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Writing Excuses 16.22: Scenes and Set Pieces
 
 
Key Points: Scenes and set pieces? Start with setting, challenge, adversaries, rewards, and story development. Setting? Wow factor and tactical implications. Environments let players get creative. Challenge? Variety, and catering to different players. Sneak, battle, talk? Unique elements. Make your challenges hinge on character abilities, not player abilities. Adversaries. Introduce bad guys early, and make things personal. Give them distinct abilities. What's their motivation? In prose, we often challenge characters outside their area of expertise, but in games, we usually challenge players in their skill sets. Rewards, or consequences, and story development. Rewards, gear, show the reader they are making progress. Story development. Make sure characters have incentives to do the encounters, and that there are stakes. Think about how a scene pushes things forward. What are the ramification, what are the potential callbacks?
 
[Season 16, Episode 22]
 
[Mary Robinette] This is Writing Excuses.
[Cassandra] Scenes and Set Pieces.
[Dan] 15 minutes long.
[James] Because you're in a hurry.
[Howard] And we're not that smart.
[Mary Robinette] I'm Mary Robinette.
[Cassandra] I'm Cassandra.
[Dan] I'm Dan.
[James] I'm James.
[Howard] And I'm Howard.
 
[Dan] We are talking about scenes and set pieces today. We've got a lot to cover, so were just going to jump right into it. James? Get us started.
[James] Yeah. So when I'm designing an encounter or a scene or whatever you want to call it, I like to break it up into several different categories. So I like to think about the setting, the challenge, the adversaries, the rewards, and also story development. So we're going to hit each of those in turn. I just want to start off with, so, for setting, Cass… Oh, Mary Robinette?
[Mary Robinette] I just want to say… I just want to jump in real fast and say all of the prose writers have been riding along with this because they're interested and curious about it. This episode in particular has stuff that directly applies to what you do. Because every point that we're about to hit is something that you should be thinking about in your prose scenes as well.
 
[Setting]
[James] Yeah. I mean, I definitely think, Cass and I both write fiction as well and I'm sure we probably bring everything we've said in this class to those as well. But, so I want to just right now with Cass, when you're designing the setting for a scene or an encounter, what do you think about?
[Cassandra] Well, there are two things, primarily. The wow factor and the tactical implications of your environment. The wow factor can be a whole bunch of things. With video games, in particular, it's all about the visuals, it is all about the audio, and it's also about cinematography. You can have the best graphics in the world, you can have the best music, but if it's a very static kind of thing, or it's just a character walking in, it's not going to work out for everyone. It's also about individual imaginative [garbled]. In prose, for example, it could be things like how things smell, how things taste, texture. But in games, it can also be about emotional beats. My favorite example of that is Persona 5. When you start the game, you are midway through a heist. There are people with shadow faces leading you on through it. You're running through it. It's great and everything, but it's not terribly impactful because it's weird. However, at the climax of the game, after you have everything explained to you, you actually revisit that first place with the exact same parameters. It's suddenly so much more powerful, because you just had 40 hours of context drilled into your head. Well, we've come to the tactical side, since most of my design goes through actual designers. I'm curious about how you develop them into the RPGs, James?
[James] Yeah. So, in a game like Pathfinder or Dungeons & Dragons or Starfinder that's all about more or less killing things and taking their stuff, or occasionally other variations on that, environments can be really important to the design of scenes, especially combats, because it allows the characters to get really creative. It allows… And it makes, frankly, things seem more interesting than just fighting skeletons in a blank room over and over again. When you add an environment, suddenly the players have a lot more things they can work with. So, for instance, you get the players coming up with all these interesting ideas where they'll go, "Okay, if I tie the badminton net to the goat, and then I scare the goat with the airhorn, then they'll run up the end." Like, players are really creative. You want to give them props to do stuff  with. So that's where I feel like the environment can really be handy. Which… Oh, Dan, did you want to jump in?
[Dan] Yeah, I was just going to say that this is a lesson that I learned watching Star Wars movies, actually. Because the first time I played a tabletop wargame about spaceships, I very quickly realized that it's super boring. Because there's no terrain in space. So there isn't really an environment to interact with. It's the absolute epitome of an empty room. Then you watch the Star Wars movies and realize, "Oh, this space battle, they're running through a trench. This one, they're dodging asteroids. This one, they're flying through debris. This one, there's the big giant shield and it's all about which side of the shield are you on, and is it going to be brought down in time." There's always some kind of dynamic interactive element to make those encounters more interesting.
[Mary Robinette] So, one of the things about the setting that I just wanted to get in here for prose writers, is that the same thing is true. Like, when you're thinking about the setting, how is your character going to use that setting? How is it going to play into the overall arc of the story?
 
