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Writing Excuses 20.26: Gaming as a Writing Metaphor 
 
 
Key points: What's the difference between experiencing a narrative as a game or prose? Choice, direct agency? Narrative games? Energy and complexity? Games are simulations. What are the actions, what are the verbs? Buy-in! Between games and writing, there's a middle ground of control in games. Competence. Not all books or games are for everybody.  What makes a narrative game? Obvious narrative? Present me with a story, don't make me randomly discover it. Make room for the audience. Let them make their own interpretations, draw their own conclusions. How much do I love the characters? How much do I care what happens to them? What are the levers in your game or narrative? Invite the reader in... 
 
[Season 20, Episode 26]
 
[Mary Robinette] This episode of Writing Excuses has been brought to you by our listeners, patrons, and friends. If you would like to learn how to support this podcast, visit www.patreon.com/writingexcuses.
 
[Season 20, Episode 26]
 
[Howard] This is Writing Excuses. 
[Erin] Gaming as a writing metaphor.
[Howard] I'm Howard.
[Erin] I'm Erin.
[DongWon] I'm DongWon.
[Dan] And I'm Dan.
 
[Erin] And we get to talk about gaming...
[DongWon] Yay! Prepare for a six hour long episode.
[Erin] Yeah. Yeah, I know. I was like, this is actually sort of hard because there's so much that...
[Dan] Yeah.
[Erin] You can talk about when it comes...
[Howard] This play-through of Writing Excuses...
[Erin] Exactly.
[Dan] Kind of a speed run.
[Erin] Oh, my gosh. Yes. But I've been thinking about sort of what is it that separates the way that we game from the way that we write, the way that we experience prose narration from the way we experience being in a game. And the thing that I... the reason I really love games is I actually think that sometimes giving the person experiencing the narrative more choice and more direct agency over what happens, whether that's true or you just make them feel that it's true, changes the way that we experience story. And, for me, that's the big difference between them. But I'm curious, for you all, like, what makes you pick up a game instead of a book for that day? Like, what is the difference between having the same story as a television show versus a game that that show was based on?
[DongWon] Yeah, I mean, it's interesting. I love narrative, but I don't love narrative games a lot of the time, like, if a game is very story heavy, I'll often be like… Like I tried to play Last of Us a little while ago, and I just was like, I'm putting this down, I'm going to watch the TV show. Because it… The way it was giving me the story felt so slow compared to what I wanted in terms of my ability to consume a narrative, and then all the opportunities for player choice were so constrained to things that felt like they didn't matter, a.k.a., how I searched the drawers in this room versus the big narrative stuff I was interested in, which is, what do we do about this outbreak plague situation? Right? And so, I think, for me, when it comes to what am I looking for from game experience, I want something that's more energetic and more complex than you can get from somebody telling me a story. Right? So this is why I love FromSoft games so much, where I build the narrative by interacting with the world rather than them telling me what the story is.
[Howard] I think it was… It must've been 15 years ago now. I was at a convention and had the opportunity to go out to lunch with Steve Jackson. And he dropped a bit of wisdom that I have never been able to shake. He said, "All games are physics simulations." And I thought, now, that's not true. That's… Wait. Crap. Every game… Chess! Is a physics simulation, at some level, all games are simulations. And so, when I sit down, when I think of gaming or playing a game as a metaphor for writing, I often think, why would I want to play a game like Burger Time instead of working fast food? Why would I want to play a simulation of fast food restaurants instead of working fast food? Well, because I don't want to smell like hamburgers at the end of the day. But these simulations that we play can teach us things. And in many cases, they can teach us the same things that the job would teach us, only without the risk of smelling like [frieda?].
 
[Erin] And, I think that also they create a game play loop. So if you're writing a game, the main thing you have to figure out is what are the actions of the game? What are the things that the game lets you do?
[DongWon] What are the verbs?
[Erin] What are the verbs of the game? And so, like, in a… And it limits them. There are always less than the verbs that you can experience in life. Because a game is not going to be able to, like, do, like, and then I scratched my nose for three seconds for no reason. I mean, who knows… Maybe in the future. But it's hard to get to that level of granularity. And so, they then have to make those verbs things that you are going to want to choose. And, it's funny, I'm thinking back to, like, weeks and weeks and weeks ago, when we talked about second person and how second person requires buy-in. And games are often a second person medium, and, similarly, you have to get the player to buy-in to this is the situation I want to be in. These are the verbs that I want to be able to use to navigate that situation. Like, you may not like the… I love a narrative game. But where it feels like I don't have enough verbs to, like…
[DongWon] Yeah.
[Erin] Move this narrative forward. Whereas I'm like, oh, actually, for me, the listen, the experience, the watch it unravel is a verb that is one that works well for me. Which is why different people have different desires and loves of games. Like, some people like a puzzle game, like I do. Some people like a narrative, some people like I want to shoot the thing from a weird angle.
[DongWon] I mean, this is why tabletop can be so interesting too, because even in this case, buy-in is so important and difficult to get. So when you're trying to get someone to play a new game system they've never played before, just the lift of getting them to understand what the core metaphors and verbs of the game are can be three hours of sitting there and walking someone through the session or whatever it is. And so how you get that buy-in in terms of, like, what are the world building hooks, what are the character hooks, what's the setting hooks, to get them on board with the idea of these are interesting verbs I want to interact with. I think that can be such a challenge with really effective game writing.
[Dan] Yeah. Erin, I'm glad that you enjoy narrative games…
[Laughter]
[Erin] I'm buying them all.
 
[Dan] Because I'm with DongWon on this one. And I find that I don't like the way games tell stories often. Which is strange to me, and I'm trying to figure out why, and I don't know if I can articulate it. But, relating this back to writing, I… There's an interesting middle ground of control. And we talked about this a little bit. Whereas I'm going to just go and work in a burger restaurant, then I have control over what I'm doing. Maybe not as much, because I am an employee. Right? Where is if I'm going to read a book about that, I have no control whatsoever. And games exist in that very intriguing middle ground, where there's a lot of interaction, there's a lot of input from both sides. And that's… Writing for that is very different.
[Erin] Yeah. I was just thinking about, like, the competence thing as well. Like, we people love a competent character. If you want people to love your characters, one way to do it is to show them being really good at something. Because for some reason, we like it. We like feeling competent. And in a game, like in a burger… There's a game that I play on VR called Star Tenders, where you are tending bar for aliens. And the entire game is just like increasingly complex drink orders, that you have to try to make before your customers get mad…
[Chuckles]
[Erin] And wander off in an alien type way. And so what I like about it is, like, you're not expected to master it the first time.
[DongWon] Yeah.
[Erin] It's like learn… You get to learn a skill and then they add a little bit more. They had a slightly more complex thing, and all of a sudden, like, the verb that was hard for you in the beginning is one of a much larger sentence that you're able to manage. And that gives us a feeling of competence that really makes us feel like we are able to advance. But I think it's hard to do in prose. Like, you can show a character going through that journey, and have you really relate to that character, and therefore you go through that. But in games, because you're the one who has to make the physical motion, it often feels like in that physics simulation, like, you got a chance to level up.
[Howard] I had a friend tell me years ago. It was the very first of the Batman Arkham games. And he said, "Oh, my gosh, this game was so good." And he described this one scene that plays out. And he says, "And I was Batman. I got to be every bit… I got to do all of the Batman. I did all of the moves, I used all the tools, I used all the whatever." And I played that game and realized, I do not get to be Batman. I was not good enough. I did not learn fast enough. And I got tired and I moved away from it. And that's fine. You play a game for a little while, you decide it's not for you, you play something else. But the idea that the simulation of whatever can map out players differently, where a player gets to have an experience that they've been dreaming about their whole life and maybe didn't know it. My friend Joey, a Batman book would not have made him feel the same way that game made him feel.
[DongWon] Well, and I think that kind of ties into what makes Hades such a big success, is the way they tied narrative to failure. Right? When you fail, you get a little more piece of story, you get a little more piece of interaction. And then you repeat the loop. Right? Like, they were able to build the storytelling into the road like nature of the game. As you go back through it, you learn more about the world, you learn more about the characters, deepening your investment in the character and in their relationships when you do fail. So where something like the Rock City game kind of falls down is, if you fail at being Batman, now you just don't get to progress. You don't get more Batman because you were a bad Batman. If you fail at being [Zacharias], then you're… He's a failure. That's the whole point of the story. That is, you engaging with it and getting more of it as you build those skills and learn. Right? So, like, whether it's your aliens walking away from you in an alienating way because they're upset, or it's being spotted by the criminals because you're a bad Batman, like, the way in which we participate in the stories has to be fluid in that way, or has to be a rewarding experience in that way, or our buy-in starts to break down.
[Erin] I was laughing when you said that because I remembered the time I tried to play Grand Theft Auto, and there's a tutorial quest where you just get on a skateboard, and I don't drive…
[Chuckles]
[Erin] And I'm not good at driving related tasks. I could not finish. Like, it's a thing that they mean for it to take three seconds…
[DongWon] Yeah.
[Erin] And, like an hour and a half later, I was like, obviously, this game was not meant for me because I can't even get a car…
[Howard] I have decided that my… I should not be stealing automobiles.
[DongWon] I think that comes back to books in that way though, because not… Books unfold… Not all books are for everybody. Right? Like, what makes sense to you and what you have buy-in for and what is an engaging world building character narrative to you will be really different than the next reader. Right? In the same way, that a game about stealing cars is probably not for someone who has never driven a car before. Right? And I think that can be true in fiction as well. And understanding who your reader is is also really important there.
[Erin] All right. I'm going to interrogate you about narrative games and yellow boxes, but first, we're going to press pause.
 
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[Erin] And now we're back. And so… Un-pause.
[DongWon] How was that load screen for you?
[Erin] Hope you enjoyed it. So [garbled] interested in is I'm like people who don't like narrative games? I must find out why? As somebody who enjoys writing the narratives of games. And I think it's interesting, like, the wanting to tell a story versus how much gamers experience it is fascinating. If you write for games, you know that you're writing the item description that, like, 89 percent of people will just be like, nope. X out. It's like you're writing the dialogue that people are trying to skip in order to get to their next action. But I'm wondering, like, when you say I don't like narrative games, I'm wondering what makes something a narrative game? Is it just how obvious it is in its narrative? Is it an outside category? Like, what does that mean for you?
[Dan] Well, I don't think it comes down to the obvious nature of it, because I, for example, really don't like Hades because it is not presenting me with a story. I mean, that's not the only reason. But it's a story you have to discover. And that's a place where DongWon and I diverge, because I don't like that in games, I enjoy being told this is the story that we have to fulfill, go do it. Here's what this is about, go do it. And the idea that I have to just randomly discover what the story is by talking to people or by reading books that I find laying around the environment always just rubs me the wrong way.
[Howard] Sorry. I'm giggling over here. Railroad Tycoon, The Linear Narrative.
[Chuckles]
[Howard] I… No, I totally feel you here. One of the things that I love about games where a lot of the story is in front of you, but there's a lot of open space is that… And no, fair listeners, I'm not going to become a streamer of games… But I will often talk back to the characters on screen and say stuff that is just funny to me and is sort of in universe or not in universe, and I get joy out of that. Even though the story is maybe a little flat, I enjoy fluffing it up a little on my own.
[Erin] And thinking about this as a metaphor for writing, it's interesting, because it's, like, how strong… How, like, is the power of the narrative? Like, how much is the narrative saying, like, a story is happening here?
[DongWon] Yeah.
[Erin] How much is it making you discover it? Because there are prose pieces where the story is not, like, a very clear, like, plot point to plot point type of thing.
[DongWon] Yeah.
[Erin] But it feels a little more like you're kind of wandering through and story is occurring. And it's interesting thinking about, like, how much are we guiding, how much are we controlling our readers? I mean, we're always controlling everything, but how much is that control felt by them versus is it just feels like they're having to put it together for themselves?
[DongWon] Well, I'm getting on my soapbox for a second here of my obsession with FromSoft games. Right? And so, these are the Dark Souls games, Blood-Borne, Elven Ring, and the reason I love these games so much is they're deeply authored experiences. Like, there's no question that there isn't a very specific point of view behind those blows and that they are creating an experience for the player that has thematics and characters and all the things we expect from story. But you're just getting that story in big cut scenes, where people are talking to each other and there's story being told to you. You're having to discover that story by doing things like reading the item descriptions, by piecing together, like, oh, I thought this boss. This boss was like… Said this one thing that's related to this other boss. Like, you're trying to, like, weave string theory together, the world building and the plot. And I recognize that it's not for everybody, and completely understand why. But what I love about it is I think it gets something… Or gets at something that's really true about all storytelling that we do, which is you have to make room for the audience. Right? And this is a thing I talk about a lot as I'm putting together an actual play show and things like that. One thing I talk about with my players and with the rest of my cast is we need to make room at the table for the audience. There is a fifth seat at the table here, and it's the audience who is here participating in this with us. And it's why I love actual play shows like Dimension 20 or [What's My Number?] or Friends at the Table, because they understand that I am also a participant in this story in an active way. Right? And I think that's true of a book, too. When you write a book, you're writing a book for someone. You have to understand that the reader is there picking it up and interacting with it. Now, their verb is limited to turn the page and continue reading. They have one verb, which is keep reading, don't keep reading. Right? How they feel about that, how they engage with it on a moment to moment basis can change and evolve. But the more you make space for them to make their own interpretations, to engage in a certain way, and to draw their own conclusions from stuff, I think that's where interaction with fiction can be so exciting and so deep and rich.
[Erin] It's funny, thinking about, like, the verbs of games, I'm reminded of… So I used to do writing for Zombies Run, which is a game with only the verb run.
[DongWon] Yeah.
[Erin] And so, years and years and years of narrative, of, like, small scene of, like, people talking and then something has to happen at the end of the scene to force you to run. And to go to the next thing. Which is like… Was really interesting in figuring out what are the ways to continue to get audience buy-in. Because, if you think of tabletop games, some have extraordinarily complex mechanics that will take you…
[DongWon] Exactly.
[Erin] 10 years to figure out. Or, like that boardgame, where you're like, our first eight hour session…
[Chuckles]
[Erin] Is going to be figuring out…
[DongWon] Yeah.
[Erin] How this boardgame works. And then, eventually, we'll become experts. But thinking about, do you need that level… Like, how much complexity is too much? Like… And that can be true in a game, but also in a narrative. How much just becomes distracting where it becomes about the experience of the narrative as opposed to the narrative itself.
[Howard] When we look at audience buy-in, it's useful to look at improvisational theater, where the audience is literally shouting suggestions at the stage. And if the audience is not engaged, the show falls flat pretty quickly. By the same token, comedy acts on stage in comedy clubs, the audience is buying in by laughing. They make noise. If the audience does not make noise, we say that the comedian is dying. Because that's what that experience is like. And if the audience is making noise, if there laughing all the way through, the comedian is killing. Why is it so violent? Probably because public speaking is the thing we're all scared of the most. And so we tie it to death this way. But the sense of audience buy-in is very, very visible in improvisational theater and in comedy clubs. And if you think about how important the audience participation is to the performers, and then look at what an audience means to you as a writer, that contrast might change the way you think about what you're writing.
 
