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Writing Excuses 18.01: Twenty Twenty-Three, By Way of Introduction
 
 
Key Points:  Where is everyone? Mary Robinette is now a mid-career writer, focusing on science fiction and fantasy, with a heaping teaspoon of theater background as an influence. DongWon is a literary agent, who has worked as an editor, and brings the industry perspective, along with a deep interest in craft. Erin is an early career writer, in various formats, including tabletop role-playing games and audio narratives. She also is a teacher. Dan is starting to work as the vice president of narrative in Brandon Sanderson's company. Howard is a cartoonist who hasn't been cartooning for a while, and is finishing up the Schlock Mercenary 20 year run, and doesn't know what comes next. So, metaphorically, everyone re-introduced themselves, and there's a lot of reinventing going on! Stay tuned to see what happens next!
 
[Season 18, Episode 1]
 
[Mary Robinette] This is Writing Excuses.
[DongWon] Twenty Twenty-Three, By Way of Introduction.
[Erin] 15 minutes long.
[Dan] Because you're in a hurry.
[Howard] And we're not that smart.
[Mary Robinette] I'm Mary Robinette.
[DongWon] I'm DongWon.
[Erin] I'm Erin.
[Dan] I'm Dan.
[Howard] And I'm Howard.
 
[Dan] Welcome to 2023. This is our very first episode of the New Year, and of our new cast and format. We decided that it was time, after so many years, a decade and a half, to shake things up. So, let's start first by giving a fond and loving farewell to our founding and now emeritus member, Brandon Sanderson. He's been kind of unofficially stepped away from this show for a while now. He still comes in for a few episodes a year. He has now moved on to other things. So, farewell, Brandon.
[Mary Robinette] Yeah. He's been very supportive about the transition and about welcoming our two new hosts.
[Dan] Yeah. So we've got two brand-new core hosts this year. We're going to spend the whole 15 minutes introducing all five of us, actually, but DongWon and Erin, welcome to the show. New core hosts, new Writing Excuses wonderful people. We're happy to have you.
[DongWon] Thank you. I'm super happy to be here.
[Mary Robinette] I really wish that we had done this while we were on the cruise ship so you could hear the thunderous applause in the background. You can just imagine it though. Because we did introduce them to our… To the people on the… Who come on the Writing Excuses workshop and cruise. Who know both DongWon and Erin very well, since they been with us for several years on those.
[Yes]
[Mary Robinette] So part of what we realized was that with Brandon stepping away, we were looking at wanting to expand the cast, and we also were like we would like people who are younger than we are…
[Chuckles]
[Mary Robinette] But who also have different perspectives than we do. Who are at different places in their careers or who are coming at it from a different angle. So…
[Howard] By way of clarification, when Dan said we want to introduce you to our new hosts this year, it is not our new hosts for this year, it is our new hosts, as of this year.
[Mary Robinette] Yes.
[Howard] This is not just 2023. This is time immemorial…
[Chuckles]
[Howard] Until something terrible happens or you quit, both of which are kind of the same thing.
[Laughter]
[DongWon] We are bound to this forever.
[Mary Robinette] That's right.
 