[Challenge]
[James] That brings us right into the second one, which is talking about the type of challenge. I really like variety, like you were saying. I really want to mixup the enemy types with the types of challenges. So it just doesn't become wave after wave. Thinking about challenges that cater to the different character types and player types. Because some people are going to want to sneak, some people are going to want to battle their way through. Mary Robinette's probably going to want to make friends with them if they're giant apple trolls, like from last episode.
[Laughter]
[James] So, you want to make sure that there's sort of something for everybody. But, Cass, what do you think about?
[Cassandra] Well, the balance is definitely one of the most necessary things. But I think it's also important to focus on the elements that make your game unique. If your game is all about a character with an energy whip, create challenges that explore every possible use of that whip. Let her swing across chasms, electrocuting things, retrieving objects… I remember Deus Ex: Human Revolution. I picked up this weird Taser-like ability, and my favorite thing to do would be to knock out people and just very gently, like, fill the water full of electricity to watch them very gently buzz to death.
[Laughter]
[Cassandra] In an RPG, you should always…
[Mary Robinette] Very gentle.
[Cassandra] Be sure that your challenges hinge on character abilities and not just player abilities. The players who spent points building a detective should have an easier time solving mysteries. Even if the player playing the barbarian is naturally better at puzzles.
[James] That's so important. I feel like I've absolutely been in that game where I'm the wizard with the 18 intelligence, but I'm naturally just terrible at most puzzles compared to the people I play with. So it'll be the barbarian being like, "No, it's this and this and this."
[Chuckles]
[James] I'm like, "Dude. You shouldn't know that, and I should."
[Dan] Yeah. The first time that I wrote, it was actually an adventure for Starfinder, typically the game writing that I have done has been in much more narrative systems. Starfinder is much more of a crunchy numbers-based thing. So, the main comment that the editor sent back after I submitted the first draft was, "Dan. Players like to roll dice."
[Yeah. Laughter]
[Dan] I realized that I had not really given them any skill checks. It was all based on just kind of interaction. You can ask these questions and learn this information and then you know where to go. He's like, "No. There's like 20 skills in this game. You haven't used any of them. They put points into those skills and they like to roll dice. Give them a chance to do what they're good at."
[Cassandra] That sort of reminds me, I think, of my favorite tabletop RPG story that is in [garbled]. There was a comment going around a few years ago, of this group of Avengers trying to fight, I think, this Orc Lord. Everyone was kind of dropping over dead and it was just terrible and they were all going to lose. There was this one dude left. He was like, "Okay. What? Screw it. My character has like really high charm. I am going to try to seduce the Orc Lord." He rolled a natural 20.
[Chuckles]
[Cassandra] There was just this long pause. He was like, "You know what, I am going to go for it. I am going to declare my love and just stop the war." He kept rolling natural 20s. By the end of the game, his character was leading this Orc Warlord home and going like, "Mom, this is my new husband."
[James] See, that's what I love about tabletop role-playing games. Because in a videogame, maybe you spend the resources to build out that possibility, even though it's a very, very faint possibility. But in a tabletop role-playing game, you can just change on the fly and go with that. I think that's really one of the things that has kept games like Dungeons & Dragons alive in the era of video games.
[Mary Robinette]. If you been listening to all of these things, the variety of challenges that your character faces in prose is as important as it is in a game. You don't want a character who's constantly just fighting things. You want a character who's having to solve the things in different ways. Often in ways that do not play to their skill sets. That's what often will make an interesting challenge in prose.
 
[Adversaries]
[James] Actually, that's a great segue into talking about adversaries. So, I think it's really important when you're thinking about the adversaries in your encounter, you want to introduce any big bad guys early and give players a reason to care. You want to make things personal. So, yeah, what do you folks do in terms of trying to establish a good adversary?
[Cassandra] You want to give them a few distinct abilities that strongly point towards who they are and what they are, and possibly, at least for me, have at least one encounter that completely cements their personality. I think a good example of this is Borderlands and Handsome Jack. Very early on, you meet him and you kind of get a sense of exactly who he is and why you should absolutely hate him. These things need to be done quickly. I think if you're designing a tabletop role-playing game, these parameters have to be set very clearly as well. Because players have the whole game to learn how to use a complex character effectively. A game master who is looking at your notes, he only has minutes. I'm curious about what people have done in regards to that [garbled]
[Howard] Yeah.
[Cassandra] Adversaries.
[Howard] For my own part, the word adversary is hugely informative here. If you run across something, somebody, some animal, whatever, and it just wants to kill you, that's not an adversary. That's just obstacle, it's an enemy. An adversary that I'm going to care about? Well, look, the party and I, we are trying to build a bridge across the street. But the Otter King has decided that there shall be no bridge across the stream, and he takes issue with our entire project, sabotaging us at every turn. But if we don't build the bridge, our eventual plan to unify the clans on both sides of… You see where I'm going?
[James] I romance the Otter King.
[Chuckles]
[Howard] Yes. Please. Romance the Otter King, because everybody loves otters. Ultimately, if… For the adversary to feel real, and for us to feel invested, they have to be working logically and passionately and investedly in something that runs counter to what we're trying to do.
[James] I just want to throw out that in my current Starfinder game, I have a player who is literally playing an otter marriage counselor. That's her whole deal. She's incredibly effective. It's… We've talked our way through half the encounters.
[Mary Robinette] So, the thing with adversaries, we been talking about and around, comes back to a thing that I bring from theater for you prose writers. What's my motivation? The Otter King? Like, sure, the Otter King wants to stop you from building the bridge, but why do they want to stop you from building the bridge? That why can make your adversary often significantly more interesting. So think about what that motivation is.
[James] One other thing I want to throw out before we go to our game of the week is that something Cass had said about keeping abilities narrow. This is especially important in tabletop role-playing games, and which I always tell people who are designing new monsters or new adversaries is that really, you're only… If you're not going to use an ability in the first couple rounds of combat, that's often all that an enemy is on stage for. So you don't want to build an enemy with a dozen different abilities if they're only ever going to use three of them. Because that just makes it harder for the game master to process quickly. So pick a couple of things and that'll both let the GM know how to run them and let the PCs know how to fight them.
 
[James] But, let's pause for our book of the week.
[Mary Robinette] So, book of the week, or game of the week, is Shadow Point Observatory. Which is a game for Oculus Quest 2. It's a puzzle game. But I picked it up because it's beautiful. It's about observatories, which are totally my jam. You're trying to solve this thing where this young girl has been ripped out of time. It's the character that you're going in and you're trying to figure out how to restore her to her time. But because she's been ripped out of time, every time you encounter her, each layer of the puzzle, she gets older and older. It takes decades in her… For her for you to figure this out. There's this one point… It's a spoiler, but this is also like… The kind of excruciating thing that they're doing. Because you're in this beautiful environment, and she begs you not to leave. You're like, "But I have to go, because I have to finish solving these puzzles in order to bring you back." It's so painful to walk away from her. It's just… It's really nicely done. I liked it a lot. My dad likes it too. So. Shadow Point Observatory. Highly recommended.
 