[Dan] I've been sitting here trying to think about what narrative is in games I enjoy. And it comes back to a lesson that I have learned for my own writing, which is, how much do I love the characters? How much do I care about what happens to these characters? Because there are plenty of games, and I apologize for continuing to rip on Hades…
[Chuckles]
[Dan] Because it's a beloved game that everyone other than me adores.
[DongWon] You're alienating our whole audience.
[Dan] I know. I could not possibly have cared less about any of the characters in that, and so…
[DongWon] [gasp] Dash…
[Dan] I know. And so, playing the game didn't really hold a lot of appeal for me, after the basic gameplay loop, I figured out the narrative side of it didn't work for me. Whereas something like Cyberpunk 2077 and this… So much of this comes down to personal preference… Those characters I fell in love with. And I wanted to spend time with them. And so when I am doing my own writing, I… That's what I keep coming back to is the lesson I learned, which is, I'm asking my readers to spend however many hours it takes to read this book, to invite this character into their brain and spend time with them. It has to be somebody that they love and care about.
[DongWon] Well, it's so interesting, because I played Hades because I love the characters and I played a billion hours of Cyberpunk 2077… I really love that game, I play that game not for the characters but for the world. I find the characters… They're fine, I enjoy engaging with them a lot of time, but mostly, what I want to do is run around that city stealing and driving cars…
[Chuckles]
[DongWon] And…
[Erin] No!
[DongWon] Getting…
[Dan] Yeah.
[DongWon] In fights with weird criminals. Like, that's the thing that I really… Like, mechanically and vibes-wise, being in that world… To me, Cyberpunk is a game that's all about vibes. Like, the aesthetics of it, the culture of it, all of that are things that I really, really enjoy, and so… I think it's, like, also [garbled] the lesson when I say make room for your audience in terms of crafting your narrative experience, whether that's a game or novel or short story or a film, it's… You also can't predict what part of your story that people are going to attach to. Right? I know people who play Hades and have never read a single piece of the text… They just like the combat. They enjoy the mechanical aspect of the combat. And I know people who have never played an action game in their life that somehow saw credits on Hades, the thing that I, who play a lot of action games, have never been able to do, because they just love the characters so much that they just kept playing this thing and learned a whole set of skills that they never had before in their entire life. And so, watching what your audience will connect to is something you can't necessarily predict. Right? And you can't control for that. You can have guesses, you can have focuses, but that's why you kind of gotta chase your own interests as much as anything else.
[Howard] I… Dan, I remember a comment you made on the Borderlands games years ago, which was, yeah, this is cute games, and one of them is really fun, the one where you run around shooting things and exploring the world. And then there's the game of comparing red arrows and green arrows on your gear, and I don't like that game at all.
[Dan] Yeah.
[Howard] And…
[DongWon] 100 percent.
[Howard] And I love that principle, that there can be a thing that we just love that is inextricably fused to a thing we despise, and are we going to play anyway? Are we going to continue to consume or are we going to look for something that doesn't have the up down arrows game in it?
[DongWon] This is me and Destiny's death grip on my brain, but… Yeah.
[Chuckles]
 
[Erin] I think one of the reasons I really love games and game writing is because there are all these different levers you can be pushing in any narrative.
[DongWon] Yeah.
[Erin] You can be pushing the character lever, you can be pushing the world lever, you can be pushing the what are the actions lever, which is often a plot lever. But it's like in games, they're all sort of… They are more discrete. They feel more discrete from each other. Like, in a prose narrative, you can really weave in… Like, the world is happening, what the characters, with the action is all at once. But the way that games are designed, like, someone makes the world and then they sort of put characters in it who have their own set of actions. And they can't 100 percent control how you use those actions and that character to experience the world. And because of that, there are intersections that will happen that they will never be able to anticipate as public… Emergent gameplay is here. Somebody is having a gameplay experience you did not intend.
[DongWon] Yeah.
[Erin] But they were able to find those connections in interesting different ways. And I think it's nice when we think about our stories to think about how are all the levers that we're pulling different? And, like, how… If we separate out the way that were talking about lenses, it's sort of a version of doing that, of thinking about what are all the different lenses, what are all the different levers, and how are we combining them in really interesting ways to make stories?
[DongWon] And also just letting… Learning to realize that you don't have full control over the audience experience. Right? And that they are going to bring their own lenses, they're going to bring their own verbs, the going to bring their own ways of interacting with the story to that experience. And once it's out of your hands, you don't get to tell people you're reading this wrong. Right? Or you can try. Sure. But, like, you're going to get…
[Howard] Feel free to say that. It's probably not going to work out the way…
[Chuckles]
[DongWon] And so I think one of the things that I found really exciting about this topic of gaming, not just because I clearly love games, as do we all, but because it is this thing that I think is really, really hard for people who create prose to wrap their heads around, is learning to… Not just, like, ease off of the control, but actively invite in the reader into making this experience with us. And I think learning how to do that is a thing that can really take your fiction from being exciting to truly connecting with a huge fan base.
[Erin] And with that, we're at the end of this game session. And we are going to move to the homework.
 
[Erin] And for the homework, I'm going to challenge you a little. There are probably folks who are listening to this who are like, I only… Last game I played was tag. But I would like you to think about… Take a project that you're working on and imagine that someone is making a game of it. And figure out what would that game be. What would be the actions that the characters would be doing? What would be the parts of the world that the game would be focused on? And just write out sort of, like, a here's the game of my amazing work of art. If you need help with this, you can look at things that are games that were made from things like Lord of the Rings game. Just read a description of it, see if anything comes to you. And then as you're writing that out, is there anything you've discovered about your story that was unexpected?
 
[Howard] This has been Writing Excuses. You're out of excuses. Now go write.
 
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[personal profile] mbarker
Writing Excuses 19.43: A Close Reading on Structure: Parallelism and Inversion
 
 
Key points: Parallel structures. 3 POVs. Mirroring structure with inflection point in the middle. Inversion. Fifth season of catastrophe. Narrative rhyming. Echoes, imagery, emotional states can create parallels. A knife in the hand can create parallels. Read this book twice. How do you do this? Ask a question, again and again. Revision!
 
[Season 19, Episode 43]
 
[Mary Robinette] This episode of Writing Excuses has been brought to you by our listeners, patrons, and friends. If you would like to learn how to support this podcast, visit www.patreon.com/writingexcuses.
 
[Season 19, Episode 43]
 
[Howard] This is Writing Excuses.
[DongWon] A Close Reading on Structure: Parallelism and Inversion
[Erin] 15 minutes long, because you're in a hurry.
[Howard] And we're not that smart.
[DongWon] I'm DongWon.
[Erin] I'm Erin.
[Howard] And I'm Howard.
 
[DongWon] So, this week, I really wanted to talk about the parallel structures that are present in Fifth Season. We talked a lot last week about perspectives and POV and how those shift. And we got a little bit into parallels, just inherently in that, but the way Fifth Season is structured has two major structural things, in my view. One is you have the three POVs of Damaya, Syonite, and Essun that all have their own arcs. Right? They all have the arc of being pulled through the story in a beginning, middle, end way. There's also an inflection point somewhere in the book where you have this mirroring structure of beginning with a child's death and ending with a child's death. Right? We have Essun/Syonite losing both of her children, or two of her children. The inversion of her husband killing her son, and then her killing her own son at the end of Syonite's story is this absolutely devastating mirroring effect as we have the inversion across the book. That works because we have these three parallel structures. So I just kind of want to toss it to the group a little bit. Like, is that something you grokked in the moment of the sort of rhyming between the different narratives, or did they feel really distinct to you?
[Howard] I did notice that there were parallels… I've only read it once. You have the advantage of a second and perhaps a fifth read on me.
[Chuckles]
[DongWon] I think three total now. So, yeah.
[Howard] I've only read it once, so a lot of my time was spent figuring out what's going on. But, by the end, I definitely noticed the parallelism of the three POVs. The other thing that I noticed, and it took me a while to really grasp the in-world terminology of Fifth Season. The Fifth Season is not there have been four seasons and now there is a fifth. A fifth season is a season in which a catastrophe adds a season to your year…
[DongWon] Or your 10 years.
[Howard] And it… Yeah. It adds a season to this year…
[DongWon] Yeah.
[Howard] And that season may span multiple years…
[DongWon] Yeah.
[Howard] Or decades. And there was a parallelism to that, because they kept coming back to previous… Or talking about previous fifth seasons. The choking season. The season of teeth. The… Oh, what was…
[DongWon] The acid season.
[Howard] The acid season. The idea that there was a season in which they learned metal just doesn't last well…
[DongWon] Yeah.
[Howard] Because we get acid rain and it will destroy these nice things you've made.
[DongWon] This goes back to secondary world contextual tension that we were talking about many episodes ago now. But it's such a wonderful idea of seeing that in-world understanding of the context of a thing, where Syonite will look at the metal doors of the rich… What was the term for the towns?
[Howard] Yumenes.
[DongWon] Oh, no, no, no. There's like the whole… Like the towns with…
[Erin] Comms.
[DongWon] Comms. Thank you. Where she would look at the big metal doors on one of the Comms and just be like, "These damned fools have no idea what they're doing," because of the contextual sort of history there. So, yeah.
[Howard] Coming back to the parallelism, there was this idea… And I didn't get this until, oh, 80 percent of the way through the book, the idea that Damaya, Syonite, Essun's life is itself punctuated in the same way the world's life is punctuated by fifth seasons. There are these periods of disaster, these periods of upheaval, and I love that.
[Erin] I'll say, for me, it felt more cyclical than parallel. I think I felt more like life changes, but does it change?
[DongWon] Yeah.
[Erin] And I think the fact that it's called the Fifth Season sets me up contextually… If you think about it, the title is the most obvious piece of contextual thing that you give your reader. It's the one thing that no one in your story knows. They do not know what the story is called. You do. So I was set up for a cycle, but I'm curious to ask, what you think is required to make something parallel? Like…
[DongWon] Yeah.
 