[Dan] So, DongWon and Erin, as Mary Robinette said, they been with us on the event side for years now. DongWon's been on almost every cruise we've done. Which is wonderful. Erin has, for the last couple years, been helping us run all of the events. We're incredibly excited to have all of them now core hosts on microphone. Going forward, it's going to be cool. So what we want to do with this episode is introduce them in more detail, but also kind of reintroduce all five of us. What do we bring to the table, what kinds of things are you going to hear from us throughout the year, where we are in our career, what kind of things we're working on, what skills we're trying to develop. So let's take some time to dig into that. I would actually love to start with Mary Robinette. Tell us what you're doing and what kinds of things you are working on and what perspectives you're going to bring to us this year.
[Mary Robinette] So when I started the podcast… And this is part of why we wanted to kind of reintroduce ourselves… I was a very early career writer. I am now a decade into my career. More than that, actually. That's alarming. Anyway, I have 10 books out in the world. 10 novels. A children's book, two short story collections. I am a professional puppeteer and a voice actor. So the… My views on writing have shifted. There's a lot of things that… About the way the industry has changed since I came in that I'm excited to talk about. Also, as I have been moving through my writing process, I'm constantly having to… The shape of my imposter syndrome shifts. It never completely goes away, but the battles that I'm fighting are different each time. So you're going to get to hear from me a lot of stuff about what it's like to be a mid career writer. You're going to get to hear about the differences between writing science fiction and fantasy. You're going to get to hear about how my theater background influences the way I approach writing.
[Howard] Briefly, I'd like to take a moment and say that in our episode pie, Season Three, Episode 14, Mary Robinette came on as a guest and took principles of puppetry as they applied to writers. The whole episode, Dan and Brandon and I were just floored. Jaws dropped, being school. In that moment, the first thing we learned was, wow, it would be cool if Mary Robinette could always be with us. We didn't make that change for another couple of seasons. The second thing that we realized, kind of belatedly, is, wow, other people's perspectives can be just mind blowing, just based on a simple change to background. Sure, we're all trying to write, but we're all so danged different. Mary taught us that.
[Yay]
[Dan] Let's also point out as you were enumerating the accolades of your resume, Mary Robinette, you failed to mention that in the time since you started on our show, you have won pretty much every award this industry offers.
[Mary Robinette] Oh! Um…
[Laughter]
[Dan] You're incredibly accomplished successful and wonderful writer. So…
[Mary Robinette] Thank you. That's right. I should probably say that. I do have four Hugo awards, a Locus, a Nebula, and… Yes. I do that. Let's talk about DongWon.
 
[DongWon] Hi. I'm DongWon Song. I've guested on a number of podcasts in the past, so some of you have heard me before. I'm a literary agent by trade. I've been in the traditional publishing industry since 2005, so 17 years now, which is terrifying. Pretty much my entire adult career has been in this business. I've been an agent for seven of those years. I've worked as an editor at a big five house, I've worked in a digital publishing startup, so I have a pretty wide range of perspective. Really what I'm bringing to the podcast is a little unsurprisingly that industry perspective. I can speak to what's going on on the bookselling side, on the publishing side, what agents are looking for. Really coming at it from a perspective of not just how the writing process happens, but what happens once that gets into the hand of the industry. What are the business perspectives around that? Right? I'm someone who cares very deeply about craft, and I love talking about craft as well, but I can sort of blend that with that other perspective and bring in a little bit of context of what's happening out there on the business end of things. I really love talking about these issues. I love sort of educating people on how the business works. I love teaching craft things as well. So this is a true delight for me.
[Dan] That's great. Can I ask you for a very quick resume? When you were an editor, what kind of books people might have heard of that you worked on? Now, as an agent, who do you represent? Just so people can kind of place you in the industry.
[DongWon] Yeah. When I was an editor, I was an editor at Orbit, so I've done science fiction and fantasy primarily my whole career. As an editor, I acquired and published the first two books in The Expanse series, by Daniel Abraham and Ty Franck under the name James S. A. Corey. I published the Mira Grant books, the Feed series, under the name Mira Grant. I'm sorry, that's Seanan McGuire writing under the name Mira Grant. I've worked with Walter Jon Williams, Greg Bear, a really wide range of writers doing science fiction and fantasy in different forms. Now, as a literary agent, I do primarily science fiction and fantasy, but I also do middle grade and YA and some graphic novels as well. On the science fiction and fantasy side, I work with Sarah Gailey, Amal El-Mohtar, Max Gladstone. So they did This Is How You Lose the Time War. I've worked with Dan Scott Lynch, who is obviously a very well-known fantasy author. Arkady Martine, who has won two Hugos for her first two novels. On the young adult and middle grade side, I work with Mark Oshiro, who is co-authoring the next Rick Riordan book. Carlos Hernandez who has two really lovely little grades out from the Rick Riordan Presents line. On the graphic novel side, I work with Harmony Becker who has a memoir out by the name of Himawara House and Shing Yin Khon who has a wonderful graphic novel by the name of The Legend of Auntie Po for which they won an Eisner and were nominated for a National Book Award.
[Dan] Awesome. Cool. Thank you very much. Very excited to have you here. We are going to take a break for our thing of the week. When we come back, we will hear from Erin.
 