[Dan] Super cool. Before we move on to the next thing, I cannot get this thing out of my head that Mary Robinette said earlier, when we were talking about challenges. She said that for prose, it is often, and I would say usually, really important to challenge the character in something that is not their area of expertise. Which is the exact opposite of what we were saying about game writing. Where often you want to let people do what they are good at. I think that that's a really key thing to bring out, that in games, the players want to excel. They want to have a chance to use their powers. They want to show how awesome they are. In fiction, we often kind of… We want to let our characters demonstrate their awesomeness, but we also want to force them to be weak and to overcome those weaknesses. Which, I think, is a really interesting dichotomy.
[James] Well, it's important to remember that when you're doing a game, you're designing for a range of characters, often in a role-playing game. You don't necessarily know which one you're getting. So you want to make sure that the challenge you design is hard enough to challenge the person who specializes in that particular type of challenge, so that it's a satisfying thing, but they can succeed. But it still needs to be beatable by characters who aren't specialized in that. So you want to make sure that you are accommodating for all of the above.
[Mary Robinette] Yeah. Even… In both cases, I think, the thing that will happen is the thing that happens in real life, which is that whatever tools you bring to the table, whether it's your characters bringing it to the table in prose or in games, they're going to solve it with the tools that they have on hand. So, just because the challenges and set up for them to be like this is the… The character who in prose who walks into the room and is like, "Oh, there's a lot of people here that I'm supposed to shoot at and I can't… I don't actually know how to use a gun. But I'm very good at sneaking." So they do this… They use the skills, even though the challenge in front of them is set up for them to fail.
[Howard] I want to do a quick call back to something Cassandra said two or three episodes ago about choices yielding consequences. The reward being consequences. I don't mind failing a challenge in a role-playing game, provided the failure isn't, "Oop. Wawawawawa. Game over. Start again." If the challenge going back to the Otter King… I failed to talk to the Otter King, now we have to fight the entire otter tribe. Well, that's a sad failure, because I don't want to fight the otters, I want to befriend the otters. If you build the challenges in such a way that the failures alter the choices we can make, then failure isn't catastrophic. I feel like in role-playing games, failure should be fun.
[James] Yeah.
 
[Rewards]
[Mary Robinette] I feel like that is a natural segue to talking about rewards as part of the consequences.
[James] Yeah. Absolutely. Rewards, and even putting rewards and story development together. Because in many ways, like you were just saying, there kinds of the same thing. The rewards, the consequences, and the development, all fall into the same category. So how do you all handle that?
[Cassandra] Very carefully. Because I feel like…
[Chuckles]
[Cassandra] The entire feel of a player's experience can be ruined, honestly, if they end up with, let's say equipment that is meant for them in the end dungeon. Now, for some players, again, I am a power player, I am happiest when I can just bulldoze through things. It makes me laugh. But for other players, it just takes away the enjoyment, because all the challenges are gone. The environment, the varieties you build in the consequences, they no longer matter if one strike of the sword is enough to stop an adversary cold. So you do not want to end up with a character that is overpowered. Similarly, it's important to track the rewards, because an underpowered character is just going to be miserable. The grind isn't fun when you're dedicating a few hours of your life to fun.
[Mary Robinette] The thing that I think about in prose is that the rewards are part of the way of letting the reader know that you're making progress. It's not just about the gear that you pick up, but that yes, this slog is worth it. Because it's really easy in prose, we talk a lot about yes-but, no-and, and making things worse for the character, and it's really easy to forget the importance of the yes, which is the reward. Even if there is a consequence for that reward. It's still that forward momentum, that forward progress, is still important to think about.
[Howard] One of the mechanics we built into Planet Mercenary, if players embrace in character their failures, they get role-play points. You can spend the role-play points to boost die rolls, to reroll dies, to reroll dice, to… There's all kinds of uses for them we didn't put limitations per game around on how you spent these. One of the players in one of the play tests I ran, to my great joy, figured this out, so that when we got to the point where it's time to defuse the nuclear weapon, he has accrued all of his role played failures and plays this stuff and Bam! The weapon is defused. Nothing about that felt steamroll-y. Everything felt earned. Because he had done such a good job of owning all of the earlier failures.
[Dan] That's great. One thing about rewards, when we're talking about gear, I keep talking about Star Wars and I apologize for that. I don't know why that's the example that leaps to my mind. But when you're talking about giving overpowered gear to a character too early, Luke Skywalker gets his lightsaber like 20 minutes into the first movie. That's the best weapon in the game, so to speak. But what's fascinating about it is that he… The reward is not the gear. It's his own skill with it. We have to get into the middle section of the second movie before he really learns how to use it. It's not until the end of the third movie that he gets it into a full-blown lightsaber battle where he gets to show off all his skills. So sometimes rewards are… It can be really valuable to give someone the crazy equipment early on, and then just let them learn how to use it.
 
[Story Development]
[Cassandra] Last of all, one you really do need to consider is how story development ties in with encounters they are creating. Make sure that your characters are incentivized to actually do the encounters. Make sure there are stakes. They don't need to be big stakes, however. Assassin's Creed Valhalla had this one [cat] that you could find and [stick, take] to your boat. It was a completely separate, quiet quest. Mechanically, it did nothing. It's just a decorative item. But, good Lord, it's also a kitty that you can have on your Viking boat for the rest of the game. James, do you have anything to add on that point before we run away [garbled]?
[James] Yeah. You want to think about how does a given scene push things forward. What are the ramifications? What elements do you want to tag for future reference, so that, as we said before, you can call back to something? What can the outcomes of this scene lead to later so that when, three scenes down the road, somebody calls back to a thing you just did, you've laid the groundwork for that?
 
[Mary Robinette] You all had homework for us, I think?
[Cassandra] We did. We would like you to design an encounter for a game that you've enjoyed, getting all of the factors that we mentioned. Setting, challenge, adversaries, rewards, and story development.
[Dan] Wonderful. Well, thank you very much. This is been a long, but I think, really fantastic episode. This is Writing Excuses. You are out of excuses. Now go write.
 
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Writing Excuses 15.15: Dialog
 
 
Key Points: First question: If all your dialog scenes turn into logic-based debates, is that a problem? Yes. One scene like that, okay. Lots? Not so good. Make sure your scenes have two goals, a physical goal and a conversational goal. Logic-based debate sounds like a conflict of ideas, competing ideas. Sometimes you should have other kinds of conversations. Don't forget that most decisions are emotional, not logical. As an exercise, try removing every third line of dialog. Then add bridging material. Do all your character voices sound the same? Manipulate pacing, accent, and attitude for different voices. Punctuation, sentence structure and word choice, and how the person feels. Learn to use punctuation, experiment with m-dashes, colons, semicolons, commas, and ellipses. Second question: How can I create more variety in my dialogue scenes? Move the scene to another interesting setting. Give them two goals, a physical goal and a verbal/emotional goal. Think about the reader's reward. Think about the authorial intent, why do you need this scene, and the character's intention, what are they trying to accomplish?
 
[Brandon] This is Writing Excuses, Dialog.
[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] And I'm having a conversation with my friends, Brandon, Mary Robinette, and Dan.
 