[Erin] How many things need to work in sync for it to feel like a parallel structure for you?
[DongWon] Yeah. I think it's almost maybe more narrative rhyming than parallel, exactly. Right? Because I think you're right, that it is cycles, especially in this book. Right? So much of what N. K. Jemison is trying to get across is the way cycles of violence and abuse perpetuate themselves, the way cycles of exploitation perpetuate themselves, the way cycles of seasons… All of that. So, to me, I think it is rhyming of certain things. Right? Like, it's hard for me not to connect Schaffa and Damaya in some of those early scenes with Syonite and Alibaster going to the Node Maintainer. Right? As we see two endpoints of the same logic, as we see two aspects of the absolute horror of what the Guardians are. Right? Then I think there's also later rhymings of seeing the Guardians die when Damaya goes and finds the socket versus I think the later scenes we see of the Guardians, both the truly horrifying attack on Alibaster…
[Erin] Yeah.
[DongWon] When they're in the city where… The coastal Comm…
[Erin] Yeah.
[DongWon] Then, sort of seeing them again at the end of the book. There's sort of this thing of, like, what the hell is going on with the Guardians? Is, like, such a big question. Right? So, like, I think those rhyming things really do kind of set up that parallel. I don't think you need parallel arcs, like… I don't think every beat needs to be the same. But I think having points here and there that echo each other, that have overlapping imagery, that have overlapping emotional states, I think all three of those can be ways in which you can create a parallel.
[Howard] I talked about this in the class I taught using Beethoven's fifth and some other musical pieces, just talking about parallels and how you don't need much. If you put a knife in someone's hands in two different scenes…
[DongWon] Yeah.
[Howard] In the book, they are completely different people, they are completely different knives, the reader will create a parallel out of that for you. That's an extremely useful tool. Just reading that one sentence, one bit of imagery, one element of a paragraph on a page can be enough to forge a parallelism in the reader's mind. Once you've done that, you can play all kinds of games.
[DongWon] Yeah. It's drawing the connection between two dots, and once you have that connection established, then they will feel on parallel tracks or on similar cycles, too, I think play with as a writer.
[Erin] Yeah. I love the concept of narrative rhyming that you just dropped in here, which I don't know if you… Like, I know what you mean by it, but it might be good to sort of talk about what you mean when you talk about narrative rhyming?
[DongWon] Yeah. I mean, I think narrative and visual rhyming is, like, one of the most important techniques in all of storytelling. Right? It is to… I'm trying to find a way to describe it that isn't just relying on other metaphors…
[Chuckles]
[DongWon] Like, to me, it's like a leitmotif, right, in music. It is a thing you return to over and over again, and as you do so, you can layer on more meaning to it. Right? So, like a very simple example is the way Stonelore works in the book. Right? Where Stonelore references in all these different moments in the book, and every time we get a new piece of Stonelore or someone telling us the lore of the Stonelore, so, this is Alibaster explaining the secret tablets and things like that a little bit, the apocryphal text and things like that, we're getting all those extra layers and that adds richness and texture to our understanding of it. Right? So that's like a very simple form of… That is a very simple form of that rhyming. Right? Another example is the moments in which parents understand that their child is an orogene. Right?
[Erin] Yeah.
[DongWon] like, hey, they have that power and the ways in which they respond to…
[Howard] [garbled]
[DongWon] Whatever it is. And then, of course, we have Essun's husband literally killing one of the children and then leaving. Then we have the other parallel on the island of how they treat orogene children. Right? So we have this rhyming, and each time, we see a new one, it's a different layer, different kind of hostility, different learning about what the world is.
[Erin] Yeah.
[Howard] I think of… When you say narrative rhyming, my mind immediately goes to The Bells by Edgar Allan Poe. Because the word Bell is used over and over and over again, and technically, it's not a rhyme, because it's the same word. Of course, it rhymes with itself. But it is a concept, and parallel to it, or sitting alongside it, is the types of metals. Iron and silver and gold and brass are all part of a narrative rhyme, because they are all a metal and they are categorizing what we are getting from the bells.
[DongWon] Yeah.
[Howard] And I like distilling it down to something tiny like a poem that super effective because it extrapolates out big for me more easily.
[DongWon] Rhyming creates a pattern which creates tension, because then you can resolve the pattern in one way or another. While we are back on patterns for a moment, let's fulfill our pattern, and take a break.
 
[DongWon] This episode of Writing Excuses is sponsored in part by Acorns. Money can be a difficult topic for writers and creative professionals. It's not like earning a regular paycheck that comes in at reliable intervals. It requires more careful planning to make sure that that advance covers you not just this year, but set you up for the future as well. Learning to invest and be smart with your money takes time and research, and it's easy to put that off in favor of short-term goals. I encourage all the writers I work with to read up on the options out there and do their homework to figure out what makes sense for them. Acorns makes it easy to start automatically saving and investing in your future. You don't need a lot of money or expertise to invest with Acorns. In fact, you can get started with just your spare change. Acorns recommends an expert-built portfolio that fits you and your money goals. Then automatically invests your money for you. Head to acorns.com/wx or download the Acorns app to start saving and investing in your future today. [Lots garbled]
 
[A] I'm so sorry I'm late. I was just talking to my sister about protecting abortion rights.
[B] Wait. Didn't we already do that in Ohio? We passed Issue One last year.
[A] I know. By a wide margin, too. But now it's up to our state Supreme Court to decide whether they enforce it or ignore it.
[B] Ignore it? Will they really do that?
[A] They will if we don't keep extremists out of the court. But we can protect our rights by electing justices Donnelly, Stewart, and Forbes.
[B] Um. I don't know if I can remember that. Listen, I can barely remember what I had for breakfast this morning.
[A] Here's a trick. All you have to do is remember Don't Stop Fighting.
[B] Don't Stop Fighting? Oh, I get it. D, S, F. Donnelly, Stewart, Forbes. I love that.
[A] Tell everyone you know. If you supported Issue One last year, Don't Stop Fighting. Vote for Donnelly, Stewart, and Forbes.
[C] This message was paid for by Red, White, and Blue, a community of women who care about reproductive rights as much as you do.
 
[Erin] Eden Royce is one of my favorite short story writers ever. I had the pleasure of editing an issue of Strange Horizons that featured her story Every Goodbye Ain't Gone, which, like, just from the title, right, you're there. It joins another story of hers, the Shirley Jackson nominated Room and Board Included, Demonology Extra, and 17 other short stories in her new collection, Who Lost, I Found. So, Eden is an amazing black Gothic horror writer from South Carolina, and she brings Geechee-Gullah culture, which is the culture of the sea islands and the coastal areas of the Carolinas and Georgia into all of her work and all of her stories. They're written in ways that make you tense, but also make you feel filled with love. So, please check out the amazing Eden Royce's stories in Who Lost, I Found.
 
[DongWon] So we talked a bit about sort of the narrative rhyming in the parallel structures, the cycles. One thing that I think is super interesting… I kind of mentioned this at the beginning, but it starts with a truly awful moment and ends with a truly awful moment. These are paired in a certain way, and there's sort of an inflection point in the middle that we get somewhere that creates sort of this inversion by the end of the book. I'm wondering if people have thoughts about, like, how that structure works, some sort of end to end rather than layered?
[Mary Robinette] I think one of the things that you can do is introduce surprising elements, like, hello, everyone.
[Chuckles]
[Mary Robinette] For me, the thing that was interesting about that was that they hit that beat of a parent killing a child more than once. There's a point in the middle of the book which sets up, besides the beginning setting it up, there's a point in the middle of the book where she says that… In one of the Syonite's sections where she says that she would later understand why sometimes killing them was more… Was kinder than sending them to a Node Outpost.
[DongWon] Yes.
[Mary Robinette] That… When you hit the first arrival at the Node Outpost, you're like, oh, okay. Then when you get to the moment where she kills her own son at the very end, you also realize… For me, there were two things about that. One is that is… That predates the killing at the beginning.
[DongWon] Yeah.
[Mary Robinette] And it is only… What it does is it recontextualizes our understanding of why that death… The many, many layers of why that death was so horrible for her.
[DongWon] Yeah. I love a reveal or a twist that echoes back through the narrative you've experienced before and rewrites your understanding of all of those beats up until that moment.
[Howard] This, per the episode that we just had where we were talking about whose perspective is it anyway, why do you break up a timeline and tell a story in media res so that you can align emotional arcs differently. The emotional arcs aligned via this parallelism, via this inversion, are so much more powerful when you discover that the killing of a child that happens first… When you learn about it, and so it now re-informs your whole understanding of the thing that we opened the book with.
[Erin] I've been thinking about, like, earthquakes and epicenters and sort of as its own thematic element… I've been thinking about how… Thinking about this book and I was thinking about Ring Shout and how I would summarize them, like, in a word or two. To me, like, Ring Shout is about the power of community, and Fifth Season is about breaking the world.
[DongWon] Yeah.
[Erin] I love that in some ways, this is like a seismologist, like, going back and finding where the actual break was. Where was the worst break? It's the one that we end with.
[DongWon] Yeah.
[Erin] Even though we start with the worst on paper, like, for the world break, we end with the worst emotional break. Like, we been sort of tracking back to it the whole time.
[DongWon] It's the reveal that Stonelore is wrong, you don't look to the center. It's not just the center, it's… The epicenter can be somewhere other than a perfect circle. Right? So the elliptical nature of these two points that create this… This sort of ovoid space of the novel. Right? I don't know, there's something about that that's really powerful.
[Mary Robinette] Yeah. There's a line in the book where she says, "This is what you must remember. The ending of one story is just the beginning of another."
[DongWon] Oof. Yeah. Right. Oh, I'm so mad at her sometimes.
[Chuckles]
[Mary Robinette] Yeah.
[Laughter]
[Mary Robinette] Yeah. Very much so. Very, very much so. And one of the things that I love about the way she is using the inversion and the parallelism is that she's… Sometimes people call this foreshadowing where you set something up. That's not exactly what the way N. K. Jemison is wielding this. Because it is the… It's, like, yes, something bad is going to happen later. But it is the recontextualization of that first element because of the bad thing that happens later. So it's not just foreshadowing, it's that that thing that is a foreshadowing becomes re-contextualized.
[DongWon] Yeah.
[Mary Robinette] Because of the thing that happens later…
[DongWon] Yeah.
[Mary Robinette] And that's that inversion, the parallelism, that's the power of that.
[DongWon] Yeah.
 
[Mary Robinette] So, also, just FYI readers. You should read this book twice. Because when you read it a second time, there are layers upon layers of this kind of thing that are happening all the way through it.
[DongWon] Exactly. I mean, I think what we were talking about in terms of rewriting itself by the end of it and being able to see all of those tricks up front. It's just an absolute master class and, on a craft perspective, you just learned so much about structure, about rhyming, about all these different things if you just go back through the text a second time.
[Mary Robinette] Yeah.
 
[Erin] That actually brings me to a question, which is, let's say I'm writing something and I'm not N. K. Jemison, which I'm not, like, how do I then figure out how to create this kind of, like, layered parallelism in a story? How do I rhyme narratively?
[Mary Robinette] Some of the techniques that I have been playing with, because I have the same question…
[Chuckles]
[Mary Robinette] Much of it rising after reading this book the first time. But, one of the things I've been playing with is thinking about it when you go into the book, about a question that you want to ask. So, she's not… Like, rather than saying, I am going to tell a story about, you say, how does this affect? What are the ways… How does a parent feel when they have to kill a child? And then you ask that question…
[DongWon] What a question to ask.
[Mary Robinette] Right? Yes. Okay. So. But then you ask that question again and again, and that allows you to set it up. Or, like, what does it mean for a world to end? How do you define world? Is it a personal world, is it a larger world? And it's a question that she's asking over and over again, what does it mean to end a world. What does it mean to start again? And she doesn't do that much starting. Like, we see the aftereffects of the world ending. We see a little bit of the starting again for the Syonite version of her. But it's a lot of… There's a lot of endings that happen over and over again.
[DongWon] And we can see Essun starting again. It's just… There's a middle part of the start again that we don't see of her life in the Comm. But we do see her have to start again… With the knowledge that her husband killed her son, and how do we survive this season. Right?
[Mary Robinette] I guess that I feel like that is all part of the ending. I feel like that is still part of her [garbled]
[DongWon] [garbled] beginnings.
[Mary Robinette] right? That's fair.
[Chuckles]
[Howard] Mary Robinette, when you said foreshadowing but not really foreshadowing, I had a bit of an epiphany that I'm now going to go ahead and share. The etymology of foreshadowing is the idea that something is coming toward you and it's backlit and so its shadow arrives first. Then I immediately went to Plato's cave, the idea that the shadow is not the thing, and the idea that some of these parallelisms are foreshadowing because you are being told the shape of the thing, but not the thing in advance of the thing arriving, so that when it arrives, you realize, aaa… I was staring at it the whole time, but the light was coming from a different angle, and so I didn't recognize it.
[DongWon] This is the power of the rhyming, and this is the power of the perspectives, is every time you see the thing, you're seeing it from a different angle. So, from that parallax, you begin to understand more and more the true shape of the thing or the consequences or the context. So that repetition is adding more and more power to your encounters with the object.
[Erin] I also thing, like, circling around, thinking of circling around an object is really interesting because one of the things that I really like is we talked earlier about how you're like, why would someone break the world? And at the end, you're like, why wouldn't they?
[DongWon] Yeah.
[Erin] And there is… There's something really interesting there, in that looking at the exact same action and being able to see it from all sides.
[Mary Robinette] Yeah.
[Erin] The thing that is both horrible and necessary is the same action. I think that there's something really powerful in that.
[DongWon] Yeah. Exactly.
 
[Mary Robinette] Yeah. To get back to your question, Erin, about how you do that. One of the things that I want to also flag for readers is that as brilliant as this book is, and as brilliant as Nora is, this did not spring out of her head in this form. You have to do revision. That's the other way you can get this kind of parallelism and these inversions, is during the revision process.
[DongWon] Yeah.
[Mary Robinette] So don't feel like setting yourself up with I'm going to be thinking about these things. You can do that. But a lot of that's going to come as you layer it through the revision process.
[DongWon] Yeah. I was literally last week working on this with an author actually, where we are breaking it back down to the outline, and looking at each of the character arcs, figuring out what needs to be here, what doesn't, and then also how to enhance the parallelism of those arcs. How do we line up certain beats? And really, taking things from act five, putting them in act one, taking things for Mac two and putting them at the end. Like, so much moving around and restructuring so that we can get that rhyming repetition rhythm going through the book that will build to a conclusion.
 
[DongWon] So, on that note, I have a little bit of homework for you that kind of builds on what Mary Robinette and I and Erin, we were all just talking about here in terms of how to do this. Right? So what I want you to do is to take a look at one of your main character's arcs. Then, try to rework another character's arc to match similar beats and structure to the first one. This can be a villain POV, this can be a love interest, this can be a traveling companion. But see if you can take the arc of one and then have that rhyming structure in the second arc. See what that adds to the overall emotional state of the book.
 
[Mary Robinette] This has been Writing Excuses. You're out of excuses. Now go write.
 
[Howard] Have you ever wanted to ask one of the Writing Excuses hosts for very specific, very you-focused help. There's an offering on the Writing Excuses Patreon that will let you do exactly that. The Private Instruction tier includes everything from the lower tiers plus a quarterly, one-on-one Zoom meeting with a host of your choice. You might choose, for example, to work with me on your humorous prose, engage DongWon's expertise on your worldbuilding, or study with Erin to level up your game writing. Visit patreon.com/writingexcuses for more details.
 