[Mary Robinette] I want to talk about The Lost Metal by Brandon Sanderson. I have been a fan of the Mistborn series since the moment I discovered them. It's really exciting to watch the ways Brandon keeps evolving this world. So many times when you go into a fantasy world, it's like one era and there is very little that changes. This goes through a huge evolution in the way the magic system works, in the way the characters work, and it is… I find these books so exciting. So, The Lost Metal just came out. It's the fourth and final book in the Wax and Wanes series, which is the second era of Mistborn. I recommend starting if you have… You can actually just jump in with the Wax and Wane books, but it's also really a lot of fun to go through the whole journey. I realize that I am telling you to read seven books, and I'm comfortable with that. I know what you're familiar with when you think of Brandon Sanderson. These are short for him. So I highly encourage you to pick up The Lost Metal by Brandon Sanderson.
 
[Dan] All right. Thank you very much. Now, Erin. We're so excited to have you with us. Tell us about yourself.
[Erin] So, I have to say, after these first couple of introductions, I feel like the person on the Star Trek show that's there to make the audience feel like they can relate to humans.
[Laughter]
[Erin] So I… Which is a nice way to say that I'm sort of taking the 10 years ago Mary Robinette early career writer kind of slot… Plot… Slot. I don't know what that is. Or perspective, and bringing that to the table. So I am an early career writer. I've had a few short stories published in places like Asimov's and Clarke's World and The Dark. I also like to say that I get around a bit. Which is to say that I like to write in a few different formats. I also write for tabletop role-playing games. So I have had my work in Dungeons and Dragons official books, and Pathfinder, Starfinder, all those kinds of fun tabletop games. I've also written interactive fiction. I've written for audio narrative… The audio narrative thing, Zombies Run. If you know it, you know it. If you don't…
[Mary Robinette] I love Zombies Run so much.
[Erin] So, yeah.
[Mary Robinette] Very fun being chased by zombies.
[Erin], I guess, and try out different things and see what kind of writing works in what kind of setting. I also love teaching. I teach at the University of Texas at Austin and warp the minds of the next generation. Now I'm here to do the same to you.
[Mary Robinette] The first time I saw Erin teach, I was like, "Oh. Oh, you're really good." It was… So I should also… I also want to say that Erin first came on the Writing Excuses cruise as a scholarship recipient.
[Dan] Yes.
[Mary Robinette] We have basically been impressed by her since we met her. So I'm really excited. Every time we talk, I'm like, "Oh, that's really smart." So, no pressure. No pressure at all.
[Erin] It ends here.
[Mary Robinette] Yes, well, because we're not that smart. Sorry about that. We have done that to your career.
[Dan] We're going to ruin everything now. Awesome. Erin, so excited to have you here. Thank you also for the Star Trek reference in your introduction. Back when Howard and I had a Twitch D & D show, we spun it off into a Twitch Star Trek show, and Erin was our captain on that. So… DongWon also. Actually, Mary Robinette, you're the only one that was never a cast member on our Twitch show. Sorry.
[Mary Robinette] You never invited me, so…
[Dan] I know. We should have.
[Mary Robinette] I guess I know where I stand now. Thanks.
[Dan] We'll have to resurrect that whole thing. Anyway, let's…
[Erin] You can be a Tribble.
[Chuckles]
[Mary Robinette] [squeak]
 
