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Writing Excuses 18.05: An Interview with Mary Robinette Kowal 
 
 
Key points: Puppetry and teaching a cat to talk with buttons? Before that? Art education with a minor in theater and speech. Art director. Puppets. Technique, and something to say. Curiosity and surprise. Challenge! Toolboxes. MICE Quotient. Axes of power. The go-to? Yes-but, no-and. What is the character trying to accomplish, what is their motivation? Next? How do we deal with tension without conflict. Subverted expectations? 
 
[Season 18, Episode 5]
 
[Mary Robinette] This is Writing Excuses.
[DongWon] An Interview with Mary Robinette Kowal.
[Erin] 15 minutes long.
[Dan] Because you're in a hurry.
[Howard] And we're not that smart.
[Mary Robinette] I'm Mary Robinette.
[DongWon] I'm DongWon.
[Erin] I'm Erin.
[Dan] I'm Dan.
 
[Howard] And I'm driving. My name's Howard Tayler, and I get to lead this interview of my friend, Mary Robinette Kowal.
[Mary Robinette] Hi.
[Howard] Mary Robinette, I remember meeting you at World Con in… Gosh, was it Montréal?
[Mary Robinette] It was World Fantasy, but, yes.
[Howard] Was it World Fantasy?
[Mary Robinette] No, I think…
[Dan] World Fantasy. I'm pretty sure it was World Fantasy.
[Mary Robinette] It was World something.
[Laughter]
[Howard] I'm pretty sure it was World Con, because that was the year that I got to be in the People Versus George Lucas movie.
[Dan] Okay.
[Howard] But we podcasted, and episode 3.14 was Mary schools Brandon, Dan, and Howard about using puppets to teach us how to write. That was when I met you. But that is not when you started. You have done a bazillion things. I know that one of them is puppetry, and another is teaching your cat to talk with buttons. Where did you come from?
[Laughter]
[Howard] Where did you even…?
[Mary Robinette] Were did I even? So, I was actually an art major in college. Art education with a minor in theater and speech, because being one of those kids who wanted to do everything, that was the closest I could get to doing all the things I wanted to do.
[Howard] The everything major!
[Mary Robinette] Yes. The everything major. I was firmly convinced… So, before that, I was firmly convinced that I was going to be a veterinarian specializing in cats. Then I looked at my math grades, and… Actually, just looked at my grades in general. I was like, "Oh, hey." It turns out I'm good at art. Went to college to do that. I… Like, I can render. I have good technical chops that I have used outside of school. I've been an art director. I've even illustrated some things. But I looked at the stuff that my friends were doing and realized that I had technique, but I didn't actually have anything to say. With puppets, I had both. I had the technique, and I had things I wanted to say. I had a voice that was specific to me. I fell in love with that, and chased it, and did that for 20+ years. Somewhere along the way, also started writing again. Because I had stopped. Again, had that moment of, "Oh. Not only is this fun for me, but there are things I want to say." It's very much the storyteller with any tool you will give me. But some of them I have more things to say than others.
[Howard] That is fascinating to me, because I feel like… Well, you and I are clearly very different people. Because I feel like if I got something to say, and I have technique, then I got something to say using that technique. I've seen your art and was… You drew a picture on a tablet at one point when we were in Chicago. I remember looking at it and thinking why are you not just doing this. You've got so many wonderful things to say, and clearly you've got mad art chops, why don't you say them that way? So that… I don't understand that. I'm not denying that it's a thing, but I just don't understand it.
[Mary Robinette] Yeah. It doesn't make sense to me either. Honestly. I don't know…
[Meow]
[Mary Robinette] Elsie however does have things to say.
[Chuckles]
 
[Dan] Well, let me ask you a question, Mary Robinette. Was there a specific moment or project or story that helped crystallize for you either visual art is not for me or puppetry is for me? Because of that, I have something I want to say. Is there anything specific attached or is it more broad than that?
[Mary Robinette] It's broader. Some of it is the difference in where I am in my life, I guess. But with the… I mean, with the writing, I very clearly remember that I was… When I came back to it, my niece and nephew had moved to China with my brother. Skype was not yet reliable thing. So I started writing this story for them. If you go back pretty far into episodes, you can find a thing where we do a deep dive on an outline for… I think I was calling it Two Ordinary Children or Journey to the East, I can't remember which. But it's the novel that brought me back to writing. I remember that I was starting to write this thing as a serial for my niece and nephew. I thought, well, you know, I'll just write an episode and all kind of choose your own adventure my way through it. And that I was… I was starting to think about what happened next and starting to wonder where the story was going and that I wanted to know what happened next. That was this moment of going, "Oh, I think I have something here." That curiosity, that wonder, that is the next thing, what's the surprise. For whatever reason, when I draw, when I paint, I love it. I really en… It's very satisfying. But it is not surprising for me. There's no curiosity about what's the next thing around the corner for me.
[DongWon] I think that is such a wonderful way to think about it, and I'm so glad that you expressed it that way. I… One thing that I always encourage people against is this idea of comparison. That moment you had when you looked at the stuff that your friends were creating and what I thought you were going to say is, "And I could see they were so much better than me." That's not what you said. That's a really important difference. What you said is that you found your voice and your excitement in a different style of art. So I don't want people out there to just get discouraged and stop doing one thing. But the way you did it instead is you got very encouraged by something new and exciting and followed that passion. Which is such a better way of making that decision.
[Mary Robinette] Yeah. Like I… As I said, I use those skills. It has framed the way I approach things. I still take enormous satisfaction from it. It's just I get more satisfaction from other things. I have stories to tell that I… The tools for me are better with puppets than with fiction.
 
