquiry story. Sphere includes a lot of inquiry elements, although I think it might also be a milieu thing. Anything where people are trying to figure out what's going on, whether it is a traditional mystery or not.
[C.L.] Yeah. Something like a scientist undertaking some kind of scientific inquiry. Anything like that, that's what I kind of slot into the inquiry zone.
[Mary Robinette] Exactly so.
[C.L.] I think probably the inquiry story is my favorite kind of plot structure. I love the idea of, like, people trying to find stuff out, and here's all the nonsense that got in their way as they were trying to figure this stuff out.
[Chuckles]
[Charlotte] Yeah. I love to read it. I find it very hard to write.
[Mary Robinette] Right. So, one of the tricks… And it's… I also love the inquiry structure format, and struggled with it for a while. Then figured out something, in part based on… If you… Longtime listeners, if you go back and relisten to the episode with Margaret Dunlap about obstacles versus complications, none of the things that I realized is that in inquiry story, the obstacles are all the things that cause… Excuse me. Yeah, the obstacles are all the things that are keeping the character from being an… From answering the question. The other thing that I realized, and this was the piece that was… That really helped unlock it for me. So, we know that every time your character takes an action, it should have consequences. Right? This is a thing. But in inquiry story, if you want to keep something single thread, all of those consequences are related to that question. Because the action that your character is taking is the question. Questioning is their action. So when you're looking at this idea of obstacles versus complications, the complication is when the character… The question opens up a different problem. But obstacles are when each question opens up another question. It's just like the questions keep… It's like, well, I… It's the thing where, "Okay, we have to figure out who the murderer was." Then you get there, and they're unquestionably the murderer, but someone has killed them, too. Who killed them? Yes. Who killed them? Or you get there and it's like… But someone… It's a hired assassin. Well, who's their boss? Or… So we've figured out that you can extract DNA from an egg. What happens if you stick it into a new egg? Do you get a dinosaur?
[Chuckles] [let's find out!] [Oh, my God]
 
[Charlotte] So I have the problem… Obstacles. Right. When each question opens up a different question, and a complication is when the question opens up a different problem. So perhaps my character is investigating who killed the person, and then if someone is trying to kill them? Is that a complication?
[Mary Robinette] Yeah. Yeah.
[Charlotte] Right.
[Mary Robinette] Right. Exactly. Because that opens up an event. If someone starts tracking them and trying to kill them, that's disrupting their status quo. The way I explain it sometimes is Sherlock Holmes. Sherlock Holmes' status quo is a detective. It is answering questions. So when he encounters a mystery, that's not a disruption of his status quo. His normal is in no way broken. The normal of the people that he's helping? Their normal is broken, it's not their story. It's his story. So he's just dealing with this. But in the… The Sherlock, the BBC series, we often got things where… The question, that thing would break his own personal status quo, or it would cause him to have some sort of character doubt, because of his relationship with Watson, because of the very… Because of some of the Moriarity stuff. So those are places where you have this… The complications come in. Dan, I saw you sit forward as if you had a thought? Then you just nodded, sagely.
[Chuckles]
 
[Dan] Once again, I'm thinking about what do we gain by these granular definitions. Because I think on the one hand, it's very helpful to know, "Oh, well, if this is an inquiry story, what are the kinds of things that can happen?" I can stop the character from finding the answer. I can give the character the answer, but in a way that opens up more questions and doesn't actually solve the problem, and things like that. I'm thinking, honestly, the lean forward you saw, my book, Ghost Station, is a spy novel, is very much in inquiry novel. Because it is… It begins with a character finding a message from a double agent that is confusing and wrong. The book is about figuring out, well, what's happened. Why is this message so broken? A lot of the complications that arrive during the process are not necessarily impediments to solving… To finding the answer, but just paranoia ramping up. That's… He can trust fewer and fewer people as the story goes on.
[Mary Robinette] But I would make the argument with Ghost Station, because in… Ghost Station, I think, really it's a beautifully crafted story. But the thing with that is that I think that it is… Every question he answers opens up these… This whole new can of worms. That's why his circle of trust also erodes. So it is… You're right, it is a nested thing of inquiry and events, because the status quo is constantly shifting. But it's like, okay, so I figured out why… I figured out how this message is different, but why is it different like this.
[Dan] Yeah.
[Mary Robinette] Then, well, here are all of the possible reasons that it could be different. That you might make that choice. Which of these… It's just like every time he answers a question, there's another question waiting behind it. Even the who can I trust is a question. Even the ways that his status quo has disrupted are question-centric.
[Dan] That is true.
[Mary Robinette] It's not until people start shooting at him that they become really event and action oriented-centric.
 
[Mary Robinette] We should pause for the book of the week, which is not Ghost Station, which I recommended before. But it is Even Though I Knew the End by C. L. Polk.
[C.L.] It's me. It's me. Yeah, I… You've probably… You might have heard the news a little bit earlier, but I have a novella coming out with Tor.com. The title is Even Though I Knew the End. Since this is a story about an occult detective solving a serial murder case, I thought it might fit the theme. Possibly. It's coming out Tor.com. It's not coming out for a while, because this is the way of publishing. It was definitely intended as a mystery story, so it… I think it will be a really good inquiry model for, like, when you get there eventually. If you want to read a book right now, Witchmark is mystery. 
 
[C.L.] I was thinking about the inquiry story and I just kind of had a little lightbulb go off, where I… Inquiry is a plot model. It's like the way that you can run the events of your story. But inquiry is also the secret to on the page micro tension. Where what you do is you're on the page and you supply a piece of information that has the reader go, "Oh, what's that?" Then you tell them what it is. Then, as soon as you've told them what it is, you open another tiny little question. So that their curiosity keeps them reading.
[Mary Robinette] Yeah. Yeah! That's a… Raise an interesting thing that sometimes I hear people talk about. Like, I keep saying when the character has a question, and it is true that you can have these… The relationship where the reader is the character. It is harder to manage, because the reader cannot be as… The reader's only active engagement most of the time is to just continue reading. So they can be often less actively involved in solving a question. But it is a thing that you can play with. It is also a thing that can go wrong badly very quickly. One of the ways that I'll see things go wrong when people are mishandling inquiry is that they will try to ramp up tension by withholding information from the reader. It's not about just like I'm just not going to tell you this thing. It is what C said, that you give them the information, but in a way that keeps things… Keeps questions unpacking. So it's always more interesting to give information to people and let them misinterpret it. Or let them have a another question come up from it.
 
[Dan] So, I'm… I keep going back to this idea that one of the things the M.I.C.E. Quotient helps with is figuring out how to end something. A really great example that keeps coming to mind is Elantris by Brandon which is very much a milieu story, because it's about all who are stuck in this kind of city of death. But ultimately, I think it has to be an inquiry story, because it is resolved in the end by figuring out why the magic is broken and then fixing it again. That feels really meaningful to me, that knowing what kind of ending you want is… If that story was just about surviving in this city and then getting out again, that would be a very different story than the one he told. But because… Just who he is as an author, he's very interested in how does magic work, that turns it into an inquiry story and changes the whole flavor of it because of the ending that he's driving for.
[Mary Robinette] Oh, that's a great and interesting… Yeah, that's a good example. Because that is definitely a story that could have… Where it could have gone two different ways and the setup also shifts somewhat when you do that differently. But yeah. Yeah.
[Dan] Well, also… I think you could make a case that Elantris is an event story as well. Because it begins when he is cursed, basically. That's like the first line of it. He woke up and he was damned.
[Mary Robinette] Yeah.
[Dan] That's a huge change in status quo, and it's a thing that has disrupted his life. But it's that ending that he is… That really defines it. Because that's the moment he wanted to create.
[Mary Robinette] So, this also… We'll talk about this more later when we get into the nesting things, but I'm going to go ahead and flag it now. That one of the things that you can do is you can have a single event resolve two different threads simultaneously which is one of the things that Brandon is doing at the end of Elanteris. Because it… That… That is fixing more than one problem.
[Dan] Yeah.
[Mary Robinette] It is answering a question, it is resolving the being damned, it is… It's lifting a curse, it's doing multiple things. Which is why, when we're talking about these, and when you're thinking about examples, it's very easy to get confused about how to construct a story, because when you're looking at stories… They're made up of all of these different elements. So trying to decide which pieces to include in your story when you're looking at examples that are all jumbled together, it can be really tricky. That's why I'm like, let's talk about each of them individually. So that you know what the ingredients are, then you can decide how to use them in which ingredients you want to include in your story. 
 
[Mary Robinette] So, Charlotte, you looked again like you had something you wanted to add there?
[Charlotte] Did I? Did I have something? I might have looked like that. Yes.
[Mary Robinette] Sorry.
[Charlotte] So…
[Laughter]
[Charlotte] Thanks, Mary Robinette. So with the inquiry, to end an inquiry thread or story correctly, all questions need to have been answered? You can't leave any dangling?
[Mary Robinette] Well, you… Ha ha. This is why I like you. You ask me very hard questions.
[Charlotte] I know. I'm so sorry. I'm so sorry.
[Mary Robinette] No. No no no. This is…
[Charlotte] I'm full of them.
[Mary Robinette] This is great. This is exactly why I wanted you to come and play with us. So, in general, no, you do not need to answer every question. Like, when you get to the end of a story, you don't need to tie up every single loose end. But you do need to figure out which ones are the ones that the reader has been holding onto. Because if you leave those unresolved, that's when the reader is going to feel unsatisfied. If we go back to my metaphor about that piece of elastic, you can have something that kind of starts up, but isn't like loadbearing in any way. That we never know the answer to. You can also make it a design state, that this is just something that we will never know the answer to. How did the universe really start? Someone can spend a lot of time learning, and the ultimate answer can be we won't know. But the key is to signpost for the reader that that is a specific design state, but that is kind of… It's like, "No, you aren't going to get the answer to that." Then the other piece of it is… Like, there's a lot of that going on in Annihilation. It's like, "No, you don't get to know. Kind of, maybe, a little bit. But you're going to have to strain a lot of things together. Good luck with that."
[Chuckles]
[Mary Robinette] so what you're looking at our… Did you answer the questions that you promised at the beginning the reader would have the answer to, and is that something that was loadbearing, that you had tension on the entire time. If you didn't answer it, they're going to wonder… They're just going to be left wondering. Sometimes you want that. The other piece is that if you get to the end of the story and you open up that new question, that's called a cliffhanger.
[Yeah]
[Mary Robinette] There are times and places where you want to do that, but you have to figure out whether or not the frustration that the reader is going to feel, that "Oh, but I don't know the answer," if that's something that you're buying on purpose or if that's something that you put in your bag by accident.
[C.L.] Yeah. Whether it's intentional or not. Be intentional.
[Charlotte] Great. Thank you.
 
[Dan] As you were saying that, Mary Robinette, an example occurred to me of the movie Chinatown. Which ends with frustration, but it is not an inquiry-based frustration. You get to the end of that movie, all the questions have been answered. The promise that we would tell you the truth has been fulfilled. But the movie never promised you'd be happy about it, or that the problems themselves could be solved. So it has this horrible tragic ending. But it doesn't feel frustrating in the same way that an unresolved question would be. Because of the way the promises were established in the beginning.
[Mary Robinette] Yep. Speaking of promises, in the beginning, we did say that this would be 15 minutes long.
[Laughter]
[Mary Robinette] So far, all of these have run to 20. Sorry about that.
 
[Mary Robinette] But we are going to do some homework. So, your homework this time is that you're going to take whatever fairytale you've picked, and you're going to strip it down to being just an inquiry story. It will now look very different from the milieu one. You're going to focus on the characters… Excuse me, you're going to focus on the questions. So in my Goldilocks example, what happens is the bears arrive… Excuse me, what happens is that Goldilocks gets in… Is already in the house. Okay? Because entering the house is a milieu threshold. So Goldilocks is already in the house. She is investigating to figure out who lives in this house. Then, ultimately, from the clues, she decides that who lives in this house are bears. But the bears don't come home, because if they come home that is, one, her not answering the question, but deus ex machina answering the question. So she is answering the question. The other thing is that it would kick off an event, because now she is an intruder and the problem with the bears. So, strip it down so it's just Goldilocks… In mine, Goldilocks is just exploring until she understands that it's bears. All of the things that she misunderstands along that road.
[Dan] Sounds great. So there's your homework. You are out of excuses. Now go write.
 
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Writing Excuses 16.36: Deep Dive into "Milieu"
 
 
Key Points: Milieu, stories driven by a sense of place. Thresholds and environments. How do you get in, and how do you get out. Heist stories. Survival stories. Often coupled with event stories, shifting the status quo. Or a character story, a personal transformation. MICE helps you decide what to focus on. It also helps you decide when the story is over. How can you tell whether it is a milieu story or just a strong setting? Look for the entrance, exit, and conflicts in the middle. If the main goal is getting out, it's probably a milieu. If your ending isn't satisfying or your middle is sagging, check for misplaced MICE threads.
 
[Season 16, Episode 36]
 
[Dan] This is Writing Excuses, coming back with another M.I.C.E. Quotient episode, Deep Dive into "Milieu".
[C.L.] 15 minutes long.
[Charlotte] Because you're in a hurry.
[Mary Robinette] And we're not that smart.
[Dan] I'm Dan.
[C.L.] I'm C. L.
[Charlotte] I'm Charlotte.
[Mary Robinette] And I'm Mary Robinette.
 
[Dan] We are back with the second episode of this new master class, where we are going to dig really deep into milieu. So, Mary Robinette, this is your class. Very quickly, catch us up on what we're doing today.
[Mary Robinette] All right. So we're going to look at milieu. So milieu is a fancy French word of saying place, but it just made the acronym better. So, in this episode, we're going to be looking at how stories are driven by a sense of place. Milieu stories are all about thresholds and environments. These stories, they classically start when a character crosses a threshold. That threshold represents a transitional period in the character's relationship with the location. Then, again, in a classic milieu story, we end when a character succeeds in exiting their transition and ending their journey. So what this means is that you can start something in one place, like you can start by say entering a spaceship and then exiting the spaceship and that spaceship is the milieu. Or you can start by say exiting New York City, driving across country, and then entering San Francisco. The drive across country is the milieu. So you do not have to… The threshold you cross does not have to be the same every time.
 
[C.L.] I have a quick question because when I was thinking about stories about places, just because of the way that my silly brain works, I was like, "Oh! Do you mean like heist stories?"
[Mary Robinette] Heist stories? Yes. Heist stories have a very strong milieu component. Because it is all about getting in and getting back out again. Yeah.
[C.L.] Yes. So I was, like, you mean like Leverage? Because they're always like just… Always the thing where they have to get into a location, succeed at the thing that they need to do in that location, and then get out again. I mean, there are other things that are going on in the story, but that's what we came for. That's what it says on the tin.
[Mary Robinette] Yeah. That's a…
[Dan] Yeah. I…
[Mary Robinette] Go ahead, Dan.
[Dan] I would suggest survival stories fit into this really well. Stuff like Die Hard and Jurassic Park. You enter a dangerous location and then you have to live through it. Then the story ends when you successfully leave.
[Charlotte] Does this mean that Annihilation has to be a milieu story, by this definition?
[Mary Robinette] That is correct.
[Charlotte] Which makes me think also about my idea that Annihilation is a kind of a nice way to satisfy the itch of the popular like science fiction kind of story structure of here is a new planet that we are going to check out. It's going to have all these great things. This is like Star Trek, the original series, was all about this. The other thing that I was thinking of just flew out of my mind. So give me a moment, I'll try to remember it.
[Mary Robinette] But these are exactly the things. One of the things that I'm going to point out is that with Leverage and Star Trek, that these are often coupled with event stories. That there is a status quo element that they are attempting to shift, in addition to navigating this place. So when you're looking at… When you're thinking about the milieu and you're thinking about these examples that we're tossing out, concentrate in your mind on the conflicts that are around the place versus the conflicts that are around the shift in status quo. One of the things that's cool with things like Leverage is that that shift in status quo is often the excuse for the milieu exploration. So when I was talking earlier about… In the first episode about a light frame or a minor thread, that's the kind of thing that I'm talking about. Whereas in Star Trek, the navigation of the space varies. A lot of times, it is that they are trying to right some terrible wrong and that's your major thread. But it varies episode by episode.
 
[Charlotte] I just remembered what I was thinking out. I was thinking of the movie Labyrinth. Because that basically… Like, it's a milieu story, because you have to… She has to get through the labyrinth to rescue her brother. But also, the labyrinth is a symbol of where she's basically going through a personal transformation. So as she goes through the labyrinth, she is discovering herself.
[Mary Robinette] Yes. That is a great example. Indeed.
[Dan] So is that… Maybe this is… I don't know. Let me start my question over. Is that something you would describe as a nested story that is a character story framing a milieu story?
[Mary Robinette] Yes.
[Dan] The reason that I kind of prevaricated a little when I started the question is I thought, "Well, how important really are these definitions?" Then I thought, "Well, very important, because we're doing eight episodes about them."
[Laughter]
[Dan] So, one thing that I say to people a lot of the time is you don't need to really stress about these very granular definitions of specific writing things. But this is a case where we are. So let me just ask, what do we gain by the revelation that, yes, the Labyrinth is actually a milieu nested inside of a character? What does that teach us and how does that help us when we get that specific with it?
[Mary Robinette] So, at the beginning of Labyrinth, she's faced with a couple of problems. She's trying to get the baby to sleep. She wants to spend time for herself. The thing that she winds up needing to solve is getting the baby back. Right? And getting out… Which she solves by getting out of the labyrinth. But the thing that she is not spending time on is trying to get the baby to sleep. Like, she's not spending time on trying to entertain her little brother. None of that is important. That… The M.I.C.E. Quotient helps us decide what thing we are focusing on. So that's the thing that it's doing. The… In… Trying to think of another example of a thing where it's like we could have… Oh. Here it is. Let me use Wizard of Oz again. At the beginning of Wizard of Oz, when Dorothy runs away, she ends up at Prof. Marvel's. He says to her, "You don't have to go looking any further for adventure than your own backyard." Had she taken that advice and come home, the story would have ended right there. So what the M.I.C.E. Quotient can help you do is decide not to resolve a conflict, because you need it to keep going through the entire story. Does that make sense about…
[Dan] Yeah.
[Mary Robinette] [garbled a few sources]
 
[Dan] I think that makes a lot of sense. I would further say, and you covered this a little bit in the first episode, knowing that there is a character conflict wrapped around our milieu conflict helps you know when the story is over, as well. If Labyrinth ended when she escaped the labyrinth without having learned anything… Like C said, it's about her kind of finding herself and learning who she is. If we didn't get that resolution, and we just get the triumphant "Yay, we got out of the labyrinth," it would feel unfinished.
[Mary Robinette] Yeah. The example that was given to me when this was first explained to me is if you're reading a story and it begins with a mystery and there's a dead body on the floor and the detective comes and he's talking to the widow and over the course of the novel, the detective and the widow fall deeply and passionately in love and the story ends with them getting married and living happily ever after, but you never find out who did the murder… You would track the author down…
[Chuckles]
[garbled murder… We need to know…]
[Dan] Really, the detective did the murder because he wanted to meet this hot widow.
[Mary Robinette] Right. Or the hot widow did it because she was wanting to meet the detective. I mean…
[Dan] Yeah.
[Mary Robinette] We don't know.
[Dan] We don't know.
[Charlotte] We'll never know.
[Mary Robinette] That's what it does, is it helps you identify those things that the reader is just going to be gnawing their arm off because you didn't answer the question that you raised at the beginning.
 
[Dan] All right. Well, I'm going to continue this discussion a little bit with our book of the week. Because this week, we want to talk about my middle grade trilogy, The Zero Chronicles. The reason that we wanted to pitch this one this week is because each book takes a slightly different tack on the M.I.C.E. Quotient. So the first two are very clearly milieu stories. Zero G is about being in a spaceship. Dragon Planet is about being on a planet. The story begins effectively when they are kind of thrown out of the station, the colony where they live, and they have to survive in the wilderness. The story ends when they get back to civilization and they have survived. The third one though is very different. Stargazer is more about an inquiry. There is a mystery going on, what happened to the missing spaceship, and the story ends when they solve it. So depending on the type of M.I.C.E. Quotient element that you focus on, it can be very different. But, anyway, everyone go read the Zero Chronicles by Dan Wells because they're amazing.
[Mary Robinette] Yes. Yes, they are. Actually, I listen to them on Audible, as does my dad, and we both enjoy them quite a bit.
[Dan] Aw. Thank you very much.
[Mary Robinette] Neither of us are middle grade. So, there.
[Chuckles]
[Mary Robinette] Fun for all ages.
 
[Mary Robinette] Charlotte, before the break, it looked like you had a thought. I just wanted to check in with you.
[Charlotte] I did have a thought. So, you've mentioned that milieu begins when a character crosses a threshold, and it ends when you and that thread, when the character succeeds in exiting their transition. But can you have a milieu thread where the character does not get out of wherever it is that they are in? Is that possible?
[Mary Robinette] Yes. It is extremely tricky to pull off in a satisfying way. So there's a famous play called No Exit with… Which is basically people in Hell, and it's an exploration of the idea that Hell is the… Is other people and there is no exit. So that is an example of just like enduring. The problem with these things… With something where the character doesn't exit is that you have to hit a point where the reader understands that this is really final and understands why they have given up trying…
[Charlotte] Otherwise…
[Mary Robinette] That's difficult to do in a… Go on.
[Charlotte] Otherwise, as a reader, they'll just be frustrated and hate the book?
[Mary Robinette] Well, it's like, "Why didn't… Why don't they keep… Why did they give up? Why don't they keep trying?"
[Charlotte] Sure.
[Mary Robinette] Yeah. It's a little frustrating.
[Charlotte] It's frustrating.
[Mary Robinette] But it… If you can deliver it as a this is a design element. But it often winds up having them feel hopeless. So that's if it is a straightahead milieu. The other piece of it is that I've seen at work successfully is when it is paired with a character story in which the character gets up to the point at which they could exit, and then they choose not to. So the point where they have the option to leave the space, it means that they have successfully navigated and they have the solution… Yes, yes, I can get out of here. But they choose not to take it because it fulfills a character choice. I have seen that work successfully in a number of cases.
[Charlotte] Okay. Great. Thank you.
 
[C.L.] I have another question really quick. I was just thinking about how place is, as we all know, extremely important to science fiction and fantasy stories. That… Like, it's kind of… Like, it's the marquee feature of a science fiction and fantasy story is that it is taking you to a place that is not like where you are. How… What are the markers that tell you whether you are writing a milieu story or whether you just have a really strong setting?
[Mary Robinette] So, for me, it is all about… There are three markers. There is where you start and stop the story. Then there's the stuff that's happening in the middle. So the question to ask is, are they trying to get out? Are they trying to… Is their goal to exit? If their goal is to exit, then it's probably a milieu story. There are, like… Being in a high school, walking into a high school, you can treat that as a milieu story. Because no one's goal is to live in a high school. No one's goal is to permanently… Like, to never graduate. So, arguably, that is a milieu. Whereas someone who enters a university and wants to get a tenure track, that is arguably an event story, because they're trying to change their status quo. Even though both of them are going to involve navigating elements of the place as a new place. Does that make sense?
[C.L.] It does. Thank you.
[Mary Robinette] I say arguably because people can argue other thing. Like, the main thing about this is it really is about helping the writer make decisions about how to focus the story. I should say, as we are going into this, that I have definitely seen examples… And we've all read them, of things that do not nest, and that's just fine. But I have found that if you… If your ending is not satisfying or if your middle is sagging, that frequently it's because you've got a thread that is misplaced. 
 
[Mary Robinette] So with that, I think we should probably do a little bit of homework.
[Dan] I agree.
[Mary Robinette] So, the homework that we're going to have for you, you're going to be doing a variation of this homework for this… For each episode. What I want you to do is I want you to pick a fairytale, something that you're fond of. The reason I want you to pick a fairytale is because they tend to be fairly simple, but also have lots of weird extraneous elements in them. I want you to tell that fairytale so that it is only a milieu story. So, for instance, Goldilocks and the Three Bears. In the classic Goldilocks and the Three Bears, she goes out, she visits this house, she pokes around in the house, she breaks things, and then the bears come, and she runs away. So in a milieu story, Goldilocks would go into the meadow, then she would go into the house, she would look around the house. But she wouldn't necessarily break things, because that is a shift of the status quo. Then she would leave the house. The bears would never come home. She would never see the bears. She would just leave the house because she had finished exploring. She can break things, it's not that you're not allowed to have events happen. But they aren't the drivers. So the drivers are all about her exploring.
[Dan] It seems also like the… If you cut out all other M.I.C.E. Quotient stuff, you would not have the inquiry of whose house is this, why are there three weird things, and then answer that with the bears. So that would just be removed completely.
[Mary Robinette] Exactly. Like, again using our Wizard of Oz example, if we cut Wizard of Oz down to just a milieu, Dorothy just arrives in Oz. The tornado that messes her house… That… Messes with the farm? We never see Kansas. We just see her arrive in Oz. Then we don't need to meet the Tin Man, the Cowardly Lion, or the Scarecrow, because they all exist to teach Dorothy something about herself. We don't need the ruby slippers, because that's the inquiry of how do I get out of here. Then when we get to the end, we just get in the balloon and go.
[Dan] So it sounds like kind of what we're asking you to do with this homework is to fundamentally break a story and make it less interesting and less effective.
[Mary Robinette] Yes. That is exactly what we're asking you to do with this. This is why I tell you that single thread stories are usually pretty dull. So, I am not recommending that you tell stories this way. But I want you to be able to identify what the elements are.
[Dan] Perfect. Great. Well, that is going to be some exciting and different homework for you. So dig into that. We will see you next week. For now, you are out of excuses. Now go write.
 
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Writing Excuses 16.35: What Is the M.I.C.E. Quotient?
 
 
Key Points: What Is the M.I.C.E. Quotient? Milieu, inquiry, character, and event. Milieu stories are driven by place, beginning when a character enters a place and end when they exit. The conflicts keep the character from leaving. Inquiry stories begin with a question and end when the character answers it. The conflicts keep the character from answering the question. Character stories start with "Who am I?" and end with recognition of self. The conflicts focus on blocking change. Event stories are action, starting with disruption, and ending with return to normal or establishing a new normal. The conflicts are all about blocking that restoration. Most stories have multiple threads, nested like Matryoshka dolls. The M.I.C.E. Quotient can help you decide what to include or remove, by identifying what kind of thread you are working on. The M.I.C.E. Quotient originated with Orson Scott Card, although his idea element has been renamed inquiry. Almost all stories, from short stories to novels, have multiple threads, involving several M.I.C.E. elements.
 
[Season 16, Episode 35]
 
[Dan] This is Writing Excuses, deep dive into the M.I.C.E. Quotient, episode one, What Is the M.I.C.E. Quotient?
[C. L.] 15 minutes long.
[Charlotte] Because you're in a hurry.
[Mary Robinette] And we're not that smart.
[Dan] I'm Dan.
[C. L.] I'm C. L.
[Charlotte] I'm Charlotte.
[Mary Robinette] And I'm Mary Robinette.
 
[Dan] We are very excited to have you here. This is the start of another eight episode master class. We're going to have Mary Robinette teaching us all about the M.I.C.E. Quotient. This is something she's an absolute expert on. We're very excited. Before we get into this, let's get some quick introductions. We've got two incredible guest hosts with us this time around. C. L. Polk and Charlotte Forfieh. C. L.… C, can you introduce yourself?
[C. L.] Hi. I'm C. L. Polk. I write fantasy novels. I wrote a trilogy called the Kingston Cycle. I have a standalone book called The Midnight Bargain. I had a short story read on LeVar Burton Reads.
[Dan] [Oooo] That's awesome.
[Mary Robinette] [garbled]
[Dan] Well, we're excited to have you. Thank you very much for being on the show. Charlotte, how about you? Tell us about yourself.
[Charlotte] Hi. Hi, everyone. My name's Charlotte Forfieh. I'm coming to you out of the UK. I'm an emerging writer. I've written a few short stories and had them published. I'm currently grappling with a novel.
[Mary Robinette] I invited both C. L. and Charlotte to join us for this for related reasons. We've all… All three of us have had long conversations about the M.I.C.E. Quotient. But C approaches writing in different ways than I do. It's been interesting… I subscribe to their Patreon and it's been interesting to watch the way they talk about writing. It's really cool. Highly recommended. Charlotte is early career, but actually has formal education in writing, which I do not, and is one of my mentees and is actively working on her first novel using the M.I.C.E. Quotient. Some of the conversations that we were having around that also made me think, you know, this would be useful, I think, to a lot of the… You, listeners, because one of the things that happens with Dan and I is that we've been doing this for long enough that we forget sometimes about the things that are hard at the beginning. We also shorthand so much that frequently it's like, well, obviously. Obviously you're doing that. Everyone's like, "Uh, excuse me. Um, that? What is that?"
[Chuckles]
 
[Mary Robinette] So, with all of that, here's how this is going to go. We're going to do an overview of the M.I.C.E. Quotient today. You're going to hear a lot of me talking today. Then, in the subsequent weeks, we're going to take each individual element of the M.I.C.E. Quotient and look at it, do a deep dive into it, and then we'll look at how you can use these tools. 
 
So, I should probably explain what the M.I.C.E. Quotient is. The M.I.C.E. Quotient is an organizational theory. It's an acronym. It stands for milieu, inquiry, character, and event. Longtime listeners will have heard me talk about it is the MACE Quotient, because there was a time when I was experimenting with using Ask-Answer for the inquiry. But I realized that in podcast it frequently sounded like I was saying Ass Cancer, which was not helpful…
[Laughter]
[Mary Robinette] As a descriptive phrase. So, inquiry. It turns out that you can pretty much explain every story, fiction and nonfiction, through this fairly simple organizational theory. I'm going to talk about this through the lens of fiction, but it is everywhere. So, stories are made of these four elements. They're mixed in different proportions. Milieus, inquiries, characters, and events. These elements can help determine where a story starts and stops and the kinds of conflicts your characters face. 
 
So, for instance, milieu stories are driven by place. These stories begin when a character enters a place and they end when they exit. So, things like Gulliver's Travels, Around the World in 80 Days, are classic examples. The neat thing is that if you know where a milieu story ends, this also tells you what sort of conflicts go in the middle, because your job as an author is to figure out what your story needs to do and then systematically deny them the solution. So, milieu conflicts end when your character exits the place. That means that the conflicts are all about keeping the character from leaving. So these are things like struggling to exit, trying to survive, and attempting to navigate. That's milieu.
 
Inquiry stories are driven by questions. They began when a character has a question and they end when they answer it. It's a super complicated structure. So, mystery stories, classic inquiry stories. Like Sherlock Holmes, Poirot. For an inquiry conflict, your goal is to keep your character from answering the question. They're lied to, they can't understand the answer, the answers lead to dead ends, so many red herrings. These are inquiry conflicts.
 
Character stories are pretty much driven by angst. In the simplest form, they began when a character's unhappy, they end when they are happy. But the real start of a character story is when a character says, "Who am I?" and it ends when they're like, "Oh. This is who I am." They begin with this shift in identity, the self identity, and they end when that character solidifies their self-definition. So, coming-of-age stories, romances. The big thing there with conflicts, your character's trying to change, stop them. Don't let them break out of their roles. Fill them with self loathing. Have the change backfire. I'm not really a writer. I mean, that's a character story, right?
 
Event stories are driven by action. These began when the status quo is disrupted. So when normal breaks. They end when it's restored or there's a new status quo. Yes, everyone dies does count as a new status quo so this is disaster stories, like Inferno, Deep Impact. By this point, you probably understand the drill. You do not let your character restore the status quo. You get fight scenes, chase scenes, explosions. They try to set things right. It has unintended consequences. Just being mean. Like, that is your literal job as an author.
 
Now, it is easy to confuse character stories and event stories. Character stories are about internal conflicts. I'll never be popular. Event stories are about external conflicts. Oh, no, an asteroid is coming at the Earth.
 
So that's what the individual M.I.C.E. elements look like. We are going to do a deep dive into each one of those. But as we do that, I'm just going to go ahead and flag for you to think about, that you almost never see single thread stories. Most stories are made up of multiple threads. Because, honestly, the single thread stories tend to be really dull. So, how do you do it? Think about nesting code. For those of you who have ever done any HTML, if I just say nesting code, you understand what is happening. You'd have milieu, inquiry, inquiry, milieu. For those of you who've never done any HTML, think of it like unpacking a box from IKEA. You open the box… Or just a toy chest. You open the box, and you pull out all of your inquiry toys, and you're going to play with those. Inside that box, there's another smaller box that is made up of character. You pull that box out and open it and you pull out all of your character toys. You play with those toys. Then, at the end, you pack them back into the box. In order to get the boxes to nest neatly, you have to put the character toys back into their box, put it back inside the inquiry box, and then put those toys away. Otherwise you will never be able to return it to IKEA.
 
So, to use a concrete example, Wizard of Oz is a beautifully nested story. It begins with a character story. Dorothy is dissatisfied with her role as a Kansas farm girl. Then we open an event. Tornado! Then we open the milieu, Welcome to Oz. Then we get the inquiry. What do the ruby slippers do? We get to the end of the story, the movie, and then Glinda says, "Oh. The ruby slippers will carry you home. Oo…oo…oo." Which, honestly, she could have said at the beginning. But that closes the inquiry. Dorothy leaves Oz, which closes the milieu. She returns to Kansas, where everything is fine, which closes the event. Then, Dorothy says, "I didn't need to go looking any farther for adventure than my own backyard," which closes character.
 
So when you have stories that feel like the endings fizzle out or the ones that feel like they end and then end again and end again. Two Towers, I'm looking at you. This is often because the nesting code is broken. So, what we're going to be talking about is how to understand what each piece of the nesting code does so that you know which toys you're pulling out, and which ones you're going to use, and how to put them back.
 