[Dan] All right. So it is my turn now. I also am… I have… I'm in the middle of a big career transition. About a month and a half ago, I started working full time as the vice president of narrative in Brandon Sanderson's company. So a lot of people are wondering what that means. What it mostly means is that I'm doing the same thing I used to be doing, I'm just getting paid slightly better for it now.
[Chuckles]
[Dan] I'm still writing books. I am only a year or two further into my career than Mary Robinette is. I think I have 19 books published. What I'm doing right now is mostly audio. The last several years, the Zero G series was audio originals which I wrote as scripts rather than as prose. Those I did eventually put into kind of prose format for e-book and print books, and you can find those out. Audible original Ghost Station was my brief and unsuccessful foray into historical fiction.
[I loved it]
[Dan] I'm a huge fan of that, and I tried to write one. I really like the book. All 12 people that have read the book really liked it. But it's my least successful by far.
[Mary Robinette] It's really good.
[Dan] Thank you. What I'm doing right now is I am still doing some of my own books. I'm working on a middle grade fantasy. I'm working on another YA horror series, but I'm also writing a bunch of Brandon collaborations. Our first one is called Dark One. Actually, the first thing you'll be able to read from that or listen to is another audio series. It's called Dark One Forgotten. I don't know exactly when that is launching. Sometime this month allegedly. But then eventually down the road I will be doing a Cosmere series, and lots of other things. It's been a very different experience for me to be doing. First of all, having a… What essentially is a day job again where I go to an office and I have coworkers. I haven't had that in about 15 years and it's very strange. But, yeah, I'm seeing a different side of the publishing industry. A kind of lower mid list author who is now working with the most successful fantasy author in the world, and seeing things from many different sides at once. So that's what you're going to get from me this year.
 
[Howard] Now it's my turn.
[Dan] Yes.
[Howard] I'd just like to start by saying, "Erin, get off my lawn." You're not the one who is the every person, the human being. That's been my job forever.
[Chuckles]
[Howard] I'm the not that smart. I was the not that smart for like five years and I still am. Not that smart. I'm a cartoonist. I say that with the joking self-confidence of I haven't really done any cartooning in quite a while. Because my… And I'm going to use these words absolutely unironically… My magnum opus, the Schlock Mercenary web comic, ran for 20 years with… Daily, without missing a day, and is now complete. For the next year, we're focusing on getting the last of the books into print, which is a project that I'm up to my eyeballs in, with my wife and collaborator and co-conspirator, Sandra Tayler. When that's done, I'm not sure what comes next. I don't know. What do I bring to the show? Based on what I've heard from listeners who come up to me at Gen Con and say, "Wait. Wait. I recognize that voice. Is Howard Tayler somewhere in this booth?" I think, "What the heck? How is that how someone's rec… Can you not read? My name is in 1 foot tall letters right behind my head."
[Chuckles]
[Howard] They come up and say, "Thank you so much for recasting these incredible things that everybody else says in dumb words that I get." Mwah, okay. They're not dumb words, they're words that I get. If I'm a one trick pony, the trick is a metaphor. I look for ways to take the tools that I'm always learning from our cohosts, from our guests, and trying to cast them in ways that I can actually wrap my head around them and use them. The operating question obviously is will I actually use them? What will I use them for? What is coming next? I don't have answers to those questions right now.
[Mary Robinette] But we will all discover those together.
[Yay]
[Mary Robinette] Thanks, Howard. Since you didn't actually say your name. That was Howard Tayler.
 