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Writing Excuses 19.36: A Close Reading on Tension: Narrative vs. Contextual
 
 
Key points: Narrative tension is tension happening in the story, on the page. Contextual tension is what the reader brings to the story. How much do you assume your readers are bringing context with them? Language and dialect. Narrative structure, tension, all that is a pitcher, and the writer puts whatever they want in that. The audience brings you their glass, and you don't know what kind of glass they will bring. It may not match the drink, but they can still enjoy it. There's always context. Use the characters having memories to bring context onto the page. Characters always carry their context with them.
 
[Season 19, Episode 36]
 
[Mary Robinette] This episode of Writing Excuses has been brought to you by our listeners, patrons, and friends. If you would like to learn how to support this podcast, visit www.patreon.com/writingexcuses.
 
[Howard] You're invited to the Writing Excuses Cruise, an annual event for writers who want dedicated time to focus on honing their craft, connecting with their peers, and getting away from the grind of daily life. Join the full cast of Writing Excuses as we sail from Los Angeles aboard the Navigator of the Seas from September 19th through 27th in 2024, with stops in Ensenada, Cabo San Lucas, and Mazatlán. The cruise offers seminars, exercises, and group sessions, an ideal blend of relaxation, learning, and writing, all while sailing the Mexican Riviera. For tickets and more information, visit writingexcuses.com/retreats.
 
[Season 19, Episode 36]
 
[Mary Robinette] This is Writing Excuses.
[DongWon] A Close Reading on Tension: Narrative vs. Contextual.
[Erin] 15 minutes long, 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.
[Howard] I'm Howard.
 
[Erin] I'm obsessed with the topic that we're going to be talking about today...
[Laughter]
[Erin] Which is narrative and contextual tension. So, just to give a this is what I mean when I say that, to me, narrative tension is the tension that's actually happening in the story. It is when your characters are tense, when your... the setting is tense, anything that's actually happening on the page. Contextual tension is what the reader is bringing to the table. The example that I always use is if you write a story called Last Dinner in Pompeii, and it's just a normal story of people having dinner, we all know that Pompeii will be buried by ash the next day, so we will bring plenty of tension to the table, even if they're just talking about how next week they're going to go shopping. We're like, "Oh, you won't."
[Laughter]
[Erin] That brings [garbled]. That's contextual, but not narrative at all. I think this, Ring Shout, is a work that obviously lives in a place of contextual tension…
[DongWon] The context that I'm bringing to this is I've been so excited for this episode because I think three years ago on the Writing Excuses Cruise at like one in the morning, you explained this idea to me after a day of hanging out, and my jaw was on the floor. Because I'd never thought about it this way. It's such an important concept, and it is so useful. So, getting to finally talk about it on mic for the podcast is a resolution of the kind of tension for me. So.
[Erin] Love it.
[Mary Robinette] That's also one of the reasons that some works don't translate, because they bring a lot of contextual tension from their home locations that the audience in the new location doesn't have. It was one of the things that happen to me when I was reading Three Body Problem, that there was a lot of context that I was just missing. With Ring Shout, I had, because I am from the American South, there was a lot of contextual tension for me that was layered onto the book where I was anticipating things. I think that P. Djèlí Clark was using that very intentionally throughout the book.
 
[Erin] It's an interesting question, though, which is how much do you want to assume that your audience is bringing that context with them? I also… My family… I have family from the American South, family from slavery, family who experienced racism in the South. So, for me, I'm like, "Oh, this feels very tense on a lot of levels." But if you're from another country or you've never heard of the Klan, do you think that the story still works? Or do you think that there's something that is required in the context in order to make the tension happen?
[DongWon] I remember around the launch of the TV show Lovecraft Country, there was a lot of conversation. Because the opening scene of that show is an actual historical massacre of Black Americans in the American South. It's referenced also in Ring Shout. It's mentioned. I had never heard of this event. I didn't know about it. I also grew up part of it in the South. Racial politics is a personal interest, of things that I've read about and studied. But I just didn't know this particular event. So a lot of the press coverage was about what an incredible work it is, both that it's bringing in all this contextual elements, but also educating such a broad audience about it. Right? So I think it can do sort of both and it's one of the challenges of leaning on that contextual tension is you need to work with your audiences to some extent, but it's also not your responsibility to educate them about it in the moment. But if you sort of give them enough of the context clues to understand what kind of thing we're talking about and then they can go into doing the research about it on their own.
[Howard] It's worth pointing out here that the narrative versus contextual dichotomy is enormous. Absolutely enormous. I'm sure you've all had that experience where you're talking about a film with somebody and halfway through your like, "It's like we watched two different movies." It's because, yeah, about 80 percent of what you get out of a thing has to do with what you brought into the thing.
[DongWon] Yeah.
[Howard] I mean, there are things that I'll watch where the lead actor or one of the actors whose prominently featured is someone I just no longer like because of a me too or whatever, and that is a new context that didn't exist when it was created, but it's a real thing. Planning for it is fantastically difficult. My counsel to writers is don't assume that everybody has the same context that you do. But on your first draft, trust your context and write the story that you want to write. Then you're going to have to work with your beta readers, with your editor, to see if those narrative…
[DongWon] Yeah.
[Howard] Versus contextual bits are fighting.
[DongWon] Well, one of the things I like most about this was the confidence with which P. Djèlí Clark…
[Howard] Oh, my goodness, yes.
[DongWon] Approaches the historical context.
[Mary Robinette] Yeah.
[DongWon] We're dropped into a situation, we're dropped into a scene. Nothing's explained to us, other than the fantastical elements. Those are explained to us. But the political historical context, we are assumed to either know it or pick it up from atmospheric clues around what's being discussed. I found that to be very powerful and very useful.
[Erin] I think that one of the reasons that that works so well is in that opening scene, you're dropped into that sort of primal life versus death tension. You get a group of people who obviously know each other, and are… We sympathize with, who are immediately trying to kill some horrific monster. So it tells you, okay, I understand what the stakes are. I understand who I'm rooting for, and who I'm not. Now, as I get more context, I can use that to build out the world. But I think it grabs you so immediately that you're not worried about the context, because you're like, oh, if there's a giant monster in front of you, you should probably hack it to death. I totally get that. Now that I'm in, now you can tell me about why it's important and what's going on around it.
[Mary Robinette] One of the things that that particular scene… That was the first scene where I had that layer of… That extra layer of tension. Because I was… What I was fully anticipating was going to happen is that they would defeat that monster, and then they would get… Have a bunch of angry white people running after them. That's not what happens in the book. What happens is worse and different. Maybe not worse. It's different. That's one of the things that I… When I say that I think that P. Djèlí Clark is doing it very intentionally. That a lot of what he's doing is setting up, here's this… Here's the context. Here's a thing that can go wrong. But I'm not going to do that one. I'm going to do a different one. That's… That, again, is that thing for me when you're playing with… When you're using historical work and you're playing with someone's knowledge of that time, where you can put some additional tension on the story by putting those two things in opposition, by moving directions you weren't necessarily expecting. But also, if you don't know that's a possibility, it still plays… Like, you don't need the contextual tension for it to be really terrifying.
[Howard] In the… In the previous episode, we talked about how this book uses a lot of horror techniques. But it's kind of a fantasy action adventure historical. That particular tool of setting up… Having our characters be aware of what could go wrong and prepare themselves as best they can for this worst-case scenario that they're imagining, and then discovering that the worst case scenario is actually 25 degrees to the left and is way worse. That's straight out of the horror playbook. So you are not wrong in feeling like this is a horror novel, because that's done so expertly and so often.
[DongWon] Yeah. I mean, I think it's interesting, and one of the reasons this is such a great example of this is the contextual tension remains contextual. It doesn't really… It never fully finds its way into the narrative and into the in text tension. He kind of makes an agreement with us in that opening scene…
[Mary Robinette] Yeah.
[DongWon] And kind of sticks to that boundary in a way that I think is very savvy, but still leverages the awfulness of the actual history to increase… To add extra weight to a lot of the character [garbled], to a lot of the characters decisions and to the emotional intensity that we feel throughout.
[Erin] Yeah. I will now pause because of the context that we are on a podcast and we need to take a break.
 
[Howard] I write best when I got music to isolate me and my personal acoustic space from the rest of the world. Music with no words in it works best for me, and one of my very favorite playlists is Random Friday, the 2011 album from Solar Fields. It's through composed, each track flowing both thematically and seamlessly into the next. So I never get distracted by a gap telling me I might need to restart the music. Solar Fields really leaned into this, because there's an eleventh track which is a 78 minute continuous mix of the first 10 tracks. Just in case your player of choice doesn't do gap lists gaplessly. But what does it sound like? Well, it's upbeat ambience and electronic and I listened to it while I wrote this.
 
[Erin] And we're back. I want to take this moment to talk a little bit about in detail, because we love to get into the text in these close readings, and talk about the use of language in this. Because I think that some of that what do you have from context and what do you have on the page is really evident in the way that the text uses Gullah. Now Gullah is a real language, and it's used here occasionally, mostly in the Nana Jean character uses it, and that's the way that she speaks, and if you have the context to be able to understand Gullah, you'll understand what she's saying more readily. But what I love is that she actually, in text, warns, very drastically, that bad things are coming. So it's an important narrative tension moment, but it still lives within the context of being in Gullah. If you give up and sort of don't read that part or skim past it, you could, theoretically, miss that moment of tension. What I think that Clark does so well here is that it's repeated. So she says, "Bad weather's coming," essentially, and then it comes in at the end of the chapter in italics. So it's like, did you miss all of this? Because the context held you back? I'm going to bring it back on the page in a narrative way so that there's no way you can miss that bad things are coming. The word bad is there, even if you don't understand anything else. I just really love that. So I wanted to throw it out…
[Mary Robinette] It is one of the things that I enjoyed so much about this book, and why I wanted to listen to it in audio, because in audio, you get all… Because that's not the only language that's showing up in there, that's not the only dialect. So you… Getting all of that interplay is so much fun. The other thing that it does, besides that is that it brings in the contextual thing about different class perceptions that people have. That frequently when people hear someone… People will think Gullah is a dialect as opposed to a language. They will hear it and think that the person in modern day is like low class, uneducated. Whereas Nana Jean is a very powerful woman. I love the fact that he is using that, he is subverting some of the expectations that we often have from modern day, some of the contextual expectations. He's subverting those in the narrative tension that he's using. I think it's so much fun.
[Howard] Even without the Gullah, the narrator speaks and often omits definite or indefinite articles or conjunctions of to be. We up on the tower. Or no… Yeah. We up on the tower, rather than we are up on the tower. It took me five or six pages to realize, oop, no, this is just the voice of my POV character, and I'm all in. Had I… I'm not sure if there was a context that was expected of me or if the narrative taught me that. But it was definitely there, and it was a little while before I stopped noticing it is a linguistic thing in the book.
[DongWon] Well, I think the language does a really good job, I mean, both in the use of Gullah, and the use of [garbled] dialect things, and then overall, the general use of a particular voice of the narrator. I think this is such an important thing when it comes to a lot of fiction of communicating who this book is for. Right? It's being written for a specific audience, while still being accessible to everybody. Right? Like most of us here are not of the culture that this was written in the perspective of, but I got a ton out of it. I had a great time reading it, and I learned a lot reading it and all of that. But the idea of it is written for an in community reader, that is still accessible from a broader perspective, I think is really powerful.
 
[Mary Robinette] There's an analogy that I use sometimes when I'm talking about this, which is that you can think of narrative structure, tension, all of this, you can think of it as a pitcher. You can put anything you want to in that. Then, your audience comes to you with their glass. You don't know what glass they're coming to you with. So if I am… Say, if I've got a fine Pinot Noir in a beautiful crystal whatever, and I pour it into a Riedel glass, a Riedel wineglass which is the glass that it's intended for, it's like,, this is a perfect match. But if you come to me with a red Solo cup, you're still going to enjoy the wine, just maybe not the way I intended it. On the other hand, if that pitcher is filled with hot apple cider and you come to me with a wineglass, it's going to shatter. So, one of the things that… When you're talking about this in audience, writing it for a specific audience, you're writing it knowing some of the context they're going to bring to it, knowing that that's who you want to write it for, and that… Everybody else can enjoy it, but that's not the intended audience.
[Erin] Yet, sometimes…
[Howard] If I'm pouring whiskey and you're coming to me with a sippy cup…
[Mary Robinette] If you're pouring whiskey, I'm…
[Chuckles]
[Howard] You're coming to me with a sippy cup and a baby bottle? No! Stop that right now!
[Mary Robinette] No. That was when my parents actually dealt with…
[Chuckles]
[Mary Robinette] Colds with me. But anyway…
[Laughter]
[Erin] I was going to say, also, sometimes you gotta shatter people's glasses.
[Mary Robinette] Yeah. Exactly.
[Erin] Sometimes, that's okay. I think that's one of the things that I love about what publishing I think is doing these days, though probably not as much as it could be, is letting people tell a story…
[DongWon] Yes.
[Erin] Where they don't have to have the right context.
[DongWon] Yeah.
[Mary Robinette] Yes.
[Erin] Because the narrative tension is strong enough in this piece that if you have no idea what's going on, it is still a story of people killing monsters that are horrible and have…
[DongWon] Yeah.
[Erin] Mouth eyes and just things that are not going to work for you. Like, no one's going to be like, oh, yeah, love those mouth eyes.
[Chuckles]
[Erin] So even if you don't understand what is happening and the context, you'll still get a great read out of it. I think that what has happened in the past is that sometimes people will see the context and shy away from it, and not see what's going on in the narrative beneath it, or how the two intersect. So that if you have both, I think you get the perfect glass...
[Mary Robinette, DongWon] Yeah.
[Erin] For the perfect drink. But, if not, you still enjoy it.
[Mary Robinette] Yeah. With me, I was like, oh, okay, I'm going to go need to get an insulated thermos...
[Chuckles]
[Mary Robinette] When I'm reading this right now.
 