So, there is my big overview. Now we're going to talk a bit as a group, after I've just blathered for quite a while.
[Laughter]
 
[Mary Robinette] Should we pause for book of the week before we talk as a group?
[Dan] Yes, we should. You've kind of already covered the book of the week. Why don't you tell us about the Wizard of Oz?
[Mary Robinette] [laughter] Why? Why, yes, thank you, I will. I'm going to recommend the Wizard of Oz as my book of the week. This is the film version. One of the things… It's a film that comes on frequently in the US. But in my childhood, with broadcast television, when you only had three channels, when it came on, you watched it because it was on. I have watched it as an adult. It is beautifully nested. It is fun. To my surprise, it's actually quite funny when you watch it. There's a lot of jokes in it. I got to see it broad… Broadcast. I got to see it screened on the big screen with a full auditorium [in the before times]. I was amazed that it is really very much a comedy. When you think about it, this makes sense because all of the… The scarecrow, the cowardly lion, and the tin man all came out of vaudeville and were noted comedians and song and dance people of their day. So, it's good. It's like worth watching again. Then, we're going to give you homework about it. But that's the thing I'm going to recommend watching this week.
[Chuckles]
[Dan] It is maybe beside your point of M.I.C.E. Quotient, but I will also say, the Wizard of Oz has entered English vocabulary to a Shakespearean degree. It gets quoted by people who don't even realize they're quoting it. Because it has so many incredible lines of dialogue that have just kind of become part of the fabric of how our brains communicate.
[Mary Robinette] Are you a good witch or a bad witch?
[Chuckles]
 
[Dan] So, I have a question for you to kick off this conversation. What do we do if we are not really a planner or an outliner? How can we still use M.I.C.E. Quotient stuff?
[Mary Robinette] I'm so glad you asked. Yeah, so this is one of the places where I actually think the M.I.C.E. Quotient shines. If you are writing instinctively, and you're going along and you hit a point, you're like, "Oh, no. I don't know what happens next." The thing that the M.I.C.E. Quotient is really good at is it's not talking to you about pacing, it's not talking to you about like how things… Like, the moment by moment structure. What it's really good at is helping you make decisions about what to leave in and what to take out. So if you're paralyzed by choice, what you can do is look at what you've already got happening. So if you're sitting there and you're thinking, okay, my character is trapped in this room and I need to get them out. Oh, I'm in a milieu. This is a milieu. Okay. What are the things that can go wrong related to trying to get out of the room? Then you can find your way out that way. Where you run into problems and you get story bloat, which is one of the things that can frequently happen to someone who is pantsing, is that you're like, okay, my character's trapped in a room and I need to ramp up the tension. So what I'm going to do is I'm going to have their sister call them and ask them why they aren't at… Why they're not at the wedding yet. Why they're late to the wedding. Okay, but now you just introduced this whole wedding thing that you have to close down, and, that's a character thread, because now they feel like a bad sister, and that's terrible. So it can help you make that choice about what things you want to… What toys you want to play with in that moment.
[Dan] Awesome.
[C. L.] Very nice.
[Charlotte] Choose your can of worms carefully. 
 
[Charlotte] I have a couple of questions, actually. Where did the M.I.C.E. Quotient come from, because the first time I heard of it was on Writing Excuses and now I'm on Writing Excuses talking about it.
[Mary Robinette] Right. So, I learned it from Orson Scott Card, when I took his Literary  Boot Camp. He and I do not see politically eye to eye at all. But he was a gifted teacher and he had a book called How to Write Science Fiction and Fantasy, which included the M.I.C.E. Quotient in it. I have done some tweaking and expanding. In the original, inquiry was called idea, which was confusing. What he meant was that a character was trying to chase down an idea. But it began when you asked a question and you ended when it answered it. So I renamed it to ask-answer and then inquiry.
[Chuckles]
[Mary Robinette] I think the nesting code thing is me. I'm not sure about that, though.
 
[Charlotte] Okay. Thank you. My other question is there's a rumor going around… I mean, you've already said that M.I.C.E. stories have more than one element, but there's a rumor that I've seen in more than one place that a short story has one thread, a novella has more than one, maybe two, and a novel has two plus, maybe three or four. Is that right?
[Mary Robinette] So, no. I mean, yes and no. It is extremely rare to see something that only has one. You'll see that in flash. But most of the time what you have is, you have what I call kind of a major and a minor, or a light frame with short stories. The thing is that all of those elements are present. What you're looking at is which ones are pulling you all the way through the story. So if you think about the thread as a piece of elastic and you stretch that piece of elastic out. That, you're putting tension on that. The reader is holding on until that elastic releases. When it releases, you get this cathartic burst. So the more pieces of elastic you pull on, kind of the more strength you need to stretch that, and the more cathartic bursts you're going to get. But in a short story, you don't necessarily have enough room to tie on each of those pieces of elastic. So what you have is… Like, this moment right now is an inquiry thread within a larger thing. Arguably, Writing Excuses is frequently all about inquiry. But you'll… If a character is asking a question within a scene, and it's not an inquiry story, then asking it and then getting the answer, that is a very tiny M.I.C.E. thread that's happening within it. Whether or not you want to let it become a driver and be something that you maintain and sustain all the way through, that's the thing that adds the length. So anything that you're trying to sustain all the way through, those are the things that add length to the story. Which is why you almost never see more than one or two. I see, usually, that there's… Most short stories have two. 
 
Wait, wait. I think we've just been joined by a tiny cat. Yes, there is a tiny cat who's just joined us.
[Inaudible little tiny cat]
[Mary Robinette] If you hear a small mrrp sound, that is Felix. So, anyway. So, that's basically it. A novel can have 50 bajillion of them. But every time you add one, it kind of has the potential to make the thing half again as long, because you're… Every scene that you're sustaining it in, you're having to spend words to sustain it.
[Charlotte] Right, thank you.
 
[Mary Robinette] All right. So, we should wrap this episode up. It was long this time and mostly me talking. The next… The rest of them will involve other people way more. But, as it happens, I'm going to talk just a tiny bit more to give you your homework. Which is to actually watch Wizard of Oz, but what I want you to do is I want you to watch it with a piece of paper and I want you to track the M.I.C.E. elements. So you're going to be using M, I, C, E. What you're going to be looking at when you're watching it is when the elements open, when it closes, but you're also going to look for the smaller elements within it. For instance, when Dorothy gets to the witch's castle, she has to go into the castle and back out of it. So that is a milieu within the larger milieu of Oz. So, just track when she's keeping them alive… When things are being kept alive. The initial disruption of reminding us that things have been disturbed. So track them through, and see what you learn from doing that.
[Dan] Awesome. Well, thank you very much. I know that we all have lots more things we want to say, but that's what the other seven episodes are for. So join us again next week when we're going to dig really deep into milieu. Until then, you are out of excuses. Now. Go. Write.
 

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Writing Excuses 16.34: Novels Are Layer Cakes
 
 
Key Points: A novel is like a layer cake? Well, layers of information. Revision helps!  Also pre-work can help. Spontaneity is not creativity. Structure also helps. Make sure you are starting the story in the right place, but also make sure we have context. Use tiny flashbacks. Manipulate the POV. Use free indirect speech. Mostly, think about how you want to layer the information, what's important, what order to present it in, and how to slide it in there.
 
[Season 16, Episode 34]
 
[Dongwon] This is Writing Excuses, Novels Are Layer Cakes.
[Mary Robinette] 15 minutes long.
[Dan] Because you're in a hurry.
[Howard] And we're not that smart.
[Dongwon] I'm Dongwon.
[Mary Robinette] I'm Mary Robinette.
[Dan] I'm Dan.
[Howard] And I'm Howard.
 
[Dongwon] Okay. So, we're talking about novels as layer cakes. Which may initially sound a little confusing. But, this is one of the central metaphors I think about when I think about what makes a novel a novel that's distinct from a short story or a novella or a novelette. The thing about a novel is it requires more complexity, because you're sustaining a narrative over so long, there need to be so many more different aspects going. So you want layers to be present at almost every point. Especially in an opening scene. I'm not just talking about like two layers of a birthday cake. Ideally, you want like a Mille-Feuille, one of those crêpe cakes that's like layer after layer after layer…
[Chuckles]
[Dongwon] That gives you that kind of information density in that kind of character and world building and all those elements. We've talked about individual pieces of how to do that so far. But this is really how do you weave all of that into one coherent whole, while still maintaining the distinction of that lamination. We're turning into the great British Bake-Off here. I'm sorry.
[Chuckles]
[Howard] I've gotta tell y'a, when I think of layer cakes, I… Sandra makes cakes from time to time. You take the cake pan and you make a bunch of different layers. You saw the tops off of them to make them stack flat. Then I think of the episode of British baking show where they were trying to make dobos tortes with bazillions of little layers. I look at that and think, "No, I'm sorry. That has to be done by a machine and a computer. That is not possible for a human being to make that cake." I know there are many people who look at the way novels are constructed and to step back and see all of that layering and all of that construction and have that same reaction. "I'm sorry. That had to be done by a computer and a machine. No human being can hold all that in their head."
[Dongwon] Yeah. With… We were talking about tell don't show, we kind of touched on this a little bit, but I think this is a case where thinking about movies and TV and visual media is really useful to think about how to layer all this different kinds of information. You're absorbing worldbuilding, you're absorbing character, you're absorbing some of the thematic elements, right? If it… If a scene is lit in a menacing way, it's like, okay, we're in a thriller. If they're wearing Regency dresses, we know the time period and we know the class of the person we are looking at. If the background behind them is an office, then we know what kind of story we're in. So there's automatically many, many more layers in a single shot of film than there is in a book by… As a default. So what you need to think about is how do I start working all that other information that I would get if this were a movie into the text. You have a laser like control over the focus of the reader, so you can show us bit by bit. The downside is you have to do that deliberately. You can't just rely on us passively absorbing that information.
[Mary Robinette] A lot of this will come down to word choice, specificity, I mean, all of the different things that we've been talking about for the past several weeks. You're trying to manipulate all of those at the same time. It's what is the character noticing, what order do you feed that information to the reader, which pieces are you telling versus which pieces are you showing. Is this sentence a long sentence or a short sentence? What is my word choice here? Am I going to say, "Pulled out of a chair," or "jerked out of a chair"? Because those are two different things. This is… This is complicated. I will disagree slightly with Dongwon because this is also something that you do with short stories, and in many cases, it is more vital because you have less space. But I understand… But the layers of plot that you have to deal with in a short story are not as many as you have to deal with in a novel. This is, for me, one of the biggest differences and the thing to think about regardless in some ways if you are writing a short story or novel. That first page is framing the thing that you're getting into. In a short story, you're framing a small thing, and it's like, this is the emotional punch that you're going to get. But in a novel, you're framing something that has multiple different emotional punches that you're going to get. You're going to have multiple plot threads. How do you tell the reader, kind of, which of these is the thing that… Like, which one do you introduce as, "Here. This is the thing I'm drawing a line under. This is the story that you're going to be in on." Because you have to make that choice. Is this a coming-of-age? Yes. Is this also an epic adventure? Yes. Where do you start?
[Dongwon] Yeah. I'm going to say, actually, I'm in complete agreement with Mary Robinette. When I say that a short story has fewer layers, I purely mean in terms of character arcs and plot lines. When that information density, I don't care what you're writing, you're going to need to make sure each word, each sentence, is doing as much work as it can, while maintaining crystal clarity for the reader.
 
[Dan] Yeah. I want to emphasize the importance of revision.
[Mary Robinette] Yes.
[Dan] For this. Because, like Howard was talking about, if you're making a layer cake, most of the time you're making several different cakes in several different batches and then you're combining them together later on. I'm… I don't think that you have to do that with writing. I'm not going to say that you can't, because I'm sure that there are people who do. But what I do do is I will write out… The first draft is often just focused entirely on plot or on character. Then I have to go back through multiple revisions and say now I'm going to add in the other parts.
[Chuckles]
[Dan] Now I'm going to emphasize more of the description… Now I'm going to do another revision pass to really drill into internal monologue and emotion. It does take… You're going to have to get a lot of cake pans dirty by the end of this revision process.
[Dongwon] Your first draft is going to look more like Nailed It! than British Bake-Off, and that's okay.
[Laughter]
[Mary Robinette] Well, so… Continuing our cake metaphor. So, first of all, I do the same thing that Dan does. I do multiple passes. The second thing is, right now I am reading… And this is not our book of the week. I'm reading Every Tool's a Hammer by Adam Savage, which is about making. In the entire time I'm reading it, I'm like, "Oh, dear Lord, this is about writing a novel… Or this is about writing." In the midst of it, he talks about making a cake, and that one of the things that, in general, you want to do while making is to set yourself up for success with your pre-work, and that chefs go in and they lay out all of… Here's the bowls that I'm going to need. Here are the ingredients that I'm going to need. They measure things. It feels like it's so much more work, but it in many ways will go faster. It can often feel like, "Oh! But my creativity!"
[Whem]
[Mary Robinette] But what we're talking about here is, with this idea of a layer cake, and especially when you're learning the tools, it's okay to learn, like, one tool at a time. When you… When we're talking about pre-work, that doesn't necessarily have to mean, oh, you're going to outline everything. Oh, you're going to do all your world building ahead of time. What we're talking about is the number of iterations it takes you to get to a product that you're happy with. So sometimes you have fewer drafts, because you've done a lot of pre-work. Sometimes you have multiple drafts, because that is the process that you particularly enjoy going through in order to get to that layer cake. You may only have one bowl in your kitchen. So you have to mix that bowl and then clean it, and then mix the next bowl and then clean it. You may have a ton of bowls, so you can lay it all out. Everybody's kitchen is different, everybody's brain is different. Every cake that you bake, every book that you write, every short story… All of these are different. But the point of it is to remember that there are layers, that there are multiple ingredients that you have to be managing.
[Howard] If there's one thing that has stuck with me after 20 years of Schlock Mercenary, from beginning to finally ending the whole thing, it's that I cannot afford to conflate spontaneity with creativity. Those are not the same thing. Spontaneity is fine, and it has its place. But creativity is never being throttled by me imposing a structure. It's being funneled, it's being channeled, it's being directed. It's… I love having a structure, and so the layering of things in a novel is incredibly helpful. The current work in progress… I had about a 4000 word scene which I couldn't make work all at once because the voice had to be consistent, but the voice is kind of tiring. It's that noir detective sort of lots of humorous metaphors, lots of weird extensions. Can't be maintained well by the reader. I realized that, "Oh, wait. This is… I wanted to use this to frame some of the other characters. What happens if I carve it into chunks?" What happens if I make separate cake pans and saw the tops off of it and then use… I call it a common tone modulation, where the theme of one scene kind of introduces the theme of the next one, even though something has changed. As I began assembling that, yeah, there's no spontaneity anymore, but the creative fire is raging, because now I can see how it needs to be built.
 
[Mary Robinette] Let's pause for our book of the week. When we come back, what I'd love for us to do is… We've talked now about the importance, and I'd love for us when we come back to talk about some of the hows, of how to do that. So, Dan, I think you have the book of the week this time.
[Dan] Yes. So, our book of the week is Legend by Marie Lu. Marie Lu is an absolutely incredible science fiction writer. This book is a kind of a YA dystopia. It's about 10-ish years old from back when YA dystopias were all the rage. This one has stood the time better than most, I think. It's called Legend, like I said. I wish I had the time to read you like the entire first page. But I'm just going to read you the first two sentences.
 
My mother thinks I'm dead. Obviously, I'm not dead, but it's safer for her to think so.
 
[Wow]
[Dan] That says… Tells you so much. It is asking you compelling questions. It's introducing elements of the character. It goes on in the next paragraph, if I had time to read that, just lays out incredible detail about the world that this takes place in. There is so much density of information, while also being incredibly compelling and readable. It's a wonderful book. It's called Legend by Marie Lu.
 
[Dongwon] So, as Mary Robinette mentioned, I do want to talk about some of the mechanics, about how you make this work. I think when I'm in writing workshops the thing that I see most commonly, like the feedback I'm giving like 60 or 70% of the time is I think you're starting the story in the wrong place. This kind of goes back to what we were saying about the earlier mistakes is often… Or the common mistakes is I often see that the story's starting too early. It's starting before interesting things are happening. Now the problem is if you jump into when interesting things are happening, we don't have context. Which leads to the common mistake of the gunfight problem where then you're like, "What's going on? Why do I care about all this?" The solution, for me, is that layer cake. Right? So you can start when things are kicking off, you can start in the heart of the inciting incident, and then you manipulate the timeline. You don't have to go straight A, B, C, D. You can start at C, and then tell us about A, right? You can layer in those tiny flashbacks. They don't have to be big scenes. They can be a sentence. It's like, "Oh. Yeah. When I woke up today, I wasn't expecting this." Right? You can layer those things in to give us the context of where this character comes from, what do they care about, and then introduce stakes that may not be immediate to this scene. Like, the stakes of the scene is I need to get out of this gunfight because my sister needs to go to school today. Right? I don't know what book I've just written here…
[Chuckles]
[Dongwon] But it's something, right?
[Mary Robinette] I mean, that sounds like Jade City, actually.
[Dongwon] Kind of. Actually. Right? Like, if the character cares about something, then suddenly I, the reader, care about this gunfight. I think when you think about how do I change the timeline, I think you can get a lot more of that density in and start layering those elements in from sentence to sentence, from clause to clause, and really get all of that information into my brain much faster than if you did it sequentially.
[Mary Robinette] Yeah. The other piece of that when you're dealing with that kind of thing, one of your best tools for stacking that information is the manipulation of POV. So, we have talked a lot about all of the things that make… In previous episodes, about all of the things that make a point of view. If you go back to the very first episode that I appear on, which is episode… What was it?
[Howard] Three, 14.
[Mary Robinette] Three, 14. Right. Because it's pi. In which I talk about puppetry and focus and breath and internal motivation and all of those things. All of those pieces are the things that make up POV. But the other piece of POV that you have to manipulate is the showing versus telling, the describing versus demonstrating. It's basically are you… You can pull back and go a little omniscient for a moment. You can go deep in. Those moments, those choices that you make, allow you to layer information in. Within that, one of my favorite tools is free indirect speech. Where you can have the narrator basically just say something to the reader, even if it's in third person. So, this example is from Wikipedia, which actually has a great explanation of what free indirect speech is. So, quoted or direct speech would be: 
 
He laid down his bundle and thought of his misfortune. "And what pleasure have I found since I came into this world," he asked.
 
Whereas free indirect speech is something more like:
 
"He laid down his bundle and thought of his misfortune. And just what pleasure had he found since he came into this world?
 
So, that thought just goes straight into the text. You can do so much with that to layer in information. She picked up the knife. Her grandfather had given it to her. That's just like, "Ah, I picked up the knife. Ah, my grandfather gave this to me." That slows us down. It's popping in and out. So, these are the kinds of things that you can be thinking about and manipulating when you're playing with that opening.
[Dongwon] I'm going to give another very highfalutin literary example here, but if you ever have the chance, go take a look at Virginia Woolf's Mrs. Dalloway. There's a very famous scene of Clarissa walking down a street. There's like somebody's doing sky writing and she uses that to slide from POV to POV to POV in this scene as you move through the crowd. You really jump… Like, someone will make eye contact, and then suddenly you'll be in that character's head. It's a master class in how you can use POV to build out a complete scene, and the balance between telling and showing. Of telling us a piece of information about another person, dropping into their mind to see how they see the world, and then sliding back out into someone else's POV. If you want to think about how powerful shifting that perspective can be in building out a narrative, both in terms of using free indirect speech in terms of subjective experience and seeing things from different angles in that Rashomon style, even that one scene, if you don't read the whole book, I think is an enormously instructive thing to take a look at.
 
[Mary Robinette] So, we are now at the point where we are at our final homework. Dongwon has this for us. But I'm actually going to tag on at the end of it with a trick. So this is going to be a tagteam homework, and he has no idea that I'm doing this. This is information that I probably should have layered in earlier.
[Dongwon] Well, I'm also calling an audible and I'm going to shift what the homework is. So we're going to see if our two plans line up right here.
[Mary Robinette] Okay, then.
[Dan] [Oooo]
[Dongwon] So, I think the thing I want you to do is actually to delete your entire first scene from your draft. I mean, save it somewhere else. Put it under a different name, don't throw out your draft. But I want you to start from word one for that first scene and rewrite it using all of the tools that we've talked about here. I want you to think about the exercises you've done up to this point rewriting that scene using all those different tools, characters' interiority, that sort of narrative description, describing the world building and setting. Then redo it and try and think about how am I go to layer all these techniques into a single whole? How do you make that cake feel more complete using these tools?
[Mary Robinette] Fantastic. I am going to tag onto that, that once you've done that, but I want you to do is I want you to revise it. I want you to tighten it. The way I want you to do that is I want you to go through and highlight which things you really need the reader to know and make sure that they are in the right order. Then I'm going to see if you can fit them into a single paragraph. So what you're going to do is… This is an editing technique that I call one phrase per concept or one sentence per concept. So each concept, you're like, "Okay. They absolutely have to know that there are dragons and the dragons can talk. They absolutely have to know that this is 1950s. They absolutely have to know that I'm at a girls' boarding school." Okay, so that gives me four sentences. Then you get one more sentence for tone. Because tone is incredibly important. That is also a piece of information that the reader has. This is just an editing exercise. Then your final thing is probably going to be somewhere in between those two. But that is a way to start really, really thinking about which layer is important to you as you start your novel.
[Dongwon] I think these two homeworks dovetail beautifully. I think, by the time you're done with it, you'll have a killer first page that's going to work great for you.
[Mary Robinette] So, now you are really and truly out of excuses. Now go write.
 
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Writing Excuses 16.33: Tell, Don't Show
 
 
Key points: Show, don't tell originated in silent films, where the choice was between showing you a visual image or letting you read a title card. However, storytelling inherently has a certain amount of telling. It's a balance between telling and showing. Especially in the opening pages of a book, the writer needs to tell the reader a lot of information for context. Consider it as describing and demonstrating. Or consider it as controlling pacing and emotional distance. You can interweave telling and showing. Show us the good parts, and tell us the other parts. Some of this is the order of information being presented. 
 
[Season 16, Episode 33]
 
[Dongwon] This is Writing Excuses, Tell, Don't Show.
[Mary Robinette] 15 minutes long.
[Dan] Because you're in a hurry.
[Howard] And we're going to tell you stuff.
[Dongwon] I'm Dongwon.
[Mary Robinette] I'm Mary Robinette.
[Dan] I'm Dan.
[Howard] And I'm not going to show you that I'm Howard.
 
[Mary Robinette] Well, fine then. As we start off this…
[Dan] Thank goodness.
[Mary Robinette] I want to actually talk about where the advice tell… Or show, don't tell comes from. This actually comes from silent films.
[Chuckles]
[Mary Robinette] So, this is important to understand…
[Dan] A slightly outmoded art form.
[Mary Robinette] As a writer. What this advice originated from is what the reader wants to see is characters doing stuff and action happening. What they don't want is to have to read a bunch of title cards. So, if you can give us information embedded in the scene, that is significantly better than having a title card or having a whole bunch of things at the beginning that your character has… Your reader has to wade through before they get to the meat of the thing. So that's where show, don't tell comes from. But in fact, we are storytellers, so… A certain amount of telling is kind of baked into our process.
[Dan] Yeah.
[Dongwon] Yeah, the thing I always think about is that a novel is mostly the writer just telling you stuff. Because there's too much thing… Stuff, there's too many things that happen in a novel or you to show every single component of it. Right? So I think show, don't tell is really useful advice, but for a 101 level writer. For an introductory writer. When you're just getting started, you need to learn how to make sure that things are seen on the page that reinforce the stuff that you're telling us. But the reality is, it's a balance. There's a lot of telling and a lot of showing. I think when you're in the opening pages of a book, there's so much information that I as a reader need to understand anything. This kind of goes back to our start it with dialogue thing, that if you tell me some stuff first, then I have the context to engage with the dialogue that you're putting up on the page. So I think there are ways in which you can tell us a lot of information. Think about Hill House. That whole first paragraph is just Shirley Jackson telling us about this house. I think that informs everything that's going to come after that.
[Mary Robinette] Yeah. This is… This has been true for all of the things that we're doing. But frequently what they're doing is that everything is doing double duty. It is both just flat out telling you. I was arrested. That's just flat out telling you. I was arrested. He then proceeds to show the arrest. Yes. But he's not playing coy with the information. It's like this is the important thing, this is the thing that I want you to understand. A lot of times, I think that we internalize this show don't tell so thoroughly that a writer feels like if they just come out and tell the reader something, that they have in some way diminished the surprise, the anticipation of whatever it is.
[Dan] Yeah.
[Mary Robinette] Using my own novel as an example, the opening of Calculating Stars is, "Do you remember where you were when the meteor hit?" I'm like flat out telling you a meteor is going to hit. A meteorite is going to hit. Before we get into the rest of what's going on. So it's totally okay to just tell people things. He said, she said. That's just telling people stuff.
[Dan] Yeah.
[Howard] The best example I've found for… In support of show don't tell in novel form was a draft I read in which a conversation, a big, detailed conversation between two characters, we are told the summary of the conversation. It is bookended by very specific dialogue, meaningless dialogue, from the pilot about bringing the spaceship into dock. I remember reading that and thinking, "You showed me the completely uninteresting bits, and you told me what happened in the part that I wanted to see." So that felt upside down. But yeah, for the most part, we are tellers, and we tell a lot.
[Dan] I like to use different words for these. Telling and showing, because we are primarily a nonvisual medium, don't have as much meaning as they would in, for example, silent film. So, I like to talk about instead describing and demonstrating. Like Dongwon said, there's a big balance between them. That you need to do both of them. Some things need to be described, and some things need to be demonstrated on the page so that we can see them in action and understand why we should care about them. But using… How to use those two tools is really valuable.
[Mary Robinette] I also use different words when I'm talking about it. Because for me, the decision about showing or telling is about controlling two specific things, the pacing and my emotional distance from the character. So the more I unpack something and take time with it and dwell on it, the kind of closer I am to the character's head. That doesn't mean that my sentences have to get long. Like in the Tom Reacher, that's… We are very deeply in the character's head, but everything's short and punchy. So for me, it's about immediacy versus distance from the character, or unpacking or compressing something. If time passes, frequently, I'm just going to tell you, a lot of time passed. I'm not going to make you, like, live through that.
 
[Dongwon] I think also one block that people have is they think right here, this paragraph, I'm telling somebody something. This next scene, I'm showing. Then I'm going to tell, then I'm going to show. I think that is… I think the Dan thing really helps disrupt that, because what you're really doing is sliding from showing and telling sentence to sentence, even, like, clause to clause in a sentence. When you have dialogue, Howard kind of hinted at this a little bit, but you can have one person say something and then tell us, "And they said that their day was great." You know what I mean? Or tell, "And then she told me about her day and her morning, and some interesting stuff happened, but mostly it was boring." Right? Like, you can skip over the boring parts of it, but then show us the interactions that matter. Right? So, think of these as tools to be used in a very interwoven, very integrated way. Not one block of that and then one big block of that.
[Howard] It's also useful to think about this kind of the way the MPAA handles content ratings. If you show the splash of blood and gibbets and gore, you've got an R rating. If you show the moment leading up to that, and then the camera pulls away and someone talks about what happened, you have a different rating and the viewer has a different experience. So you, as the writer, by controlling the position of the camera can do some things with content that might otherwise be extremely triggery, extremely graphic, whatever, and handle it in a different way, because it's your book. You show us what you want to show us, and tell us the parts that you don't want us to stare at.
 
[Mary Robinette] So, with that, may we tell you about our book of the week?
[Dan] That is my opportunity this week to talk about Jade City by Fonda Lee. This is the first in a series, a fantasy series, that I didn't quite know what to expect going into it. It is kind of an epic fantasy about two crime families, basically, in an Asian inspired fantasy world. But in… It's a modern version of that. It is… It's set in like a modern-day style city. The very first paragraph has ceiling fans that took me completely by surprise because I was expecting something more traditional fantasy. The language in the book is incredible. The characters are enormously compelling. The setting is really well drawn and fascinating. It's absolutely wonderful. There's a whole series attached to it, so please go read Jade City by Fonda Lee.
[Mary Robinette] I'm going to second that, because I blurbed it. I think I described it as the Godfather meets Crouching Tiger, Hidden Dragon.
[Laughter]
[Mary Robinette] Because it's all of those things, plus all of the stuff that you love from martial arts wireworks as a magic system. It's so good.
[Dongwon] Fonda herself talks about that book as the Godfather with kung fu, right? That's absolutely the premise. I will also point out that Jade Legacy, book 3 in the series, is out this November and I cannot wait.
 
[Dan] Well, let me use this as an example of what we're talking about with tell, don't show. Because it is entirely about kind of two warring crime families. There's No Peak and there's Mountain, and they're fighting for control over the city. In order to understand that battle, we need to understand how the city functions and how the magic works and all of that. So it begins with what I suppose is technically a prologue, but feels just like chapter 1 of two thieves who are trying to steal a bunch of Jade from a kind of low level criminal. Because they are outside of the system, we're not getting all of the high level ramifications of what's going on. We're getting the very low level jade is important, this is why, this is what it can do, this is why we want it. So it's just really kind of telling us… It's describing to us what is important and why. Then it is demonstrating to us what the magic can do and what it is like to live in the city, all at the same time. It's a brilliant opening.
[Dongwon] Yeah. I mean, she tells us that Jade is important, that the clans are important, how the jade magic works, and how the culture in the city works. She's telling us all those things. Then, immediately reinforces it by showing us the moment of these two petty criminals walking to this restaurant to try and rip off this like mid-level boss, and just everything is a disaster, as you can expect, in a totally delightful, like, very Breaking Bad style way of, like, all these dominoes falling. But it's such an opportunity to set up the thing by telling you, reinforce it by showing you, and then telling you the next thing, when you see the consequences of the first thing happening, right? This is a try fail cycle used to demonstrate worldbuilding. It's a master class in my opinion. The other thing I wanted… I'm sorry, go on.
[Mary Robinette] I was going to say, we should probably talk about other things besides the book, even though I will… I was… Because I was just about to say, "And also…"
[Laughter]
[Howard] Oh, and then in this part…
 
[Dongwon] We could go on forever about this book. The other thing I want to talk about though, is… I think it's so interesting that Mary Robinette pointed out that the origins of show, don't tell are rooted in silent film. Because I think the way in which… The amount of visual media that we all consume today I think has made show, don't tell really run off the rails in terms of writing fiction, which is a nonvisual medium. Right, as Dan said. The problem with show and tell is we think of it as here's a scene of two characters talking and then here's a voiceover, and that's the telling. We think of telling as the artificial voiceover. In film, that's often a cheap trick. In film, that is a shortcut to giving us information for a variety of reasons. So what we instead need to remember is that when we are looking at a visual image, we are absorbing enormous amounts of information that aren't on the page. We can see the characters' faces, we can see their expressions, we can see what they're wearing, we can see the furniture behind them. Right? You don't need to describe that ceiling fan. If I just saw the opening shot of a movie version of Jade City, I would know, yeah, this is the 1970s. Yeah, there's technology. Yeah, there's cars. Right? I don't need to be told those things. So the thing to remember is that when you're writing a book, the reader will only see what you put a laser focus on. The mechanic by which you often put that laser focus on the stage setting is through telling us stuff.
[Mary Robinette] The example that I use when I am attempting to explain this, to tell people about this, is that a lot of what we're talking about here is the order of information. That the order of information that you're presenting to people on that first page is incredibly important because you're setting up context. So what I use is the example of imagine that you're in a dark theater. That's laser focus, and that you have a single spotlight. The single spotlight rests… Opens up on a pool of red liquid on a linoleum floor. You think, "Oh. Someone's been stabbed. There's blood on the floor." Then it pans over and you see a can of Kool-Aid. You're like, "Oh. Okay. No no no no. I was wrong. I misunderstood what was going on. This is a kitchen drama and someone's just dropped a can of Kool-Aid and that's what the red liquid is." You pan a little bit farther. Now you see a hand and a bloody knife. You're like, "Oh. No, I was right the first time. Someone was stabbed." But, if you do it the other way around, if you provide context for your reader, if you start with the hand on the floor with the knife, and then you go to the can of Kool-Aid, and then you go to the red liquid, the reader can build this very clear picture in their head. So when you're deciding at the beginning kind of what to tell, you're not just deciding what to tell, but you're also deciding when to tell it. You're trying to make sure that you're presenting this information in a way that the reader is building that… The picture that you want them to build in their head. Because storytelling is linear, whereas film, even though we are experiencing time passing, you don't have control. You have some control over where an audience looks on a screen, but, like, if I am watching something and there is a typewriter in a scene, that is always the first thing I will look at. The filmmaker has absolutely no control over that. But on a page, you do have that control. Howard, it looked like you had a thing?
[Howard] I did. A short paragraph of character description from a work in progress, which… I talked about metaphor and simile and whatnot in an earlier episode. How Lee Childs didn't use it in the Jack Reacher thing. Metaphors and comparisons are a form of telling, a form of description, that give us a shortcut. This is short.
 
Darren laughs. It's a big, friendly, old man sort of belly laugh. Not quite ho ho ho, but if Darren ever decided to grow a beard to go with his massive handlebar mustache, he'd have steady holiday work as a shopping mall Santa.
 
How much of that is actual description, how much of that is comparison to a picture you already have in your head and I'm telling you to make a connection between these two things, that is something that absolutely… The… A movie can't do that with one of the characters saying, "Your laugh sounds like Santa Claus. Have you looked at…" Which would derail the film.
[Dan] Well, to keep this… My own little terminology going. That paragraph you read us is telling us how to think about this person. It's describing the person. But at the same time, it is demonstrating the characterization of the speaker. We're learning so much about the person who is giving us that information because of the way they choose to give it.
 
[Mary Robinette] So, with that in mind, I think, let's talk about your homework for this week.
[Dongwon] So, your homework for this week is, again, maybe taking that scene or taking another opening scene, and what I want you to do is to rewrite the whole first scene purely as narration. Right? Take out any dialogue, take out any of that scene setting, and just give it to us as a narrator describing what's happening. Now, I'm not recommending this be the final version of your opening. I think this is a really instructive exercise though to show you what does and doesn't work about this approach. Hopefully, from this you can take sentences, you can take paragraphs, and then work that into your draft. But I want you to really step back and force yourself to get rid of all the tools of showing and only do a telling version of it. See where that gets you.
[Mary Robinette] All right. This has been Writing Excuses. You're out of excuses, now go write.
 
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Writing Excuses 16.32: First Page Fundamentals – THE KILLING FLOOR, by Lee Childs
 
 
Key points: A thriller introducing an iconic character. Incomplete sentences, pop, pop. Foreshadowing. A very brief cold open, and flashback. Layers of questions about what's going on and what's going to happen. Short, blunt, simple sentences, with rich visual imagery.
 
[Season 16, Episode 32]
 
[Dongwon] This is Writing Excuses, First Page Fundamentals – THE KILLING FLOOR, by Lee Childs.
[Mary Robinette] 15 minutes long.
[Dan] Because you're in a hurry.
[Howard] And we're not that smart.
[Dongwon] I'm Dongwon.
[Mary Robinette] I'm Mary Robinette.
[Dan] I'm Dan.
[Howard] And I'm Howard.
 