[Dan] So, that is what you've got coming from us in the year to come. This episode has gone long because we wanted to make sure that you are getting a good introduction to us. Our format for the year is going to be kind of similar to this. We are going to take the time to dig into specific works and specific ideas that each of the cast members has. Then, let them teach us. Then, bounce new ideas around. We think you're really going to like it. So, stay tuned for the rest of the year. This is going to be awesome.
[Mary Robinette] So, along those lines, one of the things that we're going to be doing is we're going to be taking a work in using it as the spine of a series of episodes that explore ideas. So you can think of this year as having a certain aspect of book club. The first book that were going to be looking at is in February. That's… We're going to be doing a deep dive on my novel The Spare Man. That's going to be full of spoilers. Just want to be very, very clear about this. That we are going to… I am going to spoil the heck out of this book as we talk about the choices that I made and how. Then we'll use that to talk about how you can use tension, how you structure murder mysteries. There's going to be a lot of things that are going to come out of that, using it as an example. So, before you get to February, listen or read The Thin Man… The Spare Man by me, Mary Robinette Kowal. Then we'll give you warnings about what the other books are well in advance so that you can be prepared for those. It's not always going to be a book, don't worry. Sometimes it'll be a short story, sometimes it'll be something on the internets that we are like let's dig into this.
 
[Mary Robinette] All right. Now, homework?
[Dan] Yes.
[Mary Robinette] For your homework, as you've noticed, we have all been talking about who we are. Several of us, and the series, are talking about how we're reinventing. What I want you to do is I want you to look at your work. This is the beginning of a new year. Look at your work, look at your process, look at where you want to be. Think about an aspect that you want to reinvent. You don't have to reinvent everything. But, just one thing that you're like, "I want to try something different, I want to try something new." This is your opportunity to do that, so write that down. Then put it someplace where you can look at it every now and then, like this is a thing I'm going to try. All right. This has been Writing Excuses. You're out of excuses. Now go write.
 
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Writing Excuses 16.23: Rules and Mechanics
 
 
Key points: Rules and mechanics are important in tabletop games, where players and game masters interact directly with the rules. Computer games can have some behind the scenes parts. However, the same principles apply to both. First, stick to a few core mechanics. This helps people learn them easily, and transfer skills between different characters. Repetition is important, to make sure everyone understands what is being talked about. Be aware of three types of players, the ones who just want to get to the action, the ones who want a story, but not all the nitty gritty, and the ones who will spend enormous amounts of time and energy on very small points. As a designer, make the tools simple and let players come up with cool ideas using them. What's going to make it fun at the table? If you're adding new rules, anchor them to elements already in the game. Look for the holes, and fill them!
 
[Season 16, Episode 23]
 
[Mary Robinette] This is Writing Excuses.
[Cassandra] Rules and Mechanics.
[Dan] 15 minutes long.
[James] Because you're in a hurry.
[Background rumble, laughter]
[Howard] And we're listening to a distant motorcycle.
[Dan] Obviously, not in much of a hurry.
[Laughter]
[James] Let's keep that.
 
[Mary Robinette] Oh. Hi. I'm Mary Robinette.
[Cassandra] I'm Cassandra.
[Dan] I'm Dan.
[James] I'm James.
[Howard] I'm Howard.
 