[Brandon] We are once again using your questions to sculpt these specific episodes. While the title is very generic, Dialog, there's a specific aspect of dialog you're asking questions about. Here is the first question. Most of my dialog seems to end up being… Turning into logic-based debates between whatever characters are in the room. Is this a problem?
[Mary Robinette] Yes.
[Laughter]
[Mary Robinette] There are times… I shouldn't say that. If it's all of your scenes are turning into that, that's a problem. Having a scene that's like that, that's not a problem. So there's a bunch of things that you can do to address that. One of them is to make sure that there's… If you give two goals in the room, one is a physical goal and the other is a conversational goal, that's immediately going to cause things to shift for the [garbled]
[Brandon] Yeah. Agreed. Now, going back to your first point, Mary Robinette, it's not necessarily a problem unless it's all the time. What this means is, having different scenes feel different is part of what makes a book work. Having some of your dialog scenes that read like Aaron Sorkin dialog, where it's just like back-and-forth, snap, snap, snap, snap, snap, is great. It can be really exciting, it can yank you through a scene really quick, it can make you smile, it can make you just have a blast. But if every page is only that, it starts to, like anything in writing,…
[Dan] It can be exhausting.
[Brandon] Yeah. It gets exhausting.
 
[Howard] Let's open up for a moment and look at the logic-based debate between two characters. Fundamentally, what you have there, it sounds like, is a conflict of ideas, and that is what… If that's what every scene is ending up being, then every scene in which you have dialog, the conflict is competing ideas. There is… If we categorize the types of conversation people have, one type of conversation that can be very dramatic is the one where one person is trying to tell a story without revealing a key secret, and the other person is trying to learn the key secret and doesn't care about the story. They're… Now they're not arguing, but there is tension, there is conflict.
[Dan] The fact that this is a logic-based debate also potentially highlights another issue which is that most people make decisions based on emotion, rather than on logic. I used to work in advertising and marketing, and that was our hallmark. People think they make decisions based on logic…
[Laughter]
[Dan] But at the end of the day, it comes down to whatever emotional connection they have forged between themselves and the solution. So making… If your characters are being very careful to plan out exactly the best possible course of action or determine in steady debate who is right and who is wrong, most conversations in the real world don't go that way. Some do. But most of them are a lot more emotional than that.
 
[Mary Robinette] There's a trick that I have, for when I discover that I have accidentally written one of those things. Aside from the introducing physical conflict. This is to go through… This is a totally mechanical exercise that's super fun. I go through and I remove every third line of dialog, because one of the things that happens when you're conversing with someone that you're familiar with is that you'll jump ahead. You'll see where they're heading and you'll jump to the next point. So when you pull out every third line of dialog… I want to be really clear. This is an exercise, this doesn't work for everything.
[Chuckles]
[Mary Robinette] But when you do it, what happens is that those natural jumps ahead begin to happen. You do have to put in some bridging material to cover them. But it gets really interesting, and often has a more naturalistic flow. It compresses the scene, too.
 
[Brandon] One of the worries I have from this question is, again, if everything is a logic-based debate, I worry about character voices all sounding the same. One of the things I look for as a reader that really makes scenes work for me is when there's a lot of variety to motivations, to how people approach a conversation. Dan mentioned this, a lot of people make decisions based on emotions. Having somebody think that they're logic-based, but there really emotional, facing someone who is very logic-based, or someone who's front about their emotions is often a more interesting scene than a platonic debate or a Socratic debate about here is… Are the logical points that I'm making. Often times, that's just really boring to read, because we want to see the character's investment in this.
 
[Mary Robinette] There are some tricks to changing the nature of a character voice that I learned from doing audiobook narration. There are five things that make a character voice in audio. Pitch, placement, pacing, accent, and attitude. Pitch and placement, you can't do a darn thing with on the page except refer to them. Pacing, accent, and attitude are absolutely things you can manipulate. The length of time… So, pacing, you control with punctuation. How long the sentences are, where you put the commas, whether or not a character gets commas. Someone who speaks in a run-on sentence is going to have a very different feel than someone who has lots of short sentences. Accent is the sentence structure and the word choice. So if you take a training phrase, like, "What did you say?" That is serving to say, "I want you to tell me more." It can take a lot of different forms, but a British nanny is going to say, "Pardon me, Dearie?" And a drill sergeant is going to say, "What do you say, maggot!"
[Brandon] [uh-hu]
[Mary Robinette] So, looking at the word choice and sentence structure. Then, the attitude is what the person… How the person feels. Again, that changes the word choices that we make. It changes our pacing. So looking at your use of punctuation, and your word choice, and sentence structure, is a great way to shift the language of your characters.
 
[Brandon] So, one of the things I noticed teaching my classes at the University over these last years, is that a lot of my students aren't very fluent with punctuation. Now, these are high-level students. It's usually… To get in my class, there's 15 slots, and we usually have 100 or more applications, and we picket based solely on how good are these… The sample chapters that they sent. So these are high-level amateur writers. I just assumed because they are high-level amateur writers that if they're not using certain punctuation structures, they've made a stylistic decision. Right? It's okay not to like m-dashes, for instance.
[Mary Robinette] Sure.
[Brandon] I love them. Other people are like, "You know what, I don't like this punctuation, it becomes a crutch, whatever." Totally all right. But I started to mention to people, like, "Hey, this might use an m-dash. I know you probably aren't stylistically interested in them, but you might want to experiment." They're like, "An m-dash?" I realized a lot of high-level writing student get there by practicing a ton, but they aren't using all the tools because they haven't been able to figure out how to take those boring, dry English major classes…
[Chuckles]
[Brandon] And apply them to actually writing stories. Using m-dashes, colons, semicolons, commas, ellipses in your dialog… That's like something that's vital to me, in order to make it feel right. I'm realizing more and more a lot of my students don't use it just because they've never been… Had those tools explained as potential tools for controlling how the reader reads a scene.
 