[DongWon] To slip into the publishing conversation a little bit, one of my very favorite reads in the last several years is Torrey Peters Detransition Baby which is a novel about the trans experience. A very complicated aspect of the trans experience. But when Torrey Peters had that book published, she was very insistent to her publishers that it not be pitched and marketed as a quote unquote trans book or even a queer book, but as an upmarket women's fiction book. At every point, she was very insistent that, nope, you market this how you would market any book for the broadest female audience you would normally publish for in terms of, like, contemporary fiction. I think that was an incredibly effective way to get a book that was very much written for a specific in community audience… So much of that book was for me and other folks like me who live in New York and are trans and are queer and all of that, and that was a very powerful, but it was read and was so accessible to such a broad audience that I think it really reached hundreds of thousands of people.
[Mary Robinette] I think the same thing is very clearly true with Ring Shout when you look at the fact that in the year that it came out, it was nominated for all the big awards. It won the British Fantasy, it won the Locus Award, it won the Nebula Award. So this is a book that was written for a specific audience, but clearly resonates…
[DongWon] Yeah.
[Mary Robinette] Because of its use of all sorts of narrative devices with a much larger audience. So…
[DongWon] I think we did a great job of packaging it to make it clear what the book is, but then it didn't feel tracked in a particular subcategory or only for a certain readership, which [garbled]
[Howard] Now when we talk about narrative versus contextual as a source of tension, there's a part of me that can't help but think that the greatest experience of that tension is on the part of the publisher, who's like, "Boy. I hope we split the difference between the narrative and the contextual correctly in how we positioned this book, because what shelf does it go on? Does it go in sci-fi/fantasy, does it go in horror, does it… Where does it go?" Maybe that's a little too meta-. But…
[DongWon] No. It's…
[Howard] I can't not think that.
[DongWon] Yep.
[Erin] I will say that I think for our listeners, who are like, "I'm not planning to write in a fraught historical era." There are still things to take away from it, even… Because there's always context.
[Mary Robinette] Yes.
[Erin] Readers always bring context, even if it is the smallest. Even if it is I'm reading a romance, and I expect the characters to end up together, even though it hasn't happened on the page yet, this is the type of experience that I'm bringing to the table. If it's the pattern recognition that you, DongWon, that you were talking about in a previous episode, where it's like, okay, things are happening and I know this tends to end this creepy way, so that's what I think is going to happen next. So, thinking a lot about what is your audience bringing to the table at that moment, both in terms of their life experiences and their belief about narrative, what are they used to, what are the patterns that you think they've walked through, so you can figure out how do I want to either stay with that and reinforce it, or how do I want to subvert it? When do I want to use it for good or ill? But if you're not thinking about it at all, then you can't be intentional about it.
[DongWon] Yeah.
[Erin] I think it's something that we often forget, because we bring our own context as writers, and we sometimes forget that readers will come from a completely different place.
[DongWon] I think this taps into Mary Robinette's metaphor in a certain way of you don't know what cup your audience is bringing to this particular fountain. Right? It… You can't control your reader. You have to make space for them in certain ways, but also be really true and honest to the story that you're trying to tell and what you're trying to accomplish with it. One thing that is very interesting about this book is it is in part about arts in the audience and reception of that art and the impact that art can have on how people think and behave in the world. Right? Because Birth of a Nation is such an important piece of how this story is told, and it's about how you can use art as propaganda to manipulate people in really extreme ways. So, I think it's really interesting that as we are talking about the contextual history of this story and the way that creates tension, it is itself engaging… I said earlier it doesn't really engage with like the contextual tension. It does in this one specific way, which is what was the role of that film in American history, what were the consequences of it, and it… Go ahead.
[Mary Robinette] To that point, because that's so important, not only is that a contextual thing, that's something that is brought into the narrative of the tension. In order to make sure that the audience has the right context to understand this, we get a lot of information about Birth of a Nation and how it's being used, both for the magical purposes of the book, but also the historical context of it. There is a… That's, I think, an important thing for you to understand and also that if you are… If you want the book that you are writing to survive outside of the context, even just to survive down history, two… Then you have to… You have to make sure that it's on the page.
[Erin] A great example of this is… I don't know exactly where it is in the text, but I think there is a reference where it says, "1919 was a bad year…"
[DongWon] Yeah.
[Erin] "For all of us." For me, I know that that was in the red summer era of Klan rides and horrible numbers of lynchings in the South. But the fact that they all agreed, and then I think everybody had like a slight him bit of memory about why it was bad or what had happened brought it on the page in a way that.. I brought a lot more context to it probably as somebody who knows a lot about that era, but there was enough there that you understood that they all had this common experience in a little bit about what it was. It was on the page, but also, I was able to bring what was off the page onto it.
[Mary Robinette] I will also say that if you're writing secondary world fantasy, this is a tool that you can use, because your characters will have context that the readers will never have because they're living in a fantasy world. So this kind of tool is something that you can use to give context to something without having to have like, "And now, I shall tell you about the battle of the five red armies…"
[Chuckles]
[Mary Robinette] "I'm going to pause this tavern brawl so that we all…" It's like you don't have to do that.
[DongWon] Yeah.
[Mary Robinette] You can just have these moments where the characters are all living memories and bringing it onto the page that way.
[DongWon] I think that's also why there is so many prologues in secondary world fantasy and epic fantasy in particular is they're trying to give you context so that you can have some of that contextual tension as you roll into the thing itself, but also, again, think about genre expectations. We read Lord of the Rings, so somebody's going on a journey. We're going to have some context and some expectations about what that means.
[Erin] I also think, and then we will give you homework and wrap up for the week. But I think it's also important that characters carry their context with them.
[DongWon, Mary Robinette] Yes.
[Erin] I think that when you do historical, it's easier to see how that has happened, because we understand how it happened in history. But one thing that I do not like is when you have a prologue that will give you all the context, but it doesn't feel like it actually like it's being carried. If there was a war of the five red armies, and, like, everyone involved was part of it, how does that war shape them? How does it change the way they see things? When do they recognize somebody from one of the other armies and it changes the way that they deal with that character? So, thinking of the context that your own characters are bringing with them is a great way to add more tension to the page.
 
[Erin] With that, I have your homework, which is to take a scene that you're working on, one that has tension or could use more of it, and put a piece of information at the start that is only meant for the reader. Some piece of context. Could be historical, could be that you know that this is going to end in the death of a character. Anything that is extra context. Then think about revising the scene, believing that the reader has that information. How does it change the way that you actually write the scene and deliver the tension within that context?
 
[Mary Robinette] This has been Writing Excuses. You're 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 16.18: Poetry and the Fantastic
 
 
Key points (and angles?):  If poetry breaks language into meaning, then fantasy breaks reality into truths. Take reality, and tip it on its side, so you can see the interconnective tissue. Puppetry, science fiction and fantasy, and poetry all do these. Consider the aesthetic, what things look like or what language is used, the mechanical, the structure and plot, or the personal, the idiosyncratic choices of a person, their narrative and message. 
 
[Season 16, Episode 18]
 
[Mary Robinette] This is Writing Excuses, Poetry and the Fantastic.
[Dan] 15 minutes long.
[Amal] Because you're in a hurry.
[Howard] And we're not that smart.
[Mary Robinette] I'm Mary Robinette.
[Dan] I'm Dan.
[Amal] I'm Amal.
[Howard] And I'm Howard.
[Amal] And we're all fantastic.
[Mary Robinette] Yes, we are.
 
[Mary Robinette] This is the final episode in our eight part poetry master class with Amal. She's going to bring us around to a coda, I believe.
[Amal] Yes. So, throughout the series, we have talked about ways to approach poetry, to make it less scary. We talked about differences between poetry and prose. We've talked about strategies and approaches for writing poetry, appreciating poetry, structuring poetry, and some of the failure modes that can come from those things. But what I'd really like to talk to you… Talk about, rather, in this last episode is just how inseparable to me poetry and the genre in which I love writing, science fiction and fantasy, are. I want to talk about the fantastic more broadly, to incorporate multiple elements and facets of our genre. But I also just want to say that these things are not separate in my head. They are so often absolutely married to each other. I wanted to just kind of dive into the why's and wherefore's of that a little bit. So there is a quote by T. S. Eliot that I often refer to. The quote specifically is that discussing poetry, the poet must become more and more comprehensive, more elusive, more indirect, in order to force, to dislocate if necessary, language into his meaning. So, I like to take that quote and break it, essentially. Do unto it, as T. S. Eliott says, the poet does in general. I like to say, to recall it as that poetry breaks or dislocates if necessary language into its meaning. I think about this a lot, because of the way that I was raised with poetry. I… So, my family is from Lebanon and Syria. I was born in Canada, but my parents were born in Lebanon. When… I lived in Lebanon for a little bit when I was little for two years when I was seven. That was where I first wrote poetry. I wrote my first poem at the age of seven when we were living in Beirut. When I did that, my parents were very moved and they told me that I was part of a sort of lineage of writing poetry, essentially. That my grandfather, my father's father, had been a celebrated poet and that poetry was part of my inheritance, essentially, and that they were very happy to see me writing poetry. I cannot stress enough how, like, the poem that I wrote when I was seven, was not a work of staggering genius.
[Laughter]
[Amal] But it was a poem, and it was recognizable as such. I absolutely still remember it. It was… It involved like a lot of playing with language, with unfamiliar bits of it, and it was also addressed to the moon. My grandfather's poetry was political, was revolutionary, was part of this kind of lineage of speaking truth to power and being a voice for the voiceless and stuff like that. My address to the moon was not that.
[Chuckles]
[Amal] But it was, nevertheless, something that showed my parents that I wanted to use language in the ways that he did as something transformative, as something that made the world different than it was otherwise.
 
[Howard] My father had memorized a lot of poems, and would storytell with them. One of the ones that he told a lot, because us kids ask for it a lot, was The Cremation of Sam McGee by Robert Service. Which I love. I love it because my dad… I can hear my dad saying it. My dad, when he read the poem, relied heavily on the rhyme and meter, he leaned way into it as he read it. My freshman year in college, one of my professors on an outing recited The Cremation of Sam McGee and was much more… Conversational is the wrong word, but more natural dialogue-y with the way things flowed. I remember the first couple of stanzas thinking, "Wait. Did he… Are those the right words? No, I've heard this enough, that those are the right words." Then, the whole rest of the poem, as I listened, I think poetry itself became unlocked for me. Because I realized, "Oh. The meter and the rhyme aren't the point. The story isn't necessarily the point." It's sort of this whole thing, and the poem has a life outside of what Robert Service gave it. The poem has a life that is experienced differently depending on the listener and depending on the person who says it out loud. Okay, this was 17-year-old, or maybe I was 18 at that time… 18-year-old Howard having what at that time passed for an epiphany.
[Laughter]
[Howard] But I still love that poem, and I still like sometimes reading it and hearing the different voices in my head as I scan through it.
[Amal] Do you feel like one of them has like superseded the other in your head, or that your own reading voice has sort of introduced a different natural cadence into it?
[Howard] My voice dominates all of those at this point. Because my dad passed away when I was 20, and the reading I heard from Prof. Lyons was when I was 18. I'm now 53. So the voice that's in my head at this point is my own. But I cherish… This… I think this comes back to poetry as meme. I cherish this memetic series of events because there's a whole bunch of information compressed into that poem that Robert Service didn't put in there.
[Amal] Hah! That's absolutely true. This is the way that... I feel like a lot of us talk about novels in this way, too, that you read a different novel when you come to it at a different age, or that you might have one version of this novel in your head that gains or loses elements as you grow up, and then revisit it as a different person, essentially. To me, there's a lot of fantasy in that as well. There's a lot of… Even though this is obviously a very natural and observed progress of mortality, the idea of departure and return, moving through time in these ways, or, like the kind of time travel that feels inherent in [garbled] to something that you first experienced at a different age. All of that, to me, partakes of these relationships, of this kind of sense of the fantastic. There is this beautiful, beautiful essay by Sophia Samatar called On the 13 Words That Made Me a Writer. I like all of Samatar's work. I return to her work on a bimonthly basis, basically. I just reread her essays all the time, because I always… They always speak to me in a way that I feel like I need at a given moment. What she does in this essay is she talks about how, for her, fantasy resides in language. That when she was a child… I'll say like… So the 13 words in question are
 
There was a library, and it is ashes. Let its long length assemble.
 