[Dongwon] Okay. So, this week we're doing the last of our three deep dives. We're going to do a close reading of the opening page of one of my favorite thrillers that introduces the character of Jack Reacher, who will be the protagonist of this series for however many books there are, 10, 11 books. I think he's an incredibly iconic character in the field of thrillers. Yeah, so we're going to have a quick reading of the first couple paragraphs of most of the first page here.
 
[Mary Robinette]
 
I was arrested in Eno’s diner. At twelve o’clock. I was eating eggs and drinking coffee. A late breakfast, not lunch. I was wet and tired after a long walk in heavy rain. All the way from the highway to the edge of town.
 
The diner was small, but bright and clean. Brand-new, built to resemble a converted railroad car. Narrow, with a long lunch counter on one side and a kitchen bumped out back. Booths lining the opposite wall. A doorway where the center booth would be.
 
I was in a booth, at a window, reading somebody’s abandoned newspaper about the campaign for a president I didn’t vote for last time and wasn’t going to vote for this time. Outside, the rain had stopped but the glass was still pebbled with bright drops. I saw the police cruisers pull into the gravel lot. They were moving fast and crunched to a stop. Light bars flashing and popping. Red and blue light in the raindrops on my window. Doors burst open, policemen jumped out. Two from each car, weapons ready. Two revolvers, two shotguns. This was heavy stuff. One revolver and one shotgun ran to the back. One of each rushed the door.
 
[Dongwon] So, the two examples we've done so far have been very high-minded, very beautiful language, very high prose. I mean, we're talking two master stylists of the American canon here. In fact, a lot of times, when I'm on Twitter, I will see somebody start to make fun of Lee Childs' writing. They'll flag it as quote unquote bad writing. I could not disagree with them more. I think this is some of the most effective writing for the genre that we are talking about, the character that we're talking about. I think there is a rhythm and a beauty and a poetry to it all on its own. It is not trying to paint an incredibly moving, chilling Gothic picture, it is not painting the rich interiority of a depressed person, it is instead engaging with how a particular person sees the world and how that makes them good at two things, investigating and extreme violence.
[Howard] Calling back to the discussion of asking questions and then answering them. "I was arrested in Eno's diner." Well, I have a lot of questions already. "At 12 o'clock." You know, the time at which you were arrested was not one of the questions I had.
[Chuckles]
[Howard] But thank you for the additional information. "I was eating eggs and drinking coffee." Okay, that's also not one of the answers I needed, but thank you for completing the picture. Then, "A late breakfast, not lunch." Oh, wait. Eggs, coffee, 12 o'clock. Maybe I should have been asking that question. But, no, again, that's not the question I had, but thank you for completing the picture. I love the way it works, because with each reveal quote unquote, we're being given information that isn't what we asked for, but which completes a picture, and the tone of it says, "Hey, that first question you had about me getting arrested? Pfft. That doesn't actually matter. We'll get to what matters later. Let me tell you about my eggs."
[Dongwon] Well, the thing that's implicit in that is his superiority as an investigator, right? It's not in the Sherlock Holmes, I'm like I'm going to prove I'm so much smarter than you. But there is an element to this, it's like, "Hey, dummy. You didn't ask important questions, which is what was happening. Why was I here?" All of those things that led up to this moment. You start to get a sense of how does Reacher's brain work. How does he see the world? How does he, like, put all of these things together? I love the inferences that they can pull from this. A thing that we will later learn about Reacher is that he is fundamentally homeless, he doesn't have a home. He's itinerant. So he doesn't have a car either. So that whole wet and tired after a long walk in the heavy rain from the highway to the edge of town… Why was he doing that? Why was he walking through the rain to get to this diner to have this late breakfast? Also, just so many bad things have happened to him already by the end of this paragraph, like, that's not a fun way to be, he's getting arrested, and yet, we don't get rage, we don't get anger, we don't get depression. We just get, "Eh. It's a Tuesday."
[Chuckles]
 
[Mary Robinette] Yeah. The other thing that I notice about this is the way… Again, I always tend to look at punctuation, because of the audiobook narrator background. There's so many incomplete sentences in this. When he's describing things, it's these quick pops of things. Brand-new, built to resemble a converted railroad car. Like, that's not… That is… That's the entirety of it. There is no verb there. Well, built, I guess. But it's just… These incomplete sentences that just give you these pops of his notice. It's like… For me, what it mimics is kind of the way his eyes are darting around and looking at things. It's like, "I noticed this, I noticed that, I noticed this." I don't linger on anything, because I can't afford to linger on things. I have to keep moving forward.
[Dongwon] My guy doesn't have time for verbs, what are you talking about?
[Mary Robinette] Yeah.
[Dongwon] Who needs subjects to sentences? Objects? Forget about it.
[Mary Robinette] These are ridiculous things. Grammar? I don't have time for grammar. I'm wet and tired. I gave you a subject verb right there. I was wet and tired. What more do you want from me?
[Dan] Yeah. I…
[Howard] Had this been written by Melville or MacLaine, there would be semicolons.
[Laughter]
[Mary Robinette] Right!
[Dongwon] Exactly.
[Howard] There would be a truck fun of semicolons.
[Chuckles]
[Dongwon] [garbled]
[Howard] In order to capture that voice.
[Dongwon] But you said MacLaine when you meant Jackson. I think you meant Shirley MacLaine instead of Shirley Jackson.
[Laughter]
[Mary Robinette] Very different people.
[Howard] You're right. I did mean Shirley Jackson.
[Dan] I would read either a horror novel or a thriller novel written by Shirley MacLaine.
[Dongwon] Absolutely.
[Dan] That sounds wonderful. So, I find it really delightful that people kind of mock this language. In large part, because, that is, I think, fundamentally, a bit of genre bias. That this can't be good writing because it is airport bestseller thriller. But who this language reminds me most strongly of is Cormac McCarthy who is considered to be one of our best living writers. It's because this is not considered literary fiction that the exact same writing style that leaves out verbs and has short, punchy, very descriptive painterly sentences suddenly doesn't count anymore because of the genre that it's in. But if you look at this, the first sentence of that third paragraph is enormous. It is 2 to 3 times longer than any other sentence in here. That always jumps out at me. Like, why does this merit so much extra time and attention? The sentence is, "I was in a booth at a window, reading someone's abandoned newspaper about the campaign for a president I didn't vote for last time and wasn't going to vote for this time." There's so much in their. There's… It's such a… Not just long, but a complicated sentence. Which forces your brain to kind of look at that and say, "Well, why does this deserve more than the others?" Not having read the book… I'm three for three now, on not having read Dongwon's big examples. I don't know why that one gets more attention than the others. But it's…
[Dongwon] But it's…
[Dan] Go ahead.
[Dongwon] I think it's a little bit of the person slipping through the detective. Right? You just get this digression where he can't contain his irritation with the world. He can't contain the reasons why he's chosen to exit society and live this itinerant life. Right? He's an outsider, an outsider by choice, because he can't even be bothered to care about who's President, because to him, it doesn't matter and it won't matter because whoever it is, it sucks. Right?
[Mary Robinette] Well, structurally, what he's doing, like, every time he's got a longer sentence, it is actually a sentence about him. "At 12 o'clock, I was eating eggs and drinking coffee," is longer. "I was wet and tired after a long walk and heavy rains." "I was in a booth at a window, reading somebody's abandoned newspaper." It's… When we get even a hint of interiority that we linger on things. But the other thing I think is that part of the reason that he stretches that out is because the character's a little bit bored. This is… It's not en… It's not so much that we get bored, too. It's just enough for us to say, "Oh, he was there for a little while reading this. Then stuff started going down."
[Dongwon] Which he's still not interested in.
[Mary Robinette] He's still not interested. Exactly. Exactly.
 
[Mary Robinette] I do bef… I do need to pause us for the book of the week, and then we'll come back and talk about some more things. The book of the week this time is one that I want to talk about that Dan wrote.
[Dan] Yay.
[Mary Robinette] So, Ghost Station by Dan Wells is also a… It's a Cold War spy thriller. I listened to the audiobook, which is fantastic. It's beautifully narrated. It is not science fiction or fantasy, so those of you who know Dan that way, this is straight up historical fiction. It's right… Right like a week or so after the [inaudible]
[Howard] Berlin airlift.
[Mary Robinette] Yeah. It's right after the Berlin wall goes up. It is twisty, it is tightly paced, you're deeply in the main character's head, who's a cryptographer. What he notices and doesn't notice is so important to the entirety of the book. This is… It's a great book. One of the things were going to be talking about when we come af… Come back from me raving about how much I love this book, and I loved it a lot, is we're going to be talking about foreshadowing. Listening to this book and listening to it twice, it is, in and of itself, a master class and how to handle foreshadowing.
[Dan] Well, thank you.
 
[Dongwon] One other thing I want to point out, which is a very small note here. But we've been talking a lot about how saying your book should be for somebody, not for everybody. But he does something that is so canny in this newspaper line where he talks about a campaign for a President that I didn't vote for last time and wasn't going to vote for this time. I don't care where you are on the political spectrum, you feel that, right? You could be left, you could be right, you could be a libertarian, you could be a communist. Anybody is going to read that line and be like, "Yeah. That President. I know which one you're talking about." They're all… Everyone has a different person in mind. It's so smart that he doesn't alienate anybody, but still talks about politics, because that's how we all feel about politics, right? So it's just this tiny little moment where sometimes withholding specificity can open the door to identification. Even though most of the time the more specific you are, the more you're going to find that connection.
[Mary Robinette] Yeah. The reason he can get away with it here is because he does not care about it.
[Dongwon] Yeah.
[Mary Robinette] So he's being nonspecific about a thing he doesn't care about.
[Dongwon] Exactly.
 
[Mary Robinette] But I want to talk about the foreshadowing which is that he… He opens with, "I was arrested at…" And then he… Essentially, what he does is everything that follows that is a flashback. Until the arrest happens. So he's saying, "Bear with me. Bear with me, I'm going to get to the good stuff." So that's… We can call that foreshadowing, although it's… Or we can call it a very brief cold open, and then flashback. But he also does some other interesting foreshadowing in here that I'm going to have Dongwon talk about.
[Dongwon] Yeah. So I think the other foreshadowing that's going on here is… The thing that makes all of this remarkable is his complete disinterest in his complete lack of fear about getting arrested. That tells us so much about who he is as a person. One thing is that he's white, he's a man, he has all these elements that don't make him afraid. But also, he's police. He was formerly a military police, which is a thing that will learn later. So he has a connection to these people. He's not afraid of them, he knows how they operate. Then the thing that comes immediately after where we stopped the reading is that this operation was for me. He knows they're coming for him, not the cooks, not the waitress. He's the target here because he knows he's a dangerous person, or capable of great danger. What this is all setting up is that the police are interested in him, that they're not interested in him because he committed a crime. They're interested in him for some other reason. That's adding this layer of foreshadowing, adding these layers of questions as to what is going on, what's going to happen. Now, what's going to happen is he's going to be forced into working for the police to help them find the killer, right? There's such an expectation across the structure of so many of these thrillers, but again, he's blasé about men with shotguns and handguns charging at him is indicative of both his control of the situation and that foreshadowing, that foreshadowing that he knows that he can be useful to them and that that's why they want him at the end of the day, not because he is a criminal.
[Dan] Yeah. Now, one of the kind of key principles of a character introduction is that we need to know not only who this person is but why do we like them. This extreme competence and lack of fear that you're talking about is a big part of why we start to like this guy. But I'm reading ahead a little bit, and in the next paragraph, he has this huge thing where he talks about reason after reason that he knows they're coming for him and for nobody else. So what does he do? He finishes his eggs, and then he puts a five dollar bill under his plate. Because he knows he's about to get arrested, he knows he's not going to have time to pay, but he wants to make sure that this diner doesn't get shafted out of the money he owes them. That says an incredible amount about the character.
 
[Dongwon] One last thing I want to bring up is this language isn't beautiful. It's short sentences, it's blunt sentences, it's very simple. But actually, the imagery is quite beautiful. He pauses in the middle of this scene to say, "Outside the rain had stopped, but the glass was still pebbled with bright drops." Then he like kind of jumps forward to "light bars flashing and popping, red and blue light on the raindrops on my window." He's pausing for these rich visual images. I know exactly what this diner looks like. I can see it in my mind. I can feel the vinyl of those booths. I can smell it. You know what I mean? He's so evocative with his imagery. We get caught up in the staccato pacing of it, his observations, that sort of like military mind looking for the threats and dangers. But the writer behind that is showing us a rich and textured world. So, just because you're being blunt, doesn't mean you can't have beauty in what you're doing. That you can't have aesthetics really coming forward in a powerful way. One of the things that makes this work so well for me is it's operating on like all these different layers at once. It's just firing on every cylinder, character, plot, setting, writing, all those things are really coming into play here in a way that I find incredibly exciting and absolutely makes me want to turn to the next page and find out, okay, what happens when the cops get in the door? Okay, what happens when he gets to the station? Okay, what happens at the next step of the investigation? Everything is just pulling me forward like a freight train. For me, I find it irresistible.
[Mary Robinette] Yeah. I would also argue, having… Since we just did the master classes with Amal about poetry, that this is actually beautiful language, and that if you took this and did a paragraph break where most of these periods are, that… And presented a chunk of this as free verse poetry to someone, that they would believe you and would talk about the capture of individual elements.
[Dan] Yeah. Well, this has a lot of that density of kind of meaning that we talked about with Amal. Sentences like here "I saw the police cruisers pull into the gravel lot." That's a visual detail, but that's also an audible detail. Because we can hear instantly what tires on gravel sounds like. We know that, and it's very familiar. There's a lot of different sensory information all packed into very small spaces.
[Howard] Yeah. I noticed, scanning back over it, that he doesn't use comparison to describe things. There are places where he uses words that might more commonly be used to describe other things. "They were moving fast and crunched to a stop," gives us a sound effect as they are stopping. But it's very straightforward description. He doesn't compare the red and blue lights on the raindrops to something else to help us see red and blue flashing through the raindrops. He just calls it like it is. It's very direct.
[Mary Robinette] That is consistent with the character.
 
[Mary Robinette] Which brings us to our homework. Dongwon, I think you have that this week.
[Dongwon] So, I think our homework is to sort of take what's been done here, and take a lesson from that. Write an introduction to your story that focuses on entirely the character's view of the world. Maybe, again, take that scene that you worked on for the past couple homeworks, and rewrite it again. Not necessarily the character reflecting on their interiority, but how does the character interact with the world? How do they see the world, both in mechanical and philosophical ways? How is what is happening in the world around them filtered through their point of view? When we say point of view, this is what we're talking about.
[Mary Robinette] All right. This has been Writing Excuses. You're out of excuses, now go write.
 
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Writing Excuses 16.31: First Page Fundamentals – MOBY DICK
 
 
Key Points: Mental illness. Suicidal ideation. Dark humor, and a lot of tone. Authority, a command to the audience. Plus character. Specifics, visceral and relatable. Contradictions and questions. An audience surrogate? What kind of ride, what kind of story is this? Stakes. Ripples and echoes that shape everything to come. The mythic tone of oral history. Alliteration and front rhyme. 
 
[Season 16, Episode 31]
 
[Dongwon] This is Writing Excuses, First Page Fundamentals – MOBY DICK by Herman Melville.
[Mary Robinette] 15 minutes long.
[Dan] Because you're in a hurry.
[Howard] And we're not that smart.
[Dongwon] I'm Dongwon.
[Mary Robinette] I'm Mary Robinette.
[Dan] I'm Dan.
[Howard] And I'm Howard.
[Dongwon] So we're going to do…
[Dan] None of us said, "You can call me…" and then our name. I think that's… I admire our restraint.
[Dongwon] [garbled] restraint.
[Chuckles]
 
[Dongwon] So we're going to do another deep dive into an opening page. In this case, we're going to do Moby Dick. It probably has one of the most famous first lines that Dan just referenced right there. So, I'm going to hand it off to Mary Robinette again to introduce us to this little sample here.
[Mary Robinette] Just a brief content warning. Much like when you make promises to a reader at the beginning of the book, we want to make sure that you have the opportunity to nope out of things that you don't want to read or listen to. Moby Dick deals with a couple of things. It deals with mental illness and suicidal ideation. Those are both present in the paragraph that you're about to hear.
 
Moby Dick. Loomings.
 
Call me Ishmael. Some years ago—never mind how long precisely—having little or no money in my purse, and nothing particular to interest me on shore, I thought I would sail about a little and see the watery part of the world. It is a way I have of driving off the spleen and regulating the circulation. Whenever I find myself growing grim about the mouth; whenever it is a damp, drizzly November in my soul; whenever I find myself involuntarily pausing before coffin warehouses, and bringing up the rear of every funeral I meet; and especially whenever my hypos get such an upper hand of me, that it requires a strong moral principle to prevent me from deliberately stepping into the street, and methodically knocking people’s hats off—then, I account it high time to get to sea as soon as I can. This is my substitute for pistol and ball. With a philosophical flourish Cato throws himself upon his sword; I quietly take to the ship. There is nothing surprising in this. If they but knew it, almost all men in their degree, some time or other, cherish very nearly the same feelings towards the ocean with me.
 
[Dongwon] This is another example of an opening that I absolutely adore. I think it captures so much of the spirit of this book in just a tiny little microcosm. It's darkly humorous. Not to make light of the very serious issues on display here, but the tone of it, I think, really establishes so much of the book. Given the grimness of a lot of things that lay before us, he's approaching it in such a specific lens that I think sets us up to meet Ishmael, sets us up to meet Queequeg, sets us up to spend time on this ship with all these people who all have their own reasons to be at sea, but, fundamentally, are all because they are escaping something. They're escaping the burdens of everyday life. You have that last note that ends on "all men in their degree, cherish very nearly the same feelings for the ocean with me." That choice to go to sea rather than submit to the other things that are plaguing Ishmael in this scene I think is really the core spirit of this whole book.
[Mary Robinette] Yeah. We tend to think of Moby Dick as the pursuit of the great white whale. While that is happening, it really is about escaping. It is about the internal conflict. The great white whale, what that represents is that's the avatar of the escape. It's… It is the not-self. But this book… It's been, I will grant, a very, very long time since I read it. But for those of you who cannot see the…
[Suppressed Snickers]
[Mary Robinette] Video feed, Elsie has just joined us by jumping up the back of my chair and across my face. Okay. So, hello. Elsie, would you like to purr for these nice people? No. Okay. Good job. So, what were we talking about? Use of flashbacks?
[Chuckles]
[Dongwon] I think the thing… Even putting aside, because we are focused on how first pages work. So we can put aside sort of the bulk of Moby Dick, and really focus on what draws people in in this case. Again, I like it because it is that microcosm. But in terms of the mechanics, what pulls people in, you have a few things. Going back again to the idea of authority, it literally starts with an authoritative statement, which is, "Call me Ishmael," right? It's a command to the audience. But also, there's so much character built into that, in that sense of unreliability. You get the sense immediately, Ishmael is not this guy's name. He's asking you to call him that for some reason. The slipperiness that's injected into it immediately set so much of the tone for what's pulling us into this paragraph, what's pulling… Introducing that breadcrumb. Breadcrumb one. The authority of the command and the doubt about who this person is. Then we're sliding immediately into this portrayal of someone who is suffering some kind of mental illness, some kind of condition here, whether that's depression, whether that's suicidality, all these things are really coming to play in this scene. That's driving him, in a very real way, to make this choice, which is to go to sea.
 
[Mary Robinette] The other thing that he does, again, in that things are going to be somewhat squishy is "some years ago, never mind how long precisely." Again, it's that command to the reader. But then he gets… He gets very specific about all of the different kinds of symptoms that he spots in himself. So I think one of the things, for me, again, in terms of the ways that this pulls me in is it's like, "Look, don't worry about this thing. Don't worry about that thing. Here are the things I want you to think about." It's it's like this examination of self, the… Bringing up the end of a funeral procession, the moment when you think maybe I should just step into the street. These things are specific, they're visceral, they are inherently things that a listener or a reader can relate to in some ways, and disturbingly so.
[Dongwon] [garbled]
[Mary Robinette] And also funny.
 
[Dongwon] My favorite bit of this is the methodically knocking people's hats off, right? It creates this very specific image of this guy just losing it and the way he's going to lose it is walk in the street and knock everyone's hats off because he so frustrated with something. Right? Voice is a huge component of what makes this paragraph work. But the other aspect is character. All the things about Ishmael that raises all these questions and all these story promises of finding out what's going on with this guy. Why is he like this? How is he going to address this stuff that he's struggling with in this paragraph? Just the specificity of the image, the specificity of the way in which his frustration is manifesting itself in knocking people's hats off, I think opens huge doors into this story, into the character, and is that just absolute trail of breadcrumbs that pulls me into the book to find out what's happening next.
[Dan] Yeah. Well, that word methodically changes everything about the sentence. This is not him losing control. This is not him becoming so frustrated that he has to go out and knock a hat off. That's not what's going on. He's trying to pick a fight. He's trying to get himself in a fist fight so that he can feel something, so that maybe someone will beat him up or kill him, just in order to start something. I love that line. That was absolutely the part that stood out the most to me.
 
[Dongwon] Then it's paired with this… With the philosophical flourish Cato throws himself on his sword, I quietly take to the ship. Right? There's this high-minded intellectualism that suddenly slips in here. Here's this guy. We know he's broke. We know he's sort of at the end of his rope. But he's still going to talk about Cato. He's still going to talk about philosophy and history. But then contrasting that with him quietly heading to his destiny. Here is again this disjunction, this pairing of contradictions, in this character that raises all these questions about who he is.
[Dan] Yeah. Now, I have to admit, they're going to take my English degree away for this, but I've never actually read Moby Dick. So, coming to this completely cold, what stands out to me more than anything is what you've already talked about, that this is entirely character focused. Moby Dick has such a reputation as being this very plot heavy and/or metaphor heavy kind of slog of a book that is incredibly detailed about the process of whaling and about all of these other things. Nothing that I have heard about the book prepares me for this paragraph being so intimately based on one person's mind and mindset. It… This suggests to me that it's much more character driven than I think the clichés about the book have led me to believe.
 
[Mary Robinette] Yeah. Why don't we take a moment to pause for the book of the week, actually, which is a preparation for next week's episode?
[Dongwon] Yeah. Next week we're going to do our third and final deep dive. We're going to be reading Lee Child's The Killing Floor. These are the Jack Reacher series of books which are very well known, very successful series. Killing Floor is the first Reacher book. It's Lee Child's first novel. I think it's an absolute master class in how to write a thriller. These are some of my favorite thrillers ever. I think it will be an incredibly instructive example. It's also a fun read that will take you about 30 seconds from start to finish. You won't want to put it down. So, yeah, our book of the week is The Killing Floor by Lee Child.
 
[Howard] A couple of fun trivia bits about Moby Dick. Herman Melville wrote this across a span of about 18 months. Which is a year longer than he planned to spend. About halfway through the writing of it, he met Nathaniel Hawthorne. It is supposed by many that this meeting inspired Melville to go back revise and expand and make the project a bit bigger. Because Moby Dick is actually dedicated to Herman Melville… Err, dedicated to Nathaniel Hawthorne. In token of my admiration for his genius. I think that… I don't know what his writing process was like. I doubt that the first line came first for him. I suspect that part of that expanding and revising was the recognition that Ishmael's voice was a poem, if you will, that was going to get stretched through the book in ways that perhaps it hadn't.
[Dongwon] In fiction, sometimes, we talk about audience surrogates, right? So, this is Kitty Pride in the X-Men. That character that the audience can relate to to get them into the story. I think Ishmael's operating for us in some of those ways. Right? He's going to be our lands into understanding Ahab as we understand what's going on with Ishmael. Right? Ishmael being the sort of larval stage of Ahab as he descends into his obsession, into his madness, and all of that. So, I think again this is the author telling us from the very first line what we're in for, what kind of story this is. This is going to be a story about men struggling with their internal selves. Dan's right, so much of the way we talk about this book is this metaphorical, like, man against nature and all these things. But really, at the end of the day, this is a group of people who are characters divided against… Minds divided against themselves. Trying to overcome their own limitations, their own obsessions to literally survive the experience. Although the stakes are there. Survival is on the page. Dealing with mental illness is on the page. Figuring out a solution to what kind of life do I want to lead. All those things are immediately in this first paragraph. I think the echoes from that will ripple throughout the book. Right? This is the first stone thrown in the pond, and then that's going to shape everything that comes after it.
[Howard] One of the… The book… There's sort of a parenthetical aspect between the beginning and the end of the book. In the editions that we have today, there's an epilogue, in which we learn that Ishmael survives the final events of the book. The first UK edition in 1851 didn't have the epilogue. That forces me to imagine the experience of the British reader of 1851 who… First, like, call me Ishmael. Some years ago, never mind how long… And then gets to the end of the book and it doesn't look like he lives. How does that even work?
[Mary Robinette] So I want to… Because we're talking about opening lines and the importance of setting things. There's another book that is related to Moby Dick that… It's called Two Years before the Mast. We were talking about what inspired Herman Melville to write it. He, in multiple places, cites this book, Two Years before the Mast, which is a memoir. It's a real book about a British fellow who went to sea. This is the opening of that. I want you to notice the difference of it and the difference in the promises it makes. Even though the subject matter of the book, which is being at sea, is, on the surface, exactly the same. Or I should say being at sea and a lot of details about being at sea.
 
2 years before the mast
 
The fourteenth of August was the day fixed upon for the sailing of the brig Pilgrim on her voyage from Boston round Cape Horn to the western coast of North America. As she was to get under weigh early in the afternoon, I made my appearance on board at twelve o’clock, in full sea-rig, and with my chest, containing an outfit for a two or three years’ voyage, which I had undertaken from a determination to cure, if possible, by an entire change of life, and by a long absence from books and study, a weakness of the eyes, which had obliged me to give up my pursuits, and which no medical aid seemed likely to cure.
 
So, both of these are men that are going to see to fix something, right? But the promise that is made in that opening paragraph about the ride you're going to be on is entirely different. They're both told authoritatively. They're both internal and about the character's sense, but one of them's much more focused on the surroundings and we're going to get on this ship and this is going to come to an end when I get off of this ship. The other is my mind is a mess.
[Chuckles]
[Mary Robinette] And I'm going to sea because my mind is a mess.
[Howard] I went sailing because I need glasses.
[Laughter]
 
[Dongwon] Yeah. The other genre thing I want to flag here is this opening firmly places this book in a tradition of oral history, of oral storytelling and folklore. Which is a totally different ride from what Mary Robinette was just talking about in Before the Mast. I think framing it that way gives it this mythic tone immediately. It calls to mind Percy Bysshe Shelley's Rime of the Ancient Mariner. It calls, like, the Odyssey. He's referencing this grand history of oral epics and I think framing it that way again gives us such a sense of where this story is going. So when he spends the next three chapters talking about huddling in bed with another man while they smoke pipes because it's cold and then goes into four chapters describing the biology of whales, we had in our heads still that this is going to be this epic storyline. This is going to be this long framework of an adventure even though we're taking all these digressions. I think that tone carries us through these digressions and lets us gather the joy of those moments which are very funny, very strange, very weird moments and then loop back into this bigger narrative, this bigger understanding of we're going on the Odyssey here, right? We're going on this grand journey and people will contend with the elemental forces by the end of this.
[Dan] I want to point out, just really quick, a word choice trick that he's doing here to grant it some more of that epic oral history vibe. Which is alliteration. In a lot of Western, especially Nordic, languages, Beowulf for example, has front rhyme rather than end rhyme. That the letters all… The words all start with the same sounds. That was a form of rhyme in this really strong epic oral tradition. So when you get down here and he says, "Whenever I find myself growing grim about the mouth, whenever it is a damp drizzly November in my soul," he is echoing that type of oral epic storytelling very deliberately.
[Howard] There's two sets of rhymes in that one line. Growing grim about the mouth. That is a beautiful phrase.
 
[Mary Robinette] Yup. Well, we are going to leave you with a slightly longer episode, which is appropriate for Moby Dick. We're going to give you a little bit of homework. That is to write an introduction that is purely internal to the character's mental state. So, much like this begins with him ruminating on where he is internally, that's where we want you to do with this homework episode… With this homework. Now, if you're in a mood to try something really fun, take the one that you wrote last week and rewrite it so that it is focused on the character rather than the description of the outside that you were doing last week. This week, focus on the character's interiority, that question of who am I at the beginning of this book.
 
[Mary Robinette] This has been Writing Excuses. You're out of excuses, now go write.
 
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Writing Excuses 16.30: First Page Fundamentals: The Haunting of Hill House
 
 
Key points: Voice! Sanity and dreams. The main character is the house. Two main ways to start a novel, action-driven and voice-driven. For voice-driven, the narrator ruminates on an important idea, something that gives urgency and stakes. Pay attention to punctuation, to how that emphasizes important things. Establish your authority. Tell the reader, up front, "I am going to tell you a story. Here is what the story is." Then tell them the story. Establish expectations, and subvert them. Imply menace at the corners.
 
[Season 16, Episode 30]
 
[Dongwon] This is Writing Excuses, First Page Fundamentals: The Haunting of Hill House by Shirley Jackson.
[Mary Robinette] 15 minutes long.
[Dan] Because you're in a hurry.
[Howard] And we're not that smart.
[Dongwon] I'm Dongwon.
[Mary Robinette] I'm Mary Robinette.
[Dan] I'm Dan.
[Howard] I'm Howard.
 
[Dongwon] So, this week we're going to do a deep dive into an example here. We're talking about, again, Shirley Jackson's The Haunting of Hill House. So, to start, Mary Robinette, would you mind reading the first paragraph for us all, so we're all on the same page, as it were?
[Mary Robinette] The Haunting of Hill House.
 
No live organism can continue for long to exist sanely under conditions of absolute reality; even larks and katydids are supposed, by some, to dream. Hill House, not sane, stood by itself against the hills, holding darkness within; it had stood so for eighty years and might stand for eighty more. Within, walls continued upright, bricks met neatly, floors were firm, and doors were sensibly shut; silence lay steadily against the wood and stone of Hill House, and whatever walked there, walked alone.
 
[Dongwon] This really is one of my all-time favorite openings of a novel in the English language. I think it does so many things right. This is, first off, a great example of how you use voice to establish what your book is. One thing that we, I think, don't really talk about enough when it comes to voice is the musicality, poetry of what she has done here. There's such an elegant rhythm to it that Mary Robinette brought out so wonderfully there that it flows in this way that you get into this sort of… Lulled into this particular state of mind by, and you have this dreamlike quality, which, again, is reflected by this idea that larks and katydids also dream. Right? That, in tension with this idea of conditions of absolute reality, and then connecting that again to sanity. Right? So all of these elements are immediately put on the page of… We're in this sort of hypnagogic dreamlike state. We're dealing with concepts of mental illness and madness. Then we are introduced to the main character of the book. That main character is the house itself.
[Mary Robinette] One of the things that I find particularly compelling about this example is… There are kind of two sort of ways of starting a novel. There's one that is sort of action-driven, which is what we usually focus on. Then there are voice-driven ones. Which are this thing where you take an idea and the narrator ruminates on it. It's something that is important. So there's something within this first paragraph that is also giving you a sense of the urgency, the thing that is important, the thing that is at stake here. That there is this house that so sense… The door is sensibly shut, that it's upright and it's holding darkness within. It's giving you a sense of "Oh, there's something terrible that is coming." But it never names what that terrible is. It's just making you this promise through what is important to the character, and the character is the house.
[Dongwon] It's such a quiet way to start. I mean, it's such a description of just a house and then some stuff about dreams and sanity, right? But really, fundamentally, the core of this paragraph is describing the fact that it's a well-built, well put together house. That is what it is. It's stood for a long time. It's probably going to keep standing for more. But then you end on that final turn, which is such like a delightful moment for me, which is, "Whatever walked there, walked alone." It's just this way of slipping the knife in right at the end of all of that lovely description, all of that sort of smooth beautiful rhythmic description. That the menace that's been building over the course of this paragraph sort of culminates in this moment of… There's going to be that moment of surprise, there's going to be that dark twist to this book. Again, that reflects the structure of the book, that reflects what Shirley Jackson is doing over the course of this story, of giving the characters, of giving them this experience, and writing in this very elevated way. But still, it's going to have that bite. There's still going to be that moment when the character twists and something is not right. Yup?
[Mary Robinette] I want to… Since we are doing a deep dive on this. I actually want you, the listener to go to the Writing Excuses webpage and look at the first paragraph which we will have in the liner notes. The reason I want you to look at it is I want you to look at how she has structured this. So, as a narrator, one of the things that I look at is punctuation. She is placing those commas, those periods, the semicolon… She's placing those very deliberately to provoke causes. Those pauses draw a line underneath things that are important. So where are the pauses that occur in this? Under conditions of absolute reality. We have a semi-colon. The larks and katydids are supposed by some to dream. There's this thing that's like some people think this, some people don't, you're going to have to make your own decision, is what she's doing right there. Hill House, not sane. Again, she sets that apart with those commas. We get to holding darkness within. That semi-colon again to just kind of punctuate that. Then, to really draw a line under the… What the thrust of this entire thing is, it's the very last clause of that opening thing, of that opening paragraph. Walked alone. With a comma, and then the period, and then the paragraph break. You step back slightly before that. And whatever walked there. That's also set apart and she's drawing attention to it very consciously, I suspect, with the way she's imagining the rhythmic quality of this language. So when we're talking about voice, this is one of the things that you can be doing. I'm not saying your writing must have a bajillion commas and semicolons. What I'm saying is use them consciously. Don't think about them so much grammatically. The grammar exists to describe and codify the ways that we naturally group language. What you're thinking about is where am I grouping my thoughts. What is important, what is the thing that I want to set apart so the reader can see it, and what are the things that I want to draw a line under?
 
[Howard] The very first line re-contextualizes what we are being told several times as it unfolds. Most people don't read this slowly. But. No. Live organism. Okay. No live organism. What am I being told? No live organism can continue. That's pretty bleak. For long. Okay, that's less bleak. To exist. Sanely. The word sanely has suddenly re-contextualized everything else. It's not existential, it's sanity. Under conditions of absolute reality. As the little things reveal, that sentence drives me screaming into the Gothic horror of the haunting of Hill House. I… To be honest, I have not read the full book. Exploring this first line convinces me that I might not like that ride.
[Laughter]
[Howard] But the poetry with which that very first line is constructed is absolutely beautiful. That's the sort of promise that I like to be made, I like to be the recipient of, early in the book.
 