[Brandon] Let's stop for our book of the week. That is The Lost Future of Pepperharrow.
[Mary Robinette] By Natasha Pulley. I love this book. The first book is The Watchmaker of Filigree Street. I had enough time in between reading that one and when I got The Lost Future of Pepperharrow that I think that you can actually read this as a standalone. Obviously, there are some nuances. But, basically. The main character is a composer and a synesthete. He has synesthesia. It's set in Victorian England. There's another character who is clairvoyant. It's this whole interesting thing of, like, what is free will, what are the choices that you make, and then there's a clockwork octopus that steals socks. It's just beautifully, beautifully written.
[Howard] That actually explains a lot.
[Chuckles]
[Mary Robinette] Yeah. So many things. So beautifully written. I love these books with abandon. One of the other things that I also love is that there's a little girl character whose name is Six. She is… to a modern eye, she's probably autistic. But they don't have the word and the people just accept that this is who she is. They don't try to make her be someone else. She's just allowed to live her life, and there's no like "We're going to cure her" subplot or anything like that. It's just characters who are fascinating. I just love these books a lot. I'm going to ramble about them for days. The Lost Future of Pepperharrow. One of the reasons that I actually wanted to bring this up with dialog is that much of It takes place in Japan, where people are speaking Japanese. She has made the choice to render it in slang that is class linked to Victorian England, because the character who is interpreting it is a Victorian. So when someone is lower-class, in his head, he hears them as Cockney. Because…
[Brandon] Right.
[Mary Robinette] It's so good. It's really interesting.
[Brandon] Awesome. The Lost Future of Pepperharrow.
 
[Brandon] All right. So, the second question we have for this week is what can I do to create more variety in my dialog structure, or in my dialog scenes? One of the things you can do is something that I love to do. When I notice one of these scenes… Sometimes I just keep it, right? My dialog scene is working. Sometimes I'm like I have had too many scenes like this. These are the equivalents… I've talked about this a little bit on the podcast before. In movies, you will occasionally have scenes where two characters walk down a hallway, stop, and then there's a shot, reverse shot, as they have a conversation, then they walk a little further down the hallway, then they stop, and there's a shot, reverse shot, and then they walk a little further, and then shot, reverse shot. These scenes are okay, but they're kind of the cinematic version of sometimes you just need to summarize in your book. They're the sort of things that you don't want to have to use unless it's the exact right tool at the exact right time. They're a little bit lazy, and they're a little bit boring. In books, sometimes you have these scenes of dialog where you're like, "I just need to get this information across. I know I need to get it across. I don't want to do it as a big infodump. So I'm going to have characters have a conversation about it and do my best to not make it feel maid and butler." I have found most of the time, if I can move that scene into some other interesting setting… Let me give you an example from Oathbringer. I had one of these. It was boring.
[Chuckles]
[Brandon] It was one of the worst scenes in the book. I just threw it away. I instead had a character… I'm like, "Who is this character? What is happening?" Well, it's Dalinar. He is a warlord who is kind of repentant and becoming a different person, but he kind of wants to hold on to the fact that I'm a tough warrior. So he goes down and he wants to do some wrestling, right? It's this whole thing, I'm going to go recapture some of my youth. He just gets trounced by these younger men. In the meantime, his wife shows up and says, "We were supposed to have a meeting. We're going to talk about this." He's like, "Do it right now." It was during the wrestling match. You would think that this doesn't work, but it worked perfectly, because I was able to over… To give the subtext of he's trying to capture his youth without ever saying it. With the things she's saying representing his new life that he's supposed to be getting better at instead of going trying to recapture his youth. The scene just played wonderfully in this setting where he's getting pinned by these younger men.
[Chuckles]
[Brandon] That are feeling kind of embarrassed that they're taking their king and basically just… He can't do it anymore. Just changing that scene… When I ran that one through the writing group, one of my writing group members said, "Wow. This is the best scene in the whole sequence. The whole sequence of chapters." It started as the worst one. So just kind of giving some more flavor to the scene can be really handy.
 
[Mary Robinette] That gets back to one of the things we were talking about ahead of… At the early thing, was giving them two different goals, the physical goal and the verbal emotional goal. Sometimes those two things are vastly… They just are fighting themselves. That sounds like so much fun.
 
[Howard] I think in terms a lot of what is the reader's reward for having read this chapter or this scene or whatever. I mean, the scene has a purpose, and in some cases the purpose is, "Oh, I gotta do a bunch of exposition so that I can do a bunch of plot later." The scene's purpose is not the reward. One of the purposes should be a reward of some sort. Some page-turn-y bit. Taking the shot versus shot example… Or the whole hallway walking scene. One, yes, those are terribly lazy. But if in that scene, we are traversing a space between two very interesting spaces, and we arrive someplace where the camera opens up onto something wondrous, and the conversation stops because we are now in a new place looking at something interesting… Well, now that whole thing was justified because we set up pacing for an eye candy. Whatever.
[Brandon] Agreed. I love some of those things.
[Howard] I always think about it in terms of what's the reward for the reader? If there isn't one, what can I put in?
 
[Mary Robinette] You said something that made me think of a thing which is that when you are looking at these scenes, they actually serve two functions. There's the authorial intent, the reason you, the author, need that book… That scene in there. But then there's the character intention. Every time we're talking, we're speaking for a reason. There's something that we are trying to accomplish. Sometimes it's I want to look clever, sometimes I want to get information, sometimes it's I want to prevent someone… It's… There's a purpose behind that. So if you can think about exactly why the character is saying that, and you make sure that that is present in the scene… It's not a scene that's just, "Hello, here is my authorial intent."
[Chuckles]
[Dan] Yeah, that's what I wanted to mention as well, because when we start scenes, we often think about what our goal as the writer is, what is this scene intended to accomplish. Making sure that you know what their goals are… Not only does it provide more characterization like that, but usually what it does is it brings a lot of imbalance into the scene. People want to have a different conversation than the person they're talking to wants to have. Or, you will have a power imbalance, where one character is trying to convince their teenager or their employee or something to do something, like, "I don't want to be a part of this conversation at all." Or just a child talking to an adult and not being treated seriously. Those imbalances, wherever they come from and however they manifest, can add a lot of texture in there as well.
[Brandon] All right. That was a really good conversation about dialog.
[Dan] Hey!
 