[DongWon] You're exploring all these different media, you're exploring all these techniques. To sort of refill your creative tank? To sort of get back to the writing side, or is it all kind of orthogonal, incidental to each other?
[Mary Robinette] It's… It depends. There's… A lot of this is a new understanding of it. If you had asked me this at the beginning of… When I joined Writing Excuses, I'm sure I would have answered it differently, but I don't know how I would have answered it. Because at the time, I didn't understand that I had ADHD. One of the things that helps is the new. Like, I'm drawn to the new. In hindsight, it's like, "Oh, that's why I had a very successful career in theater," because theater is… Everything is… It's constantly moving to a new show. You do that show and you get really good at it. Then the season is over and you go to a new show. Or you're doing a television show and it's a different… Each episode is different, and you have to learn this technique and that for this particular thing. So it was constantly… New was constantly happening. With the writing, I think that's one of the reasons that I keep moving genre is because that's some of where that newness comes for me. But I also… One of the other things for me that is a driver, and again, it's like, "Oh, in hindsight," is the challenge. So the refilling of the well, it's less about going to something else to refill the well, and more about finding something new to challenge me. So sometimes that's the "I'm going to take my friend's advice and try to write this book without an outline."
[Chuckles]
[Mary Robinette] Sometimes it's "I'm going to learn to make a Regency gown that is entirely handsewn."
[Oh, wow.]
 
[Howard] Okay. On that terror inducing note, let's take a quick break for a thing of the week, and then were going to come back and… I've got some cool questions queued up.
[Mary Robinette] I want to talk about The Monsters We Defy by Leslye Penelope. So I met Leslye through a friend of a friend and was told this person is great. Then I was like, "You know, I'd like to…" Correct, Leslye is fantastic and extremely talented and smart. Then I was like, "Let me read this person's fiction." So I listened to The Monsters We Defy. It is such a good audiobook. So it is prohibition black Washington heist novel with ghosts. It is so good. The heist is so beautifully structured. Like, I spent a lot of time looking at how to construct a heist, and this one is so just exquisitely handled. There is the assembling of the team beats, and I love all of the teams. There's the… There's… Every heist, there's a twist, and the twist is… It's just so cleverly handled and moving in the way that it's handled. It's… I can't tell you about it, but you need to listen to this book. It's also really well narrated. It is smart, it is moving, it's funny. It's dealing with generational trauma. It's dealing with fashion. It's dealing with magic and ghosts and I love it a lot. I keep talking about it on kind of everything I go on. So, this is The Monsters We Defy by Leslye Penelope.
 
[Howard] I have a question about the toolbox. Because, Mary Robinette, you have thrown so many tools at us during the last decade or so. The MICE Quotient, obviously, we come back to a lot. The axes of power that you've talked about a little more recently. Discussions of creation of tension. Discussions of the way learning to read things aloud changes the way you write. Do you have a go to favorite when you're stuck? When you fall back on craft, what's the first tool you reach for?
[Mary Robinette] Yes-but, no-and. Because almost always, when I am stuck…
[Howard] Sorry. I thought you were yes-but no-anding my question. And I'm like, "It wasn't enough?"
[Laughter]
[DongWon] The worst improv tool ever.
[Laughter]
[Dan] That's going to be my new response when I get interviewed in like someone else's podcast. Just…
[Laughter]
[Howard] It sounds like a game. Yes-but, no-and.
[Laughter]
[Howard] Mary Robinette, please continue.
[Mary Robinette] Yes. But…
[Howard] No.
[Mary Robinette] Okay. So, the reason that I said, "Yes-but, no-and," is that almost always when I'm stuck, it's because of the "Okay, but what is the next thing that supposed to happen next?" It's usually I have a general idea of the scene and I'm in the scene and I'm like, "Oh. This is okay. But where's? What's the…?" So I look at what my character is trying to accomplish. So I guess in many ways the actual answer is that I go back to my theater roots and I'm like, "But what's my motivation?" Then, once I got the motivation, it's the question of does she succeed at this thing? It's going to be yes, she succeeds, but there is a negative consequence. Or, no, she doesn't succeed, and there's a negative consequence. Then, more recently, when I'm in the latter part of the book, realizing that the but and the and represent directions of progress. So, yes is closer to the goal. But is a reversal. And is continued motion. So yes-and gets me closer to the goal. So it's yes, and a bonus action. That has helped me so many times when I'm kind of trying to inch forward towards the ending. It's reaching for that has been very useful in a scene. Especially if it's like something is coming too easily for the character, or it's coming… It's too hard. I can, like, "Okay, you can adjust direction of action."
 