[Dan] I am really loving the… Just the little clause, not sane. I mean, it's… The w… So much of this is beautiful. But that one in particular. Not only the suggestion that a house can have or not have sanity, which is fascinating by itself, and which does set up, like Dongwon said, the idea that the house is the character. But, compared to that first sentence, and I, like Howard, have never actually read this so I'm coming in cold and I would love to know if I'm wrong about this. But he's basically saying that in order to have sanity, you have to escape reality sometimes. The fact that the house is not sane implies then that maybe it does exist under conditions of absolute reality. That what we're about to see is not a dream, it's actually real things that are happening. Which takes away some of our safety net and makes this not only kind of unexpected, but also more dangerous.
[Dongwon] [garbled] with that not sane… Every time I hit that line, like, the whole theater audience in my head leaps to its feet and starts cheering…
[Chuckles]
[Dongwon] Like, every time I hit that moment, I'm just like… This is not sane. How did you do this? How do you make me feel this unsettled by that tiny appositive? That tiny, comma-framed phrase there? But. Anyway.
 
[Mary Robinette] Let's give the reader or listener a moment of feeling slightly safer. We'll talk about the book of the week.
[Chuckles]
[Mary Robinette] We'll take you away from Hill House just for a moment and talk about our book of the week. Which is prep for next week. That's Moby Dick. You're going to tell us a little bit about that, right, Dongwon?
[Dongwon] Yeah. So, we're going to talk about the opening page of Moby Dick. Probably one of the most famous lines, opening sentences, in English literature. But when I mention Moby Dick by Herman Melville, I can sort of in my brain hear a large percentage of the audience groaning at the idea that they have to read this ponderous weighty novel. I felt that way for a long time, until I read it sort of in my mid to late 20s. I finally sat down and I was like, "Fine. I'm going to read this thing. Everyone talks about it." I was completely surprised by the book that I actually found. That wasn't this dry tome. It's funny and it's deeply strange. There's like whole chapters that are just talking about whale biology and then long descriptions of like what whaling actually is. It's dark. I cannot overstate how strange of a book this is. It doesn't feel like anything else I've ever read. It's so… It's such an interesting examination of the human experience, of what it is to be in the world and figure out how to survive within it under these conditions. I love this book. It's not going to be for everybody, but I promise it's not the book that your English class taught you that it was going to be.
[Mary Robinette] So, ah…
[Howard] The book that my English class taught me was a… Like, 50 page Cliff's Notes of Moby Dick.
[Chuckles]
[Howard] That does not do that book justice.
[Dongwon] It absolutely does not.
[Dan] You're not supposed to admit that out loud.
[Chuckles]
[Mary Robinette] So, that is Moby Dick by Herman Melville. So go ahead and read that for next week.
 
[Mary Robinette] Meanwhile, we are going to continue talking about The Haunting of Hill House. Because there are other things that it is setting up in here besides just "Oh, this is really, really good juicy voice-y thing."
[Dongwon] The thing I want to draw everyone's attention to is… The punctuation is masterful. I mean, I think we focused on that for a long time for a good reason, but the effect of that on the reader, I think, is establishing an iron grip over your brain in this moment. She establishes an enormous amount of authority, of I am telling the story to you, and I am going to tell it my way. It's going to be distinct and unusual. But also, she just establishes this complete authority. That's one of the things you need to do to the reader in your opening page is tell them, "I am a good writer. You want to spend time here, because I'm good at this." Right? I think she does that in this way by manipulating the rhythm, by manipulating the punctuation, by doing unexpected and sort of things that you're quote unquote not supposed to do. She breaks some rules, but she does it in a way that's very masterful. So, I think, one of the lessons you can take here is to aim for this kind of authority. Which isn't necessarily meaning like you can break the rules in the same way that she does. But find a way to be as compelling and convincing of your mastery of language in your mastery of scene and setting and all those things as she does here.
[Dan] It strikes me, Dongwon, and tell me if I'm wrong about the book as a whole, but this opening paragraph is using a lot of the same tools and playing with a lot of the same toys as Lovecraft. That first sentence in particular is incredibly Lovecraftian, but in a much more sophisticated way than he ever was. Just the way that it is kind of combining these concepts of supernatural and science, directly. Phrases like no live organism and absolute reality. Then, at the same time, this is about a house that's not sane and katydids that dream. It's a really sophisticated combination of those very specific tools that Lovecraft used to establish the tone and the atmosphere.
[Dongwon] I think there's some… Yeah, I think there's a similar preoccupation with sort of this concept of insanity and the very specific way that… We don't really talk about it this way anymore for probably very good reasons. But she also has flipped it on its head in so many ways because instead of viewing the cosmic horror that breaks your brain, the thing that breaks your brain is absolute reality. It's having to be present with no ability to dream, no ability to escape sort of modernity in all of its like groundedness, and the concreteness of this house. So I kind of love the way that she has inverted that in this way and how the language just pushes you immediately into that space, and, I think, is in conversation with it, but I think in a way that says, "Lovecraft, you wish you could do this." Right?
[Dan] Yeah, exactly.
[Mary Robinette] [garbled]
[Dongwon] You wish you could dream the… To reach this level. So, yeah.
 
[Howard] I'm reading and rereading… I printed it out so I can have it in front of me as we're having this discussion. I realized that the thing that is not stated explicitly per se, but which is inextricably related to us, is that Hill House is a living organism.
[Mary Robinette] Yeah.
[Howard] Well, wow. That's a promise that I bet gets fulfilled later in the book.
[Mary Robinette] So, this thing that you just noted. This is a thing that I adore when an author does, when they demonstrate through all of the contextual clues that something is alive. She is not being coy about the fact that Hill House is a living organism. She spending a great deal of time letting us know that it's a living organism. In someone else's hands, that discovery would come later. That would be the I don't want them to know this thing. The big reveal is going to be the house is alive and the whole thing is from the house's point of view. That's not what she… She's right up front. This is a living organism. It is not sane. You're going to spend the next however many pages inhabiting that. Literally and metaphorically. This is… We've talked about getting the reader to trust you at the beginning. These are all things that she is doing with very deliberate choices. She's not being coy about the central thing. The interesting geewhiz factor. Which is that the house is alive.
[Dan] Yeah. And…
[Mary Robinette] You can absolutely do that. There are plenty of examples of being coy with the central… Sixth Sense. But how interesting it is when you go in, and it causes all of the stakes to shift, and become so much more immediate because you have that connection with the character.
[Dongwon] To me, it's always such a plus when a writer can start and tell you, "Here's what the story is," and then proceed to take you to the story. But when they've told you up front, "Here's what's going to happen," I just love that because it's setting expectations and then fulfilling them. As a reader, for me, one of the most satisfying things is being told, "I'm going to tell you a good story. Here's what the story is." Then they tell me the story. I'm like, "Yup. That was great. Thank you for that. Let's do it again sometime."
[Chuckles]
[Mary Robinette] Yeah. Because the other thing that happens when they do this is this is what the story is. And it's not going to go down the way you think it is.
[Dan] Yeah. Well, she is telling us that right off the bat. She's establishing expectations, but also she is subverting them. Imagine any haunted house. It is going to be dark and creaky and full of… There will be weird breezes coming through because the walls don't meet. No. This house, the walls continued upright, bricks met neatly, floors were firm. Doors were sensibly shut. This is not the kind of haunted house we are accustomed to. That by itself makes it more menacing. In the same way as like the introduction to Hannibal Lector in Silence of the Lambs. He is clean, he's well shaven, he's not the creepy monster we thought. Neither is this house. Yet, there is still some menace to it. The fact that the doors have been shut is sensible. Which is just implying this menace at the corners of the story in a house that looks completely harmless.
 
[Mary Robinette] So, we are going to give you some homework. I'm actually going to give you two pieces of homework. Or three. One is Moby Dick. The other is there's an adjacent story that I want you to read. It's called Open House on Haunted Hill by John Wiswell. It's nominated for the Nebula. I think it's nominated for all of the awards this year. It's fantastic. It's basically what happens if you go to an open house at a place like Hill House. It's fantastic. Then, the last piece of homework that I have is your actual home, is that I want you to write an introduction to your book that is a voice-driven opening. So, this is going to be something that is… You're just doing description. There's no action. There's no dialogue. It's not about a person doing a thing. It's about a thing that matters deeply to the fundamental core of the story, and that you're just going to take some time and describe it. Inhabit that. Think about tone and setting and stakes and bring us all of those things that you would normally bring us through action through your descriptive text.
[Mary Robinette] So. This has been Writing Excuses. You're out of excuses, now go write.
 
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Writing Excuses 16.29: Building Trust
 
 
Key Points: Think about hospitality. You are inviting the reader into a space you have created, and you need to make sure they feel comfortable and know what to expect. They need to know what kind of ride they are taking. What are the stakes? Help people decide whether they want to keep reading or put the book down. Set the expectations. Raise questions and answer them. Your starting stakes are not necessarily the stakes of the whole novel, but they should be a microcosm, a small bubble that shows us the kind of story this is.  
 
[Season 16, Episode 29]
 
[Dongwon] This is Writing Excuses, Building Trust.
[Mary Robinette] 15 minutes long.
[Dan] Because you're in a hurry.
[Howard] And we're not that smart.
[Dongwon] I'm Dongwon.
[Mary Robinette] I'm Mary Robinette.
[Dan] I'm Dan.
[Howard] And I'm Howard. And you should trust me.
[Chuckles]
[Mary Robinette] Wow. We're going to have to work really hard to convince the audience of that.
[Howard] It's going to take more than the first line, I got to tell you.
[Chuckles]
 
[Mary Robinette] So, how can we build trust with the audience?
[Chuckles]
[Dongwon] So, one way I think about this is… One of my friends and clients, Amal El-Mohtar, has this really beautiful metaphor that… whenever she talks about writing a book, she uses this metaphor of hospitality. Right? You are inviting the reader into a space that you've made for them. Your part of your job as the writer, is the creator of this space, is to make sure they feel secure, they feel well cared for, and they feel comfortable. Now, that doesn't necessarily mean you have to invite them into a cozy, friendly space. You might be writing a horror novel, and the thing that you're inviting them into is a goddam haunted house right? So if you are doing that, then you are taking them and you are holding their hand and saying, "Trust me. I built you a scary experience." But one of the things about a haunted house is you know what you're signing up for. You know, at the end of the day, a murderer is not actually going to stab you. If you violate that boundary, then you've made a very bad experience for your reader. So one of the things you're trying to do…
[Mary Robinette] They've been stabbed.
[Dongwon] Exactly.
[Dan] Now all I can think is how can I get that to work.
[Laughter]
 
[Dongwon] But one of the things you want to communicate in the opening page is this is the kind of ride that you are on. This is the kind of story that you're on. But also, I know what I'm doing and you should trust me. I'm going to take care of you. Right? I think those are important things you really want to communicate to get that sense of trust and also authority. Also, I am in charge here. This is my house. Welcome. This is my space. You're going to be okay.
[Dan] Yeah. I really like the this is the ride you're on metaphor, because that makes so much sense to me. I hate roller coasters. If I get on a ride at a park with my kids thinking that it'll be some fun little like Peter Pan thing, and it turns out to be a roller coaster… I'm never going to that park again.
[Mary Robinette] Yeah. A lot of this is just about things that we started talking about last week and the week before about establishing the breadcrumbs. There's a number of different ways that you can build trust with the audience. One of those… One of my favorite tools to use is the voice of the character. I… Like, I enjoy… Whether I'm doing third person or first person, when I pick up a book, the voice… The tone tells me so much about what kind of character… The character of the book and it gets into the character of… The character. I'm a writer, I'll go back and edit that later.
[Chuckles]
[Mary Robinette] But the point is that it… This, it your word choice, your sentence structure, what the character is thinking about, what you've kind of focused on, all sends a signal to the reader. This is… You're going to get more of this. Come with me, and I'll give you more of this.
[Dongwon] In addition to the voice, I think one of the things that really establishes what kind of ride we're on… I think voice is sort of setting the stage, but then communicating the stakes of your story, I think, are one of the best ways to really communicate what are the dangers here, what are the threats here, what kind of genre are we in, what kind of story is this. By genre, I really mean sort of the concept of the elemental genre. Is this a thriller? Is this horror? Is this twisty? Is this a romance? The thing to think about stakes in this kind of goes back to what we were talking about last week in terms of don't start with an action scene because violence and death are actually not great stakes in the beginning of a story because you don't care about the character yet. Stakes are about relationships. We are people. So we are wired to connect to other people. I think that's one of the main ways that stories work is we connect to a character's experience. What makes that relatable is their relationships to other people. Right? Stakes are about a character's connections, their feelings, their conflict between themselves and another person in the world, or sometimes a mind divided against itself. Sometimes an internal conflict within a character establishes the stakes of the story. I think as you can communicate that upfront, that can be the most effective way to sort of establish what kind of story and what's on the table and where we're going.
 
[Howard] I… In the first episode we did, Dongwon, you talked about nobody wants to read a book. Your first line is there to prevent people from throwing your book in the trash. I think that on the topic of building trust, at some point, you have to be willing, in that first page, to tell people if you don't want to be on this ride, it's okay to put this book down. Because there are people for whom this is not a book they want to read, and I would rather they know that soon then be angry at me for having found it out 60 pages later. The example that I use is the opening scene of the 2011 Three Musketeers movie in which a guy wearing steam punk-ish scuba gear emerges from the waters of Venice and fires repeating crossbows at his enemy. I looked at that scene and thought, "Oh. Oh, that's the ride we're on. Okay. I'm here." But, you know what? If your suspenders of disbelief have already snapped, just pull your trousers up and leave the theater and be done. Because this isn't a movie for you. So when I think about building trust, I want to make sure, yes, that I've planted the hooks so that everybody is going to read to the end of the first page. But then on the first page, I'm going to include things that tell people this is what you're here for. If this isn't you, it's okay to leave.
[Mary Robinette] This is why when you… You will often hear me talk about like within your first 13 lines, try to get some hint of your genre element, preferably like within that first three. So that readers know what they're in for. Using the example of the Three Musketeers, if we had started with a historically accurate beautiful court scene and then moved to the repeating crossbow, when you get to that, you will flip the table and storm out. Whereas the other way, you're setting expectations. It's like, "No. You're going to get the pretty clothes, but that's not what this book… This film is about."
[Yep]
[Mary Robinette] So, a lot of it with this is making sure that the reader understands kind of the scope, in addition to all of those other things.
 
[Mary Robinette] Why don't we take a moment here and pause for our book of the week?
[Dongwon] Yeah. So, our book of the week is actually going to connect to next week's episode. So, we are talking about Shirley Jackson's masterpiece, The Haunting of Hill House. This is one of the greatest horror novels of pretty much all time for me. I think it's one of my favorite books ever. It's very different though from what we expect if you're thinking of horror as Steven King novels. It's very moody. It's very atmospheric. The thing that were going to be talking about is that first page. Really, almost just the first paragraph of that book. So, if you're not really up for reading a whole horror novel, just feel free to read that first page. But for those of you who are open to it, I think it's one of the most incredible pieces of literature out there. It is also an excellent TV show that's been made out of it that has very little to do with the book, but it's also very enjoyable.
[Mary Robinette] You… Thank you. So that's The Haunting of Hill House by Shirley Jackson.
 
[Mary Robinette] You looked like you were about to say something right before we paused for the book of the week. What was that, Dongwon?
[Dongwon] Oh. Really, talking about this idea of setting those expectations in that first paragraph, when… One of the most important questions in publishing, I think, for me… Sometimes I talk about it as maybe the only question in publishing and everything else is some version of it, is deciding who this book is for. But when you decide this book is for this person, inherently in that statement you are saying this book is not for this other person. Right? That's okay. It's okay to have your book not be for a certain segment of the audience. Dan doesn't like roller coasters. You shouldn't try to make Dan get on your roller coaster. So, I think communicating that in the first part…
[Dan] Don't say it that way, because now everyone is.
[Laughter]
[Dongwon] I think really being clear about that is really important to let people opt out as much as you're letting them opt in.
[Mary Robinette] Yeah. Absolutely. The other thing, for me, when we're talking about building trust, goes to something that Howard said last episode, which was raising a question and answering it. This is one of the things that I find… One of the most effective tools that you can do to build trust with the reader is… Because writing a novel, writing a short story, is about withholding information until the point at which you want to deliver it. So what you want to do is you want the reader to know that you will deliver the information when they need it. One of the ways you can do that is to raise a question and immediately answer it, raise a question and immediately answer it, raise a question… Don't answer it. They know, "Okay. I'm not getting the answer right now because it's not important at this moment. I will get it later." But you want to make sure that those… That the ones that are kind of obvious questions, the ones that the reader is going, "well, hang on," are thematically linked to the thrust of your story. Just a question for the sake of why is that happening is going to… Again, with the breadcrumbs, draw them down the wrong path. So, like when I'm talking about a thematically linked question, if you've got a murder mystery, why is that dead body on the floor, that's a thematically linked question. You don't want to immediately tell them why the dead body is on the floor, because they have to figure it out. Whereas if it's a battle, why is that dead body on the floor isn't the question. Right? That's… It's like, "Ah. There's a dead body on the floor from a bullet wound. It looks like… It's… One of the enemy soldiers is on the floor." You want to answer the question almost before they get to it. So that they aren't…
[Howard] To extend…
[Mary Robinette] It popping up.
[Howard] To extend the dead body metaphor…
[Mary Robinette] Which we love.
[Howard] The vast majority of us have never been in a room with a dead body. So, often the question is why am I reading a story about a person… Why is this person in the room with a dead body? Is this a police procedural? Is it a war documentary? What is it? So that's… I like that question.
[Dan] Well, I think it's important to… This is such a wonderful example, because you can illustrate a lot of different ideas with it. There are a lot of authors, and Dongwon mentioned this, I think last episode, that you have already spent hundreds of thousands of hours thinking about your book and your characters. So to you, this might not be a question. You might not realize by putting that dead body on the floor that you are posing a question to the reader. Perhaps what you're trying to do by not explaining the body is to illustrate that the people in this war scene are inured to death and they are desensitized to violence. You're just trying to show how grim and dismal their life is. But it actually is a question, and the readers are going to wonder about it and that's going to lead them off track.
 
[Dongwon] Often times those questions, we also talk about them as story promises, right? You asked the question, you are promising to the reader I will address this in some way. Maybe in an offhand way, maybe in a small way, maybe a big way. I think when Mary Robinette was talking about that series of questions that are asked and answered, I think of those in terms of… As we talk about the story stakes, the way in which the stakes in your opening scene don't have to be the stakes of your whole novel, right? Because if you're giving… If you're writing 150,000 word epic fantasy, the stakes of the whole novel are not going to exist in that first scene, and it would be madness to try and get them in there. But you need to give us some stakes, and those need to be thematically connected to the big stakes. But you're doing a little microcosm, you're giving us a small bubble in which we can understand the kind of story that we're in and where we're going to be going with that. So think about ways that you can have a nearer, smaller version of the stakes of the story as what's in that first scene, what we're engaging with there. So that then we have an idea of where it's all going over the course of the 800 pages that come after this.
[Mary Robinette] Yeah. One of the things that we talk about so often when talking about stakes, when talking about how to make a novel more immediate, is the character. The character of the no… The character that you're along the ride on. Something that I have recently had an epiphany about… When Dongwon was talking about a mind divided against itself, that when you're on a character story, that the essential question that the character is asking is who am I. That they've hit something that has caused them to have some doubts or some conflict about who they are. So you can begin to show those cracks in who… Who their understanding of themselves is even in that opening scene when they have to make a small version of a larger choice that they're going to have to make later. That who am I… Am I the person who takes the call from my mom or am I the person who finishes ordering my coffee? That call later is about something much, much bigger. It's… That's a very small stake-y thing, but it is… It's that who am I question can often lead to more specific and personal stakes later.
 
[Mary Robinette] Actually, Dongwon, do you have, speaking of characters, do you have homework for us?
[Dongwon] I do have some homework. The thing that I want you to do is to break down every character that appears in your first chapter. Ideally on an index card. Then, on those cards, write out what each character's wants and needs are. What does the character think they want? What does the character need to get to resolve their arc? Then, ask yourself, what stakes are on the page there that you can work into this scene in an explicit way? If you have a strong idea of where each character is going, then you can start injecting those stakes and making sure there represented on the page in those opening scenes. I have a second piece of homework, which I mentioned briefly earlier. Which is, we're going to be talking about specific examples for the next few episodes. Next week is going to be The Haunting of Hill House. So do yourself a favor and read that first page. Then when we get into the in depth conversation, you'll have a little bit more context of where we're going.
[Mary Robinette] Thanks so much. This has been Writing Excuses. You're out of excuses. Now go write.
 
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Writing Excuses 16.28: Common First-Page Mistakes
 
 
Key Points: Don't start with a character waking up. These little moments of life don't really tell us what the book is about, or even much about the character. Your opening should ground the reader and orient them. Don't start with dialogue. We don't know who the person is or where they are. Be aware, readers take your beginning literally, so avoid wild metaphors. Keep our readers going forward as fast as possible. Make your opening a trail of breadcrumbs. What kind of questions do you want the reader asking? Don't start with a fight. We don't know what the stakes are, or what's going on. We don't care about the character yet. Action is only exciting if there is real tension to it, a real threat to it. 
 
[Season 16, Episode 28]
 
[Dongwon] This is Writing Excuses, Common First-Page Mistakes.
[Mary Robinette] 15 minutes long.
[Dan] Because you're in a hurry.
[Howard] And we're not that smart.
[Dongwon] I'm Dongwon.
[Mary Robinette] I'm Mary Robinette.
[Dan] I'm Dan.
[Howard] And I'm Howard.
 
[Dongwon] Okay. This week, we are talking about some of the most common mistakes that we all see in first pages of books. So, there's a few things that are sort of talked about a lot in workshops, among agents, among a lot of the writing advisors. But we wanted to break down a little bit why these are… Why these don't work as places to start your book, even though they are sort of natural places that you think might be a good way to open. So, I think the first one is a really classic comment that you hear a lot, which is, "Don't start your story with a character waking up." We see this a lot of a character coming out of sleep, waking up in bed, and again, it's this thing of starting the story at the beginning because you think, "Oh. My character's going to have a big, exciting day. I should start where the day starts." Which is them getting out of bed, seeing themselves in the mirror, so that they can describe themselves, get a cup of coffee, drive to work. These are all natural things, because it's what we think about as a person's life. Because a lot of a person's life is these little moments. The problem is, as a reader, you don't know anything about what the story is. By the time you're done with that scene, you have no information about the book. You may know a little bit about the character. But these also aren't moments that are really defining who a character is and what they care about under pressure.
[Mary Robinette] Right. Because one of the things that you're dealing with in the morning is that you're disoriented. Right? Part of your goal in that opening is to ground your reader and to help them feel oriented. But a character's natural state… I mean, your natural state in the morning is disoriented. The things that you're thinking about are not the things that are most important to you through the day. They're just like, "Where are my pants?"
[Chuckles]
[Mary Robinette] That's not… I mean, I'm sure that there is out there somewhere someone who will write a really compelling story about where are my pants…
[Chuckles]
[Mary Robinette] But that's…
[Dan] But it's not you.
[Mary Robinette] It's not…
[Dan] I mean, I do so many chapter critiques, and I teach so many classes, I am astonished at the sheer number of people who will tell me to my face, "Yes, I know that we're not supposed to do this. But I'm doing it differently." No, you're not. Like, that's why we tell people not to do this. The odds of you, on your very first novel, being the one who cracks the code and is able to do this cliché in a brilliant and innovative way… It's just safer to stay away from these kinds of things.
[Dongwon] Of course, the problem with any kind of writing advice is there is someone out there…
[Dan] Yes.
[Dongwon] Who did do it and it's great.
[Chuckles]
[Dongwon] Odds are, it's not you. Maybe it is. You can try. But then don't be frustrated when it doesn't work.
[Mary Robinette] So, like, for instance, there's a book that's just come out, which is Project Hail Mary by Andy Weir. His character literally… It starts with his character waking up in a literal white room. But he has reasons for doing that. Like, this is one of the things, it's like when you do something like that, you are buying a thing. He's buying something very specific with that. He is buying a character who has been in a medically induced coma in spaceflight. Most of the fun of the book is figuring out… Like, all of the book, really, the fun of it is him figuring out what's going on. So, he's buying a specific thing. However, I'm also pretty darned convinced that if that manuscript landed on an average agent's desk, that they would bounce off of that. You have to buy trust from the reader in some way. Starting with something that… Something like that on your first go round is just not safe. Like, Andy Weir has bought trust because he's Andy Weir. Not because of the actual writing on the page. Which is not fair, but it's true.
[Howard] The first lines, the first page of The Martian were outstanding. They grabbed me straight out of the gate. The book convinced me that I am… I am willing to pick up more Andy Weir books and read well beyond the first page before making decisions.
[Mary Robinette] Yeah.
[Howard] That is a luxury that debut authors simply don't have.
[Mary Robinette] Well, the other thing is that he's using all of the other tool. He's using voice and he's created an unusual setting that the character is waking up in. 
 
[Mary Robinette] But there are other mistakes, too. It's not just waking up. There's starting with dialogue. This is another example of a thing that I see a lot of people do. You can do it. Like, the book that I started… I mentioned last week starts with a line of dialogue. The problem with starting with a line of dialogue is that we do not hear a voice without attaching things to it in the real world. It's incredibly rare to hear a voice and have no sense of who the person is. But when you start with a line of unattributed dialogue, you have no sense of who that person is, you don't know where you are. So…
[Dongwon] The thing that I… Oh, I'm sorry.
[Mary Robinette] Go on. Oh. What I was going to say was that the reason that it works in The Last Watch and then also Ender's Game begins with just straight dialogue. No dialogue tags at all. Very, very short. But what it is telling you is that these characters are not important. The subject of the conversation is the thing that is important. In J. S. Dewes's, the subject of the conversation was the main character. In Ender's Game, the subject of the conversation was Ender. It's very, very fast and it gets you on and it launches you. What were you going to say, Dongwon?
[Dongwon] Oh, the thing that I notice most of the time is that when it does start with that line of dialogue, I immediately forget what that line was. It's almost invisible to me. Nine times out of 10, because I have… There's nothing for me to attach it to. Right? The important thing to remember is you have spent hundreds, maybe thousands of hours thinking about those characters, this world, your plot, all these elements. I, as reader, coming to your story for the first time, know exactly zero things about the book that you're giving me. I have nothing to attach anything to. So anything you present to me, A, I'm going to take it very literally, so be careful of wild metaphors in your first paragraph, because I will take them as real actual things that you are saying. Like, if you say this person is a duck, I'm going to think that person is a dock, even if what you meant was metaphorically, this person walks and talks like a duck. Right?
[Mary Robinette] Yeah. For instance, Gregor Samsa? Not actually a cockroach.
[Dongwon] Debatable.
[Chuckles, laughter]
[Dongwon] But, yeah, so starting with a line of dialogue with nothing to attach it to in terms of character or setting or story… It just vanishes. It disappears into some recess of my brain, never to be seen again. So I have to go back to that later to get context for wait, why are they talking about this? Oh, right. Somebody said something before. The last thing you ever want your reader doing on the first page is having to go back to the top again.
[Dan] Yeah.
[Dongwon] You want them going forward as fast as you can make them.
[Dan] Let me give an example of this. Sometimes… So, like in the example that Mary Robinette gave last time, I think the first line of dialogue was "Spread your legs and bend over." Right? Which by itself is very eye-catching, it is very compelling, because it's shocking. That kind of gives it a pass and makes it work, because it makes it more memorable. But… So, consider one of my very favorite first lines of all time, which is Paradise by Toni Morrison. It's narration. The narrator says, "They shoot the white girl first. With the rest they can take their time." It's incredibly shocking. It's compelling. But because it's narration, it's easy to understand. If you take that exact same line, they shoot the white girl first, and you put it in quotation marks, what you're doing is adding a bunch of extra layers on top of it that the reader doesn't understand. We don't know who's saying it. We don't know why they're saying it. We don't know who they're saying it to or in what situation. Which means we understand it far less then if it was just the exact same words, but as narration.
 
[Mary Robinette] That is a great example. Speaking of first lines, let me use this to segue to our book of the week, which is something I'm going to talk about. This is a literary magazine that I think you all should pick up a copy of. This is the place that I made my first couple of sales. It is called, literally, The First-Line. thefirstline.com The premise of the magazine, it's a quarterly. They… Each issue of the magazine, every story in that issue has the exact same first-line. Because their premise is that if you hand call me Ishmael to Mark Twain, you do not get Moby Dick. You get something totally, totally different. So it's a really good example of what a first-line… Like, how important a first-line is, but also how much the rest of the story comes from the specific author. Like, the first-line is incredibly important, and also, not important at all.
 
[Mary Robinette] To segue us out of that, I'm going to talk about a literary horror story, which is that my second novel, Glamour in Glass, when it came out, they accidentally omitted the opening line of the novel.
[Ooo]
[Mary Robinette] So, this is a thing that we… I had done all of the things. I had gone back… I labored. I am not kidding. There is a handwritten page that is just me rewriting that first-line over and over again to get exactly all of the beats that I wanted. They left it out. For reasons, not on purpose, it was a… For reasons. We'll just leave it at that.
[Dan] Where did you bury the bodies?
[Mary Robinette] You know, we have 12 acres.
[Laughter]
[Mary Robinette] And there's a gully. So…
[Dongwon] I feel that story in my bones every time I hear it. Goof.
[Mary Robinette] But the thing is, if you don't know that first line is missing, the book actually plays just fine. It breaks me inside, because I labored over it, and also because my closing line is an intentional mirror of the opening line. But one of the things that I did as kind of part of that how do we deal with this was that I posted a thing on my website of the second line to books and asked people to guess which book this came from. People were able to guess. So the thing to understand, I think, about openings is that it is a series of breadcrumbs. The mistake that a lot of authors will make is that that first thing that they put down on the page isn't a breadcrumb leading to the next thing. There's no logical causal progression. They're just trying for I'm going to try to catch… I'm going to hook the reader with the shocking thing, and then we don't go on from there.
[Dongwon] I think that's really the argument with dialogue is it doesn't give you a base to build off of. It will connect at some point, but in the example were talking about, in terms of The Last Watch, it connects so cleanly to the next line that you do get that breadcrumb effect. The way I think about it is you have a first-line that leads to the first paragraph which leads to the first page which leads to the first scene. If you can get them past that threshold, you have them, at least for the first chunk of your book. You've got them into your book at that point. So if you think about that progression as sort of a clean step up into where you want to get to, I think that can be really helpful.
 
[Howard] I also like thinking about it in terms of the kinds of questions I want the reader to be asking themselves. Even if they're not consciously articulating those questions. And how swiftly and satisfactorily I can answer those questions. If the first line of the book is dialogue, the reader's question to my mind should be something along the lines of, "Why would someone say that?" Then I immediately am told why that is being said, and it is an answer that raises another question. "Oh, that makes perfect sense. But what's going to happen to…" And now I'm hooked. So the first line of dialogue can work that way. But, yeah, if the first line of dialogue, if the question I'm asking is "Uh. Who is talking? What's even going on?" That is way too broad a question. I want that first line to ask me a narrower question, ask the reader a narrower question, so that I can answer it specifically.
 
[Mary Robinette] One of the things that I'm going to talk about, just to segue us a little bit away from verbal dialogue, is also physical dialogue. Wesley Chu talks about combat as being nonverbal dialogue, that it is a conversation. So when you start with a fight scene without telling us why we are in the fight scene, it's like coming in on two people having a conversation without understanding what any of the stakes are. So another very common mistake that you will see is, again, you want to start… You want to start with the action, so you start with people having a fight. The reason that James Bond films can start with a cold open of Bond doing the things is because we know that we're in a James Bond film. Bond is already an established character.
[Howard] And the cold open is the… dun dada dun dun... dun dun dun... The music that tells us why we are here. It's…
[Mary Robinette] Yes…
[Howard] That opening romp isn't quite that cold.
[Dongwon] I think one of the challenges of starting with a fight scene… People think, "Oh, I need to start in media res, and that's going to be exciting." But we don't know the character yet, we don't care about the character yet, so if this character dies, I genuinely don't care. Or if they get shot, I'm like, "Okay. Cool. What's this book about?" Right? So, I think you need to give us something that we really care about in some way to attach to the character and really pull us into the story that way. So I think people think action is a great way to start because it's exciting, but action's only exciting if there's real tension to it, if there's real threat to it. There's no threat if there is no character that we know yet. So I think it can be a really tricky place to do it I think with all three of these examples, as we're talking about it, it's sort of become clear as we talk about it and when we get in-depth with it, is that these aren't fatal errors, but they are starting a book on hard [mode]. Right? It is possible to do these things, but you've set yourself a very high threshold that you need to clear in terms of your need to communicate to the reader knowingly… You kind of need that wink, wink, nudge, nudge, in those opening pages of I know I'm not supposed to do this, but I'm doing it anyways, and you're going to trust me, because I'm so competent at doing this thing. So it's all about building that trust in the reader in that opening scene.
[Mary Robinette]
[Dongwon] Go ahead.
[Mary Robinette] In fact, building trust is what we're going to be talking about next week. So, before we… Because I can feel myself wanting to talk about how to do that, right now. But why don't we give them homework, which is a very simple assignment this time.
 
[Dongwon] Your homework is make sure you haven't done these. Go back to your first page and consider where you're opening. Go back to that first scene and consider am I doing these mistakes. Maybe not necessarily one of these specific things. But think about the principles we started to talk about here in terms of making sure we have a character we can attach to. Making sure we have context, and that we're not coming into the story disoriented and confused. Really examine that first page and see am I making these mistakes. If not, then how do I make sure that we're moving forward from here?
[Mary Robinette] Yeah. It really is my character… Have I given the audience something to orient? Have I given them a breadcrumb about what the future story is going to be like? We'll talk next week about how to build trust with your reader. But right now… You are out of excuses. Now go write.
 