[Brandon] Look at that. Let's go ahead and go to our homework, which Mary Robinette is going to give to us.
[Mary Robinette] Yes. So, what I want you to do is I want you to take a scene with dialog. This can be a scene from something that's already written or something that… A published thing or something that you've written. I want you to remove all of the description from it. So that you're just left with dialog. Then I want you to do that thing I mentioned earlier, I want you to remove every third line of dialog. Put the context back in and use body language and internal motivation, where the character is thinking. Build bridging things in there so that the scene now flows, with those pieces of dialog missing.
[Brandon] This has been Writing Excuses. You're out of excuses, now go write.
 
mbarker: (ISeeYou2)
[personal profile] mbarker
Writing Excuses 13.20: Fear and Writing, with Emma Newman
 
 
Key points: BIC (butt in chair) is not that easy! Between the desire to write and the ability to begin writing, we need to unpack the reasons why we procrastinate, and look at ways to handle them. Specifically, what are the fears that keep us from writing. Sometimes you may also find depression or other blocks, and need different tools for those. Watch out for unprocessed wounds from one's past, the fear of failure, and the fear of success. Be aware of what's happening. Try using one fear to combat another, e.g. fear of regret overcoming fear of success. Give yourself permission to be selfish, to carve out time for your work. Negotiate with your fears, trick them. Think about the advice you would give a friend who was suffering from your fears. Promise your inner toddler a reward when you finish!
 
What else could go wrong? )
[Dan] This is Writing Excuses, Fear and Writing, with Emma Newman.
[Mary] 15 minutes long.
[Aliette] Because you're in a hurry.
[Howard] And we're terrified.
[Dan] I'm Dan.
[Mary] I'm Mary.
[Aliette] I'm Aliette.
[Howard] [squeak]
[laughter]
[Dan] With us, we have our special guest, who's terrifying Howard so much, Emma Newman. Emma, I'm excited that you're here. Tell us about yourself.
[Emma] Hello. I'm an author, an audiobook narrator, and a podcaster. And also a role player.
[Dan] Well, awesome.
[Mary] Yay!
[Dan] Okay…
[Emma] I think I paid for the latter one, though.
[Dan] We… Dear audience, who is not actually here with us while recording. We are currently on the Writing Excuses retreat. Let's get some love from the audience here.
[Whoo! Applause!]
 
[Dan] Okay. One of the things that we have heard nonstop… This is the last day of our weeklong thing. Emma's was the very first class at the retreat, and people have not stopped raving about it. So we want to talk about fear and writing. What do we want to talk about here?
[Emma] Well, the whole reason I created the talk that I did at the beginning of the week was just sheer rage at all of the people who I saw tweeting or blogging who were professional authors who were saying, "Well, all you need to do to be a professional author is to just sit down and write. Like, butt in chair, darling." I would just get so furious because it's not that easy for everybody. I don't actually believe it is easy for anyone, and that's just a very glib thing for them to say, to kind of emphasize the fact that there is an element of self-discipline. I understand that, but I feel that it kind of shut a lot of things out of the dialogue that we need to have about what nee… What work you need to do between the desire to write and the ability to actually begin writing. So the talk kind of unpacked all of the reasons why we procrastinate, and then what we can do when we've identified those underlying reasons, on a practical level and an emotional level, to enable us to be able to write as much as we want to.
[Dan] Awesome.
[Mary] I was really glad to hear you give that talk. I think that you were absolutely right to have it at the beginning of the week. One of the things that I want to highlight for you listeners is one of the things that can happen to you when you start to unpack the reasons that you are not writing is that you can discover that there's some other stuff going on. I went on this journey myself, and I've alluded to it on the podcast, that I for years was like, "Oh, I'm… I'm a procrastinator, and sometimes I get burnt out, or I'm in a funk." Then realized, after hearing other people talk about it, that actually what I was dealing with was depression, and that I needed different tools to deal with that, because it was getting in the way of me writing. The analogy that I often use is that it's much like having dysentery. That you're afraid to leave the house. It makes everything a mess. You're miserable. And no one wants to talk about it.
[Howard] And you're going to lose the game of Oregon Trail.
[Laughter]
[Mary] And you're going to lose the game of Oregon Trail. So that's one of the reasons that I was so excited to have you on, is because people talking about the various aspects of fear and depression is what got me to go to the doctor, at the age of 45. So hopefully, listeners, this… Don't be… Hopefully this will help you, and don't be surprised if you're listening to this and thinking, "Oh, no, this doesn't concern me." And then suddenly go, "Oh. Oh, this is me."
 
[Emma] One of the things that I wanted to achieve with the talk was opening a dialogue about mental illness as well. I suffer from generalized anxiety disorder, so I was kind of speaking from experience with writing despite pretty much constant anxiety. And to continue the metaphor, to extend the metaphor with dysentery, there is also the fear that it will happen again.
[Mary] Yes.
[Chuckles]
[Emma] And that, at least, if you have a really terrible stomach bug, there's always the worry that it'll happen again at the worst time. It is exactly the same with mental illness. When you're feeling better again, and if you can feel yourself returning to that state that where you were incapacitated the first time, one of the things that is oddly reassuring about going through a cyclic journey with your own mental illness is that when it happens again and again, you can say, "Actually, I did recover the last time, and this too shall pass." But the first time that that happens, you don't have that experience or that kind of knowledge. So there's the fear of being afraid, as well, that has to be unpacked in all of this process. That's important as well.
[Mary] I think that one of the things that you listeners should pay attention to is that a lot of the coping tools that we're going to be talking about, and a lot of this is something that you will have experienced or have already experienced… We label it as imposter syndrome. But it is completely… That imposter syndrome is basically anxiety about writing and depression about your skill level as a writer, all in a really ugly little bundle.
[Chuckles]
[Mary] Life is a terrible user interface.
[Aliette] I mean… Sorry.
[Dan] Nope. Please.
[Aliette] Part of what strikes me about that some of the corners of Twitter that you mentioned was always like people are mentioning like there's this narrative that you can conquer your fears and that you can… Like, this is like a battle, you're at war with like your fears, your depression, and then there's this kind of definite victory. I'm like, "This isn't how this works." Like, you're afraid, and you still write. This is how this works. Like, it's… Well, you know, you mentioned about cycles, it's like… It's always there lurking, somewhere. Then you have to… Either it's like very strong or very weak, but then you have to find tools to deal with that.
[Emma] Yes. Because it isn't a linear progression, and there are so many narratives that [garbled]
[Aliette] It's not a videogame.
[Emma] Exactly. It's not a videogame. There are so many narratives where you encounter that monster and then you can go and find the thing that will enable you to go in destroy the monster and then everyone lives happily ever after. But it's like doing that over and over and over and over and over again. Until you die.
[Laughter]
[Emma] I'm really sorry about that.
[Mary] Of dysentery.
[Aliette] Really like Oregon Trail.
 