[Mary Robinette] This is the episode we're recording after lunch.
[Chuckles]
[Mary Robinette] Rules and mechanics. Rule number one, people get drowsy after lunch.
[James] All right. So, rules and mechanics, this is more important with tabletop games, where both the players and the game masters are interacting directly with the rules. With computer games, you can have a little bit behind the scenes. But a lot of the same principles still apply. So, one of the things I think about when thinking about mechanics is that you want to stick to a few core mechanics or principles. For instance, in Dungeons & Dragons, you're kind of always rolling a D20, a 20 sided die, and higher is better. That's a very simple mechanic that, of course, it's used in a bunch of different ways. But that basic idea is the same. The reason you want to keep it that way is because it helps people to learn, and it allows people to transfer their skill between different characters. So if you know how to play a barbarian, then you probably, even if you don't know all about the spells the wizard has, you at least know the basic idea. So I think of this kind of like an arcade fighter game or something. All the characters are going to have different special abilities, but if A is punch for one of them, it's going to be punch for all of them. So that'll allow you to easily transfer your abilities. But, Cass, what do you think about first when thinking about mechanics for a game?
[Cassandra] Oh, queerly enough, it's very similar. Although a bulk of the work is often done by the designers in larger studios. Maintaining the idea that there is a sense of symmetry is important. One of the things I learned writing [branching areas?] for video games is, for example, the importance universally of always repeating keywords in every single line of dialogue. I remember having this incredibly long frustrated fight with my manager about it, though, I cannot keep repeating the same words in every single line of dialogue. He's like, "Yes, I understand. But this is how games work." Because when you play a game, your brain is actually divided between so many other things. You're looking at environment, you're thinking about your quests, you're  thinking about how your characters are moving, where you want to go. It's easy to get distracted. I did not believe him until this one quest line I was developing, I'd worked with a designer for six months on that very specific quest. One day I was like, "All right. Would you help me playtest this quest chain?" Again, remember this is the man who he's worked with me from scratch on this for six months extensively. He plays through the whole thing. Now, this quest has a single robot. I repeated the name of this robot about seven times. I missed it in one last line of dialogue. My designer, when he was done, he turns around and he looks at me and he goes like, "Oh, do we mention the robot anywhere?" I'm like, "Oh, my God."
[Chuckles]
[Cassandra] He was right. This is absolutely necessary. I remember swearing so loudly, people two rows down in the office turned around and were wondering what was going on.
[Chuckles]
[Cassandra] I think it's kind of… Dovetails neatly into the necessity for sanitizing language and copying existing solves that. I think it's very, very obvious in tabletop RPG's.
 
[James] Yeah. I know this is something, Dan, you've complained about this to me before…
[Laughter]
[James] When you were learning how to write for stuff like Pathfinder and Starfinder. There's all this standardized language, and you're copying all of these styles, and when you start writing for tabletop role-playing games, they'll often give you a giant style guide that you have to learn. It feels really counterintuitive to a prose writer, because you're always told to mix up your word choice. Don't be repetitive. But the reason why repetition is so important in tabletop games is that it makes it easier for everybody to understand exactly what's being talked about, and you got players interpreting the rules from diff… On their own. So by hammering out the language once, you can avoid problems and people know that… If you say creature most of the time and suddenly you say monster for one rule, people are going to think that that means something different when it doesn't actually. Mary Robinette, you wanted to speak to that?
[Mary Robinette] Yeah. So this is actually a mechanic, a real world mechanic, about the way our own brains are designed. That we are designed to look for threats. Right? Out in the wild. Anything that is repetitive is not a natural thing, so we pay attention to it. So anything that breaks the pattern, that is again a point at which we pay attention to it. So a certain type of repetitive thing… It's like as soon as you identify it, you tune it out and it becomes unimportant. But the things that break that, those are the things that suddenly pop into focus. So that's one of the reasons… Not just when you're thinking about that in… Four-game writing, but also in narrative, when you want to make conscious choices about that repetition and where you deliberately break that repetition.
[Howard] It's worth pointing out here that there are terms that are supercritical within whatever set of game mechanics you're writing to. For instance, the word resistance is so often a game mechanic that is tied to whether you have resistance to magic, resistance to fire, resistance to all-out… Whatever. Naming a political organization the resistance in that game setting is absolutely contraindicated. Don't do it. Because now you've overburdened that domain, and it's guaranteed that you will be confusing some of the players.
[Dan] I do want to go back to one thing really quick, because, as James said, I have whined to him extensively about having to write inside of certain style guides for games. I just think that that's a good thing to point out, if you are primarily a prose writer, a fiction writer, and you want to get into game writing. Be prepared for a very different editorial process. I'm accustomed to, with novels, just sending something that is incredibly bare-bones, and then knowing that the typesetter and the editor are going to make it look the way it's supposed to look. We usually don't have to deal with formatting at all. Depending on the game company you are submitting to, you do have to deal with formatting. It becomes very important. So, that's just something to keep in mind.
[James] Well, some of the style guides that Dan has raged against are things that I actually wrote or worked on when…
[Chuckles]
[James] I was the executive editor at Paizo.
[Mary Robinette] Oh, you're that James.
[James] Yes. But, yeah, it's important because you gotta remember that the rules are a puzzle that a certain type of player is going to be constantly, and… Actually, I think Cass is this type of player… Is going to be constantly looking at to see like how can I find the loopholes or the interesting ways to like hook these rules together. If you have any un… Or any ambiguous language, players will absolutely figure out how to exploit that. There was this idea among a certain type of player that if a game can be broken, it's like your moral imperative to break the game. So, like by finding those loopholes. So you'll have players who figure out how to use your rules to break the game in such a way that they no longer have fun, and then they will yell at you because it is your fault. It is your fault for allowing…
[Dan] Yeah. Brandon…
[James] Them to poke themselves in the eye. So you have to come to it with that idea.
[Dan] Brandon is not on these episodes with us, but he's absolutely that kind of player as well. Pure power gamer, rules lawyer, break the game.
[James] I'm shocked.
 