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[personal profile] mbarker
Writing Excuses 16.27: Nobody Wants to Read a Book
 
 
Key points: How do you start a novel? What kind of first page do you need? How do you keep them from throwing the book away? Three sales tools, the cover, the jacket copy, and the first page or first paragraph. That first experience is what closes the deal. Make sure you don't bury the good stuff 30 pages in. Procedurally, give yourself the freedom to write the bits you think you will love, and what leads into that. Then, later, see if you have a hook, and go back and write that. The opening needs to communicate to the reader what kind of rollercoaster they are getting on. Set the hook and pull people into your story. Don't start at the beginning! That's often boring. Start with the interesting part. Don't jump too fast to the big action, though. You may want to use an ice monster prologue, or cold open. Think musical theater overtures!
 
[Season 16, Episode 27]
 
[Dongwon] This is Writing Excuses, Nobody Wants to Read a Book.
[Mary Robinette] 15 minutes long.
[Dan] Because you're in a hurry.
[Howard] And I don't want to read your book.
[Dongwon] I'm Dongwon.
[Mary Robinette] I'm Mary Robinette.
[Dan] I'm Dan.
[Howard] And you can't make me.
[Mary Robinette] That's Howard.
[Chuckles]
 
[Dan] So this is the start of our new intensive course, brand-new subject with a brand-new teacher. Dongwon, tell us very briefly a little bit about yourself and about what we're going to learn about for the next two months.
[Dongwon] Yeah. So, I'm Dongwon Song. I'm a literary agent with the Howard Morhaim Literary Agency. I do mostly science fiction and fantasy for adults, YA, middle grade. Some graphic novels [garbled] as well. So, we're going to be talking about here how to start a novel. The importance of first pages, some of the techniques that really work, and we're going to sort of break down different aspects and then get into some examples over the course of the next few episodes.
[Dan] Awesome. We're excited. Dongwon's also kind of the fifth Beatle, so to speak. I think…
[Chuckles]
[Dan] You've been in more Writing Excuses episodes than anyone except the four core hosts. So, we're always happy to have you.
[Dongwon] I've done a couple of them. It's always a delight to be here, so thank you.
[Mary Robinette] Yeah. As you were asking him to introduce himself, I'm like, "I'm pretty sure these folks know him by now."
[Chuckles]
[Dan] Well, take it away.
[Dongwon] I get a lot of emails that say I know you from Writing Excuses. So it's quite lovely. But…
 
[Mary Robinette] Tell us about first pages, because we've got novels to write and we have to convince Howard to read them.
[Howard] Good luck with that.
[Dongwon] Well, so I picked a slightly controversial title for the start of this one, which is Nobody Wants to Read a Book. I pulled that from a quote that crossed my feet recently. There was an interview with this legendary comics writer, John Schwartzwelder, who's mostly known for his work on The Simpsons. I'm going to read you the quote that was in this interview that was in the New Yorker. It's "Nobody wants to read a book. You've got to catch their eye with something exciting in the first paragraph, while they're in the process of throwing the book away. If it's exciting enough, they'll stop and read it." This just like perfectly encapsulated how I think about the way you need to start a book. You sort of have to assume that the person who's picked it up is not interested in what you have. Because in that moment, but they're really doing is trying to make a decision about am I going to invest in this book. I think we think about that in the bookstore in terms of like I'm going to pay $20, $10, five dollars, whatever it is. But really, the thing you're asking them to do is to give up hours of their life to spend with your words and your story. There's a lot of things people can be doing with their time. They could be playing video games, they could be hanging out with their family, playing with their kids. So to get them to do that is a really big task.
[Mary Robinette] True story. Andy Weir gets a ton of ARCs. He got mine and was literally in the process of throwing it away. Like, it was in his hand on the way to the trashcan. Like, the trashcan was below it. He read the back cover copy and he's like, "Hang on a minute. Apollo era science fiction? That sounds like my jam."
[Dongwon] Because, I think… That's a great example, because you really have three major sales tools to convince a reader. One is the cover of your book, right? Whatever shiny image is on there tells them this is the genre, this is the category, this looks cool to me. I like this painted Dragon, right? You have your jacket copy, which, as Mary Robinette was just talking about, is like that opportunity to be like this is what the book's about in a really concrete way. But, I think the thing that really clinches it, the thing that closes the deal is they open it and they read that first page and say, "Yes, this is for me. This is exciting. I like this voice, I like these words." So, really, if you think about it… I never encourage you to think about your audience as like a hostile engagement, but in this one case, if you think thinking about it on the way to the trashcan like flying out of their hands, how are you going to grab them in that moment, is such a useful way to approach it. So, I think, when you're thinking about that, as you're going into the publishing process, it's not just readers in the bookstore, right? It's agents, it's editors, it's really everyone in the process. When I'm looking at queries, I look at your pitch, and that is the first thing. But the thing I almost always do, even if I don't like the pitch, 90% of the time, unless it's like something truly terrible, I will scroll down and just read the first few sentences. Just to check, just to see, do you have the thing or not. Right? So, often times, even if I don't like the pitch, if I like those first lines, I'm going to dig in more, I'm going to read that whole sample. I'm [inaudible] right? That is really the opportunity for me and so many people like me to make your case as clearly as possible of why you should be… Why I should be spending this time with you. Why I should be investing all this time and energy into reading your project, in your book, and probably going forward.
 
[Mary Robinette] Yeah. One of the things, when I was… That was super instructive when I was… Before I had started selling novels was I had this children's book, and I let a friend of mine… A friend of mine's wife was an editor at a major house. She's like, "Well, let me take a look at it." Because I was sitting in… We were in a green room situation, and she's like, "Well, hand me the manuscript. Let me take a look at it, and I'll show you how I read things." She's like, "I want to make it clear, this is not me reading your manuscript. This is me demonstrating how I do it." She started reading it. She read about the first page. Then she scrolled ahead real fast and she said, "Yeah. So, I always jump ahead 30 pages because what I find is that most debut authors bury the good stuff 30 pages in."
[Chuckles]
[Mary Robinette] "Because the first part of the book is actually them writing their way into figuring out what the book is. Then they don't cut it later."
[Dongwon] Absolutely.
 
[Howard] Procedurally, the thing that I was going to offer, the tool that I use… I have a reason that I want to write a book. I have a reason I want to tell a story. There's something about it that has hooked me. Often, my first sessions of writing are an effort to articulate that so that I remain hooked. Those are rarely really good first pages. They're usually a voice, a couple of chapters in or something. So I allow myself the luxury of writing some of the bits that I think I will love. Then, writing the beginning material that leads into that. Then, at some point, I have chapters, I have scenes, I have material, I have whatever. Much of which deserves to be cut, because it's a draft. But this discussion of what are the words that I want to put on the page that will prevent Andy Weir from dropping the book actually into the garbage… What are the things that will hook a reader? I don't lead with that. Because coming up with that bit first is really difficult. But, once I have voice and worldbuilding and character and whatever else, the hook, whatever that hook is going to be, has often revealed itself and it's not what I would have thought of at first blush.
 
[Mary Robinette] Which I think is a great segue for us to talking about our book of the week. Which is, The Last Watch by J. S. Dewes. I'm going to just… I'm going to give you a word picture of the cover. The cover is a deep black infinite space with words, The Last Watch, Advanced Reader Copy. But there's a spaceship that is in the process of exploding. There's a diagonal stripe of brilliant blue white light. On one half, the ship is exploding, and on the other half, it's perfectly sound. Then, the blurb is, or the tagline is They're Humanity's Last Chance. So, this is the first line of the book, and this is part of… Or the first paragraph of the book. You'll be getting a lot of these this episode, but this is part of why I was like, "Well, I'm going to keep reading this."
 
“Spread your legs and bend over.”
 
Cavalon’s face flushed. Actually flushed. Embarrassing Cavalon Mercer was a feat few could boast. He was a little impressed.
 
He looked over his shoulder to grin at the guard, but the sour-faced man narrowed his eyes and jabbed Cavalon’s hip with his shock baton. A jolt of electricity shot along the nerves of his leg.
 
“Spread ‘em, soldier.”
 
[Mary Robinette] So what's fun about this, and part of the reason I was like, "Oh, I'm in," is because of… She's just great with the voice of the character. He's snarky all the way through. She's also good at unexpected turns. Like, that paragraph goes… That opening goes several different places that you aren't expecting it. The entire book is very much like that. It is not a predictable read. I just… It's space opera, it's great fun. It's also heartbreaking and super fast-paced. Like these poor people, I think… Anyone who lives to the end of this and… There's… Spoilers. People die in this book.
[What!]
[Mary Robinette] Anyone who lives to the end of this book has got to be just packed with PTSD. But… They have snarky breaks. I'm getting there.
 
[Dongwon] I mean, I think that's a great example, because so much of what you want to do in the opening of a book is to really communicate to the reader what kind of roller coaster ride they're getting on. Right? You want to tell them up front this is the kind of book you're going to be reading. So communicating that it's snarky, there's going to be twists, there is a sense of fun, but also there's a real sense of menace and violence, right? That paragraph gets all of those elements across in very little space which is exactly what you need to be doing. We're going to talk about this more in detail later, but, like that first paragraph, that first page needs to be doing so much work. It's going to sound really intimidating as we talk about it, like, "Wait, how do we get all of those things in there," but there are techniques to do this and there are ways to do this. I think the more you think about how do I put more into this opening page without overwhelming the reader, the more successful you're going to be at like setting that hook and pulling people into your story.
[Mary Robinette] Yeah. It's so tempting to get right into that, right away, but I know that we're going to be talking about these tools as we get deeper in.
[Dongwon] Yeah.
[Mary Robinette] So, let's, I think, continue to focus on it from a reader experience. Which is, as you're saying, the things that cause people to toss a novel away.
[Dongwon] Well, one thing I wanted to hit on, and, Mary Robinette, you and Howard are both touching on this, is a thing that I say a lot is, that the beginning is a terrible place to start. Right? Where the story begins for the characters is often incredibly boring for us as readers. Because nothing's happening yet. Right? Where the characters are starting their story, they're entering into the situation, so they're not in a place that's intrinsically interesting. There aren't any stakes for them yet. There's no tension for them there yet. So one thing I like to think about is how do you skip that proverbial 30 pages ahead, how do you skip to the part where the book is really happening now, and then backfill the information that you need that got the characters to that point? Which is, start at the interesting part. Start with the interesting, don't start with the beginning.
 
[Mary Robinette] By the same token, you can start too quickly. One of the pieces of advice that I got specifically for murder mysteries from Hallie Ephron was that mostly the most common thing that she sees is that people start with the body drop, and that you actually have to take a little bit of time to let people see what normal is like before everything starts going completely sideways. So it is this fine line where it's so tempting to start mise en place, which is… Or mise en scene, which is what this book does, where we are right in the middle of action. But this action that he's right in the middle of sets promises, but it's not the big action that is driving the book itself. It's these breadcrumbs that you want to lay.
[Dongwon] Yeah, the tension in that scene feels like it's a microcosm of what's going to be happening, right? There are stakes in that scene of he's under threat, he's being shocked by the baton, he's under some kind of investigation. But we as readers already feel that this is going to be a small thing inside of the greater space of the story. I think being able to communicate that is one of the ways to be really effective.
 
[Dan] There's a principle that I talk about a lot, that I refer to as the ice monster prologue, which I stole from the first Game of Thrones book. Not that he calls it that, but that's where I came up with this. Because sometimes I think you're right and I would say most of the time, you need to jump ahead, skip those 30 pages and get to where the story gets good. But a lot of the time, especially if what you're telling is an epic, you want to take a lot of time to establish the character and establish their life and let it breathe before things really get big. So, think about, for example, the opening of Star Wars: A New Hope. Like, if we started with Luke, we would be on a farm in a desert and there would be a good half hour before anything really interesting happened. So instead, they start a little bit before that, and we get a big space battle in the star destroyer and people shooting and droids escaping. It's only about 10 minutes, but it helps us… It establishes that promise early on, like, stick with me. Were about to go to the boring farm stuff, and it's obviously… It's not boring. But just don't worry. This is the kind of story that has space battles in robots and lasers in it. You just have to trust me while we get through this early farmboy sequence.
[Mary Robinette] Yeah. James Bond actually does the same thing with the… It's called a cold open.
[Dan] Yeah.
[Mary Robinette] Where he is wrapping up another mission. Because if you actually start at the beginning of this mission, it's a lot of office building.
[uh-hum. yup.]
[Dongwon] Law & Order is the other great example of you always start with that cold open of… You do have the body drop, but then you can wind back to the detective getting coffee or starting their whatever it is. Prologues are their own huge topic, but I think these are great examples of ways to quickly establish stakes and tone before you get into the characters going about their lives in a very… More gradually warming up to them and warming up to the world.
[Howard] In a… Procedurally, for the writer, I think it's useful to look at musical theater overtures. If you've ever listened to one of those, those overtures will always have elements of some of your favorite pieces in the whole musical, strung together in this sort of medley that then leads into our first scene. That can't be written, that can't be composed until the rest of the musical has been written. That's how hard these first pages may be for you to write.
[Mary Robinette] Metaphorically speaking, the other reason that that's a good example is that the overtures were originally composed literally to get the audience into their seats. They were there to play while the audience was sitting down. So…
[Howard] Oh, wait. Early Apollo era trombone?
[Chuckles]
 
[Mary Robinette] So I think that that brings us to the end of the episode. Which means that we should give you some homework to prepare for next week. Dongwon, you have that for us, don't you?
[Dongwon] Yeah. So, what I want all of you to do is to go back to the last three books that you read. Sit down and read that first page. Read the first paragraph. Read that first line. Then sit down with a notepad and take notes in a very literal way about what did you find exciting about them. What works for you and what didn't work for you? What works about a first page is very subjective. So I want you to think about why did I decide to keep reading this or what almost made me throw this book in the trash. Right? What almost kicked you out of the experience in that way? I think as you start to be really analytical about that, you'll be able to take some lessons and apply that to your own work.
[Mary Robinette] This has been Writing Excuses. You're out of excuses, now go write.
 
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Writing Excuses 16.26: Working with Teams
 
 
Key Points: Game writing tends to be more collaborative. A good team player unlocks the best in everyone. Recognize that you are all on a project together. You are not working in a silo, so acknowledge and do what the group decides. Learn to compromise. Empower those around you. When you correct people, step on their toes, but don't scuff their shoes. Honor other people's skill sets, give them freedom to inspire you. Praise coworkers, be fans of their work and ideas. Steer with praise, aka positive reinforcement. The game industry is not a zero-sum game, where praise for a coworker detracts from you. You can advance in the company and still be friendly and team-oriented. Sometimes you have to push. Be careful not to overinvest yourself emotionally in promotions or projects. Keep or make your own creative outlets. Don't do other people's jobs. Avoid head canon. If it's just in your head, it doesn't exist. Write it down, get it accepted by the team, and then use it.
 
[Season 16, Episode 26]
 
[Mary Robinette] This is Writing Excuses.
[Cassandra] Working with Teams.
[Dan] 15 minutes long.
[James] Because you're in a hurry.
[Pause]
[Howard] Oh, I'm sorry. Was that my job?
[Giggles]
[Mary Robinette] I'm Mary Robinette.
[Cassandra] I'm Cassandra.
[Dan] I'm Dan.
[James] I'm James.
[Howard] There is no I in mistakes.
[Laughter]
[James] Yeah. And Howard is funnier.
[Howard] Oh, wait. There is an I in mistakes.
[Laughter]
 
[Dan] So, this is… We're going to wrap this up today, our wonderful intensive course we have had about game writing, by talking about working with teams. Writing can often feel like a very solitary thing if you're in standard kind of novel short story. But other industries are much more collaborative. Game writing is one of those. So, tell us, what do we need to know about how to work well in a team?
[James] Yeah. So, in my experience, how good you are at working in teams is even more important than how good you are at actual game design. Because a good team player will unlock the best from everyone around them, while a bunch of cantankerous geniuses, which describes a lot of the game industry, will frequently crash and burn when they don't need to. So I wanted to just talk with everybody about how you work well in a team. Cass, what do you have for working well in a game team?
[Cassandra] I think the most important thing is recognizing that you are all on a project together. Whatever you do, you're contributing to the main body of this animal. You're not working in a silo, it's easy to think that, especially as a creative. But ultimately anything you do connects with every single other department. So you should absolutely show off your ideas. But at the end of the day, you need to acknowledge and you also need to do what your group decides, at least within reason. Because there's always the risk of people who are a little bit more controversial trying for things that are not quite so nice. So it is a little bit of a balance. But being able to understand that you are part of a group is valuable.
[James] Yeah. Something I always used to tell my team members is you never get to a point where you get to stop compromising. As a new writer, you want to show off your ideas, like you said, but in the end, you need to sort of salute and do what the group or your boss decides. But the flipside of that is that, as I learned as a creative director on Starfinder, being a good creative director means flexing that muscle and that authority as little as possible. You want to empower those below you, technically, in the hierarchy. The thing to remember there is that if your default is yes, then when you do have to say no or why don't we go this other direction, then you will have built up the good will that hopefully people will really listen to that and take it to heart, rather than just automatically butting heads.
[Howard] I was a terrible team player when I worked in the software industry. I was just not good at it. I got put in charge of $100 million product line. That's not a great environment in which to learn good practices, because there's already so much at stake. One of my bosses pulled me aside and said, "Look. When you correct people, yeah, it's because they're wrong. Go ahead and step on their toes. But don't scuff their shoes." The point being it is possible to issue corrections, it is possible to tell people, "No, that's not fitting the course we're going." It is possible to do that and let people retain personal self-worth, retain pride, retain whatever. You don't need to smack talk people in order to make your point. I don't want to suggest that that's the level to which I was a terrible manager of other people. But that's the advice I got, and it has stuck with me.
 
[James] So, one of the things I think about a lot with this regard are art orders. When you're ordering art for a game, you want to give other people room to be creative. Something an art director I worked with told me once was, "After two sentences, the artist stops reading." That can feel like a smack in the face as a writer, where you're like, "But I have 10 pages of description about this character." But the thing to remember is that you want to honor other people's skill sets. A visual artist is likely going to be way better at coming up with cool creative compositions than you are as a writer, because, like, that's what they do. So giving people just enough information… So a good art order is something like, "This is a black woman wearing practical knight armor, with a phoenix on the shield." You don't need to say which hand she's raising her sword with, you don't need to say everything about what type of armor she's wearing, unless it's really key to the project. The more freedom you can give that artist, the better the end product is going to be. You're giving them a chance to inspire you and make it a conversation, rather than just a top-down, "I am telling you what to do and you are doing it."
[Howard] Yeah. This is a combat alchemist who needs quick access to lots of different chemicals. The artist is going to go crazy designing shoulder things for test tubes and whatever. Let them do that, rather than you trying to describe all of those things.
[Mary Robinette] Yeah. I always found that I got much better results when I talked about the mood of the character and the intention. Cass?
[Cassandra] I think our own skill sets is important in regards to other disciplines as well. It's not just the relationship between an artist and a writer. Working in video games, you have the opportunity to collaborate with level editors and level designers. It's easy to go, "No, you just put the nice things down. I will tell you how the story goes." But if you're willing to make space for them, you eventually will recognize, I know, because they're the ones who put things down, they know exactly the structure and how people might approach it and also have little tools and little tricks that might not necessarily be things you think about that can enhance whatever story you're trying to tell in the videogame.
[James] Yeah, absolutely. It's not just people from other departments, it's people in your own department. Every writer is coming with different skills to the project. So recognize when somebody's got a good idea. Support that idea. Praise your coworkers. Be fans of your coworkers. The most fun jobs are the ones where I'm on a team and everyone there is a total bad ass. I'm just happy to be there.
 
[Mary Robinette] One of the tricks that I will use as a manager sometimes is steering with praise. That I praise the things that I want them to do more of, and I don't necessarily have to tell them, "That other thing, I don't want you to do that." People notice. It's like, "Oh, they really like it when I do X." They'll start to deliver… They will self guide, self-correct over to that direction.
[Dan] Yeah. This is a principle that I learned early in a child-rearing class, when my first kid was born. They talked about the difference between positive and negative reinforcement. Both of them work, but one of them works so much better and makes everyone so much happier.
[Howard] There is a point is a team member… If I'm on Mary Robinette's team and she's telling me all of these things that she likes and there's this thing that I enjoy doing that she hasn't praised… At some point, I should ask Mary Robinette, "Hey, this one thing I'm doing, you haven't said much about it. Can you please tell me how you feel about it?" Then we get to have that discussion.
[Mary Robinette] Yeah. It's… At the same time, like… Getting mad at someone because they… Because you… They keep doing a thing that you haven't told them not to do. Like, you should do clear communication, but it shouldn't be… It doesn't need to be retributive to say, "Don't do that thing." You know, like, "You stupid wankedoda!" It's like… "This is… This piece of it is not in line with the overall aesthetic that we're working for. Can you… But these pieces that you do. I love that. I love this, I love that."
[Cassandra] This is something I heard very recently from a friend who works with animal. Clicker training works with humans, and it works surprisingly well.
[Mary Robinette] Yeah.
[Laughter]
[Mary Robinette] Yeah. It's depressing, but true.
[Dan] Oh, that's wonderful.
 
[Dan] All right. We're going to take a little pause here for our game of the week, which is me again. This is one of my absolute favorite new role-playing games. It's not new, it's a couple of years old, but I discovered it very recently. It's called Heart, The City Beneath. It is by Grant Howitt and Christopher Taylor. It's kind of a dungeon crawl game. It's very free-form and it's very narrative. But the thing that I love about it, and the reason that we're doing it on this episode, is the experience system of how your characters grow over time is based on something called beats. Every character class and every character kind of calling has a bunch of like two or three lists of what they call beats that are things like "Take a certain amount of damage" or "Betray someone you love" or like all of these story elements. Then every session, each player looks at their list of beats and says, "Well, I need to pick three of these." You pick them and you tell the game master. Then that becomes this very collaborative way of you as the player have control over what you want to do and how you want to steer your character. The game master knows exactly what gets you excited and how to build the story in order to enable those beats. It becomes this wonderful collaborative session. It's one of my favorite game mechanics I've ever seen. So, Heart, The City Beneath.
 
[James] So, jumping back into working with teams and working in the industry, I want to throw out… We were saying be a fan to your coworkers, praise good work, honor other people's skill sets. I think sometimes people misunderstand and the think that there's… That the game industry is a zero-sum game, and that if they praise what their coworkers are doing, then they'll be less likely to succeed, or, on the flipside, they feel like, "Oh, well, I can't self advocate, because if I do, my coworkers won't like me." I think that, like, that is absolutely a thing that people run into, that especially runs into issues of privilege as well. But I do believe that you can absolutely climb the ladder and self advocate, while still doing your best to be responsible and friendly and team oriented. If you do good work and you're pleasant to work with, hopefully, if you have a good team, people will be happy to see you rise. But I guess another thing I'll tag onto that, is, I at the same time, advancing in a company, in my experience, you… Sometimes it's about just being there a long time and doing good work, but sometimes you really have to push, because there's often not a lot of structure in game companies that are smaller. People just sort of put things together, so they don't necessarily have a plan for after X years, you become senior designer or whatever. So you need to show the company what you can do for them. I feel like every promotion that I got as I went to… Senior editor, executive editor, creative director, all those things. It was always about me going to my bosses and saying, "Hey. You've got a problem. I can solve it if you empower me. If you give me this team, I will give you this game that you want." I think that can be hard, because it's not about what you deserve, it's not about necessarily who does the best work or who's been there the longest. There's not a clear path like that. It's really about what you can convince your employers to give you.
[Mary Robinette] Yeah. I think along those lines, one of the things that I want to remind people who are… Women, people who are from marginalized communities, is that women especially, we are socialized to not push. It's not universal, but as a general rule, we are socialized to let other people have the space. So it's important to understand that when you go in and say, "Hey, I can do this thing," or "Give me the opportunity" or "Here is an idea that I'd like to present," that you're not… That that's normal, that's what people are supposed to do. So you're allowed to take up space in a room.
 
[Cassandra] I think it's important when talking about teams and talking about promotions, to not overinvest emotionally. Which I know sounds a bit self-contradictory, compared to the other points. But it's just… If a promotion is not there for you at that moment, it does not mean you're a terrible person or you're not deserving of it were that people are keeping it from you, although the latter is sometimes. It just means it's not the right time. That's fine. Similarly with projects, if you have ideas, things that are precious to you, and you run into say, a creative director, who goes, "I like that idea, but it doesn't work for this project," you should be able to let it go. Working in teams does mean you have to be able to stand your ground, but also not overinvest and become caught up in the minutia.
[Howard] I've got a couple of friends who are very interested in building things that are much larger than themselves, much larger than what one person can build. Neither of them have worked as part of a team with a large organization to build something. In both cases, they're looking at things like Kickstarter or [garbled going dark?] and going out and finding other self-starters, whatever. The piece of advice they don't want to hear from me, but which I keep repeating, is "Until you've worked with a team to build something, nobody with money is going to trust you to spend money to build a team to build something." You have to learn this first. It can be a small thing. It can be… Go volunteer for Habitats for Humanity and build a barn over the weekend with a group of people. That will teach you some of the skills you need.
[Mary Robinette] If anyone would like to volunteer for Science Fiction and Fantasy Writers of America, I'd be happy to set you up as project lead on something.
[James] I also want to just throw out, tagging in on that, don't overinvest emotionally, I've seen a lot of friends get really hurt because they poured all of their creative energy into the job or they gave a company the ideas that they'd cherished since childhood. Their one big setting, they sell to a company. Then they can't… A, they can't do anything with it outside of that company, which can be really hard, and Be backspace, like, they've got other people who want to mess with their thing because it's their job to mess with that thing and try and make it the best it can be. So, one of the things that I have found really kept me sane in the 13 years that I was working at Paizo as part of the teams on Starfinder and Pathfinder was to have a creative outlet outside of work that could be just mine. Or at least different. So I'd pour all my creativity at work into those settings, but then I would go home and I would work on a novel or I would play with the band or do something that allowed me to get that same creative release without having to always be compromising with the same people, because it can really chew through friendships if you're trying to get along with your coworkers and they keep touching your things.
[Laughter]
 
[Mary Robinette] Yeah. The… One of the best pieces of advice that I got… A lot of my experience came from starting off in theater. One of the best pieces of advice that I got was about boundaries and not doing other people's jobs. There's two reasons for that. One is that if it's a job that someone else is already doing, you're going to annoy them that you're doing it, that you're trying to micromanage or change directions, and they have to reset it. But the other piece of it, and this one is really hard, is that if you do someone else's job, it will eventually become in your job. So I was in a show and one of my cast members didn't preset a prop. So I preset it for them. I saw it and I moved it into place. The show had already started. So when they came offstage, the prop was there. I'm an intern at this point, but being treated as if I'm a full cast member. It happens again another day, and I do it. The third day, one of the other cast members says, "What are you doing?" I'm like, "Well, he forgot to preset this." He's like, "If you keep doing that, it's going to become your job to preset that. You need to let him fail on this." The hardest thing I've ever done was to leave that prop in the wrong place. Even though I knew exactly where it was supposed to go. Like, I didn't just leave it there. I said to him, "Hey, you've been forgetting to preset this." He's like, "Okay, okay." He didn't preset it again. Even after having been reminded. He came off… Tearing offstage. Prop wasn't there. He had to go running around to find it. He never forgot to preset it again, and it didn't become my job.
[James] I'd like to throw out one more rule that I have for myself, which is no head canon. What I mean by that is when I'm working on a game or something, until it's written down and has been published or at least accepted by the team, it does not exist. Because it's really easy to fall into the trap of you've decided a thing in your head, but you have not communicated it to your team or the audience. So then later on, somebody else on your team comes along and introduces something that conflicts with it. You get mad because it conflicts with what you've already decided, but you haven't communicated that desire. So I think it's really important to… I always say, when I leave the office, like, I turn off that part of my brain, and I don't invest extra time in it, both for my own mental health, but also because I don't want plan a bunch of stuff that I don't actually get to implement because it's just going to lead to version control problems down the road.
[Dan] Awesome. This has been a really great discussion. I think that we could talk for a long time about it, but we do need to end.
 
[Dan] So, Cass, give us our homework for today.
[Cassandra] Your final homework is spend some time brainstorming a game idea with a friend. Try to draw out and explore their best ideas. Encourage them to make changes to your homework, and make sure you're both contributing equally. This is a chance for you to try out working in a team.
[Dan] Cool. That sounds like a fun thing. This has been Writing Excuses. You are out of excuses. Now go write.
 
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[personal profile] mbarker
Writing Excuses 16.25: Breaking Into Game Writing
 
 
Key points: You'll probably start at the bottom. Work-for-hire means follow the marching orders, and someone else owns what you make. Put yourself out there. Cold calls, a portfolio, networking. Game jams! Snowball your career, start small and roll up into bigger gigs. Give the boss what they want. Be careful of trying to impress and ending up setting expectations that aren't sustainable. Competent, on time, and pleasant to work with is enough. To break in, you need to be obstinent, and keep throwing yourself at the door. 
 
[Season 16, Episode 25]
 
[Mary Robinette] This is Writing Excuses.
[James] Breaking into Game Writing.
[Dan] 15 minutes long.
[Cassandra] Because you're in a hurry.
[Howard] And we're not that smart.
[Mary Robinette] I'm Mary Robinette.
[James] I'm James.
[Dan] I'm Dan.
[Cassandra] I'm Cassandra.
[Howard] And I'm Howard.
 
[Dan] We are finally arriving at the topic that I bet a lot of our listeners have been waiting for. For seven weeks…
[Chuckles]
[Dan] We've been talking about how to write for games. But today, we're going to talk about how to break into it as an industry. How to try to get paid for it. So, Cass, if someone wants to become a game writer, what do we do? Where do we start?
[Cassandra] I think setting expectations, unfortunately, is definitely where you want to start. It is a highly competitive business, regardless of the field you're talking about, whether it's tabletop role-playing games or video games or anything in between. So, like any other job, unless you benefit from nepotism, but that is a topic for something else, you start at the bottom. No one is going to hire you to run a new game right off the bat. Nobody wants to publish your homebrew setting. Not because they don't necessarily believe in your abilities, but because they have an entire stable of people who have already proved themselves and have contacts to reach out to. Most of your work is, unless you end up opening your own studio, going to be work for hire. Meaning somebody else owns your creation. As such, you have to be prepared to follow those marching orders, within reason. You're a mercenary. [Garbled plot games?] Prior to the show, we were discussing artists versus artisans. I'm curious about the analogy you're using there.
[James] Yeah. So, this is one I often use, along with mercenary, like you said. Where I think an artist is all about sort of expressing yourself and creating the thing that is you, embodied on the page. An artisan I think of as somebody who does a job for somebody else. So when I say… I always say for game writing or any sort of tie-in work for hire, you're building a house with words for somebody else. They tell you what they want. You build it. Then they control what happens to it afterwards. So if you build a beautiful word house and then they decide to paint it with purple polkadots and you hate that, sorry. Like, that's not your house. Like, your fundamentally building something for someone else. I think that's really important for people to know going in. Because it can be easy to get your heart broken if you go in thinking you own something when you really don't. But, so, getting in again is the important part for this show. So, how do you get in, Cass?
[Cassandra] You have to put yourself out there. I know it is possibly a difficult thing to do if you're an introvert, which I think a lot of writers are, but this is definitely one of those things that is just necessary. You have to cold call companies you love, maybe noting a few specific things that you enjoyed about their games. You have to present a portfolio. You have to have a portfolio. You should network, at least as much as you can within the boundaries of what you feel comfortable with. Cons, social media, talking to people at social media, internships, meeting devs… Dan, you have any other thoughts on this?
 
[Dan] Yeah. But before we leave this concept of the portfolio, how does someone build a portfolio before they get hired?
[James] I'm glad that you asked, Dan. We were definitely going to hit that.
[Giggles]
[James] So, making your own portfolios, you kind of have to start a lot of the time by making your own stuff. So that can be writing a little one page role-playing game, it could be writing interactive fiction like a choose-your-own adventure, writing fan material for an existing game, new adventures, new rules, etc. Modding a videogame. Even just writing a short story. Anything you've done that's somewhere related to the job you're trying to do can be experience. Then you take that to companies, usually smaller companies while you're first starting, and say, "Hey, I've done some stuff that's related to this. Here's what I can do. Do you need my skills?"
[Mary Robinette] One of the things also to keep in mind when you're building a portfolio, regardless of the medium in which you are building it, is that portfolios are judged by the weakest piece in it. Because your best peace might be a fluke as far as they're concerned. So whatever your weakest piece is, if you're like, "Well, I'm including this. It's not really good but there's this one piece about it," take that piece out. Take that piece out. A portfolio is only as good as your weakest piece.
[Cassandra] It all ties into something I also wanted to say. Joining game jams, at least for video games, is a really good way of building your portfolio. It gives you an understanding of working within time constraints, working within the constraints set by somebody else, and also, you'll have people judging and commenting on your work. So if you don't necessarily find yourself a good judge of your own abilities, game jams are a good way of outsourcing it, right? Very slightly?
[Dan] I'm not sure that I'm familiar with game jams. Can you…
[Mary Robinette] Yeah, I don't know either.
[Dan] Talk to us about that?
[Cassandra] I keep forgetting everybody hasn't been in the games industry… Video games industry for far too long at this point. I need a new job.
[Laughter]
[Cassandra] So, game jams are things organized by the videogame community. I think nowadays by some of the people out of the RPG community. It's basically people will say, "Okay, over the course of this particular weekend, we need you to make the thing that uses these two ideas." Very often these ideas are voted upon by a community. So it could be stuff like make this a romance game. But it must in some way involve sentient cacti. Then everyone just goes to town creating them. Depending on the game jams, there are pre-events, where you can partner up with artists and programmers, other writers, and kind of fuse together into this temporary team to pull things off. It's definitely very stressful, I will not lie. It's something people need to watch out for, because I've seen folks burn out on it. But it's very much an interesting way of approaching stuff like this.
[James] So I wanted to throw out a couple more examples of, Cass had talked about, various ways you can network and get your portfolio in front of people. We mentioned cons and social media and internships. But there are some others. There are… You can meet with the devs, by, say, interviewing them as a fan or for podcast, fan sites, the press, whatever. That can be a good way to make contacts in the industry and just get some face time and learn about how things work. I love press because you get to ask people how they do their job and learn from them and get paid for it. You can also take non-writing jobs at game companies just to be sort of around it and learn by osmosis. You need to be careful with that, because if I hire an accountant at my game company, I want an accountant, not a game designer. So you need to make sure that first and foremost, you do the job you were hired for. If you do it well, then the people in the quote unquote creative departments are going to be a lot more likely to give you a shot when they're looking for freelancers. There's also mentorships. Cass, you had talked about one called the Pixels?
[Cassandra] Yes. It is just, I think, a yearly thing where a number of people offer to be mentors. They organize classes and workshops. They have little talks that are hosted across the year. You can apply with the knowledge that there is a group of people embedded in the video games industry who are invested in getting you to the next stage. This is a little bit of a sidebar, but one thing I definitely want to note. If you're breaking into game writing and you're from a marginalized community, it is incredibly easy to see a list of requirements in a job opening and go, "No, this is not for me." Especially in the video games industry, you will see people going, "Okay. You must have shipped at least one AAA game." Something that is very difficult, because positions in narrative are very limited. What I've learned from recruiters and managers over the years is people don't actually care about that. There are very many, many recruiters who will hire people with a good portfolio, who do not meet those credentials. As you're breaking into it, like, keep that in mind. Like, do not be dissuaded.
[Howard] One of the things that I found in the few occasions when I've done work for hire for game companies for other folks is that the skill set that I built writing Schlock Mercenary and writing other things had some holes in it. I had to learn new things. I had to learn them pretty quickly. Fortunately, I'd learned that I can learn things very quickly and I know how to build a craftsmanship skill for myself. But it's a challenge. It's a… The learning curve is steep. While I know we already have homework for this episode, one of the things that I think will build confidence for you and going out there… Putting your name out there, somebody says, "Well, can you write multi-branched dialogue?" Well, the question… The answer you always want to be able to say, "Yes, I can." Because I know I can learn how to do it. But you don't say that part out loud. Over the last several months, we've given lots of different kinds of homework assignments in Writing Excuses. I've looked at a lot of them and I've said, "Oh, that looks tedious. I don't want to do that." Okay? If you want to break into writing for hire in any business, I challenge you, take the homework assignments that look tedious and you don't want to do them, and do them anyway. So that when somebody says, "Can you do this?" Not only can you say, "Yes," because I know I can learn how to, you might even be able to say, "Yes. That was a homework assignment on Writing Excuses and I did it three days ago."
[Chuckles]
[Mary Robinette] Yes, but you don't actually need to say that part out loud.
[Laughter]
[Howard] Please don't.
 