[Dan] Fantastic. I have some very specific questions I want to ask, but this is a great time to break first for book of the week.
[Emma] Everyone's looking at me. So, the book of the week, that I feel slightly embarrassed about suggesting because it's my own, is After Atlas. That is a sci-fi crime. It's set 80 years in the future. It follows a detective, Carlos Moreno, who has been assigned to investigate the murder of a cult leader. The reason he's been assigned is because he escaped that cult when he was a child, but also because he isn't an average detective. He's an indentured slave to a corporation. So as he unravels the mystery behind the death of the cult leader, he is also processing a lot of issues.
[Mary] It is a fantastic book. I recently got a… Got my hands on a copy of it and basically was like, "Oh, great. Emma's got a new book. I'm just going to read the first chapter… I have to pee now because I've been sitting in this chair for days."
[Laughter]
[Mary] It's really good. Highly recommended. I also have to say that you do not have to have read the previous book, I think, to read this one. You can step into it cold. There's obviously some nuance that you get from having read the previous one, but absolutely… It stands on its own. It's fantastic.
[Emma] Thank you.
[Dan] Awesome. So it's After Atlas by Emma Newman. What was the first book called?
[Emma] The first book is Planetfall.
[Dan] Planetfall.
[Emma] So they're both set in the same universe, but they are genuinely standalone.
[Dan] Awesome. Cool. Well, thank you very much.
 
[Dan] All right. So I would love you to tell us some of these specific things, like you did in the talk. What are the reasons that we don't write?
[Emma] So, what I think of when I talk about the fear that underpins procrastination is that procrastination is kind of symptomatic of something that lies beneath. So it can take all sorts of forms, but it's the roots that are important. I see that there are kind of three primary roots, and then lots of little sub-ones. But the three primary ones are unprocessed wounds from one's past, the fear of failure, and the fear of success. Perfectionism is kind of like clinging onto the coattails of all of these. But those are the main kind of roots where it all comes from. If you start to kind of unpack all of those, then you can increase your own conscious awareness of what is actually happening, what is causing the procrastination behavior. Then I have kind of practical tools for, like once you figured out some of it, or even before you figured it out consciously, things you can actively due to be able to work despite the fear.
[Howard] One of the most difficult ones for folks often to wrap their head around is the fear of success. It's related to the paralysis of choice that happens when you're at a buffet and everything is delicious, but you do just have to pick one. If you succeed, suddenly you will have to make a decision about whether to pursue this as a career or perhaps whether to quit the day job. It opens a door and… You know, our caveman ancestors, when they opened the door and stepped outside… Well, there wasn't a door, but when they stepped outside…
[Chuckles]
[Howard] The first thing they had to do was make sure they weren't going to get eaten by something new. Success is scary. It's like… It opens a whole new world of things to be afraid of.
[Emma] It does. For me, the fear of success is very much having to leave the house.
[Laughter]
[Emma] I hate leaving the house. I'm on a cruise ship, I'm on a stage in front of people, so there's a bit of me now that is absolutely furious that I have done things that have brought me into this situation.
[Laughter]
[Emma] Even though I welcome this and I love it and I'm very happy to be here. I've had a fabulous week. It's that kind of weird, they live against each other and rub against each other, that you are actively working to invite these things in, that you also maybe don't want. This is not my natural state. My natural state is to be alone at home, writing, when no one can see me. I hate being seen. So that is where the fear of success plays out worse for me.
 
[Dan] Awesome. So you said you had some specific tools? What is one, for example, with fear of success, that you could give our listeners, of how to deal with that?
[Emma] So, for me, I think about whether I would be able to live with myself if I allowed the fear to win and didn't achieve the goals that I have. So it's kind of the well, you could… You can stay at home. Thank you, fear, for wanting to keep me safe and being at home. But am I genuinely going to be happy in that state? Or in my going to be there on my deathbed regretting everything? So I kind of use one kind of fear and repurpose it, and fire it at the other fear. So the fear of living with regret often outweighs the fear of having to go and do all of this. I also remind myself that a lot of things that I actively fear are all totally manufactured by my awful brain. So I actively remind myself intellectually that this is not real. It's like somebody said to me this week, "Oh, it's like Labyrinth, when she turns and says you have no power over me." That there is an element of that process going on. It's really hard, and sometimes I will be really grumpy with my husband for days because I have to leave the house at the end of the week and go and be in front of people. Then I go, "Oh. It's because I have to leave the house and go be in front of people…"
[Chuckles]
[Emma] "I'm really sorry."
[Dan] That is brilliant, using fears against each other. They deserve it.
[Howard] If you have one problem, you need to find a solution. If you have two problems, make them fight.
[Emma?] Yep. [Garbled] it's like [tried and tested for grabbing roles?] Well, not on me…
 