These words made me a writer. When I was in middle school, my mother brought home a used paperback copy of Mervyn Peake's Gormenghast…
 
And so on. So she draws these comparisons between like… So, this was a fantasy novel. So she tried to then go and find other fantasy novels that would make her feel the way that this made her feel. It became very hit or miss. She would get that feeling from some books, but not from others. She came to realize that the thing that catalyzed this very specific feeling in her of wonder and awe and marvel was more to do with the language that was being used than the plots or characters or tropes in a given story that might market it as fantasy. So she found herself finding that experience of fantasy in books that were not marketed or labeled as such. That that spirit of wonder and stuff like that she could find in lots of different places. I feel that way about fantasy, because it brings me back to this idea about what poetry does to language. So if poetry breaks language into meaning, I feel like fantasy breaks reality into truths. That what poetry does to language, fantasy does to reality. That the experience that we get from it as writers of genre fiction in so many different ways is that we are always figuring out ways to break and hack reality into a specific experience for our readers, right? And that poetry is doing that too, but at the level of language in a way that you can foreground or background as much as you like. But I also want to say that literature has been poetry for a lot longer than it has been not poetry. That we have… The novel is actually a very recent technology in terms of literature. Poetry is ancient. Similarly, fantasy is ancient. We have had domestic realism for a lot less time than we have had fantasy and the fantastic in our literature. I want to just give people this similarity because I want people who love reading science fiction and fantasy to look at poetry as as much theirs to play with, to read, to be moved and transformed by as the stunning books that they read when they were 12.
 
[Mary Robinette] So, I have… You've given me a thought that I want to dive into, but first, let us pause for the book of the week, which is Monster Portrait.
[Amal] Yes. So, Monster Portrait by Sophia Samatar, whom I adore. It's by Sophia Samatar and her brother, Del Samatar. Del Samatar is an artist. So the book, Monster Portrait, is a very slender book of fictionalized autobiography, where Sophia Samatar is responding to these illustrations, these images that Del has made with snapshots that involve interrogations of what is a monster, like, thinking about monsters and monstrosity, and when those things are valued and when they are not valued. Thinking of those in relation to race, to borders, to belonging. It's just an absolutely luminous… I know luminous is like a massive cliché in terms of talking about [garbled]
[chuckles]
[Amal] I review books for a living, I am too keenly aware of this, but genuinely, reading this book gives me an experience of light that I just don't know how to talk about otherwise. It's deeply beautiful. I just cannot recommend it enough. If you wanted to read a book that kind of could be a bridge to you between prose and poetry, I cannot recommend this one enough for doing exactly that thing.
[Mary Robinette] Oh, that sounds amazing. So, that was Monster Portrait by Sophia Samatar and Del Samatar.
 
[Mary Robinette] So, here's the thing that was running through my head as you were talking. There's a thing that longtime listeners will have heard me say before that one of the things that drew me to puppetry is the same thing that drew me to SF and fantasy, which is that it takes reality and it tips it to the side, so that you can see the interconnective tissue. As you were talking, I was like, "Oh. Okay. That's what poetry does, too."
[Chuckles]
[Mary Robinette] But the other thing that went through my head as you were talking was about why a person picks a particular form. There's this other idea that I often talk about, usually when I'm trying to explain to people what voice means. It was in puppetry, we have these three ideas. There's the aesthetics, the mechanical, and the personal. The aesthetic is what something looks like. The mechanical is literally like what kind of puppet are you using. The personal is all of the idiosyncratic choices that you, as a person, make. The example that I use is that if you hand the same puppet to two different puppeteers, it will look like a different character. But what occurred to me as you were talking is that I can take that kind of model and think of it as the kind of thing that drives you as a writer. The story you were telling with Sophia that it was the language that called to her, it's like, "Oh, that she is drawn to aesthetic." Whereas I am… There are a lot of people who are drawn to the plot, the structural mechanics of a story. Then, other people are drawn to the kind of the personal story, the personal narrative, the message, so to speak, that's within it. That kind of knowing which thing drives you as a writer also tells you where your defaults are and where your weaknesses are.
[Amal] Yes. I completely agree with that. That's so helpful.
[Laughter]
[Mary Robinette] I was like, "Oh. That is part of why…" Like, Pat Rothfuss talks about the fact that he needs to get the next word right before he can move on. I've always been like, "What's the point of him polishing words if you're not going to use them?"
[Laughter]
[Mary Robinette] Like, if I'm going to [garbled delete them?] later.
[Howard] How do I know if I'm going to use them if they're not polished?
[Chuckles]
[Mary Robinette] Wait. Yeah. This is exactly that thing.
[Howard] That's the dialogue.
[Mary Robinette] Yeah. Yeah. So it strikes me as a… That, for listeners who are not naturally language driven, that one of the really arguably most powerful reasons to dive into this is because it gives you a different way to approach story. It gives you a different understanding of the ways we communicate. It basically tips your entire narrative form on its side to allow you to see the interconnected tissue.
[Amal] I think that is a beautiful, beautiful way of approaching that. I completely agree. I'm reminded… Gosh, who was saying this? Mmm… I'm not going to get this right. I think that Vonda Lee at some point was talking about… Possibly had an article on Tor.com or something that was about exactly this kind of thing, about how writing outside of your comfort zone being to learn… Actually, I'm not… I could be totally wrong, that it wasn't Vonda Lee, either. But mostly what I'm remembering is an article on figuring out where your facility is so that you can figure out in reverse, essentially, where your lack of facility is so that you can work on those things. I love that thought of approaching… Like, the thing that interconnected tissue and stuff. Because I think, too, of how many fantasy novels can… Like, are maybe not thought of as ones that are poetry forward and stuff, but, to me, absolutely are, because… I'm thinking of something like Arkady Martine's A Memory Called Empire. Where, like it's written… It's not written in a way that is difficult to get into and stuff. It's very clear. But it's also very stylized. It's also very… And poetry is like a thematic plot-based concern. In the book, you need to know poetry in order to be able to read bureaucratic documents that end up on your desk as an ambassador and stuff like that. The crux of the novel, the climax of it, is the writing of a poem. Which is something that is unbelievably difficult to pull off. Like, this is where you absolutely do not want to miss the mark with a piece of rhyme that is not landing in a way that… Your whole plot depends on whether or not this is a good poem.
[Mary Robinette] Right.
[Amal] And she absolutely nails it. Like, I think that the phrase "I am a spear in the hands of the Sun," is like the last line of this, and on the back of that line, they build a revolution and it's this whole enormous thing… Sorry, spoilers for a book that came out two years ago.
[Chuckles]
[Amal] But, hey, it's just absolutely wonderful, and poetry is part of the texture of that book. But I… Like, I don't know if Arkady would talk about herself as having written it poetically, or of [garbled]. But, nevertheless, there's this sensibility, I guess, to that style, to that aesthetic, that is truly wonderful to me.
[Mary Robinette] This has been fantastic. We are, I'm afraid, at the time which we need to wrap things up with our time with poetry. Do you…
[Howard] I would love… Dan, you remember that thing that I read from Robert Service at the very beginning to you? The…
[Dan] Yeah.
[Howard] That feels like closure. I'm just going to go.
[Mary Robinette] Okay. I have no idea what you're talking about. So you say that thing.
[Amal] Do you want to do it after the homework or before the homework?
[Howard] Have we done the homework yet?
[Amal, Mary Robinette] No.
[Howard] No. We did not do… Okay. Do the homework.
[Laughter]
[Mary Robinette] Thank you.
[Dan] Someone was looking up a poem instead of paying attention.
[Chuckles]
 
[Amal] So, as the… As sad as I am to leave things here, I… We have come to the homework part. Talking about novels and about prose and poetry, and to bring this all full-circle, the homework I want to leave you with is I want you to find a favorite line from a novel or a short story, one that moves you really, really deeply, one that you kind of keep in your head every now and then. I want you to take that line and use it as the epigraph for a poem. So, essentially, if you see a poem and there's like a single line in italics at the start, before the poem actually starts, that's what I mean. I want you to use that line from a novel or a short story, and I want you to write a poem following it, I want you to write a poem sparked by it. A kind of poetic tribute to whatever that line did to you.
 
[Howard] The reason I brought this up is that it feels like a poet's version of "you're out of excuses, now go write." It's from Robert Service.
 
Lone amid the café’s cheer,
Sad of heart am I to-night;
Dolefully I drink my beer,
But no single line I write.
There’s the wretched rent to pay,
Yet I glower at pen and ink:
Oh, inspire me, Muse, I pray,
It is later than you think!
 
[Mary Robinette] Oh, that's lovely. Also, so painful and so true. I'm… As we send folks away, I'm going to also share my father's favorite poem by Ogden Nash. Further Reflections on Parsley.
 
Parsley is gharsley.
 
[Laughter]
[Mary Robinette] Dan, do you want to share a poem, too?
[Dan] That poem reminds me of the time that someone auditioned for our high school musical by singing Minimum-Wage by They Might Be Giants.
[Laughter]
[Dan] The only words in the song are minimum-wage. He just shouted it and left the room. It was great.
[Amal] Beautiful.
[Mary Robinette] That's the only thing you want to share before we wrap?
[Dan] Yes. I am going to share a poem with you. This is one of my all-time favorites. By Brian Turner, who was a medic in Afghanistan and wrote a lot of poetry, and then came home and he was, for a while, the poet laureate of the US. His most famous poem is called Here, Bullet.
 
If a body is what you want,
then here is bone and gristle and flesh.
Here is the clavicle-snapped wish,
the aorta’s opened valves, the leap
thought makes at the synaptic gap.
Here is the adrenaline rush you crave,
that inexorable flight, that insane puncture
into heat and blood. And I dare you to finish
what you’ve started. Because here, Bullet,
here is where I complete the word you bring
hissing through the air, here is where I moan
the barrel’s cold esophagus, triggering
my tongue’s explosives for the rifling I have
inside of me, each twist of the round
spun deeper, because here, Bullet,
[Whoof]
here is where the world ends, every time.
 
[Amal] Wow.
[Mary Robinette] Yeah. So, with all of that, my dear listeners, you are out of excuses. Now go write.
 
mbarker: (Me typing?)
[personal profile] mbarker
Writing Excuses 14.05: Viewpoint As Worldbuilding
 
 
Key Points: Worldbuilding using character viewpoint? How do you integrate setting into your characters?  Start with the way the character interacts with the world, both physically and emotionally. Use actions and dialogue to show us assumptions and attitudes, how things work, without lengthy info dumps. Use two or more characters with different backgrounds or opinions, different viewpoints, to give the reader information about the thing, about the characters, and about the unreliable viewpoint. One way to use viewpoint to intersect with worldbuilding is in the way characters describe other characters. The same character seen through the eyes of two different characters can be very different. Think about how the character's voice directs the narrative versus keeping the narrative safe and trustworthy. First person, the character runs everything. Third person, you need to balance. Some voice, some straight narration. To make your worldbuilding richer, think about what people swear by, who makes what jokes, and how your character interacts with the environment. A room with marble floors comes to life when heels clack across it.
 
[Mary Robinette] Season 14, Episode Five.
[Brandon] This is Writing Excuses, Viewpoint As Worldbuilding.
[Mary Robinette] 15 minutes long.
[Dan] Because you're in a hurry.
[Howard] And we're not that smart.
[Brandon] I'm Brandon.
[Mary Robinette] I'm Mary Robinette.
[Dan] I'm Dan.
[Howard] I'm Howard.
 
[Brandon] One of my personal favorite topics… Perhaps even hobby horses, is to talk about how to worldbuild by using character viewpoint. I love it when books do this. In fact, it is one of the things that when I pick up a book, if the first chapter does, the first page does, I know I'm going to have a good time, at least with that character. I really like it. I want to talk about how we do it. So, how do you make setting an integrated part of your characters?
[Mary Robinette] I think a lot of it is the way the character interacts with it, not just physically, but also emotionally. That... the weight that things carry. So, using Jane Austen as an example, someone can… Like, two characters can look at each other, and that's no big deal. But when Austen handles it, she gives you that emotional weight. It's like she… And I'm thinking specifically in Persuasion, there's this scene when Capt. Wentworth pulls a small child off of Anne Elliott's back, and there's a moment where he's touching her. The emotional weight of that tells you, as a modern reader, that oh, there is no touching. This is… There is a lot going on between these two. It is… It gives you all of these layers of detail, while just being a physical interaction in the world. So that's the kind of thing that I find very interesting.
[Dan] One, very similar to that, is in Age of Innocence, when he takes her glove off. It is so steamy, and it's just a glove. But it tells you so much about the world and what it's like and the rules they have to follow.
[Mary Robinette] Yeah. Yeah, you do that. It's actually one of the things I enjoy in the Stormlight, is the safe hand.
[Brandon] Right. Right. The safe hand came from… So, for those who aren't familiar. Society has eroticized the bare left hand of women. This has all kinds of social implications, and all kinds of… People always want to ask me, they want to say, "Why?" They often come to me, "Why, why is this?" I can answer. From, like, I… In the worldbuilding, the past, well, there were these events and these influential writings that happened, and then there was some institutionalized sexism that insp… But really, the answer is, "Why? Because that's how their culture is."
[Laughter]
[Brandon] That's how they see things. It's not why because they are like, "Well, when my great…" No. They're just like, "This is how my culture is." Then that culture becoming a big part of how people see the world is the sort of thing that I just love.
[Dan] You just look at all the different cultures on Earth today and the cultural assumptions that we carry and assume are common to the entire human race. Then you go to another country, and it's… They've never even heard of it before. You realize that we do this all the time.
 