[Dan] Let's take a minute for our game of the week, which is coming from James.
[James] Yeah. So this week I wanted to talk about a tabletop game called Dread. The reason I wanted to bring this up for this class is because it's fairly simple. It's something that you could make without the big team. The basic mechanic of Dread is that you use a Jenga tower. Every time you have to try and do something, the GM says, "Okay. Pull one piece." Or pull two pieces. Or pull three. Depending on how hard you're trying. If the Jenga tower falls, your character dies. It's a horror game. That little mechanic is so good at creating tension, because as the game goes on, everyone's just naturally getting more and more scared of that thing falling. So, like, that's a very simple mechanic, that, like, is an idea that you could come up with and put… You could build a game of an idea that simple and put it online and really impress people. Similarly, the character creation system is the best I've seen in that it's just a series of leading questions. So the GM will give you a bunch of questions. They'll be things like, "Why didn't you talk to your father before he died? What's hidden in your sock drawer? When was the last time you cried?" So as you answer these things for your character, it's impossible to not create a back story. So, that's Dread. It's a supercool indy RPG. I encourage people to check it out.
 
[James] So, as we're coming out of that, talking about Indy RPG and talking about credits, while absolutely you should be applying at the big companies, it's also really important to be looking at the smaller companies and seeing what companies are doing good work, because you're going to have a lot easier time getting in there. Then, I always think of like Katamari Damacy or the sort of what I call the snowball theory of career, which is you get credits whatever you can, and then you roll them up into larger and larger gigs. So maybe you start putting out a little thing on your own, and then you use that to get in with a small RPG company, and then use that to get into the next larger one and so forth.
[Cassandra] But I think, universally speaking, impressing bosses, the process is pretty much exactly the same. You should give whoever hires you, whether they're from a small company or a large one, precisely what they want. You want to hit your word count, not more, not less. You absolutely want to hit your deadlines. If you can't, you should always be transparent about your inability and give people enough time to create a buffer in case something comes up.
[Mary Robinette] But, speaking of buffers, this is a piece of general life advice to people. One of the things that people will do when they want to impress bosses is that you will do 110% that first couple of months. The problem is that they assume that that is your normal.
[Hehheh]
[Mary Robinette] And you will then have to do that level of work all the time. If you… If they add more to it and you succeed at that, that is what they think is your normal. So you actually want to build a buffer in for yourself. A piece of advice that I heard very recently was to come in and plan on giving 80%. So that the times when you actually have to do extra, that reserve tank is there and that you can bring that. But the other is not sustainable. I've spent my entire life building it to create crises because I work best in a crisis. But that also means that I have big burnout periods.
[Dan] Yeah. I saw somebody on Twitter the other day… Maybe this was something you had linked to, Mary Robinette, but they said their therapist had told them that if you always do your best, it's not your best anymore, it's your average.
[Chuckles]
[Dan] That can be such an easy trap to fall into. Especially for an employee or a freelancer.
[James] Yeah.
[Mary Robinette] Yeah. So, when you… I'm not saying, like, to deliberately slack off. But think about how you work best, and do that. But don't… Remember that whatever expectations you set at the beginning are the expectations that you have to live up to for the rest of your time there.
[James] Yeah. I would say, as somebody who has spent a decade… Oh, to say, as somebody who's spent a decade hiring authors, one of the easiest things you can do to really stand out is just match their existing material. Do that thing we were talking about before, where, identifying their formatting, the language they use, the way the game is written. If you can copy those specific style elements for the game when you're writing for it… If what you can give them looks as close as possible to what an in-house generated document looks like, you're going to make it easier for them. You're also going to make it seem like you are already on the team. It makes it a lot easier to hire somebody if you can tell that they're going to be able to jump right in with very little on boarding.
[Mary Robinette] Cass, what were you going to say?
[Cassandra] I was going to say capitalism has definitely created a very toxic work environment in general across all the industries. What you mentioned earlier about not giving your 100%, but instead something that is comfortable with a buffer to grow into if you need to crunch. Like, that is really good advice, and that is advice that I think a lot of companies are trying to push under the carpet. Because they want to pressure everyone to go as hard as possible, churn them out and get the next new hire who is willing to work for a lot less then you might have once you've realized your importance and role in that company. Which I think is an oddly depressing point to bring up in an episode about breaking into the game industry and writing industry.
[Mary Robinette] Actually, but I will say… Yeah. I will say something from having hired people, from talking to my husband who works in winemaking, to talking to a contractor, to talking to editors. If you are competent and show up on time and are pleasant to work with, you are… That's basically all people want.
[Chuckles]
[Dan] Yeah. It's like what James just said about making things easy on the hiring person, making things easy on the manager. It's not that you have to give 110%, you just have to hit your word count, hit your deadline, make their job easy, and then they're going to hire you for the next project.
[James] Yeah. That was… my very first editor, when I started out in journalism, told me, "Oh, James, you're one of my favorite writers." I went, "Oh, thank you. Like, what is it about it that speaks to you?" He goes, "You're always on time and you're always on word count." I said, "Oh. What about the writing itself?" He went, "Oh, it's fine."
[Laughter]
[James] But he kept hiring me.
[Dan] Yup.
 
[Howard] I… When I was drawing the Munchkin Starfinder stuff, there was a big piece I was doing and I had given one of the very small characters a very large wrench for comedy value. There was this approval process. It kept coming back. The guy at Paizo, I don't know his name…
[James] Probably best not to say.
[Laughter]
[Howard] You know what, it's fine. It might've been a Mike, it might have been a Matt. It began with an M, I think.
[James] It was probably Mark Moreland. Sorry, Mark.
[Howard] It had two M's in it. That's fine. But what came back was "make the wrench smaller." Okay. So I did a quick erase, redraw, made the wrench smaller. Came back again. "Make the wrench smaller," again. At which point I stopped and I talked to the art director and I said, "I could be wrong, but I think what Mark means is I hate the whole idea of the small character with the large prop, and I don't want it in the piece. So what I'm going to do for this next fix is I'm going to give the character a flamethrower instead so that it fills the visual space. Let me know if Mark's okay with that?" Now I'm saying it's Mark, because it must've been. What came back around was, "Oh, that's perfect, he loves it." I share that with you because giving the bosses what they want depends entirely on a suite of communications skills that involves you knowing what the boss wants even when sometimes the boss doesn't. That's hard to navigate.
[Mary Robinette] Well… Also, it involves asking questions.
[Yes]
[Mary Robinette] Like, never be afraid to ask a question when you don't understand the parameters.
 
[James] I want to just… To end on an inspiring note, because it can be so intimidating to think, "Oh, well, these people got in. They've always been in the game industry." I would just love to know, like, Cass, how did you break in?
[Cassandra] Oh. To the game industry, specifically, in terms of development? My first big role was because I would not shut up. I was working PR at a convention, and I met someone who worked at Excel. I ran up to him, like, "Oh, my God. Did you work on the original [garbled planet escape car?]?" He was like, "Yeah." I was like, "I want to work in your company." He was like, "I'm just a writer. What do you want me to do?" I'm like, "I don't know. Here is my portfolio. If there's ever an opening that you think is appropriate, please let me know." We kept that up for about four years before I got hired. It was just constantly me just jumping up and going, "Hi! Please?" So, blind obstinence. That's how I got in.
[James] I think…
[Chuckles]
[James] I think that's really important for people to hear, because, like, that is the message. It is just throwing yourself at it. I got in the same way. Where I wanted to work on Amazing Stories magazine, which was run by the same people who did Dungeons & Dragons. They were hiring for an editor-in-chief. So I emailed the CEO of the company and said, "I am totally unqualified for that job, but I have this portfolio of journalism. Is there anything at your company that I might be useful for?" She brought me in and started me out working on their website, finding JPEG's for a nickel a JPEG, which was very far from being a magazine editor, but it got me in the door. So don't be afraid to just throw yourself at the door.
[Mary Robinette] Yeah. I got in because I… A friend of mine had been asked to write loading screens. He does not write short, at all. It's not Brandon, it's someone else.
[Chuckles]
[Mary Robinette] But he knew that I wrote short and that I wrote fast and introduced me to them. So I wrote these loading screens. I could get the word count that they needed and I would turn it in on time and I had no problems with multiple iterations. Then they hired me again to do something else, because I had turned things in on time. That's basically… I came in from the side, but it was because I had honed a set of skills in a different area, and then turned up on time and hit word count.
[James] Yeah. Perfect.
[Howard] Dan, you want to go next?
[Dan] Yeah. I'm actually relatively new in the games industry. I have written a bunch of tie in fiction in the past. But about two years ago, I started getting approached by game companies. That's just because I started producing two different web series. We do Typecast, which is the Twitch show that Howard and I and a bunch of other authors do where we play games online and I'm the game master. Then, I also do a weekly YouTube series of role-playing game reviews. So it is… I was not actually, at the time, seeking out employment writing games. But raised enough eyebrows… Or got onto enough people's radar because of all the web stuff I was doing related to gaming that I was contacted by people at cons and stuff. So that's where it came from me. But that's after 12 years of writing books. So…
[Howard] So, about 12 years ago, I've been making Schlock Mercenary for eight years. I was at a convention in the green room with Tracy Hickman who was pitching this idea for this book he wanted to write called Extreme Dungeon Mastery. He couldn't find a publisher for it. I told him, "Well, here's a Schlock Mercenary book. We self publish these. You should totally self publish things." What he heard, apparently, was, "I would like to publish your book, and can I draw the pictures for it?"
[Chuckles]
[Howard] He came back to me and said basically that, and said, "Oh, and can we have it by GenCon?" I did the math and realized… Sandra and I both… We had this discussion. "Tracy, you're asking us to turn around a 160 page role-playing supplement in 12 weeks." He said, "Yeah, can you do it?" I'm like, "I really don't think we can do it, that's too fast. So, no." Then he came back to us three weeks later and said, "But I really want to do it. Can you do it?" I said, "Well, now it's nine weeks. So obviously, the answer is yes."
[Laughter]
[James] That's the story of the game industry.
[Howard] I broke in by doing something way too fast. Sandra was brilliant in assembling all of this. She contacted our friend, Stacy Whitman, to help with the copyediting. We ended up putting a team together to publish a Tracy Hickman book at GenCon. Then I ended up at GenCon, and coming back to what Cassandra has said, at that point I was now networking with games people instead of with comics people, and other opportunities began presenting themselves.
[Dan] Howard, is Extreme Dungeon Mastery still available?
[Howard] I think we might be out of print of the hardbacks. I need to talk to Sandra. I'll post something in the liner notes about whether or not it's still a thing.
[Dan] Okay. Cool. Mary Robinette, what were you going to say?
[Mary Robinette] I was going to say, by interesting coincidence, next week we will be talking about teams. I think that we should probably wrap this episode up and go to homework, so that we can talk about teams next week.
[James] Yeah.
[Dan] Agreed.
 
[Cassandra] Your homework this week is to brainstorm something short you can make to showcase your skills. It could even be the homework from a previous lesson. Then make that thing and post it online for free.
[Dan] All right. This has been Writing Excuses. You are out of excuses. Now go write.
 
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[personal profile] mbarker
Writing Excuses 16.24: Worldbuilding for Games
 
 
Key points: Your number one goal is to inspire curiosity, to create a place that people want to come back to, to explore, to wonder about, to invent stories over. You're giving them a springboard to tell their own stories. Use the power of allusion, drop interesting details in without fully explaining them. Ask more questions than you answer. Think about adventure hooks, details or questions that people can use to tell their own stories. Work on narrative resonance, build motifs and themes into every component of the game. Ask questions, drop in allusions, adventure hooks, and random details. Then explain and expand later, justifying and exploring those details. Fill the well, then grab one of those old ideas and queue it up. Start by inverting things or pairing things that do not go together, then follow the logical causal chains. Why, how, and with what effect. Focus on the worldbuilding that your players will interact with. Watch out for your personal biases and norms. Make sure all kinds of people can say, "They're like me."
 
[Season 16, Episode 24]
 
[Mary Robinette] This is Writing Excuses.
[James] Worldbuilding for Games.
[Dan] 15 minutes long.
[Cassandra] Because you're in a hurry.
[Howard] And we're not that smart.
[Mary Robinette] I'm Mary Robinette.
[James] I'm James.
[Dan] I'm Dan.
[Cassandra] I'm Cassandra.
[Howard] And I'm Howard.
 
[Dan] We are so excited to be talking about worldbuilding. This is something that we all do in our normal kind of fiction novel short story writing. But how is it different for games? Cass? What do we need to know?
[Cassandra] It's actually very similar, I think, in that your number one goal with worldbuilding and games, like in novels and prose, is to inspire curiosity. You want to create a place that people want to keep coming back to. Not necessarily to stay, because some of these places can be absolutely terrible. But to explore, to wonder about, to invent stories over. I think this is especially true for tabletop role-playing games, isn't it, James?
[James] Yeah. Because in tabletop, you're often giving people the tools to tell stories, rather than telling them the stories. So the setting that you give them in something like Pathfinder or Dungeons & Dragons or whatever is really a springboard for people to tell their own stories. One of the things I love, as a writer for games like that, is I'll have somebody come up to me at a convention and be like, "Oh, that lost city you wrote about. We've been playing a game there for a year. Let me tell you all about it." They'll get to the end of their story, and I'm thinking, "I wrote two sentences about that city."
[Laughter]
[James] They put all that detail in, it was them imagining it, and they think I'm a genius because they created all this stuff. So you're really getting the audience to do your work for you. Which is why one of my favorite things when doing game design is what I think of as the power of allusion with an a. Where I will, just like drop interesting sounding details in there and not fully explain them. Let them, let the audience sort of wonder about it or decide for themselves what that could be. That's fodder for them to tell their own stories. The same way as in like a videogame maybe you show some cool art off the edge of the map in the background.
[Mary Robinette] Yeah. This is actually very similar to the way puppetry works. Hey, we've gotten six episodes in without me bringing up puppetry until now.
[Chuckles]
[Mary Robinette] But what you want to do is you want to create certain specific aspects of the character and then trust that the audience is going to fill in the rest. Like, we've all seen Miss Piggy bat her eyes at Kermit the frog, and she does not have working eyelashes. You, the viewer, puts that into your head… In… You build that mechanic from the world.
[Cassandra] Fantastic.
[Howard] The humor classes that I teach, I use a theater principle called noises off. Which is that the pie fight you imagine is way more interesting than the pie fight I can draw. James, what you said here about allusion, dropping a reference for something and getting you, the player, you the reader, to imagine whatever that was, whatever it is, that's incredibly useful because I didn't have to draw it. I didn't have to build it. You did all the heavy lifting.
[Cassandra] I think that one really good example of that, if you want something to research, is the Bloodborne game from FromSoftware. One of the things that I remember most distinctly about it was there was this whole journey to a boss. You're kind of going up this completely red river, there are just mountains of corpses everywhere, there's no explanation, there's no one giving you exposition. At one point, you see a gate. This guy, who has been completely skinned, he's just red muscle and tissue, he's holding onto the bars of that gate and just very gently banging his head against the door. Again, there's no explanation and it never comes up again in the rest of the game. But I remember just standing there, like, "Oh, my God. What happened here?" My brain just went wild on that.
[Dan] I love that. I do want to give the counterpoint that as absolutely correct is all of this is, sometimes you do need to provide a lot of those details and fill in a lot of that allusion, which is kind of the big main job of worldbuilding.
[James] But, actually, I would… We're going to turn this into a debate show.
[Chuckles]
[James] I think that that's true, but you always need to ask more questions than you answer. You always want to make sure that if you give somebody the answer to a big mystery, you better make sure that you asked another one. Because the answers are rarely as satisfying as the questions, in terms of keeping somebody up at night thinking about stuff. Especially in tabletop. Which is why, when I'm writing for a tabletop book, I'm always thinking about adventure hooks. I'm trying to think, every paragraph, I want to be putting in a detail or a question that could lead a game master to go, "Oh. I can write a campaign about that." I'm trying to give people tools that they can use to tell their own stories. So, if you give somebody an inn, you can have whatever details you want, but make sure that there's something there they can work with. Because that's what they're paying you for. So even if all you need for your story is an ordinary basic tavern, make the tavern keeper have a criminal past so that at a moment, she's worried her old colleagues could find her and kick in the door. That's dropping something in that the game master doesn't have to use, but they could use to start a game.
[Dan] Yeah. Absolutely, and I'm… I didn't mean to imply that we shouldn't be doing that. Phrasing it the way you did, ask more questions than you answer, I think, is a really good way to put it. But, as a game master, when I come to a supplement, if it's putting all the work on me, well, then, I didn't need to buy that supplement, because I'm the one doing all the work anyway.
[James] Right.
[Dan] So, I really like it when a game offers me enough tools to work with, rather than being so free-form that there's nothing there.
 
[Cassandra] I think that's one thing that is possibly, like, definitely necessary on the topic of worldbuilding. You can go as light as you want, you can be detailed, depending on the property, but narrative resonance, I feel, is vital. You should build your motifs and your themes into everything you do, including the mechanics themselves, like, every component of the game should carry its weight, doing double duty where possible. I think the Persona series is a really good example of that. They have something called the Social Links mechanics, which makes use of the tarot arcana and builds on the idea that each of the cards has different meanings. Each of these cards are associated with an NPC. You can be friends or romance or whatever. They're fascinating, because mechanically, the Social Links are just a way of leveling up the personas that you get in the game. Even if you're not necessarily into the idea of doing the side quests, you're going to move towards them. Because you want to discover more, because you want to interrogate your understanding. There is this one character that I think of that is a really good example of this. Kanji Tatsumi in the Persona 4 game. His arcana is the Emperor. He begins as this really stereotypically rude, thuggish guy who yells at everything, who is very contrary. But he's also hiding the fact that he's an absolute sweetheart on the inside, and he is trying to compensate for the knowledge that he isn't a typical guy's guy by over exaggerating those traits. His journey becomes confronting his fears. That kind of ties to the Emperor, that sense of patriarchy and control. What happens when you have too much of it holding onto you? Even though vaguely wandering through this game, you know it's related to terror. You know it's related to the Emperor. So you sort of know what you should be doing. That is because of narrative resonance.
 
[James] We should pause there for the game of the week, which is Dan with the Dune RPG.
[Dan] Yeah. Dune is my favorite book of all time. It just got a brand-new RPG. By the time this heirs, it will be just a month old, maybe. It's from Modiphius, it uses their 2D20 system, which is the same basic game system that we use on Typecast for Star Trek: Horizon. But what they've done here that ties into the world building is Dune is a… Has a really wide range of power sets. You've got very weak, physically weak, characters set up against characters with incredible magic powers versus characters who have incredible technology, who can see the future and do all these things. How could you possibly balance all of that worldbuilding together so the game is still fun? What they've done is a really brilliant mechanic where your motivations and your drives as a person directly affect how good you are at doing something. So it's less about the powers that you have and more about why you're doing the things that you're doing. It's a really clever twist on the system and they do a really good job with it. So, the Dune RPG from Modiphius.
 
[James] All right. So with all these things we've been talking about, with dropping… Asking questions, dropping in allusions, and adventure hooks and stuff. This is something that gives game masters something to build on. But it also gives you job security. If you can get the audience excited about something, then you can come back later and continue to write more about it. This explanation and expansion way of working, forcing myself to justify and explore the random details that I dropped before, is something that I really enjoy. A lot of my best work has come out of… I drop a couple of lines… Early on in my career, I wrote about a city called Kaer Maga, and just like through in a line about, like, "Oh, yeah, and it's full of worm folk and bloat majors and sweet talkers who sew their own lips shut so that… Because they're not worthy of speaking the name of God." Like, I just sort of dropped these details in, and a bunch of fans went, "Wait! Whoa! What? Like, I want to know more about that." That led to setting books and adventures and novels. That's really my favorite way to work, is to just kind of throw out random ideas and test the waters. But I want to know, how do you all come up with interesting setting ideas? Setting details, specifically.
[Howard] At this point, I stopped coming up with them. I have… The well is too deep. I just reach in and grab something that I thought of 15 years ago and queue it up. I don't have time for new ideas. I'm going to die before 90% of these hit the page. Wasting time thinking of new ones is awful.
[Mary Robinette] So, with that helpful piece of advice…
[Explosive laughter]
[James] Kill Howard and take his ideas.
[laughter]
[Mary Robinette] Yes. Some of the things that I'll do is inverting things or pairing things that are unexpected. So a lot of times this'll be… Like, I'll take a single starting point… Like milliner assassins was something that we used in an earlier season. I'm like, "These two words do not go together." Then chasing the logical causal chains out from that point. So I think about like, why do we have milliner assassins? How? So, for me, it's why, how, and with what effect, and chasing these in the logical. The how is kind of how it exists in that moment, and the with what effect are the effects to the future and kind of to the sides. So that's one of the ways that I will come up with interesting worldbuilding details. A lot of times, I mean, it really is that I will just fart words onto a page and be like, "Well, that looks interesting," and then carry on.
[Chuckles, laughter]
[James] I love that.
[Howard] I love the causal chain idea. For Planet Mercenary, one of the worlds has too many metals in it, and I conjured up genetically engineered pigs whose metabolisms push the metals out of the meat so they're actually safe to make bacon from. When we came up with an adventure in which someone is stealing the pigs, my daughter asked me, "Where do they push the metal?" I said, "Well, probably all the way out to the edges of their skin." She said, "So they glitter?" I realized, "Oh, my gosh. Not only do they glitter, they shed glitter." If you've stolen the pigs, you are now trying to steal animals that shed glitter everywhere.
[Laughter]
[Why would you steal that?]
[Howard] It is now a game mechanic, and it grows out of the idea of causality. You had a cool idea. Make that idea causal for something interesting.
[Cassandra] I feel like causality is definitely a very good way of developing worlds. All of this sounds very much like how I do it. I tend to start with the idea of a primary food source in a world, and build from there. Like, why is it this way, is it a migratory let's say protein? If so, do people… Are people largely nomadic? Do people settle down? What kind of world would have flying pigs wandering around? What kind of cities would come through? What kind of economies? How do you build a luxury item of it? What would pair with bacon on an alien landscape? Then I start building the flora and fauna and cultures just around that single idea to begin with. I also really like food. I don't know if that's obvious.
[Laughter]
[James] I also love approaching things from that evolutionary standpoint, of always asking yourself why things are the way they are. Also, what are the evolutionary pressures, and where are they pushing things? I think it's important when you're doing all of this stuff, like, it can be very big picture. But focus on the worldbuilding your players will actually interact with. Also, it's okay to do it patchwork. It's actually, in some ways, better. You don't have to just sit down and write the whole setting in a day. If you try to, you're probably going to end up spreading your ideas a little too thin. So by zooming in and saying, well, I'm going to develop the city today, then, next week, I'm going to develop this nation over here that's different, you'll have a different flavor just because you're different from day to day. You've taken in different stuff.
[Dan] Yeah. I was going to say the same thing about focusing on the worldbuilding aspects that players will interact with. I had to recently, for a science-fiction RPG that I was writing a scenario for, they really, for some reason, wanted it to have a diner. It's kind of a noir style adventure, and there like, "Well, we need to meet the cop in a diner." So, if I was going to put a diner into this science-fiction world, I wanted to make sure that it had an appropriate science-fictional sense of wonder to it, despite just being a diner. This particular world had brain… Everyone has a computer in their brain, and you can download memories. So I thought, well, obviously what that means then is the chef can make absolutely anything. Because he's going to just be able to download your grandma's recipe and then reproduce it for you because he can do the memories that way. Which then spun out, well, he needs access to an incredible amount of ingredients if he can make anything that a customer asks for. That started creating all these things. Then we had to think, well, how are the players going to interact with this? Not just they can get their favorite food, but are they going to be able to mess with the little drones that can deliver these ingredients? Are they going to be able to request specific different things? Keeping the players at the forefront of the worldbuilding changed how that whole scene played out.
[Cassandra] I think we're slowly running… Well, we're very quickly running out of time.
[Chuckles]
[Cassandra] One thing I want to throw in there is when we're building worlds, it's important, I think, to consider our own personal biases. A very large budget game that I will not name because I do not want its fans to go after me is absolutely brilliant it is a wonderful thing. Great quests. It's also been rightly lambasted for only having white people, an entirely white cast. The developers pushed back, going, like, "Well, this is our country. The ethnic majority is X." Everyone else is like, "No. Historically speaking, this is not true." I understand everyone's arguments here, weirdly enough. If you do not think about things, you just expect your norm to be other people's norm, that can be incredibly alienating. So, when you're worldbuilding, think about your own privileges and biases, and how it will interact with your players' needs.
[Mary Robinette] This is true for prose as well. You've heard us talk about this.
[Howard] I've shared this before on Writing Excuses. My son, adult son, he's autistic. We were watching Elementary and Sherlock is interacting with an autistic woman. My son, who rarely is interested in what I'm watching, stood behind the couch and watched that and said, "They're both like me." I almost wept. Because that is the only time I've heard him say that. Everything that we build… Everything that we build can easily be built to have room for people to have that experience. Where they can look at a character, an NPC, or whatever, and say, "They're like me."
[James] I don't think were going to get a more powerful point to go out on. So we should probably wrap it there.
 
[James] Your homework for this week is to take a story or a game that you've written and drop in several casual allusions to names that you've just made up. So, places, people, objects. Don't try to figure out what they are. Just make the names as cool sounding as you can. So you throw in soultrees, and the Babbling Throne, Kobishar the Unmoored. Just write those in there. Then come back a week later and write a page of background on each of those names to sort of justify what it is and explain why it makes sense.
[Dan] Cool. That sounds great. This is Writing Excuses. You are out of excuses. Now go write.
 
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Writing Excuses 16.23: Rules and Mechanics
 
 
Key points: Rules and mechanics are important in tabletop games, where players and game masters interact directly with the rules. Computer games can have some behind the scenes parts. However, the same principles apply to both. First, stick to a few core mechanics. This helps people learn them easily, and transfer skills between different characters. Repetition is important, to make sure everyone understands what is being talked about. Be aware of three types of players, the ones who just want to get to the action, the ones who want a story, but not all the nitty gritty, and the ones who will spend enormous amounts of time and energy on very small points. As a designer, make the tools simple and let players come up with cool ideas using them. What's going to make it fun at the table? If you're adding new rules, anchor them to elements already in the game. Look for the holes, and fill them!
 
[Season 16, Episode 23]
 
[Mary Robinette] This is Writing Excuses.
[Cassandra] Rules and Mechanics.
[Dan] 15 minutes long.
[James] Because you're in a hurry.
[Background rumble, laughter]
[Howard] And we're listening to a distant motorcycle.
[Dan] Obviously, not in much of a hurry.
[Laughter]
[James] Let's keep that.
 
[Mary Robinette] Oh. Hi. I'm Mary Robinette.
[Cassandra] I'm Cassandra.
[Dan] I'm Dan.
[James] I'm James.
[Howard] I'm Howard.
 
[Mary Robinette] This is the episode we're recording after lunch.
[Chuckles]
[Mary Robinette] Rules and mechanics. Rule number one, people get drowsy after lunch.
[James] All right. So, rules and mechanics, this is more important with tabletop games, where both the players and the game masters are interacting directly with the rules. With computer games, you can have a little bit behind the scenes. But a lot of the same principles still apply. So, one of the things I think about when thinking about mechanics is that you want to stick to a few core mechanics or principles. For instance, in Dungeons & Dragons, you're kind of always rolling a D20, a 20 sided die, and higher is better. That's a very simple mechanic that, of course, it's used in a bunch of different ways. But that basic idea is the same. The reason you want to keep it that way is because it helps people to learn, and it allows people to transfer their skill between different characters. So if you know how to play a barbarian, then you probably, even if you don't know all about the spells the wizard has, you at least know the basic idea. So I think of this kind of like an arcade fighter game or something. All the characters are going to have different special abilities, but if A is punch for one of them, it's going to be punch for all of them. So that'll allow you to easily transfer your abilities. But, Cass, what do you think about first when thinking about mechanics for a game?
[Cassandra] Oh, queerly enough, it's very similar. Although a bulk of the work is often done by the designers in larger studios. Maintaining the idea that there is a sense of symmetry is important. One of the things I learned writing [branching areas?] for video games is, for example, the importance universally of always repeating keywords in every single line of dialogue. I remember having this incredibly long frustrated fight with my manager about it, though, I cannot keep repeating the same words in every single line of dialogue. He's like, "Yes, I understand. But this is how games work." Because when you play a game, your brain is actually divided between so many other things. You're looking at environment, you're thinking about your quests, you're  thinking about how your characters are moving, where you want to go. It's easy to get distracted. I did not believe him until this one quest line I was developing, I'd worked with a designer for six months on that very specific quest. One day I was like, "All right. Would you help me playtest this quest chain?" Again, remember this is the man who he's worked with me from scratch on this for six months extensively. He plays through the whole thing. Now, this quest has a single robot. I repeated the name of this robot about seven times. I missed it in one last line of dialogue. My designer, when he was done, he turns around and he looks at me and he goes like, "Oh, do we mention the robot anywhere?" I'm like, "Oh, my God."
[Chuckles]
[Cassandra] He was right. This is absolutely necessary. I remember swearing so loudly, people two rows down in the office turned around and were wondering what was going on.
[Chuckles]
[Cassandra] I think it's kind of… Dovetails neatly into the necessity for sanitizing language and copying existing solves that. I think it's very, very obvious in tabletop RPG's.
 
[James] Yeah. I know this is something, Dan, you've complained about this to me before…
[Laughter]
[James] When you were learning how to write for stuff like Pathfinder and Starfinder. There's all this standardized language, and you're copying all of these styles, and when you start writing for tabletop role-playing games, they'll often give you a giant style guide that you have to learn. It feels really counterintuitive to a prose writer, because you're always told to mix up your word choice. Don't be repetitive. But the reason why repetition is so important in tabletop games is that it makes it easier for everybody to understand exactly what's being talked about, and you got players interpreting the rules from diff… On their own. So by hammering out the language once, you can avoid problems and people know that… If you say creature most of the time and suddenly you say monster for one rule, people are going to think that that means something different when it doesn't actually. Mary Robinette, you wanted to speak to that?
[Mary Robinette] Yeah. So this is actually a mechanic, a real world mechanic, about the way our own brains are designed. That we are designed to look for threats. Right? Out in the wild. Anything that is repetitive is not a natural thing, so we pay attention to it. So anything that breaks the pattern, that is again a point at which we pay attention to it. So a certain type of repetitive thing… It's like as soon as you identify it, you tune it out and it becomes unimportant. But the things that break that, those are the things that suddenly pop into focus. So that's one of the reasons… Not just when you're thinking about that in… Four-game writing, but also in narrative, when you want to make conscious choices about that repetition and where you deliberately break that repetition.
[Howard] It's worth pointing out here that there are terms that are supercritical within whatever set of game mechanics you're writing to. For instance, the word resistance is so often a game mechanic that is tied to whether you have resistance to magic, resistance to fire, resistance to all-out… Whatever. Naming a political organization the resistance in that game setting is absolutely contraindicated. Don't do it. Because now you've overburdened that domain, and it's guaranteed that you will be confusing some of the players.
[Dan] I do want to go back to one thing really quick, because, as James said, I have whined to him extensively about having to write inside of certain style guides for games. I just think that that's a good thing to point out, if you are primarily a prose writer, a fiction writer, and you want to get into game writing. Be prepared for a very different editorial process. I'm accustomed to, with novels, just sending something that is incredibly bare-bones, and then knowing that the typesetter and the editor are going to make it look the way it's supposed to look. We usually don't have to deal with formatting at all. Depending on the game company you are submitting to, you do have to deal with formatting. It becomes very important. So, that's just something to keep in mind.
[James] Well, some of the style guides that Dan has raged against are things that I actually wrote or worked on when…
[Chuckles]
[James] I was the executive editor at Paizo.
[Mary Robinette] Oh, you're that James.
[James] Yes. But, yeah, it's important because you gotta remember that the rules are a puzzle that a certain type of player is going to be constantly, and… Actually, I think Cass is this type of player… Is going to be constantly looking at to see like how can I find the loopholes or the interesting ways to like hook these rules together. If you have any un… Or any ambiguous language, players will absolutely figure out how to exploit that. There was this idea among a certain type of player that if a game can be broken, it's like your moral imperative to break the game. So, like by finding those loopholes. So you'll have players who figure out how to use your rules to break the game in such a way that they no longer have fun, and then they will yell at you because it is your fault. It is your fault for allowing…
[Dan] Yeah. Brandon…
[James] Them to poke themselves in the eye. So you have to come to it with that idea.
[Dan] Brandon is not on these episodes with us, but he's absolutely that kind of player as well. Pure power gamer, rules lawyer, break the game.
[James] I'm shocked.
 