[Howard] Okay. 
[Erin] I'm curious…
[Howard]  Who else has questions? Erin?
[Erin] I'm curious, yes, what the… So, you have all these amazing tools. I'm curious if there's anything you wish you had a tool for, but you haven't yet figured out. Something that you're working towards figuring.
[Mary Robinette] Um… Hah… Yeah. That's a great question. So… I'm sitting here… What… For the people who don't have the video feed, I'm staring into the middle distance as I think about the novel that I am writing right now. I wish that… So. Huh. A thing that I have been thinking about a lot recently, which I will talk about later in the season, is the difference between conflict and tension. I wish I had a set of tools for talking about tension that is not conflict based and how to manipulate it. I'm starting to kind of be able to identify it and some of the tools to manipulate it. But it is still such a new concept to me because so much of my training as a writer has been story must have conflict. I've been coming to realize that a story must have tension and that conflict is the easiest way to teach that. But that I don't think that it has to have conflict. So, like, one of the things that I'm actually trying to do in this book is have people… Is have the conflict come from the cooperation. Or have the tension come from the cooperation. It's… It is such… Like, it is working, but I don't have a toolbox for it. I'm definitely feeling myself… My way through it and am looking forward to being at a point where I can reverse engineer it, and can reverse engineer what other people are doing. Like, I can tell that other people… It's like, "Okay. This is a subverted expectation." What are the dials for setting up that expectation? What's the point at which you subvert it? Does it matter which direction that you do the subvers… Like, when you veer off of the expectation, does it matter which direction you go? How do you control that? Like, I really… I am… That's, for me, the toolbox that I'm excited to get my hands on next.
[DongWon] That's so cool.
[Howard] Let me know when you've got that one labeled.
[Laughter]
[DongWon] I love watching your process, Mary Robinette. Because… This reminds me of, like, there's a thing that the physicist Richard Feynman said at some point about you don't truly understand the concept until you can teach it to a freshman seminar.
[Mary Robinette] Yeah.
[DongWon] I see you over and over again tackle these new ideas, these new techniques, these new things. Like, watching you sort of figure out how to internalize it, how to do it, and then how to explain it to other people, seems to be the cycle that I see you go through. It's always really exciting just to watch that and participate in it, and end up getting to reap the benefits of the results at the end there.
[Mary Robinette] My dad says that actually what I is an engineer, really. He's sad that I didn't go into programming.
[Chuckles]
[Mary Robinette] The rest of the world is happy that I did not.
[Howard] There is a computer somewhere that is very sorry that it's not running a Mary Robinette Kowal program. But it's not running one, so it's unable to speak to us, so… Meh. Oh, well.
 
[Howard] Hey, do you have some homework for us?
[Mary Robinette] I do. What I want you to think about is, I want you to think about the skills that your non-writing life has given you. I talk a lot about the stuff that I've brought from puppetry. Dan has talked about the stuff that he's brought from doing audio. Which is, granted, still writing, but it is the non-writing aspect. Howard talks about the stuff that he gets from drawing. DongWon and Erin are going to be talking about these things as well as we go through the season. So think about your own life. What is a lens that you have that gives you a toolset that is exciting to play with in your writing?
[Howard] Thank you very much, Mary Robinette. This has been Writing Excuses. You're 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.
 
[identity profile] mbarker.livejournal.com
Writing Excuses 11.45: Elemental Issue, with Desiree Burch

From http://www.writingexcuses.com/2016/11/06/11-45-elemental-issue-with-desiree-burch/

Key points: Issue as an elemental genre is a bit different. The driver is not so much emotion, but curiosity, let me think about that. How do you avoid being preachy? Remember that the first goal of a storytelling is to be entertaining. Issues raise questions, polemics answer them. Have empathy for your audience! The more specific a work gets, the more broadly it relates to people. To let a character deal with a major issue, consider making the main plot about something else (thriller, romance...). Use multiple points of view to show us the issue in the round.