[Howard] Last season, we had an episode on confronting the default, in which we talked about exactly that. When I wrote, I think it was Scrap Ante for Privateer Press, they wanted me to develop a character for them… Develop an existing character. They wanted me to give a POV to a character who was a mechanic… And this, they've got game fic… They've got game stuff surrounding this guy already. Who is a mechanic, and he needed to sound like a mechanic, and they wanted to talk a little bit about how these things work. Then it needed to not be boring. So I created a mystery in which someone is sabotaging a Warjack, and in as lean writing as I could, I have this mechanic digging in and finding out that somebody has swapped a part that looks like another part, and he has names for all of these, and he's rattling them off the way a mechanic would. In the course of writing this, I started lifting names and altering them a little bit from actual steam engines and diesel engines and whatever else. When I sent it into the Privateer Press guys, Doug, who's the chief worldbuilder, read it and said, "you have done something that I have been terrified to do forever." Which is explain how these things work.
[Laughter]
[Howard] They loved it. It read like a fun story, and it was all POV. It was not, "Oh, this is how the magic flows through the whatever." It's just a guy fixing a thing and looking for a problem, and then determining that somebody had sabotaged this to kill him.
[Brandon] Awesome.
[Dan] So. An example from one of my books. In the Partials series, one of the things that I wanted to play with for the worldbuilding was the generational divide. People who remember life before the apocalypse and the kids who have grown up in a post-apocalyptic world. So I had the chance then to start with two or three chapters entirely from this teenage point of view, just describing a normal world. She didn't think it was scary, she wasn't constantly concerned with the things that they had lost. Then, we finally get to a meeting with adults, and they spend their whole time bemoaning how rustic everything is. Just the difference between their attitudes immediately tells you a lot about the world and the society.
 
[Brandon] Yeah. That's one of the things I like the most is when you can take two different characters and describe the same thing, the same event, or the same cultural mores, and then, with those two contrasting opinions, the reader is given a bunch of information. They are, number one, told about the thing. Right? You're getting the worldbuilding. But you're, number two, told about the characters. You're told what they find important and valuable, or what they notice. But, number three, you're also told viewpoint is untrustworthy.
[Dan] Yes.
[Brandon] Which is a really important thing with these sorts of stories.
[Dan] That can make it very difficult. If you want to do that, that's something that you might need to refine and polish quite a bit, because your readers of the first or second draft might say, "Oh, you've got an inconsistency here." No, I don't. You need to look at who is saying it, and maybe I need to finesse this a little bit so that that is more clear.
[Howard] The number of times I have taken an inconvenient fact about the Schlock Mercenary universe and backtracked it to determine who said it…
[Laughter]
[Howard] And then ascertained, "Oh. That person is actually allowed to be wrong about this." Did the narrator ever… Nope! Narrator didn't… Did a footnote ever… Nope! Oh, this is awesome.
[Laughter]
[Howard] This is awesome. I am off the hook.
[Mary Robinette] Yeah. I have… There's a timeline problem in the Lady Astronaut universe. Because when I wrote the novelette, I was just like, "Eh, it's a one-off." I wrote it. I didn't do a lot of worldbuilding. Basically, when I got into doing the actual hard-core how long does it take to get people into space when you're kickstarting a space program… I'm like, "Oh. Elma's just wrong."
[Laughter]
[Mary Robinette] About some of her memories. She's just conflating them.
[Dan] Just misremembering.
[Mary Robinette] Just misremembering.
[Brandon] I run into this a lot. But it is nice to establish viewpoints that are untrustworthy for this sort of reason.
[Mary Robinette] Yeah. So a book that I'm reading right now that's doing a really interesting job of this shifting viewpoint is Semiosis by Sue Burke. It's a multigenerational novel. So you will move forward like an entire generation, and it's a colony world. So the first generation are the first people on the planet. Then the next generation are kids who've grown up there. The way they view their parents versus… The worldbuilding is fascinating, because… They're… You see how they're shifting and how the culture is shifting to adapt to the place that they're living. It's really, really interesting. It's all POV that's doing it.
[Brandon] Now, that is not our book of the week, but it would be a good book for people to read.
[Mary Robinette] Yeah.
 
[Brandon] Dan actually has our book of the week.
[Dan] Yeah. The book of the week actually hits this topic perfectly. It is Children of Blood and Bone by Tomi Adeyemi. Which is a YA fantasy. Big secondary world fantasy set in a world inspired by Africa. What's fascinating about it… Many things are fascinating about it. But pertinent to this discussion, there are three viewpoint characters. It's a world where magic has been stolen. No one can do it anymore. The people who used to be able to do it are an oppressed class. So one of our viewpoints is one of these kind of former mage people. Then we have a princess who has been sheltered her entire life and runs away from home. Then we have her brother who is struggling with the King's policies. So they all have completely different ideas about what the world should look like and what it does look like and how they want to change it. It's really fascinating to see the interplay of those viewpoints as you go through.
[Brandon] Excellent. That is Children of Blood and Bone. I was on a panel with her, and she was really interesting. Had some really cool things to say about magic. So I anticipate it being a great book. Emily really liked it.
[Dan] Yes. She describes the book as Black Panther but with magic.
[Brandon] She does.
 
[Brandon] Now, one of my favorite ways to use viewpoint in worldbuilding, to intersect them, is by the way the characters describe other characters.
[Mary Robinette] Yeah.
[Howard] Uhuh.
[Brandon] I first picked up on this as a young person reading The Wheel of Time, where… And I'm not going to be able to quote these exactly. I'm sorry, Wheel of Time fans, but you have one character who would describe someone and say, "Wow. They look like they spend most of their day at the forge." Then another character describes the same person and says something along the lines of "Wow. If you beat that person at cards, leave early. Because otherwise, they'll jump you in the back alley." Those two descriptions are both "This is a tough, intimidating person." But seen through the eyes of two very different characters. I love this sort of thing. Description. Now, my question for you guys is, do you ever worry about the blend of… When you're in narrative, how much you're going to let the character's voice direct the narrative and how much you're not?
[Mary Robinette] It does depend on whether… Which voice you're using. Are you using first person, or are you using tight third? Because first person, all over the place. It's no problem. But with tight third… With third person, it is a tricky line. Because what I find is that the… Unless it is very obviously voice-y, that the reader will interpret that as being safe and trustworthy. So I tend to try to be fairly honest when I'm doing narration that is less flavored than when I'm doing something that… If I'm doing free indirect speech, I try to… That's… I try to reserve the perceptions for those.
[Brandon] Yeah. I always kind of go back and forth on this, because, of course, Robert Jordan did very much a lot of tight thirds. There would be these moments where it felt like it was right in their head, and other times when the narrator was speaking. He balanced it really well. I'm always a little scared about that. Because you do want the narrator, the non-present narrative, to be trustworthy. But you want the viewpoint of the character to maybe not be.
[Mary Robinette] Sometimes it's a thing that you can do… I was just reading The Killing of Kings by Howard Andrew Jones. It's not… At the time of recording, it is not yet out. But one of the things that he does is there is this character who's constantly… Male character who's constantly looking at women with a very male gaze. Like, constantly looking at boobs and ass. Just all the time. Then will say things like, "I don't understand why this woman doesn't like me."
[Chuckles]
[Brandon] Right. Right.
[Howard] Wow.
[Mary Robinette] "It's like she's always so cold and distant. There's always a piece of furniture between us." I'm like, "Yep. Yes, there is. Absolutely, yes, there is." But it is… It's deftly handled, because he is staying absolutely true to the character's point of view. But by giving us very obvious physicality and recognizable body language from the other character, he's telling us how this behavior is actually perceived in the world.
[Brandon] Later in the year, we're going to do an entire week on writing imperfect worlds. Or imperfect characters. With… Using topics like this, not validating but acknowledging that some people are like this. We will cover that. It's going to be in a few months, but we are going to get to that. That is one of the… That's like Using Viewpoint and Character Level 501.
[Chuckles]
[Brandon] Being able to pull off some of this stuff.
 
[Brandon] Before we go out, any tips for writers on making their sentences, particularly their worldbuilding sentences, do more than one thing at once?
[Howard] What do these people swear by? I love that. My favorite examples of this currently are from the various different NPCs in the ESO world, where they swear by different gods. They are consistent in the way this works. It adds a measure of depth. Because some of them will swear by those gods, and somebody who is from the same culture will never utter those words. You can now tell that those two people are actually different. That's not the sort of thing that you expect to see… Well, if you grew up with video games. It's not the sort of thing that you expect to see in a videogame. But videogame writing has progressed to the point that we are expecting that level of worldbuilding, especially in dialogue that has to be read by an actor in a way that sounds conversational and believable.
[Dan] Very similar to that, and I'm starting to notice this more as I read… In the current science fiction that I'm reading, is what our people allowed to make jokes about. Which jokes can come from which species in the space station? And things like that.
[Mary Robinette] I would say, for me, the tip that I would hand to our listeners is to make sure that your character is interacting with their environment. Which is where I started us, but I'm going to give a really concrete example. Like, I can describe a room and say, "The room had marble floors, tall vaulted ceilings, and green velvet curtains." That tells you what the room looks like. But if I say, "My character's heels clacked across the marble floor as she strode to the window. The velvet was soft against her skin as she pushed the curtains back." You know so much more about the character and the world. So you're getting both things at the same time. I think that's going to make it feel richer to the reader, as well.
 
[Brandon] Awesome. Howard, you've got some homework for us.
[Howard] I do. This is the from-within, from-without episode, the Buck Rogers, Wilma Deering, the Twoflower, Rincewind. Take a character who is alien to the culture or the setting that you are writing within. But obviously has a reason to be there. Describe things from their point of view. Now describe those same things from the point of view of a native. Somebody who's grown up there, who's been there, who is familiar with it.
[Brandon] Excellent. This has been Writing Excuses. You're out of excuses, now go write.
 
mbarker: (ISeeYou2)
[personal profile] mbarker
Writing Excuses 13.7: What Writers Get Wrong, with Lou Perry
 
 
Key points: What do writers get wrong about the law? Objection! Sustained! No basis? Actually, objection, leading the witness is okay, BUT you have to be leading the witness, on direct examination, not cross-examination. You are allowed to lead opposing witnesses, even be argumentative with them. Judges don't usually do off-the-cuff rulings. Note that sometimes you have to make a choice between the narrative and accuracy. But the middle ground might work, with the real thing between scenes or offscreen. Legal actions take time. Other pet peeves? Fiery closing arguments. Don't imitate Law & Order. Slow, boring, meticulous does the job. Small town lawyers are likely to be general practitioners, while big city firms are more likely to have specialists. Cross-examination of a dishonest witness might make a good piece of courtroom drama to put in a story. The best way to learn about courtrooms is to go to the courthouse and watch a trial. 
The prosecution rests... )
[Brandon] This is Writing Excuses, What Do Writers Get Wrong, with Lou Perry.
[Mary] 15 minutes long.
[Dan] Because you're in a hurry.
[Howard] And we're not that smart.
[Brandon] I'm Brandon.
[Mary] I'm Mary.
[Dan] I'm Dan.
[Howard] And I'm ready to learn something.
[Brandon] We have special guest star, Lou.
[Lou] Thanks for having me.
[Brandon] Our pleasure. Thank you for being on the podcast. We are again live at GenCon.
[Whoo! Cheering.]
[Mary] Right. So, Lou, in order to make our audience understand that you don't exist along a single axis, tell us a little bit about yourself.
[Lou] Sure. Well, I'm here because I'm a lawyer, but I'm also a father and a husband, a writer, a reader, and as of a few months ago, I got way too into [Eight mander?] girls softball.
[Laughter]
[Brandon] And became a rabid, rabid fan.
 
[Mary] So, what are we going to be focusing on today?
[Lou] Unfortunately, not the softball. We're going to be focusing on the law and what you folks get wrong with it.
[Laughter]
[Mary] So what writers get wrong with law.
[Brandon] This is probably a long, long, long list. We'd probably need an hour to get it all.
[Howard] And an attorney.
[Laughter]
[Howard] I mean, like representation.
[Lou] Yeah, it's gotten to the point for me where I don't watch legal shows. I try not to read anything that has anything to do with the law. I've closed books before when that comes up and I wasn't expecting it.
 
[Dan] Is there one particular cliché or pet peeve that stands out above the others? That you're just like, "That again!"
[Lou] Yeah. Objecting with no basis.
[Laughter]
[Lou] And then the judge making a ruling with no basis.
[Laughter]
[Lou] Objection!
[Brandon] Tell us more.
[Lou] Sustained.
[Dan] We're just idiots. What do you mean by that?
[Lou] So, often times in trials, somebody'll be making an argument, and the opposing counsel will object. There are bases for objection, there's rules of evidence. In the lazier pieces of fiction, what you find is people just randomly objecting and there randomly being rulings on those objections, not based on any reason.
[Mary] So, in the real world, what would an objection sound like?
[Lou] Objection. Leading the witness. Now, you actually have to be leading the witness to have that objection. It has to be on direct examination, not cross-examination. A lot of times, I see, especially in TV shows, prosecutors will be objecting to a defense counsel who is leading a witness, but the witness is the prosecutor's witness. So you're allowed to lead opposing witnesses. You're also allowed to be argumentative with opposing witnesses, because that's what cross-examination is.
[Mary] Got it.
[Brandon] Okay. Wow.
 
[Mary] So then when a judge does the sustained or doesn't… When you say that there's a ruling, I take it that that's more than just that one word, he would actually…
[Lou] He usually will make a more robust ruling. Sometimes there'll end up being a ruling in writing. Sometimes there'll be a recess. Sometimes there will be a conference outside of the jury, and they'll come to… Attorneys will come to some agreement. Sometimes there will just be an off-the-cuff ruling.
[Brandon] So there is never a time where there's like objection, overruled, objection, sustained, like over and over again. Does that just not happen, right?
[Lou] I have never seen that happen.
[Laughter]
[Dan] So what you're saying is that the law is really complicated?
[Lou] It's very complicated
[Whoa!]
[Howard] What you're also saying is that unless we've been in a courtroom, we've never seen anything remotely like a real trial.
[Lou] I think that's correct.
 