[Dan] Anyway, let's take a break real quick.
[Chuckles]
[Dan] For our game of the week from Cass.
[Cassandra] The game of the week is Disco Elysium. Where it kind of opens with you as an amnesiac, trying to put everything together. It's a really weird, dark world. But the reason that I wanted to draw attention to it is it has this really cool mechanic called the Thought Cabinet. The Thought Cabinet is basically, like, you can put points in different thoughts, like feminism, your sense of drama. That changes how your conversations go. That one itself is really interesting. Something I've never seen before. But depending on how you build your Thought Cabinet, it can also mean that when the various parts of your brain argue with each other, and we've all had that, like, different sides of us, like, maybe this idea is better and that idea is better. If one side of your brain is weighted very heavily in, let's say drama, you will absolutely think that drama is the root whether you like it or not. It should feel punishing, but it always ends up with you kind of going, "Yeah, okay, that makes sense. I am a drama queen."
[Dan] That's great.
 
[James] I love that. So, actually, brains is a perfect segue, because, Cass, we were talking in preparation for this about sort of the different types of gamers. I'm curious your thoughts on that?
[Cassandra] I think there are a whole variety of them, but one thing that was really interesting, a piece of knowledge that was passed on to me by the manager was talking to me about the robot thing, in fact, is, with video games, there are very often three types of players. The first type of player is the kind of person who just wants to [garbled see for twitch?] who wants to get to the action. He wants to mess around and not paying any attention to the plot. It's easy to think that these kinds of players don't care about story, except they do. So you have to build games or somebody who only wants a surface level story can look at it and go, "Okay. I understand the narrative. I am going to blow shit up." The second type of player, I think, is the one that most of us who like reading falling to. We want to do the action bits, we want to push the game along, but we're interested in a story. We are not necessarily interested in the nitty gritty like why one faction dislikes another, but we want to know that there's two factions that hate each other. The last category of players, I think, is very easily described by let's say Bloodborne's fan base, where you have people looking at one or two lines from a piece of armor and you go to the subReddit and it's 600 pages of people arguing how those two lines correlate to a thing that is solved five seconds ago before a certain boss. Yet, because… All of these three types of players need to be catered for in every game, because if you don't, one of them will complain and there will be a problem with a capital P.
[James] Yeah. Well, I also think it's important just to think about when you're crafting your tools… So, like, whether it's for computer games or for especially for tabletop role-playing games, making the tools simpler makes it easier for players to come up with cool ideas using them. It's often really tempting for you as the game designer to build out these big Byzantine systems. But it can also be just as much fun to just create something simple and allow the players to figure out all the different ways that they can use that to tell different stories.
[Dan] Yeah. So, we've been talking a lot about rules like core game mechanics, but a lot of the time when you are writing an adventure or a… In a campaign supplement, you get to add new rules to it. I recently had the chance to run a group through a Pathfinder campaign that starts with a circus. It was really fun, because at the beginning, they just present, these are the rules of the circus, you have whatever other adventures you get into as well, but you still have to have this circus. Then, as you travel around from town to town, you need to be as entertaining as possible, because that's how you support yourselves. It just presented some very simple rules for how to measure the entertainment value of your circus. Then the players just have this sandbox to run around in and say, "Oh, well, based on how these mechanics work, I can come up with a new act or we can get a new animal or something exciting that way." It was a lot of fun.
[Howard] In the Gods of Vaeron Typecast RPG campaign, I think it was late 2019 when one of the game mechanics we adopted was, okay, if combat isn't over in three rounds, we've done something wrong. That's… Dan, you reminded me of that with the whole the circus has to be entertaining. We have an audience here and we are principally storytellers. If we are grinding around the table rolling dice for an hour in order to resolve something that's really only about 45 seconds of story, we've failed our audience. So Dan had to create behind the curtain game mechanics and level balancing that ensured that these encounters would go quickly.
[James] Well, that's… That raises the point that it's important to think about the cool factor when you're introducing a new item or a new ability or something. What's going to make it fun at the table? A +1 bonus to hit is like maybe useful, and maybe a certain type of player is excited about that, but it doesn't feel like anything in the story. Whereas something like a… In the Starfinder campaign I'm running, we decided that for all sonic weapons, you have to choose what song you're blasting people with. So you're shooting them with a dubstep cannon or Total Eclipse of the Heart or whatever. Suddenly, that turns combat into sort of an improv comedy routine. Right? So giving people that option…
[Mary Robinette] We… Years ago, at the first writing retreat, Writing Excuses retreat, which was at my parent's house, we came up with croquet LARP as a game. You… It was this giant… Two giant teams of croquet players. You could multi class by switching the head on your mallet with the handle on your mallet. Each color represented a different class. But in order to activate the power that came with whatever class you had, whether it was like wizard could teleport, thieves could sneak through barriers, you had to shout your power word or something like that. So, like, my dad, who was playing with us, every time he… For people who have not met my dad, he looks like Doc Brown but southern. He was playing a wizard. So any time he needed to teleport, he would point a finger up in the air and go, "Gadzooks!"
[Laughter]
[Mary Robinette] It was… That little bit of fun added to it. It wasn't just, "Oh, you get to do this thing." It's that you had to do something fun and silly. Everybody got to pick their own power word. Like someone else was like, "Aaooga!"
[Dan] Now, speaking of which, I do need to point out, since we talked about different types of players, we all learned… I think even Mary Robinette was surprised at this… That her father was totally the power gamer rule breaker type.
[Mary Robinette] Oh, my goodness.
[Dan] In ways we did not expect. It destroyed the game. It was delightful. But…
[Mary Robinette] It was… He is basically 12. Or eight.
[Cassandra] What I think all of this kind of points out is that there's so much importance in keeping the rules and mechanics incredibly simple and incredibly elegant. Because if you have something that is unnecessarily complex, you can't really have opportunities like this. People spend too much time learning about rules as opposed to having fun. Which, I guess, depending on the [setting?] is not terrible. But, there's a place and time for everything. What do you think, James?
[James] Yeah. I agree completely. But I also… I'm sort of like a rules-light guy by nature. But I also think it's important, coming from a game like Pathfinder and Starfinder, where those are very quote unquote crunchy games, for there's a lot of rules and a lot of carefully balanced mechanics. So if somebody's listening to this and going, "Yeah, but how do I write for those?" I think one of the easiest things you can do is when you're creating new rules, you can balance them by anchoring them to elements already in the game. So if you know that a level 2 gun does 2D6 damage and costs 50 credits, then you know that a different level 2 item that you come up with is probably somewhere in that ballpark. Probably does about that much damage, etc. You can also create new items or new abilities by sort of looking at the rules, learning them really well, and then saying what are the holes here? Not necessarily intentional ones, like the fighter doesn't have magic. Like, that's an intentional hole. But if there's a fire wizard ability and an ice wizard ability, you can… Maybe you say, "Well, what about an acid wizard or an electricity wizard, that kind of thing?" Finding thematic or mechanical holes in a given rule set can allow you to create new things that players will be excited about. We should probably wrap it up there, since we're a little bit over time.
 
[James] Your homework this week is to do exactly that. Pick a game you're familiar with and design three new rules elements for it. So that could be new cards for Magic: The Gathering, new feats or character abilities for a tabletop role-playing game. Even, like, a new power up for Super Mario. Try to think through all the ways that your ideas could be fun. Then try to think of all the ways that a player could use them to totally break the game.
[Dan] Awesome. That sounds like great homework. I look forward to crazy new rules being devised. This is Writing Excuses. You are out of excuses. Now go write.
 
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Writing Excuses 16.22: Scenes and Set Pieces
 
 
Key Points: Scenes and set pieces? Start with setting, challenge, adversaries, rewards, and story development. Setting? Wow factor and tactical implications. Environments let players get creative. Challenge? Variety, and catering to different players. Sneak, battle, talk? Unique elements. Make your challenges hinge on character abilities, not player abilities. Adversaries. Introduce bad guys early, and make things personal. Give them distinct abilities. What's their motivation? In prose, we often challenge characters outside their area of expertise, but in games, we usually challenge players in their skill sets. Rewards, or consequences, and story development. Rewards, gear, show the reader they are making progress. Story development. Make sure characters have incentives to do the encounters, and that there are stakes. Think about how a scene pushes things forward. What are the ramification, what are the potential callbacks?
 
[Season 16, Episode 22]
 
[Mary Robinette] This is Writing Excuses.
[Cassandra] Scenes and Set Pieces.
[Dan] 15 minutes long.
[James] Because you're in a hurry.
[Howard] And we're not that smart.
[Mary Robinette] I'm Mary Robinette.
[Cassandra] I'm Cassandra.
[Dan] I'm Dan.
[James] I'm James.
[Howard] And I'm Howard.
 
[Dan] We are talking about scenes and set pieces today. We've got a lot to cover, so were just going to jump right into it. James? Get us started.
[James] Yeah. So when I'm designing an encounter or a scene or whatever you want to call it, I like to break it up into several different categories. So I like to think about the setting, the challenge, the adversaries, the rewards, and also story development. So we're going to hit each of those in turn. I just want to start off with, so, for setting, Cass… Oh, Mary Robinette?
[Mary Robinette] I just want to say… I just want to jump in real fast and say all of the prose writers have been riding along with this because they're interested and curious about it. This episode in particular has stuff that directly applies to what you do. Because every point that we're about to hit is something that you should be thinking about in your prose scenes as well.
 
[Setting]
[James] Yeah. I mean, I definitely think, Cass and I both write fiction as well and I'm sure we probably bring everything we've said in this class to those as well. But, so I want to just right now with Cass, when you're designing the setting for a scene or an encounter, what do you think about?
[Cassandra] Well, there are two things, primarily. The wow factor and the tactical implications of your environment. The wow factor can be a whole bunch of things. With video games, in particular, it's all about the visuals, it is all about the audio, and it's also about cinematography. You can have the best graphics in the world, you can have the best music, but if it's a very static kind of thing, or it's just a character walking in, it's not going to work out for everyone. It's also about individual imaginative [garbled]. In prose, for example, it could be things like how things smell, how things taste, texture. But in games, it can also be about emotional beats. My favorite example of that is Persona 5. When you start the game, you are midway through a heist. There are people with shadow faces leading you on through it. You're running through it. It's great and everything, but it's not terribly impactful because it's weird. However, at the climax of the game, after you have everything explained to you, you actually revisit that first place with the exact same parameters. It's suddenly so much more powerful, because you just had 40 hours of context drilled into your head. Well, we've come to the tactical side, since most of my design goes through actual designers. I'm curious about how you develop them into the RPGs, James?
[James] Yeah. So, in a game like Pathfinder or Dungeons & Dragons or Starfinder that's all about more or less killing things and taking their stuff, or occasionally other variations on that, environments can be really important to the design of scenes, especially combats, because it allows the characters to get really creative. It allows… And it makes, frankly, things seem more interesting than just fighting skeletons in a blank room over and over again. When you add an environment, suddenly the players have a lot more things they can work with. So, for instance, you get the players coming up with all these interesting ideas where they'll go, "Okay, if I tie the badminton net to the goat, and then I scare the goat with the airhorn, then they'll run up the end." Like, players are really creative. You want to give them props to do stuff  with. So that's where I feel like the environment can really be handy. Which… Oh, Dan, did you want to jump in?
[Dan] Yeah, I was just going to say that this is a lesson that I learned watching Star Wars movies, actually. Because the first time I played a tabletop wargame about spaceships, I very quickly realized that it's super boring. Because there's no terrain in space. So there isn't really an environment to interact with. It's the absolute epitome of an empty room. Then you watch the Star Wars movies and realize, "Oh, this space battle, they're running through a trench. This one, they're dodging asteroids. This one, they're flying through debris. This one, there's the big giant shield and it's all about which side of the shield are you on, and is it going to be brought down in time." There's always some kind of dynamic interactive element to make those encounters more interesting.
[Mary Robinette] So, one of the things about the setting that I just wanted to get in here for prose writers, is that the same thing is true. Like, when you're thinking about the setting, how is your character going to use that setting? How is it going to play into the overall arc of the story?
 
[Challenge]
[James] That brings us right into the second one, which is talking about the type of challenge. I really like variety, like you were saying. I really want to mixup the enemy types with the types of challenges. So it just doesn't become wave after wave. Thinking about challenges that cater to the different character types and player types. Because some people are going to want to sneak, some people are going to want to battle their way through. Mary Robinette's probably going to want to make friends with them if they're giant apple trolls, like from last episode.
[Laughter]
[James] So, you want to make sure that there's sort of something for everybody. But, Cass, what do you think about?
[Cassandra] Well, the balance is definitely one of the most necessary things. But I think it's also important to focus on the elements that make your game unique. If your game is all about a character with an energy whip, create challenges that explore every possible use of that whip. Let her swing across chasms, electrocuting things, retrieving objects… I remember Deus Ex: Human Revolution. I picked up this weird Taser-like ability, and my favorite thing to do would be to knock out people and just very gently, like, fill the water full of electricity to watch them very gently buzz to death.
[Laughter]
[Cassandra] In an RPG, you should always…
[Mary Robinette] Very gentle.
[Cassandra] Be sure that your challenges hinge on character abilities and not just player abilities. The players who spent points building a detective should have an easier time solving mysteries. Even if the player playing the barbarian is naturally better at puzzles.
[James] That's so important. I feel like I've absolutely been in that game where I'm the wizard with the 18 intelligence, but I'm naturally just terrible at most puzzles compared to the people I play with. So it'll be the barbarian being like, "No, it's this and this and this."
[Chuckles]
[James] I'm like, "Dude. You shouldn't know that, and I should."
[Dan] Yeah. The first time that I wrote, it was actually an adventure for Starfinder, typically the game writing that I have done has been in much more narrative systems. Starfinder is much more of a crunchy numbers-based thing. So, the main comment that the editor sent back after I submitted the first draft was, "Dan. Players like to roll dice."
[Yeah. Laughter]
[Dan] I realized that I had not really given them any skill checks. It was all based on just kind of interaction. You can ask these questions and learn this information and then you know where to go. He's like, "No. There's like 20 skills in this game. You haven't used any of them. They put points into those skills and they like to roll dice. Give them a chance to do what they're good at."
[Cassandra] That sort of reminds me, I think, of my favorite tabletop RPG story that is in [garbled]. There was a comment going around a few years ago, of this group of Avengers trying to fight, I think, this Orc Lord. Everyone was kind of dropping over dead and it was just terrible and they were all going to lose. There was this one dude left. He was like, "Okay. What? Screw it. My character has like really high charm. I am going to try to seduce the Orc Lord." He rolled a natural 20.
[Chuckles]
[Cassandra] There was just this long pause. He was like, "You know what, I am going to go for it. I am going to declare my love and just stop the war." He kept rolling natural 20s. By the end of the game, his character was leading this Orc Warlord home and going like, "Mom, this is my new husband."
[James] See, that's what I love about tabletop role-playing games. Because in a videogame, maybe you spend the resources to build out that possibility, even though it's a very, very faint possibility. But in a tabletop role-playing game, you can just change on the fly and go with that. I think that's really one of the things that has kept games like Dungeons & Dragons alive in the era of video games.
[Mary Robinette]. If you been listening to all of these things, the variety of challenges that your character faces in prose is as important as it is in a game. You don't want a character who's constantly just fighting things. You want a character who's having to solve the things in different ways. Often in ways that do not play to their skill sets. That's what often will make an interesting challenge in prose.
 
[Adversaries]
[James] Actually, that's a great segue into talking about adversaries. So, I think it's really important when you're thinking about the adversaries in your encounter, you want to introduce any big bad guys early and give players a reason to care. You want to make things personal. So, yeah, what do you folks do in terms of trying to establish a good adversary?
[Cassandra] You want to give them a few distinct abilities that strongly point towards who they are and what they are, and possibly, at least for me, have at least one encounter that completely cements their personality. I think a good example of this is Borderlands and Handsome Jack. Very early on, you meet him and you kind of get a sense of exactly who he is and why you should absolutely hate him. These things need to be done quickly. I think if you're designing a tabletop role-playing game, these parameters have to be set very clearly as well. Because players have the whole game to learn how to use a complex character effectively. A game master who is looking at your notes, he only has minutes. I'm curious about what people have done in regards to that [garbled]
[Howard] Yeah.
[Cassandra] Adversaries.
[Howard] For my own part, the word adversary is hugely informative here. If you run across something, somebody, some animal, whatever, and it just wants to kill you, that's not an adversary. That's just obstacle, it's an enemy. An adversary that I'm going to care about? Well, look, the party and I, we are trying to build a bridge across the street. But the Otter King has decided that there shall be no bridge across the stream, and he takes issue with our entire project, sabotaging us at every turn. But if we don't build the bridge, our eventual plan to unify the clans on both sides of… You see where I'm going?
[James] I romance the Otter King.
[Chuckles]
[Howard] Yes. Please. Romance the Otter King, because everybody loves otters. Ultimately, if… For the adversary to feel real, and for us to feel invested, they have to be working logically and passionately and investedly in something that runs counter to what we're trying to do.
[James] I just want to throw out that in my current Starfinder game, I have a player who is literally playing an otter marriage counselor. That's her whole deal. She's incredibly effective. It's… We've talked our way through half the encounters.
[Mary Robinette] So, the thing with adversaries, we been talking about and around, comes back to a thing that I bring from theater for you prose writers. What's my motivation? The Otter King? Like, sure, the Otter King wants to stop you from building the bridge, but why do they want to stop you from building the bridge? That why can make your adversary often significantly more interesting. So think about what that motivation is.
[James] One other thing I want to throw out before we go to our game of the week is that something Cass had said about keeping abilities narrow. This is especially important in tabletop role-playing games, and which I always tell people who are designing new monsters or new adversaries is that really, you're only… If you're not going to use an ability in the first couple rounds of combat, that's often all that an enemy is on stage for. So you don't want to build an enemy with a dozen different abilities if they're only ever going to use three of them. Because that just makes it harder for the game master to process quickly. So pick a couple of things and that'll both let the GM know how to run them and let the PCs know how to fight them.
 
[James] But, let's pause for our book of the week.
[Mary Robinette] So, book of the week, or game of the week, is Shadow Point Observatory. Which is a game for Oculus Quest 2. It's a puzzle game. But I picked it up because it's beautiful. It's about observatories, which are totally my jam. You're trying to solve this thing where this young girl has been ripped out of time. It's the character that you're going in and you're trying to figure out how to restore her to her time. But because she's been ripped out of time, every time you encounter her, each layer of the puzzle, she gets older and older. It takes decades in her… For her for you to figure this out. There's this one point… It's a spoiler, but this is also like… The kind of excruciating thing that they're doing. Because you're in this beautiful environment, and she begs you not to leave. You're like, "But I have to go, because I have to finish solving these puzzles in order to bring you back." It's so painful to walk away from her. It's just… It's really nicely done. I liked it a lot. My dad likes it too. So. Shadow Point Observatory. Highly recommended.
 
[Dan] Super cool. Before we move on to the next thing, I cannot get this thing out of my head that Mary Robinette said earlier, when we were talking about challenges. She said that for prose, it is often, and I would say usually, really important to challenge the character in something that is not their area of expertise. Which is the exact opposite of what we were saying about game writing. Where often you want to let people do what they are good at. I think that that's a really key thing to bring out, that in games, the players want to excel. They want to have a chance to use their powers. They want to show how awesome they are. In fiction, we often kind of… We want to let our characters demonstrate their awesomeness, but we also want to force them to be weak and to overcome those weaknesses. Which, I think, is a really interesting dichotomy.
[James] Well, it's important to remember that when you're doing a game, you're designing for a range of characters, often in a role-playing game. You don't necessarily know which one you're getting. So you want to make sure that the challenge you design is hard enough to challenge the person who specializes in that particular type of challenge, so that it's a satisfying thing, but they can succeed. But it still needs to be beatable by characters who aren't specialized in that. So you want to make sure that you are accommodating for all of the above.
[Mary Robinette] Yeah. Even… In both cases, I think, the thing that will happen is the thing that happens in real life, which is that whatever tools you bring to the table, whether it's your characters bringing it to the table in prose or in games, they're going to solve it with the tools that they have on hand. So, just because the challenges and set up for them to be like this is the… The character who in prose who walks into the room and is like, "Oh, there's a lot of people here that I'm supposed to shoot at and I can't… I don't actually know how to use a gun. But I'm very good at sneaking." So they do this… They use the skills, even though the challenge in front of them is set up for them to fail.
[Howard] I want to do a quick call back to something Cassandra said two or three episodes ago about choices yielding consequences. The reward being consequences. I don't mind failing a challenge in a role-playing game, provided the failure isn't, "Oop. Wawawawawa. Game over. Start again." If the challenge going back to the Otter King… I failed to talk to the Otter King, now we have to fight the entire otter tribe. Well, that's a sad failure, because I don't want to fight the otters, I want to befriend the otters. If you build the challenges in such a way that the failures alter the choices we can make, then failure isn't catastrophic. I feel like in role-playing games, failure should be fun.
[James] Yeah.
 
[Rewards]
[Mary Robinette] I feel like that is a natural segue to talking about rewards as part of the consequences.
[James] Yeah. Absolutely. Rewards, and even putting rewards and story development together. Because in many ways, like you were just saying, there kinds of the same thing. The rewards, the consequences, and the development, all fall into the same category. So how do you all handle that?
[Cassandra] Very carefully. Because I feel like…
[Chuckles]
[Cassandra] The entire feel of a player's experience can be ruined, honestly, if they end up with, let's say equipment that is meant for them in the end dungeon. Now, for some players, again, I am a power player, I am happiest when I can just bulldoze through things. It makes me laugh. But for other players, it just takes away the enjoyment, because all the challenges are gone. The environment, the varieties you build in the consequences, they no longer matter if one strike of the sword is enough to stop an adversary cold. So you do not want to end up with a character that is overpowered. Similarly, it's important to track the rewards, because an underpowered character is just going to be miserable. The grind isn't fun when you're dedicating a few hours of your life to fun.
[Mary Robinette] The thing that I think about in prose is that the rewards are part of the way of letting the reader know that you're making progress. It's not just about the gear that you pick up, but that yes, this slog is worth it. Because it's really easy in prose, we talk a lot about yes-but, no-and, and making things worse for the character, and it's really easy to forget the importance of the yes, which is the reward. Even if there is a consequence for that reward. It's still that forward momentum, that forward progress, is still important to think about.
[Howard] One of the mechanics we built into Planet Mercenary, if players embrace in character their failures, they get role-play points. You can spend the role-play points to boost die rolls, to reroll dies, to reroll dice, to… There's all kinds of uses for them we didn't put limitations per game around on how you spent these. One of the players in one of the play tests I ran, to my great joy, figured this out, so that when we got to the point where it's time to defuse the nuclear weapon, he has accrued all of his role played failures and plays this stuff and Bam! The weapon is defused. Nothing about that felt steamroll-y. Everything felt earned. Because he had done such a good job of owning all of the earlier failures.
[Dan] That's great. One thing about rewards, when we're talking about gear, I keep talking about Star Wars and I apologize for that. I don't know why that's the example that leaps to my mind. But when you're talking about giving overpowered gear to a character too early, Luke Skywalker gets his lightsaber like 20 minutes into the first movie. That's the best weapon in the game, so to speak. But what's fascinating about it is that he… The reward is not the gear. It's his own skill with it. We have to get into the middle section of the second movie before he really learns how to use it. It's not until the end of the third movie that he gets it into a full-blown lightsaber battle where he gets to show off all his skills. So sometimes rewards are… It can be really valuable to give someone the crazy equipment early on, and then just let them learn how to use it.
 
[Story Development]
[Cassandra] Last of all, one you really do need to consider is how story development ties in with encounters they are creating. Make sure that your characters are incentivized to actually do the encounters. Make sure there are stakes. They don't need to be big stakes, however. Assassin's Creed Valhalla had this one [cat] that you could find and [stick, take] to your boat. It was a completely separate, quiet quest. Mechanically, it did nothing. It's just a decorative item. But, good Lord, it's also a kitty that you can have on your Viking boat for the rest of the game. James, do you have anything to add on that point before we run away [garbled]?
[James] Yeah. You want to think about how does a given scene push things forward. What are the ramifications? What elements do you want to tag for future reference, so that, as we said before, you can call back to something? What can the outcomes of this scene lead to later so that when, three scenes down the road, somebody calls back to a thing you just did, you've laid the groundwork for that?
 
[Mary Robinette] You all had homework for us, I think?
[Cassandra] We did. We would like you to design an encounter for a game that you've enjoyed, getting all of the factors that we mentioned. Setting, challenge, adversaries, rewards, and story development.
[Dan] Wonderful. Well, thank you very much. This is been a long, but I think, really fantastic episode. This is Writing Excuses. You are out of excuses. Now go write.
 
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Writing Excuses 16.21: Player Characters
 
 
Key points: Games give players choices between characters and choices in how the character develops. Focus is important, one or two abilities per character type, so characters are unique and different. This also lets players replay the game with different characters, to get a different experience. Be aware that while some power gamers love lots of stats, others like a simple way to establish their characters. Remember that the character creation system creates an experience for the players. Constraining the character's abilities also gives the writer more freedom to create challenges. Remember the three pillars, when characters confront a challenge, they can solve it by fighting it, talking to it, or sneaking past it. Limiting or changing attributes can change the style of play completely. Make sure you think about both where characters start and how they change or advance over time. If players know they are advancing, unlocking new things, they will keep playing. 
 
[Season 16, Episode 21]
 
[Mary Robinette] This is Writing Excuses.
[Cassandra] Player Characters.
[Dan] 15 minutes long.
[James] Because you're in a hurry.
[Howard] And I'm an NPC.
[Mary Robinette] I'm Mary Robinette.
[Cassandra] I'm Cassandra.
[Dan] I'm Dan.
[James] I'm James.
[Howard] Somebody should give me a name.
[Chuckles]
[Dan] No. You're a nameless NPC. So…
[Mary Robinette] I'm going to call you Bunny.
[Chuckles]
[Dan] If we name the NPC Bunny, the players will adopt him.
[James] True.
[Mary Robinette] Who doesn't want to adopt Bunny?
 
[Dan] So, when we're talking about interactive fiction, one of the core concepts of that in most cases is that the player is a story. The reader or the audience is a part of the story. That's where we get to player characters. So, Cass, what do we need to know about player characters in order to write for them?
[Cassandra] I think James is opening this one.
[James] Sure. Yeah. I'll jump in on it. So, yeah, player characters really applies to games where you have a choice between characters or a choice in how your character develops. That can mean picking a particular character at the start. You don't have a choice in Super Mario Brothers, the original one, because you're Mario. But in later ones, you can be Mario, you can be Luigi, you can be Princess Peach, etc. Or it can be a game like something like Pathfinder or Dungeons & Dragons where you are literally building a character from the ground up and choosing how they develop over time. So, for me, when I'm thinking about how I want a character to develop in a game or how to build a player character development option, I feel like focus is really important. I think it's important to find one or two cool abilities per character type and really lean into them. That's for a couple of reasons. One, it makes each character unique. You want to have your wizard character be different than your fighter character. It also gives players a reason to replay the game with a different character, because they can have a different experience in the story by having a different character. It lets… different characters can occupy different roles in a group. It can make it easier, that focus, to choose what you're going to do each turn. If every character can do everything, it can be really intimidating to a new player. Whereas if they know that the thief's go-to move is to stab somebody in the back, then they have a sense of how to play that character. You can strengthen the character's theme. But, I'm curious, Cass, how do you think about developing a character?
[Cassandra] It's very similar to what he said. There, I think, needs to be a very strong sense of narrative resonance. What you do should also reflect a list of player archetypes that might pick the characters. So, if, let's say, you have a rogue, he should also have like stealth and deception skills, things that allow them to do things that are not necessarily combat related, but are kind of fun and thematically in line with the character. I, personally, write games where there are a million little stats for you to kind of tweak and turn and poke around. Then, next, my favorite thing in the world to do is to make a game master incredibly unhappy with me, he has to spend 20 minutes stacking seemingly nonrelated skills together to create a ridiculous power boost. Yes, I am quaint. But while…
[Chuckles]
 
[Cassandra] Some players really want those millions of choices, I don't think that is true for everyone. Even if you want to present that option to terrible power gamers like me. But there should still be a number of clear competitive default choices. Sometimes you play a game, it should be a preset way of establishing stats or just general guidance.
[Dan] Yeah. I recently had the experience with a role-playing game on computer that I was so excited to get it, I downloaded it on Steam and I opened it up and for whatever reason, having to choose my attributes, put actual number points into the different attributes, completely turned me off. Which is weird, because I have played games like this before, but in that instance, something about it was kind of an overwhelming choice. I thought I am not ready to deal with this right now. Having the option of auto creation or random creation or even just removing the need for it all together can be really valuable for a lot of players.
[Howard] Yeah. One of the things that Alan and I did with Planet Mercenary, we scrapped the game engine twice in the building process because we realized each time that the stuff we'd been building at the lower level was being abstracted up to the next level in a way that the players were making all of their decisions a level up and didn't need those lower-level numbers at all. We actually abstracted clear up to the skill and proficiency level where everything you do is about, well, you choose. Do you want to be good at stealing things? Do you want to be good at shooting things? Do you want to be good at talking to people? Well, that's fine. We have character backgrounds and proficiencies and whatever else, but at no point did you have to look under the covers and see, well, what is my strength? What is my intelligence? What are these numbers? Now I get that there are people and there are game systems where those numbers are critically important, because you can change them later on. That's not the way we built it, because we wanted to focus on what the different player types were rather than the physics simulation.
[Mary Robinette] So, one of the games that I play on a daily basis is Habitica, which turns your to do list into a role-playing game. I love it very much. One of the things that I deeply, deeply appreciate about the way they have it structured is that you do not have the option to adjust your player attributes until you're a couple of levels in. So that you have a chance to understand how the game works, so that you can make good decisions. Then you have two choices. You can either go in and tweak them individually, or you can just hit a button that will assign it for you. I love that they have thought about the fact that there are two types of players, essentially. There are players who really enjoy sitting there and fiddling with the numbers, and there are people who are like, "This is going to stop me from using the thing."
 
[Dan] Yeah. On top of that, I would layer the idea that there is different kinds of games. Howard kind of hit on this a little bit, that the character creation system you're dealing with, it creates an experience. You can choose what experience you want to give your players. So, for example, one of the player character systems that I immensely love is Stardew Valley. Every choice you make in character creation is purely cosmetic. There are no numbers, there are no stats, there's no attributes. It's just what color do you want your hair to be, do you like cats or dogs, like all of these kind of meaningless things. But because those are the choices you make, they become meaningful. So as you're replaying the game, it's not which powers am I going to have this time. It's well, which of the townspeople do I want to romance, what kind of person do I want to be romancing them this time? It becomes all about relationships rather than about stats. It creates a different experience. So you kind of choose what you want to give to your players.
[James] Well, I think that ties into like one of the reasons why I really like narrowly themed characters is that I feel like it gives you a chance to really play with that character in a different way. Right? Where, think about in Portal, the character only really has one ability. Or, like, think about the X-Men. The X-Men are not nearly as interesting if Cyclops also has Wolverine's claws and Storm's weather abilities. What makes those characters interesting is their limitations and the fact that, then if you're telling a Cyclops story, you can explore all the different ways that Cyclops could use his powers. Right? Like, oh, he could use his eyes to blast open that door and to make toast and to do a bat signal into the sky…
[Chuckles]
[James] To some of the others. So you want to give yourself a narrow enough set of abilities that you actually let the players figure out all the interesting uses of that ability.
 
[Dan] Let's pause here for our game of the week, which is coming from Cass.
[Cassandra] The game of the week is A Dark Room. It is an [inaudible idle, older] game and it opens on a white screen with just one option. It asks you to light a fire. Slowly, as time progresses and the fire begins to dwindle, you can stoke the fire. It sounds very minimalist, but [garbled as it?] progresses, it just builds and builds and builds. It's an old game, but I'm not willing to spoil it, because it is an amazing experience to discover on your own.
 
[James] All right. I also want to throw out really quick that the reason to constrain your character's abilities aren't just for the players enjoyment. It's also for you as the writer.
[Chuckles]
[James] By constraining a character's abilities, you leave yourself a lot more freedom to create challenges. One of the first… When I first started working on Dungeons & Dragons back when I was editing Dungeon Magazine, the first rule they taught me is that as soon as it's possible for any character in the party to fly magically or otherwise, you have to design your dungeons totally differently. Because suddenly every trap that relies on gravity is potentially broken. The thing about tabletop is you don't get to select what characters people are going to play. So you don't know if the group is going to run that with a wizard who has levitate or a fighter who doesn't. So you need to plan for every possibility that any character could have when designing an adventure. So by limiting what powers people have options… The option to choose, you give yourself a lot more freedom to create interesting challenges.
[Dan] Yeah. When I write RPG adventures and scenarios, I try to remember what I call the three pillars. This is something I learned from a writer named Lou Agresta who works in role-playing games. The three pillars of game writing are when characters confront a challenge, they should be able to solve it by fighting it, by talking to it, or by sneaking past it. If I just keep those three simple things in mind, and it helps me remember, oh, we're going to have a lot of different kinds of players, different kinds of characters. I don't know who is going to be going through this dungeon or talking to this shopkeeper or whoever. So as long as I have presented entertaining options for all three of those pillars, then every player has something that they love that they can do that will be effective.
 