[Dan] Anyway, let's take a break real quick.
[Chuckles]
[Dan] For our game of the week from Cass.
[Cassandra] The game of the week is Disco Elysium. Where it kind of opens with you as an amnesiac, trying to put everything together. It's a really weird, dark world. But the reason that I wanted to draw attention to it is it has this really cool mechanic called the Thought Cabinet. The Thought Cabinet is basically, like, you can put points in different thoughts, like feminism, your sense of drama. That changes how your conversations go. That one itself is really interesting. Something I've never seen before. But depending on how you build your Thought Cabinet, it can also mean that when the various parts of your brain argue with each other, and we've all had that, like, different sides of us, like, maybe this idea is better and that idea is better. If one side of your brain is weighted very heavily in, let's say drama, you will absolutely think that drama is the root whether you like it or not. It should feel punishing, but it always ends up with you kind of going, "Yeah, okay, that makes sense. I am a drama queen."
[Dan] That's great.
 
[James] I love that. So, actually, brains is a perfect segue, because, Cass, we were talking in preparation for this about sort of the different types of gamers. I'm curious your thoughts on that?
[Cassandra] I think there are a whole variety of them, but one thing that was really interesting, a piece of knowledge that was passed on to me by the manager was talking to me about the robot thing, in fact, is, with video games, there are very often three types of players. The first type of player is the kind of person who just wants to [garbled see for twitch?] who wants to get to the action. He wants to mess around and not paying any attention to the plot. It's easy to think that these kinds of players don't care about story, except they do. So you have to build games or somebody who only wants a surface level story can look at it and go, "Okay. I understand the narrative. I am going to blow shit up." The second type of player, I think, is the one that most of us who like reading falling to. We want to do the action bits, we want to push the game along, but we're interested in a story. We are not necessarily interested in the nitty gritty like why one faction dislikes another, but we want to know that there's two factions that hate each other. The last category of players, I think, is very easily described by let's say Bloodborne's fan base, where you have people looking at one or two lines from a piece of armor and you go to the subReddit and it's 600 pages of people arguing how those two lines correlate to a thing that is solved five seconds ago before a certain boss. Yet, because… All of these three types of players need to be catered for in every game, because if you don't, one of them will complain and there will be a problem with a capital P.
[James] Yeah. Well, I also think it's important just to think about when you're crafting your tools… So, like, whether it's for computer games or for especially for tabletop role-playing games, making the tools simpler makes it easier for players to come up with cool ideas using them. It's often really tempting for you as the game designer to build out these big Byzantine systems. But it can also be just as much fun to just create something simple and allow the players to figure out all the different ways that they can use that to tell different stories.
[Dan] Yeah. So, we've been talking a lot about rules like core game mechanics, but a lot of the time when you are writing an adventure or a… In a campaign supplement, you get to add new rules to it. I recently had the chance to run a group through a Pathfinder campaign that starts with a circus. It was really fun, because at the beginning, they just present, these are the rules of the circus, you have whatever other adventures you get into as well, but you still have to have this circus. Then, as you travel around from town to town, you need to be as entertaining as possible, because that's how you support yourselves. It just presented some very simple rules for how to measure the entertainment value of your circus. Then the players just have this sandbox to run around in and say, "Oh, well, based on how these mechanics work, I can come up with a new act or we can get a new animal or something exciting that way." It was a lot of fun.