[Dan] All right. I want to try this, and maybe this'll be a disaster, but… Aliette, why don't you give us some of the reasons that you find to not write? And we'll see what Emma can do to help.
[Aliette] There's always something that needs to be done in the house, oddly enough. The lawn needs to be done, and I should prepare the meals for the kids, and then maybe I will sit down at my computer and I will like go… Maybe I can go on to Twitter because I need a break now…
[Laughter]
[Mary] Ah, Twitter.
[Emma] It always… It never ceases to amaze me how pressing those domestic chores become at the moment you're about to start writing.
[Laughter]
[Emma] I can ignore a pile of laundry for days, until the moment comes when I really have to sit down and finish that thing. I think there is also a dialogue we have to have with ourselves about giving ourselves permission to be selfish, and to not give all of our time to the domestic sphere and to our families and to all of the other people in our lives. To say, "No, it is okay to carve out this time, and to have this time just for my work." Yeah, mostly I'm driven to domestic chores when I am actively trying to run away from writing. It's not so much being driven towards them. It's actively sprinting away from the looming word count need behind me. But again, in those situations, I always say become aware of it. If you stop yourself… If you're in the middle of washing up and saying, "Well, why am I doing this at this time, when it is the designated time I was going to write?" Becoming aware that you're actually being a victim of the fear, and then saying, "No. I would actually like to negotiate now." And saying, "Okay. I am afraid of this. Is this something I genuinely need to be afraid of?" Can you negotiate with it? Sometimes, can you trick yourself? Because sometimes, I find myself being terrified that the next book I'm going to write is going to be a terrible failure. So I trick myself into saying, "Well, no, I'm not actually writing my next book. I'm just messing about with the first scene. That is not what I have to worry about." You kind of trick yourself. Trick your own fears.
[Mary] Sometimes… I have two tricks that I use when I am sitting down to write and then suddenly find myself in the kitchen doing the dishes. Which happens a lot. One of them is a phrase that my therapist gave me when I was going in first. She said, "What advice would you give to a friend who was going through this?" I was like, "Oh. That's a dirty trick."
[Laughter]
[Mary] Because I do, in fact, know the answer to these things. I just forget that I can apply that advice to myself. So, that's one thing. The other thing is that I will say, "Well, why don't you sit down and write about why you're not writing?" I'm like, "Okay, so what are the barriers that stand between me and the next scene that I need to write?" Eventually, what winds up happening is that I start noodling on the scene, and then suddenly the part of my brain that is delighted by writing is like, "Oh, wait. Waitwaitwait. Can I have the driver's seat now?" And away I go.
[Emma] If you can tailor it to whatever the fear is. But I do genuinely believe that a lot of it is either negotiating like adults or cajoling a toddler.
[Laughter]
[Emma] It's somewhere between the two, the kind of the inner toddler, like, "Well, I know you really don't want to do this now, but if you do this, then…" And then you can reward yourself. But the key is to try to constantly experiment and to be agile in your negotiations with your own fears.
[Howard] My… The place where I noticed fear the most in my own work is when I am moving from pencils to inks. I've laid down a bunch of pencil, and now I need to begin inking, which is the point at which I am committing to one of these many, many lines and deciding that the rest of them are wrong. We could brand that as a fear of commitment, if we wanted to tell a joke that's been told a million times. It's really the fear of being wrong. It's the fear of having made the wrong decision. The thing that broke me out of this was I found a good source of white gel pens. I tell myself, "You know what! I'm not actually committing. If this line is wrong, I'll just color over it with some white and make another line." Will Eisner did that, and he was using white paint and scraps of paper glued to his comic. I've seen those originals. The best people do this. I'm not actually committing. Then I will sit down and burn through white pens like they're candles.
[Chuckles]
[Emma] Well, that's the…
[Aliette] I actually have this file that's called like bits and pieces of the story. I will like put bits and pieces that I cut off, and also like the bits and pieces that I'm just noodling on. You know what, I'm not really writing, right? The funny thing is, with all the bits and pieces that I'm cutting off that never make it back into the story and all the noodling that actually does…
[Laughter]
[Aliette] It's just a crutch. I don't care. It gets me writing.
[Dan] I just finished a huge revision pass on one of my novels, and I did that. I kept… Because my editor says, "Cut this. It's unnecessary." But I love it. So instead of deleting it, I put it in a different folder. That kind of gives me permission to cut it out of the main work. I know I'm never going to go and use it. But now I have permission to cut it out of the work.
[Mary] I was just working on something that needed to be 45 seconds long. I got it down to 60 seconds. I'm like, "Oh, but I'm going to… I love these two lines that I have to cut to get it to 45." So I just turned in a 60 second version and a 45 second version. I'll let them make the choice about that. They chose the 45 second version. It's fine, like you don't miss the two lines. But I couldn't cut them myself. I had to let someone else do it. Which is often what it means by just putting it over in the folder.
 
[Dan] So, I'm sure, five authors up here, we could talk for hours about all the reasons we don't do stuff. But we need to be done with the episode. So, Emma, do you have some homework for us?
[Emma] Yes. So, aside from unpacking your own fears and trying very hard to overcome those, I would like to invite you to read a poem called The Listeners by Walter de la Mare. It was mentioned in a talk yesterday by Justin Ford, and it reminded me of how much I love it. I'd like to invite you to read it, and to write the back story that is implied in the poem.
[Dan] Nice. Okay. That is The Listeners by…
[Emma] Walter de la Mare.
[Dan] Awesome. So. That is excellent homework. This is Writing Excuses. You are 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 7.14: Writing Excuses

From http://www.writingexcuses.com/2012/04/01/writing-excuses-7-14-writing-excuses/

Good Reasons Not to be Writing: Writing is Hard! Relax first. You're not as good as Tolkien, and he spent 20 years worldbuilding. Don't forget cat vacuuming! Clean your keyboard. If you start, be willing to throw it away after writing a page of crap, and write it again. Many times. Give yourself a reward for rewriting that page! Consider taking a Walden Pond break. Or hide everything you write in a drawer (aka The Emily Dickinson Ploy). Set up a pulley and bucket! Or try the George RR Martin approach to fame, don't give the fans what they want, postpone! The thesaurus, notecards, and cats can help you explore the many arrangements of your first page. Try to catch sydlexia. Grow a beard! Research valid character voice by listening to all the audible.com samples of books read by famous actors. Don't forget to organize the results. Then choose which actors should play the characters in the book you aren't writing. Keep in touch with pop culture -- watch plenty of TV, keep up with the memes, definitely track YouTube. Consider hosting YouTube parties! Write your own rejection letters, give your internal editor some exercise. Collect Magic cards and other rewards to motivate yourself. Sort your books (and cards) by color. Invent some new letters, or a whole new alphabet. Try writing in second person omnipotent. Practice bomb threats.
Apropos April Fools... )
[Brandon] Okay. This has been Writing Excuses. We've given you lots of excuses. You have no excuse to not write, now. I think.
[Mary] If not, come back to us and we can give you some more.
[Brandon] Thanks for listening.
[Howard] Please don't make a bomb.
[identity profile] mbarker.livejournal.com
Writing Excuses Season Two Episode Four: Viewpoints, Plot Twists, Etc.

from http://www.writingexcuses.com/2008/11/02/writing-excuses-season-2-episode-4view-point-plot-twists-and-being-a-part-time-writer-with-eric-james-stone/

A question-and-answer session at Mountain con with Eric James Stone

Key points: advice for balancing work, writing, and other necessities of life? Set aside some time to write each day, treat it as a job, and find a balance that keeps you sane. It's gonna be hard. Deadlines are necessary. Set them, and reward yourself. Plot twists need foreshadowing and smoke and mirrors. Avoid self-description by staring in a mirror, but do sneak in what you can.
mucho gusto )

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