[Howard] In the TypeCast RPG games, the sessions that Dan runs, I'm one of the players. The previous campaign, I played a bard cleric with high wisdom and high charisma. In many situations, we ended up with me being the person who knows what probably the wisest course of action is and me being the person who has to communicate that to NPC's. Because I'm the one who's most likely to succeed in the charisma check. The new game, I have an even higher wisdom. I'm playing a flying magical karate bird…
[Laughter]
[Howard] Because [garbled]
[Love it]
[Howard] And hates flying characters, and I'm a bad person. I have a high wisdom and a really low charisma. What's changed for me as a player is the realization that, well, I have great ideas, and I know perhaps what the wisest course of action is, but now I have to convince the other players, some of whom are dumb, to communicate that to the NPC's. I've gone from being the face man to being that advisor who sits in the background. It's all about the limitations of attributes. It changes the play style completely.
[Mary Robinette] You've just reminded me of this game… It was a D&D one shot. This is David Seers again. He set it all up as… It was a Snow White retelling. We had all been assigned characters, but he didn't tell us that we were doing a Snow White retelling. We just all knew that there were seven of us and that we were all playing dwarves.
[Ha ha]
[Mary Robinette] Each of us had a tic. So you knew what your tic was and you knew what your trigger was. If the trigger happened, you had to roll… To save against it. Mine was that I would attempt to make friends with any sentient creature.
[Nice]
[Mary Robinette] So… He knew that, going in. But what he didn't know was how it was going to manifest, right? So I… We roll in and there are these giant apple trolls. I roll a natural one. I'm just like, "Hello, friends!" and run towards them. He's like, "Didn't see that coming,"…
[Chuckles]
[Mary Robinette] And had to completely change everything on the spot, because I'm attempting to make friends. Sometimes it worked and sometimes it did not, very badly.
[James] I love that.
[Mary Robinette] It was so much fun. Somebody else had narcolepsy. It was ridiculous. I was happy. It was great. But by giving this very specific constraint, the entire game was so much fun.
 
[James] One other thing that I want to throw out is to think about not just where characters start, but how they're going to advance. If you're running… One of the great things about role-playing games is that characters can develop over time. That can mean both in terms of their personality, but also in terms of their mechanics, their attributes, what they're able to do. So one thing you can do to make your game a lot more addictive is to make sure that players always feel themselves advancing, feel themselves on the cusp of unlocking something new. So maybe as they go on, they get new gear or new abilities as they gain experience. That idea of, oh, I'm almost to the next level, will keep people playing and give them something to look forward to.
[Dan] The Diablo series is absolutely intravenous crack for this kind of carrot method of getting you to stick with something because you're constantly on the verge of a new level that will give you new power. Or you know that you're going to find a new piece of equipment that will give you a new power.
[Cassandra] It reminds me of my experience with Baldur's Gate 3. I was going to play it with my cousin, we went through one of the earlier builds, and we were like, "Okay, we're going to leave this alone and not touch it until the game releases." But then the developers released the Druids. I think it was at level five, you could turn into a bear. We basically just spent a weekend just rushing to be a bear. The sheer joy of knowing what was waiting for us. Of course, I then spent the entire time as a cat, because my friends [let me]
[chuckles]
 
[Dan] I love it. Well, I think that it is time for us to end our episode. But, James, you have some homework for us.
[James] Yeah. So I want you to go through the character creation process of a role-playing game. Any role-playing game, on your computer, on your phone, and a tabletop version. But pay attention to which parts of character creation are fun, and also what attracts you to the different classes, creature types, etc. Look at your options and the ones that you get excited about, identify why you're excited about that. What makes the different character builds unique and appealing?
[Dan] Cool. That sounds like fun. I am notorious for creating endless characters in role-playing games that I will never play. So this is a really fun thing. Anyway, this is Writing Excuses. You are out of excuses. Now go write.
 
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Writing Excuses 16.20: Branching Narratives
 
 
Key Points: Branching is what separates role-playing games from traditional stories, by letting players make choices. Like choose-your-own-adventure games. It's easy to let possibilities multiply out of control, so you need to plan the endings and the pruning. Make sure you know the intersections or checkpoints that keep the story on track. Let the players make meaningful choices. Tie the big beats (story, character, or whatever) to the checkpoints where the paths converge. If you put something important on one path, make sure other paths have something of equal value. How do you make branches fun? One trick is branches within branches. Another is responses by NPCs that help make them persons, not just information sources. Use conditionals and callbacks to show that choices make a difference, that they have consequences and ramifications. Avoid hat economies, choices need to matter. The best reward is consequences. Leave room for the players to make interpretations. Objectives or item collection can give an illusion of control, an apparent freedom of choice, while still pointing the players in the direction you want the story to go. Consider using access as a consequence to help control the direction of the narrative.
 
[Season 16, Episode 20]
 
[Mary Robinette] This is Writing Excuses.
[James] Branching Narratives.
[Dan] 15 minutes long.
[Cassandra] Because you're in a hurry.
[Howard] And we're not that smart.
[Mary Robinette] I'm Mary Robinette.
[James] I'm James.
[Dan] I'm Dan.
[Cassandra] I'm Cassandra.
[Howard] And I want to go left.
[Laughter]
 
[Dan] So, we're talking about branching narratives this week, which is a big part of the player choice we were talking about last time. Cass, where do we start with branching narratives?
[Cassandra] Branching narratives is, I think, over the years something I've learned to see as both almost a poem and a puzzle. It needs to be this elegant, very spare thing, but there's just so much thought that goes into it. It is really what differentiates a role-playing game from a traditional story, because branching allows the players to step into the narrative and make their own choices. Kind of like those old classic choose-your-own-adventure games. But every time you give a player a choice, you're kind of splitting off into two different realities. On paper, this doesn't sound too bad. Life is an infinite split of possibilities, after all, but if you're writing a game, you will not have a life if you follow that momentum. So every turn and every binary decision, these can quickly multiply out of control. As such, you need to have certain things figured out. Such as the ending where you plan to have people go, any early failures, and you need to kind of prune it, to make sure it fits the kind of format that feels both dynamic and elegant, and is still leading a player towards the information you need them to go. But if you do too much of it, players will notice that they're being… Well, you're leading them along. Sorry. James?
[James] No, like, I'm with you. I think, like what you said about pruning branches, you always need to be bending those branches back toward the main story you want to tell. You want to have things divide, but you want to think of it like links in a chain potentially. Where characters make a choice, and their paths diverge, and you can totally see the hand gestures I'm making, because podcasts are a very visual medium…
[Chuckles]
[James] But you diverge and then you bend those choices so they come back towards an intersection that I think of as like checkpoints that let you keep the story on track. So, for instance, if you give the players the choice of talking to the witch or talking to the Dragon, they can head off in those different directions, but you know, as the writer, that whatever they do in those two interactions, they're still going to get request to go find Bigfoot. So then both of those paths will converge again on Bigfoot's lair. So now, suddenly, you've branched apart, people got to make a meaningful choice, but now they're back headed towards the direction you want to tell.
[Howard] Yeah. For my own part, it's been helpful… I love the term pruning that you used, Cass, because there are… At times, you have to prune and remove possible choices, just in order to keep yourself sane. Other times, what you are pruning is choices that are no longer available because of a choice that the player has made. Then there's the decision, like with Bigfoot's cave, this is the thing I'm not going to prune no matter what gets cut or chosen elsewhere, this piece of the tree remains because I need it. Often it's helpful when outlining these things to make decisions ahead of time as to which pieces you just can't prune and which pieces you will be removing, you'll be swapping out, or, if they decided to kill off an NPC versus talking to them, you have the option to file the serial numbers off of that NPC and have them show up elsewhere, so the dialogue you've written, the clothing you've designed, whatever, those assets can be reused.
 
[Dan] One thing that I want to throw out really quick as a resource, if… It was very hard for me initially to get my head around how to write a branching narrative like this, and specifically how to outline one. Until I realized that there are several websites that have mapped the full flowchart of all of the original choose-your-own-adventure books. You can Google those…
[What!]
[Dan] And they're these beautiful little just kind of line drawing look like a subway map kind of things. They really help you to wrap your head around this idea of how the story can branch apart and then checkpoint back together. It kind of helps visualize it in a way that helped me a lot.
[Cassandra] I did not know that existed.
[Mary Robinette] I'm just like the effort it was taking me to not Google that right now is…
[Chuckles]
[Mary Robinette] I want you to appreciate that I am not going down that branching narrative path.
[Howard] Well, I did Google it because I'm going to be told to include it in the liner notes.
 
[James] Well, I think one trick that's important to remember for that is to, in the story you're telling, tie the big story beats or big character beats or whatever that you want to make sure are in there, you want to tie those to your checkpoints. So you want to make sure that if there's a crucial piece of character development, it doesn't happen on just one branch, because you want to make sure that… To tell a successful story, if you know you have to hit certain key plot points, you have to make sure that they're at those points where all the paths sort of re-converge or else you need to do it separately in each of the paths. But doing it multiple times is expensive.
[Cassandra] I would also say that if you're insistent on let's say not sharing a narrative beat or like something important to the story at a certain checkpoint and, like, you want to keep it exclusive for one node, the other node should have information of equal value and consequence. Players don't necessarily mind it if they miss something if they get something else in return.
[James] Yeah.
 
[Dan] Okay. Let's pause here for our game of the week, which I believe is coming from Howard today.
[Howard] It is. Several years ago, I decided that I wanted to create a Schlock Mercenary role-playing game. It's something that I'd been asked about for a decade and a half until that point. So I sat down with Alan Bahr and we created the Planet Mercenary role-playing game. We looked at the possibilities of licensing a game engine from someone else or homebrewing our own. Ended up going with homebrewing. Because one of the things that I wanted to be able to do is create game mechanics that gave characters… Gave characters? That gave players the tools they needed to tell a story in the spirit of the Schlock Mercenary comic space opera. I wanted it to be funny. So we created the Mayhem deck and a whole bunch of fun materials so that… Our goal was I want you to be able, with your friends, to play a Schlock Mercenary game and have it feel like I'm there telling jokes with you. That was a pretty high bar to clear. I feel like we cleared it. Of course, I'm the authoritative source here.
[Chuckles]
[Howard] Alan recently with… He went on to form Gallant Knight games and has done lots of role-playing game design since, has released the Tiny Planet Mercenary rules set which uses many of the same tools that we created, but is in the… It's a much smaller format. So there's Planet Mercenary and Tiny Planet Mercenary which are both tabletop role-playing games in the Schlock Mercenary setting.
[Mary Robinette] Isn't it pronounced [squeaky voice] tiny planet mercenary?
[Laughter]
[Howard] Now it is. I think Alan might request that soundbite from us.
[Laughter]
 
[James] All right. Thanks, Howard. So, I want to know, Cass, how do you make these narrative chains fun? How do you make them fun and interesting?
[Cassandra] Oh, there are a lot of different techniques. You… Once you know the scope of what you're working with and how much you can play around with those dimensions, there are a bunch of weird little tricks. The simplest one being having branches within branches. When you're talking to the witch, who will eventually lead you on towards Bigfoot, there could be a whole subsection where you kind of coax her into discussing who she is, why is she there, and that can be a whole thing. Or… This is something that shows up in one of the games that I wrote that unfortunately fell through because AAA is full of games that die without anyone ever knowing its name.
[Laughter]
[Cassondra] I had a character there with prosthetic limbs, and there was always this option where you could ask him, "Hey, why do you have a prosthetic limb?" And he would give you progressively sillier and sillier answers constantly. I think for about 50 or 60 loops. Finally, as you get to the end of it, he just goes, "Really, this is none of your business, snoop," and just shuts off that entire dialogue chain, stopping you from repeating that whole thing again. Little tricks like that show up very often in video games to really build up a sense of this is a real person versus just an NPC that is regurgitating information for its use. Has anyone else seen like interesting things in branching narrative design?
 
[Mary Robinette] I have, but I actually wanted to pause to ask a question that I should have asked last episode. You used the phrase AAA games and I realized I have no… I can extrapolate what that means, but I don't actually know.
[Cassandra] Oh, basically games by companies like Ubisoft, Warner Bros., Bioware, things that tend to involve 100, 200, 300, or, in Ubisoft case, several thousand people in its production. So, usually, really, really high budgets, of a number that absolutely terrifies the crap out of me.
[Mary Robinette] Great. So it's a metaphor that is related to baseball, not to automobile repair?
[Chuckles]
[Cassandra] Yes?
[Or batteries]
[Dan] AAA games are the ones that can help you get your car off the highway.
[Howard] All games are physics simulations.
 
[James] So, having never worked on a AAA game, I want to throw out something that you can do that is cheap, and it doesn't require a team of a thousand people, which is conditionals and callbacks can be a really great way to make things feel significant. What I mean by that is when the players make a choice, just putting some sort of little tag or reminder in their so that later on in the game, something can be different depending on their choice. So if you insult the witch and the first scene, when you took that branch, just having something towards the end of the game where you run into the witch again and she goes… She clearly dislikes you because she remembers that you said that thing. That can be one line of dialogue, but it suddenly makes the player feel like, "Oh, this is a real world with real consequences. Because a choice I made a long time ago is continuing to have ramifications." It wasn't superexpensive. It didn't lead to a whole new branch. It was just one thing that was tweaked. Similarly, if somebody picks up a different item or gains a different ability or even just has like a shifted NPC attitude, anything you can do that calls back to a decision a player made earlier feels like a reward, even if they didn't get anything. Because you're reminding them, like, "Hey, we're paying attention to what you're doing. Your choices matter."
[Howard] Yeah. One of the things that you see a lot in big MMORPG titles is what my friend Bob calls a hat economy. Which is, you can spend money to get hats, to get costumes, to get outfits, to get whatever. These have no bearing on the story. They're just this is how I want my character to look, and I have spent the money, so now I have a new costume. When you present a choice to a character, what they get needs to be more than just a hat. It can't just be, oh, I beat the game wearing red clothing. Oh, I beat the game wearing blue clothing. The choice has to matter.
[Cassandra] The best reward is always consequences. I am curious if anyone else has tips and tricks and things they've learned from writing branching narratives?
[Mary Robinette] When I was working on… I did the dialogue for Hidden Path, and it was a game called Brass Tactics which is in VR. The thing for me that was interesting about it, because it was really the first time that I had attempted to do this, was that I needed to be able to really create space for the player in that they could interpret one of the lines of dialogue that the NPC was delivering to them, that they could interpret it in multiple different ways depending on their own emotional state in that moment. Trying to figure out how to sculpt things that felt like they were… That inherently belonged to the character who was speaking them, knowing that an actor was going to imbue them with meaning, but also then leaving enough space. So, like, sometimes it would be something as simple as, "Oh, is that the choice you're making?" That leaves room for the character… For the listener, for the player, to think, "Wait. Does that mean that I should make this choice? Or are they trying to fake me out?" It's… That's all about what the player is bringing to it. But whereas saying, "I wouldn't make that choice if I were you," that is not leaving space for the character… For the player to bring their own interpretation to it.
[James] Yeah. Going back to something that Dan had said in the previous episode about incentivizing players to sort of go the directions you want them to go. I think it's important, you can use things like objectives or item collection or other requirements to kind of maintain control of the story while still allowing an apparent freedom of choice, that illusion of control. What I mean by that is, like, let's say you got players that need to steal the crown jewels from a castle vault. You want to make sure, like, you detailed the whole castle. That's the game. You want to make sure that people hit all those areas and don't just bypass it. So you could force them to go linearly, where you say, "Okay. Well, they'll go in through the tower window, the fight their way all the way down through the castle to the vault, and that way they'll hit everything along the way." But that's a very linear, railroad-y sort of approach. A thing you could do instead is give them multiple options for how they break into the castle. Maybe they sneak in through the moat, maybe they sneak in through the gate, maybe they go in through the tower. But either way, if they somehow managed to get to the vault without going through all the castle stages, then when they get there, they discover, oh, you still need to get the key which is up in the Queen's chamber. So they're going to have to hit all those same encounters you designed, just from the other direction as they go back up to the top. So you still sort of force them to go through all the things that… The challenges that you designed, but you've done it in a way that made them feel like it was their choice.
[Mary Robinette] Yeah. I was thinking, as you were talking, that access as a consequence is a way of controlling the direction of the narrative. Shadow Point Observatory, which I'll talk about later, is one of those where your reward for figuring something out is access to the next layer of the puzzle. It also feels like… They also managed to tie consequences to feeling, like, oh, no, I'm not going to get there. But you can… But there's multiple paths to get to that access point.
 
[Dan] This has been a really wonderful discussion, but I'm going to cut it off here. Thank you so much. We have some homework now. I believe it is Cass.
[Cassandra] Yes. I would like everyone to write their choose-your-own-adventure story. You can use any of the multitude of pre-tools that are available on the Internet right now, including Twine, [Inkle?], and probably a whole number of things that I don't know about, because there are a lot of indy engines out there. Just check out the websites and see what it's like to make your own story.
[Dan] Great. That sounds good. All right. Well, this has been Writing Excuses. You are out of excuses, now go write.
 
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Writing Excuses 16.19: Intro to Roleplaying Games
 
 
Key Points: A roleplaying game allows you to inhabit a persona (play a character) and live their life for the course of the game. The outcome of a roleplaying game, the course of the game, is not necessarily predetermined. When you're writing for a roleplaying game, you're writing a story, but someone else is writing the protagonist. You have to balance predestination, the writer as the invisible hand of fate, with free will, the characters' choices. You're turning a novel into an amusement park. Writing a tabletop roleplaying game is balancing between all games are physics simulations and all roleplaying games are improvisational theater. It has to be fun. Situations need multiple successful resolutions, a large possibility space. Game masters curate the experience the players want to have. The illusion of choice, or curating real choices? The choices need to be entertaining. A good visual model of narrative flow for tabletop roleplaying games is a pachinko machine. Pet peeves? Dead ends. Only one type for a gender. Long read-aloud sections. Other people telling me how my character feels. Game master versus players.
 
[Season 16, Episode 19]
 
[Mary Robinette] This is Writing Excuses.
[James] Intro to Roleplaying Games.
[Dan] 15 minutes long.
[Cassandra] Because you're in a hurry.
[Howard] And we're not that smart.
[Mary Robinette] I'm Mary Robinette.
[James] I'm James.
[Dan] I'm Dan.
[Cassandra] I'm Cassandra.
[Howard] And I'm Howard.
 
[Dan] We are very excited to be introducing for you all another one of our intensive courses for the year. This one is about game writing and interactive fiction. So we've got two really incredible guests who are both experts in this field. They're going to be teaching us all about it for the next eight episodes. So, James and Cassandra, introduce yourselves. Let us know who you are.
[Cassandra] I'm Cassandra. I used to work in Ubisoft Montréal. I've worked on games like Hyperscape. I've also done indie work for titles like Fallen London, Sunless Skies, Wasteland 3, and I've done a little bit of tabletop work for D&D and World of Darkness. James?
[James] I'm James L. Sutter. I'm mostly on the tabletop side. I'm the co-creator of the Pathfinder and the Starfinder roleplaying games. But I've also done a little bit of videogame work. So, between us, we're hoping to cover everything folks want to know.
[Dan] Cool.
[Cassandra] [garbled… saying that]
[James] Yeah.
[Dan] Yeah.
[Chuckles]
[Dan] We are very excited to have you with us. Mary Robinette and Howard and I also have a little bit, a tiny fraction, of game work, so at least we kind of know what we're talking about. But let's jump into this. Cassandra, our topic this week is intro to roleplaying games. What… Where do you want to start us?
[Cassandra] Well, let's go back to, like, the bare basics of this, the very simplest definition of it. A roleplaying game is essentially a game that allows you to inhabit a persona and sort of live out its life throughout the course of the game. In other words, you could be Bob the accountant in your daily life, but in a roleplaying game, you might be Somarian the Elf. What differentiates a roleplaying game from, say, an action game or an adventure game is that the outcome is not necessarily predetermined. There are ways to get to the end, but in between you have side quests with different possibilities, different ways they might go. It might end horrendously in an ending you might not have been expecting, kind of like real life. There are also inventories, there are stat-based systems, and, depending on what you're talking about, whether it is a AAA type or a tabletop game, those stats might come into play differently. It's something that I think James might be very good at discussing.
[James] Yeah. Well, especially because in tabletop roleplaying games, you have to do a lot of stuff on the fly potentially, because the nice thing about it is that in something like Dungeons & Dragons or Pathfinder, every… Your characters can do literally anything. That's the blessing, but also the curse. Because if you're running the game, you need to be able to account for all of that. So the thing to remember, when you're writing for a roleplaying game type thing is that you're writing a story, but someone else is writing the protagonist. So you've got this balancing act, because it's your job to make the story go where it needs to go, but it's the players job to make everything makes sense, make sense for their characters, to make sure the protagonist is doing what they think the character should do. Usually, you're playing with multiple characters at a time. So it's that question of how do you guide the players through choices that feel meaningful an independent and sensible for the character they've chosen to inhabit, but also is guiding them along the right general story path. So, I'm curious, Cass, what do you feel like are some good examples of that?
[Cassandra] At least in AAA games, I think Mass Effect might probably be one of the easiest examples to look at. Because you have the paragon and you have the renegade route. Even though you are still giving the player freedom of choice to go and do whatever they want, once you have it categorized as, all right, this is light side work and this is dark side work, you kind of teach them to go along the path that you need them to go towards to fit the conclusion without ever feeling like you're holding them on a leash. It's all about balancing predestination and free will. You are absolutely the invisible hand of fate.
[Chuckles]
[Cassandra] Although occasionally you need to be a little bit less invisible, otherwise the players are just going to go off the rails. But what I think really is very interesting about writing for roleplaying games, especially, is that if you're transitioning from like say novel writing, you… Well, at least I did. I had the trouble of constantly wanting to make things linear. I expected the players would want to go a certain direction, they would need to follow the beats that I'd given them. But the trick about roleplaying games and designing them is you're giving them a setting, you're giving them a sandbox, you might be giving them a little bit of a map, like a toolkit, some directions on what to do, and you're kind of hoping that they will go in that direction. It is not necessarily true. To reuse a metaphor about novels, it's kind of like turning your novel into an amusement park, and then setting the boundaries along with it. But what's it like, doing similar things for, let's say, tabletop games, because it's so much more open ended with the game master's and so on? With video games, you have all those things preset by design, by audio, by the visuals… Man. I don't think those terms do exist with tabletop games.
 
[Howard] Years and years ago, 15 years ago, Steve Jackson said to me, "All games are physics simulations." That stuck with me. I keep coming back to it and asking, "Well, wait. This game isn't a… No, at some level, this is a physics simulation." The second one, and I can't remember who told this to me, "All roleplaying games are improvisational theater."
[Yeah]
[Howard] Talking about tabletop roleplaying games as improvisational theater. So, for me, writing or playing or game mastering a tabletop roleplaying game is a balancing act between this is a physics simulation and this is improvisational theater. I say improvisational theater rather than improvisational storytelling because we know we want the storytelling to happen, but the theater aspect is what suggests that this has to be entertaining rather than just narratively… Functional narrative. I want it to be fun.
[James] Yeah. I use that improv example a lot when trying to explain roleplaying games to folks. I often say, like, the game master, who's sort of running the show, is kind of like the director. Then, all of the players are like actors, each inhabiting a character. So you create a character and then sort of go through the story that the director's running, trying to just act as your character would act. Everybody's kind of building off of each other. That's what creates this loose fun story that can go in different directions. I think that one of the things about that is, like Cass was saying, you gotta be careful not to be too linear in your story. You want to make sure that situations allow for multiple successful resolutions. Right? Like, you want to think about… Even if you thought… Your first thought is, "Well, they'll fight their way through this situation." You also want to be ready for them to talk their way through the situation, or trick somebody, or cause a distraction. Really considering the whole possibility space, that's what you're creating as a game writer is sort of these situations. Yeah, Mary?
[Mary Robinette] So, something that occurred to me as you were talking is one of my favorite DMs, I'm going to do a shout out to David Spears, but he said something about roleplaying that I really… It resonates with me a lot, which was that as a DM, he felt like what he was responsible for was curating the experience his players wanted to have.
[Yeah]
[Mary Robinette] For me, that made more sense than the improvisational theater director metaphor, because the director is trying to execute their own vision, and a curator is trying to shape it for the people, for the viewer. So, for me, it often feels more like that there's a certain amount of second person… Or interactive theater. That there is this path and that on one hand, you can do a thing which I used to do in theater all the time which is that you can give the audience the illusion of choice.
[Yeah]
[Mary Robinette] On the other hand, you can say, "Okay. No, you do actually have a choice, and I will go with you on this journey and I will curate this." I feel like those are two different modes of roleplay.
[Cassandra] Definitely. I think…
[James] Yeah. I think they're both crucial. Right, Cass?
[Cassandra] They are, definitely. Sorry, I think Dan was going to say something. I saw a finger there.
[Dan] I… Yeah, I wanted to jump in with this illusion of choice. Two of the best pieces of advice I ever got when I first started writing for roleplaying games was, first of all, somebody said that as you're controlling this story, as you're presenting the options, you can… If the characters come to a two roads diverge in a yellow wood kind of situation, and you need them to get to a castle, either road is going to lead to the castle. But they get to choose which one they're going to go down. That's kind of a blunt force illusion of choice. But then what you can do is add on to that, and present… Just make sure that the choices that you're offering are entertaining. This is something that game master's can fall into accidentally, where they make a choice they don't want the players to make and they present it as being really interesting or entertaining, and then they're stuck and they have to improvise something. But when you're writing that, if you are presenting a scenario, you can just kind of fill it with a lot of interesting toys to play with that… And then the players are going to immediately latch onto the ones that are exciting to them. If they see there's a giant fruit cart in the middle of the street, then they might think, "Oh, we could turn that over," or we could do whatever. If you make sure to put interesting characters into the space, that will lure them into talking to them. If you make sure to include a bunch of security cameras, then they will think, "Oh, we might need to sneak around or find a way to disable those." Giving them interesting choices instead of just choices is a good way of guiding them.
 
[Howard] If you ever wanted a physical model, a visual representation of storytelling, good storytelling narrative flow, for tabletop roleplaying games, it's the pachinko machine.
[Chuckles]
[Howard] The balls can bounce left or right, but they always go down. The balls cannot escape the machine. They start at the top, but then there are little decisions along the way. At the end, yeah, there's multiple possible places the ball could land. Tracy Hickman described this as narrative bumper pool. At any point, you have choices. But all of the choices are leading us in this direction, rather than in the open-ended, the world keeps getting bigger as my players running any possible direction.
[Cassandra] Oh, that makes me think of the first Walking Dead game, honestly. Which I think is a really good example of how that illusion of choice and that use of linearity just kind of worked… I remember articles just exploding after people started playing the game, because people were so infuriated that… With how they never really had a choice at all. The game would tell you that characters remembered what you did. It would set it up so that emotional resonance between one choice or another was just so harrowing. But, let's say a character you decided not to helping one situation, you would eventually see them later. They would play a role in another set piece. But the thing that struck me most with that game, and how it implements that illusion of choice, is the ending. I think the game has been out long enough that a spoiler is fine.
[Go for it]
[Cassandra] Essentially, the end, you have this 10-year-old girl seeing her surrogate father slowly transform into a zombie. You find yourself with two choices, and they're both incredibly horrible. One, you leave. Like, you run, you go as far as you can from this person you cannot save. Or you shoot him in the head. Mechanically speaking, none of this matters. The poor guy still dies. But the fact that this was presented to you with so much emotional weight. Like Dan was saying, like, these are toys. Very morbid [garbled] toys, but these are toys on each other side of the road. If you present things that are interesting and resonant enough with the player, it doesn't matter that they know they're still going to one ending.
[James] I think the big thing about that is that the choices need to be tied to the player. Right? Like in the example you just gave, both of those are things that really… Like, you're making the call to drive the story. I think that's something people often run into when they're not used to running a game is it's really tempting to make the players not the main characters. You'll have that GM insertion character, the like helpful nonplayer character, the sidekick, who just happens to be better than the players in all these different ways. The player tries to go one way, and they grab them and steer them back on course. Like, you can do a little bit of that, but you really always want to make sure that your choices are being made by the players and that they feel significant to the characters.
[Cassandra] We're all NPC scenario life, there's no reason to continue being one in a game.
[Laughter]
[Dan] That's brilliant, and a little sad. But I love it.
[Laughter]
 
[Dan] I want to interrupt here. I have let this discussion go on maybe a little longer than I should, because we should have paused several minutes ago for our book of the week.
[Oh, no]
[Dan] Or our game of the week is how we're going to do it during this intensive course. I believe our game of the week this time comes from James.
[James] Yeah. So the game of the week is going to be the Starfinder roleplaying game, which I was the original creative director on. That's all about… It's a classic pen-and-paper roleplaying game. It's all about space wizards and laser ninjas. It's science fantasy, so you can kind of do everything from Alien to Star Wars to Fifth Element, whatever sort of story you want to tell. If you want to be a lizard with a grenade launcher or a bug priest of the death goddess, do whatever you want. But I wanted to bring this one up because there's both the tabletop version that you can go find, and also there is an Alexa version, an audio single player version of the game that I got to write that is free that people can, if you have an Amazon Alexa device, you can just say, "Alexa, play Starfinder." I'm sure I just turned on a whole bunch of people's right now.
[Laughter]
[James] But I have no regrets. You should play the game, because it's produced by Audible Studios and has a full cast and it's really fun.
[Dan] Well, as of this recording, just yesterday or the day before, you want a bunch of awards for that, didn't you?
[James] Yeah, we won some nice industry awards. I think like best voice experience and best developers. So, yeah, it's really a fun kind of a new medium. So it was nice to be able to bring this game that I love in tabletop into a voice version that people can play without having a group. You can just be playing it by yourself in your kitchen while you're making dinner.
[Dan] Cool.
[James] Well, thank you.
[Howard] My first experience with the Starfinder tabletop roleplaying game book was opening it up and literally removing the pages so that I could use them as references, because I was illustrating the Munchkin Starfinder cards for Steve Jackson Games.
[Right]
[Howard] It was easier to have the pages of the book all over the couch and the floor in front of me.
[Chuckles]
[Howard] Then to have to pick up the book when I was drawing. I felt a little bad about it. But not bad enough to not do it. I got another copy of the book for me, anyway. So…
[Dan] Oh, man.
[James] Officially forgiven.
[Dan] Well, I love this, and thank you for using this is our first game of the week, because I think it's a great illustration of the fact that these… This is viable writing, like freelance or career employment opportunities. This is not just us talking about games because we love games. This is a job that people have, that people win awards for, that people get paid for. So, that's kind of why we're doing this whole class, is those writers who want to focus on games or on interactive… You know that it's a real thing and that it can be made to work. 
 
[Dan] Anyway, we have gone a little over time, but I want to… This is our first episode of the course, so let's take a little bit of extra time. Because I know that Cass and James want to talk a little bit about pet peeves in roleplaying games.
[Mary Robinette] I was going to say, if we don't get to talk about pet peeves, I will…
[Laughter]
[James] Yeah. Absolutely. We should open this up to everybody. Maybe, Cass, you want to go first, but I'm sure that everybody here has something they've seen before that they feel like, "Oh. Never do that."
[Cassandra] Dead ends. I loathe… I grew up with the Sierra games, I grew up with King's Quest, and never lost my absolute hatred for how the game would just stop if say you looked at the mouse at the wrong instant. With roleplaying games, I feel like… I guess it should be failure, but the consequences should be interesting. It should be fun to die. It should be fun to see your kingdom crumble away. Just so you know you can see, like, an octopus kingdom rise up from the ashes of it. What about everyone else? What are your pet peeves in roleplaying games?
[Mary Robinette] Mine is… So, I played D&D all through high school. And one of the things that was frustrating is that in this game in which I'm supposed to have all of these choices about who I can inhabit, there were all of these different body types, and just forms for male characters. All of the women were this single, very sexy, scantily clad type. Like, everybody had exactly the same model body. As a highschooler who was already dealing with all of the body insecurities, that was… It was like, "But what if I don't want to wear a metal bikini?"
[Chuckles]
[Mary Robinette] So, for me, it's writers who are not thinking about all of the different types of people who want to play a game and therefore shut them out.
[James] Yeah. Absolutely. I feel like that diversity of choices can also be a thing, like people… Even if folks go, "Oh, okay. I need to make sure that I cater to people in terms of what their character looks like." You also have to remember to cater to all the different sorts of decisions that people might want to make. So, question your own things about like which characters get romantic subplots. Is it just the characters that you personally would be interested in? If that's the case, then you're making a mistake. Right? You need to remember that you are not your only audience.
[Dan] Yeah. I think Mass Effect, which Cass mentioned earlier, is a good example of doing that right. Because most of the characters are romancible, regardless of gender, regardless of species, regardless of anything else, and you can really kind of curate your own story that way as you go through it. Because they took the time to add in all of that extra choice. One thing that is a pet peeve of mine, I always used to think that I hated big read-aloud sections in roleplaying game campaigns, and then once I started writing them, I realized I actually like read-alouds, I just don't like long ones. If something goes on for more than a paragraph, it, in my opinion, might be a little too long. I remember I played a D&D campaign with James, and it begins with almost a full page of here, let me read you this gargantuan introduction. We were all just laughing by the end of it, because we couldn't even remember how it started. It was so long. Take the time… Use read-alouds to get across a mood or an ambience or to get across a really great character beat that you really want to be in there. But then, step back and let the game master and the players kind of tell their own story.
[Mary Robinette] That's right. I forgot that it's game master these days. I'm so old.
[Laughter]
[Howard] My own least favorite is, and this is a sin that can be committed by the game master or by other players. I don't like other people at the table telling me how my character feels about something.
[Oh, yeah]
[Howard] Don't… No. You describe what happens and give me the opportunity to react. Because that's why I'm at the table.
[James] I'd also just throw out, also, especially in tabletop where there is the game master and the players, there can sometimes be a feeling that it's the game master versus the players. Like we were saying before, like, that's never the case. Your job as game master is to make sure everybody there has a good time. That's the goal, right? So you want to… You don't want to be so easy that your players never feel fit… Never fear failure. Because that reduces tension. But you're also not trying to kill off your characters. It's not the characters versus you as the manifestation of their story. So, the number one thing is just make sure that everybody's having fun. Similarly, don't allow players to be jerks under the guise of, "Well, that's what my character would do." We're all still there to have fun and tell a story.
[Dan] Cass, what were you going to say?
[Cassandra] Oh. No. I was just going to say that autonomy is just, like, the imperative in this situation. Having jerks try to force their ideas on you, that pushes against a player's autonomy. Similarly, telling a player exactly how they feel… Nope. No. Those are just pet peeves of mine, too. I'm just sighing about them in the very short amount of time we have left on an episode that's already run over…
[Laughter]
[Dan] Yeah. We do need to be done now.
[Laughter]
 
[Dan] But I believe we have some homework.
[James] Yeah. So, homework hopefully will be pretty easy and fun for folks. I just want you to spend some time playing a roleplaying game. That can be a videogame, that can be tabletop. But, play a roleplaying game and take note of what's fun and what's not.
[Dan] Awesome. That sounds great. Okay. Thank you very much for listening to our episode. We are going to keep talking about game writing for the next seven weeks. We hope to see you again. Thank you very much. You are out of excuses. Now go write.
 

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