Behind the curtains... )

[Brandon] Well, I'm going to call this, because we're going to talk about it in two weeks…
[Laughter]
[Brandon] Anyway as a subgenre, so… I'm going to let us go there. Mary, I'm going to have you give us some homework.
[Mary] Right. So what I want you to do is, I want you to get a magazine about a topic that you do not normally read. I want you to read the entire thing, cover to cover. Including the ads.
[Chuckles]
[Mary] Was that okay?
[Brandon] You just… That's all you want them to do, just read it?
[Mary] This time, you're just going to read it.
[Brandon] Take notes on the issues that arise, even if they are issues that come from the ads. We'll have you do something with that in a later week. All right. We want to thank our special guest star, Desiree Burch.
[Desiree] Thank you for having me here.
[Brandon] We want to thank our Writing Excuses cruise members.
[Whoo! Applause!]
[Brandon] And we want to thank you guys for listening. You are out of excuses. Now go write.
[identity profile] mbarker.livejournal.com
Writing Excuses 11.25: Elemental Mystery Is Everywhere

From http://www.writingexcuses.com/2016/06/19/11-25-elemental-mystery-is-everywhere/

Key Points: Why do people turn the page in a mystery story? To see if they're right! How will it unfold? Curiosity! What's the answer? Mystery as a subgenre may not have a body or a big problem, but it is still a mystery whenever the character tries to figure something out. Something weird just happened, what is the hero's dark past? Mystery is the journey, the curiosity leading up to the reveal, but the reveal shows what subgenre is blended in. Curiosity keeps you reading, foreshadowing tells you what kind of reveal is coming. To create mysteries, think about the information the reader needs to know. What do the characters want to know? Why? Start with what a character needs or wants, and what it will take to achieve that. Now, what information do they need to search for to let them accomplish that? There's a mystery! Whodunits, why is it doing that, even what is this thing we keep running across -- all good mysteries. Make sure you have the right mystery. Which one does your character interact with most? When you have a body on the floor, the question is obvious. But sometimes you need to plant stuff, and hang a lantern on it to make sure the readers notice the question. Mystery as subplot usually is easy to see, trying to solve a crime, but elemental mystery as subgenre may be more subtle, using curiosity to answer a question.

There's something happening here, What it is ain't exactly clear... (Buffalo Springfield) )

[Brandon] All right. Let's go ahead and give you guys some homework.
[Mary] All right. So what we're going to have you do is insert a mystery into whatever it is that you're currently working on. Short story, novel, whatever it is. All I'm going to ask you to do is look at what it is that your character needs. You've probably got the solution already in there. Take the solution out. Then build it in so that the character has to figure out the solution. So essentially, you have just created a mystery within your story.
[Brandon] Excellent. This has been Writing Excuses. You're out of excuses, now go solve some mysteries.
[identity profile] mbarker.livejournal.com
Writing Excuses 7.49: Beginnings Revisited

From http://www.writingexcuses.com/2012/12/02/writing-excuses-7-49-beginnings-revisited/

Key points: "In late, out early" tells you the right place to begin. Also, you need to establish tone, setting, and character. Remember that beginnings are where you make promises to the reader. Prologues may work, but they are often overused. Orient the reader, don't disorient them. Your first scene needs motion, conflict, change. Make something happen. Establish a question and spark curiosity. Use something fascinating, interesting, geewhiz to pull the reader in. If it is not this world, quickly establish that it is another world. But remember learning curve. You don't have to try to tell us everything at once, just suggest and promise to come back later.
The curtain rises... )
[Brandon] All right. Well. We are out of time. Thank you all for listening. Our writing prompt this week is going to be... starting a new story. I want you to do each of these things. I want you to give us character, place. I want you to give us a sense of tone from the first sentence. All right. Do all of it in the first sentence. Character, place, sense of tone.
[Mary] I want you to do it in 13 lines, which is how many lines someone will see on your first page.
[Brandon] All right. This has been Writing Excuses. You're out of excuses, now go write.

[Brandon] Hi, all. This is Brandon. I hope you enjoyed today's episode. I just wanted to give you a special reminder. Audible has my novella, Legion, up for free in audiobook. So since they're a sponsor of the podcast, I thought I'd give an extra shout out. They actually have, if you go to www.audible.com/sanderson, they have Legion up there. You... there's no trial, there's no strings attached, you just get it for free. So I hope you guys go give it a listen if you haven't already. You can go to audible.com/sanderson to download it and give it a try.

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