[Mary] Is there anything among lawyers that you're like, "Oh, this one. This one actually has it mostly right."
[Lou] You mean in terms of fiction that I've [garbled read.]
[Dan] Yeah.
[Mary] Fiction or film, media, any…
[Lou] John Grisham does an okay job. He was actually a lawyer. He knows what he's doing, but he's making choices to serve the narrative which sometimes annoys me.
[Laughter]
[Lou] But he gets it right more often than he gets it wrong.
[Mary] Okay.
[Lou] He does get it wrong, but I think it's on purpose.
 
[Dan] That's actually a good point to make, that sometimes, even as an expert, you do need to make choices in favor of the narrative over accuracy.
[Lou] Absolutely.
[Brandon] But you will lose some readers every time you do that. Often finding the middle ground is the best thing to do. Saying, "All right, let's indicate that the real thing happened, kind of between scenes or offscreen or hint at it," and things like this, so that the person who is an expert can look at it and be like, "All right. It's okay, they're covering their bases. I can go on and enjoy this."
 
[Mary] What are some of the things that signal to you… I mean, you've said that you will already just not read a book if there appears to be legal stuff in there. But are there early indicators that this one might be okay? I do the same thing, like I avoid puppet books for the same reason.
[Lou] An early indicator, I think, would be…
[Mary] The author's bio?
[Lou] Maybe the author's bio.
[Chuckles]
[Lou] But if I am in a book where legal things are happening, if they're getting just the general sense that these things take time, there's no big surprise thing happening in a legal action that's going to ultimately cause the case to speed up, things go very slow. If that's happening, I can generally be on board with it. But at this point, I have just kind of given up. So…
 
[Mary] So what are some other things… Because one of the things I have to admit that I really enjoy about this particular series is watching people rant about things.
[Chuckles]
[Mary] What are some other pet peeves that you have?
[Lou] Sure. Fiery closing arguments. Those tend to really annoy the judges, I think.
[Mary] Really? Why is that?
[Lou] Because they think you're imitating Law & Order.
[Laughter]
[Lou] They probably feel much like I do about Law & Order, they probably hate it. The trick there, though, is your client really likes it. Because they've also seen Law & Order.
[Laughter]
[Lou] So those fiery closing arguments do happen. It's just debatable…
[Howard] So television is why we can't have nice things.
[Lou] Television is why we can't have nice things. Correct.
[Dan] I remember I was on jury duty several years ago, and was surprised by how different it was from what I thought it was going to be. But that was one of the things that really stood out to me, was the really slow, boring, meticulous lawyer absolutely won that case. He didn't give the big fiery speech, he wasn't trying to be charismatic, he was just trying to present his case as thoroughly and relentlessly as possible.
[Lou] I think that's right. That's usually the way it should be done.
 
[Mary] Now is it different when you have… When you're talking to a judge versus talking to a jury?
[Lou] A bench trial would be very different. I think you would find both parties, both lawyers, doing exactly what Dan was talking about. Being very meticulous… Understanding that the judge has seen this all a thousand times, and you're not going to impress him with some turn of phrase or some fiery speech. Juries are just another factor that you have to put in. You have to understand who you have in your jury and whether or not they're going to respond to that sort of thing.
 
[Brandon] Let's go ahead and stop for our book of the week. You're going to pitch a book to us.
[Lou] I am going to pitch a book. The book I'm pitching is called Ghouljaw by an Indiana native named Clint Smith. It's out from Hippocampus Press. It's Midwestern, weird fiction, short stories. Very good stuff. Kind of literary. Also kind of schlocky and funny, in parts. I really enjoyed it, and I think everybody else would, too.
 
[Brandon] Awesome. Well, let me ask you a question on that. Can lawyer or law fiction or things like that get so schlocky that you can enjoy it again? Can it just be so far off?
[Lou] I think the Frank Castle scene in Daredevil was so far off and so goofy and just so wrong and so angering…
[Chuckles]
[Lou] That I came around to the other side and sort of enjoyed it.
[Laughter]
[Brandon] Okay.
[Howard] I don't know that that was what Brandon was hoping for.
[Laughter]
[Mary] I have to admit that I'm surprised that you watched Daredevil at all.
[Lou] Well, there's a fundamental tension when it's involving comic book…
[Laughter]
[Lou] Heroes from my childhood. So I will watch that. I mean, that also had ninjas and stuff.
[Mary] Fair. Fair.
 
[Dan] Now that's a question. Let me ask really quick because I remember years and years ago being in a WorldCon panel about fencing where people were just griping about how bad the fencing was in Princess Bride. But then, at the end of the panel, one of the people asked, "Okay, but be honest. How many of you got into fencing because of Princess Bride?" Every member of the panel raised their hand.
[Chuckles]
[Dan] So like, what are some of the… I mean, is that how you got into law, in some ways?
[Lou] No. I got into law… I was an English major in undergrad, and…
[Mary] Realized you wanted to make some money.
[Lou] I wasn't finding much in the way of a job market, and I went to law school, and it turned out to be the right fit. I think writing and the law kind of go hand-in-hand. I found I did pretty well in law school. Not because I was the smartest or the best student, but I think I was a better writer than some. That was due to the English degree, and due to the… Always reading.
[Howard] It's amazing how much good written communication can jumpstart your career in any field where people at work think for a living.
[Lou] That's right.
[Brandon] When I was in my degree program, the English major, one of the number one follow-ups to an English major was a law degree. Which I… It just shocked me, because I was just like, "Isn't everyone here to read Jane Austen and dance through the flowers?"
[Laughter]
[Brandon] That's why I was there. But apparently that's a really good preparation for a law degree, which should, alone, tell us a little bit more… A little bit about how different being an attorney is from how it's presented.
 
[Mary] Now, one of the things that I understand is that there are multiple different types of attorneys. So can you kind of break down some of the things? Because I think that a lot of people… One of the mistakes that I will see is that they think that all attorneys are the same thing. That if you do corporate law, it's the same thing as being trial law, it's the same thing as…
[Lou] Yeah. I mean, it really depends on where you're living. If you're in a smaller town, you're going to do a lot of stuff… You're going to be a general practitioner. If you're in a bigger city, there's a good chance you're going to be in a decent-sized firm and you're going to be specializing in one certain thing. Maybe it's corporate law. I do intellectual property litigation. It could be nonprofit law. But generally, everybody has kind of a niche practice. But then you go out into the smaller counties in Indiana, and those guys do everything. They do criminal law, they do corporate law, they do IP law. They do some of it better than other portions of it, but they just do it all.
 
[Mary] So, let's say, since you have admitted that you will avoid them like the plague. What would make you… If one of our writers did this… What would make you go, I would read it if you did this?
[Lou] See, that's a tough question, because if you got the law all right, it would be a very, very boring story.
[Laughter]
[Howard] I guess… To approach it differently, what if… You have a story which is overwhelmingly in a different area, and the story crosses through at some point a courtroom. What pieces of the courtroom, what pieces of that activity, can I show that will convince you that this is okay, without boring my readers to absolute tears?
[Lou] I think a cross-examination of a dishonest witness is a very fun thing to do, and to watch. But it's got to be done in a not terribly dramatic way. But I think there are a lot of ways to build tension and to get a lot of character across and also to tell a lot of story through what's being said and not said.
 
[Dan] So, given that we don't have much time here, and can't necessarily go into it all right now, what are some good resources that our listeners could look to to find out how to do something like that correctly?
[Lou] I think if you go to your local county courthouse and just sit around and watch a trial, I think that would be a very good thing to do. You can get deposition transcripts. You can read those. That's probably not the most scintillating reading.
[Chuckles]
[Lou] But it's… They're all out there. A lot of stuff's online. That's what I would do.
 
[Brandon] Excellent. We're out of time, but you did have some homework for us.
[Lou] I did. It's going to be very unpopular.
[Laughter. Good.]
[Lou] I was thinking about this. I'm going to suggest that everybody go out and pick a Supreme Court opinion, preferably where Justice Scalia is dissenting. Read it. Read the opinion, that's likely written by Ruth Bader Ginsburg. Then read Justice Scalia's dissent. Try to keep an open mind about what he's saying and why he's saying it. Also pay attention to the law that's at issue. I think you'll find that you can see where he's coming from and you'll see where Ginsburg is coming from. And you can see the fundamental problem with the law as written.
[Brandon] Excellent. Wow.
[Mary] Cool.
[Brandon] Well, thank you so much, Lou, for being on the podcast with us. Thank you to our audience.
[Clapping]
[Brandon] This has been Writing Excuses. You're out of excuses, now go write.
 
mbarker: (Smile)
[personal profile] mbarker
Writing Excuses 12.21: Narrative Bumper Pool, with Bill Fawcett and Carrie Patel

From http://www.writingexcuses.com/2017/05/21/12-21-narrative-bumper-pool-with-bill-fawcett-and-carrie-patel/

Key points: Writing for games, interactive storytelling. Narrative bumper pool -- choices, but constrained. Branches and funneling. Vines! Different choices, but similar results -- every choice leads to the valley. Wide range of choices, different interactions, but common outcomes. No binary choices -- not yes or not, but do you want this sandwich cut into squares or triangles? Consider your verbs -- what are the ways the player interacts with the game? Don't forget the rewards! Story events, boondoggles, and a compelling reason to go where you want them to go. Lots of rewards. Being able to make your mark on the story world. Make the player actions move the plot forward, discovering, conquering, doing things. Rebuilding! Beware ephemeral mayfly questing.

Roll 2D6 and get... )

[Dan] All right. So we're out of time, unfortunately. But we have time just for a quick bit of homework from Bill.
[Bill] All right. My next book is 101 Stumbles in the March of History. Where I and a few of my friends like Harry Turtledove, Eric Flint, Chuck Gannon, Mike Resnick write about great mistakes and how it changed history that they did it wrong, and then speculate what would the world be like if that mistake had not been made. Anything from Columbus's math error to Stalin training the German army, which, by the way, he did. He provided both equipment…
[Howard] What a terrible idea.
[Laughter]
[Bill] And places, when the Treaty of Versailles prevented it. So I would encourage all of you to go out there and think of a mistake that's been made somewhere in history. I don't care if it's last month or Napoleon or Caesar, and how you would have prevented that mistake, and then think about what your life would be like today if it hadn't been made.
[Dan] Cool. All right. So, lots of research and some cool stuff to do. This has been Writing Excuses. Thank you very much to Carrie and Bill. You're wonderful. You are out of excuses. Now go write.

[identity profile] mbarker.livejournal.com
Writing Excuses 12.14: Controlling Pacing With Structure

From http://www.writingexcuses.com/2017/04/03/12-14-controlling-pacing-with-structure/

Key Points: Pacing can be having more stuff happen, fulfilling promises more quickly. But it can also be structural, the form of the sentences, paragraphs, and chapters. Punctuation and paragraphing. Shape. Things. Comma, 1, period, 2, paragraph, 3. Pause. Lots of short sentences, faster breathing. No punctuation just running away -- a different kind of excitement. But sometimes, a long sentence will read faster than a bunch of short ones. Length of sentence. Paragraphing. Be careful of overuse, but a one sentence paragraph can drive a point home. Pacing reflects the character's experience. Watch the transitions between dialogue and narrative, which have their own pacing. Dialogue often embodies conflict. Beware overusing character beats -- trust the dialogue to be the focus. Sometimes what you don't say is more important than the dialogue. Let the readers fill in. Often we start a dialogue section with a quick zoom in, a little specific detail that tunes us in.
Commas, periods, paragraphs... )

[Brandon] We are out of time for this podcast. Turned out to be super interesting. I'm going to give you some homework. I want you to take a piece of your writing, and I want you to revise it without changing a word. I want you to change the punctuation in the paragraphing, only. I want you to try to go both ways. Make things shorter, make things longer. Play with it. See what it does to have a whole bunch of single sentence paragraphs. See what it does to mash it all together. See what happens if you split some of your sentences into fragments, and put the other fragments later on… Or not later on, but on the next paragraph. Things like that. See what it does. Play with this. Learn to master this tool. This has been Writing Excuses. You're out of excuses, now go write.
[identity profile] mbarker.livejournal.com
Writing Excuses 9.3: Character Perception vs. Narrative Perception with Nancy Fulda

From http://www.writingexcuses.com/2014/01/19/writing-excuses-9-3-character-perception-vs-narrative-perception-with-nancy-fulda/

Key points: Characters and the narrative do not always agree. For example, historical characters may have biases that modern readers and narrators disagree with. Be careful about sliding into didactic storytelling. One approach is to make sure the story is not about the bias. Sometimes it's just that characters have pieces of information that are wrong. You can use this to indicate what the characters don't know, but often you need to hang a flag on this. Author's notes, footnotes, and afterwords do not mean you don't need to be careful in the writing. Listen to feedback.
Do you really believe that? )
[Brandon] Exactly. We are out of time. This is a very useful podcast. But I'm going to require... Howard! You're grimacing. Give us a writing prompt.
[Laughter]
[Howard] Okay. Take something that you believe to be false. That you completely understand to be false. Write a character who has the absolute opposite belief. Do it in such a way that you take actual umbrage at the idiocy of your character. Now find ways to hang flags on that so that you're not mad at yourself as an author.
[Brandon] All right.
[Nancy] Also, make it so that at the end of the book, you almost understand why your character believes that.
[Howard] So Nancy wants you to actually write a whole book with this prompt. It's on. She has thrown it down.
[Brandon] This has been Writing Excuses. You're out of excuses, now go write.

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