[Howard] In the Gods of Vaeron Typecast RPG campaign, I think it was late 2019 when one of the game mechanics we adopted was, okay, if combat isn't over in three rounds, we've done something wrong. That's… Dan, you reminded me of that with the whole the circus has to be entertaining. We have an audience here and we are principally storytellers. If we are grinding around the table rolling dice for an hour in order to resolve something that's really only about 45 seconds of story, we've failed our audience. So Dan had to create behind the curtain game mechanics and level balancing that ensured that these encounters would go quickly.
[James] Well, that's… That raises the point that it's important to think about the cool factor when you're introducing a new item or a new ability or something. What's going to make it fun at the table? A +1 bonus to hit is like maybe useful, and maybe a certain type of player is excited about that, but it doesn't feel like anything in the story. Whereas something like a… In the Starfinder campaign I'm running, we decided that for all sonic weapons, you have to choose what song you're blasting people with. So you're shooting them with a dubstep cannon or Total Eclipse of the Heart or whatever. Suddenly, that turns combat into sort of an improv comedy routine. Right? So giving people that option…
[Mary Robinette] We… Years ago, at the first writing retreat, Writing Excuses retreat, which was at my parent's house, we came up with croquet LARP as a game. You… It was this giant… Two giant teams of croquet players. You could multi class by switching the head on your mallet with the handle on your mallet. Each color represented a different class. But in order to activate the power that came with whatever class you had, whether it was like wizard could teleport, thieves could sneak through barriers, you had to shout your power word or something like that. So, like, my dad, who was playing with us, every time he… For people who have not met my dad, he looks like Doc Brown but southern. He was playing a wizard. So any time he needed to teleport, he would point a finger up in the air and go, "Gadzooks!"
[Laughter]
[Mary Robinette] It was… That little bit of fun added to it. It wasn't just, "Oh, you get to do this thing." It's that you had to do something fun and silly. Everybody got to pick their own power word. Like someone else was like, "Aaooga!"
[Dan] Now, speaking of which, I do need to point out, since we talked about different types of players, we all learned… I think even Mary Robinette was surprised at this… That her father was totally the power gamer rule breaker type.
[Mary Robinette] Oh, my goodness.
[Dan] In ways we did not expect. It destroyed the game. It was delightful. But…
[Mary Robinette] It was… He is basically 12. Or eight.
[Cassandra] What I think all of this kind of points out is that there's so much importance in keeping the rules and mechanics incredibly simple and incredibly elegant. Because if you have something that is unnecessarily complex, you can't really have opportunities like this. People spend too much time learning about rules as opposed to having fun. Which, I guess, depending on the [setting?] is not terrible. But, there's a place and time for everything. What do you think, James?
[James] Yeah. I agree completely. But I also… I'm sort of like a rules-light guy by nature. But I also think it's important, coming from a game like Pathfinder and Starfinder, where those are very quote unquote crunchy games, for there's a lot of rules and a lot of carefully balanced mechanics. So if somebody's listening to this and going, "Yeah, but how do I write for those?" I think one of the easiest things you can do is when you're creating new rules, you can balance them by anchoring them to elements already in the game. So if you know that a level 2 gun does 2D6 damage and costs 50 credits, then you know that a different level 2 item that you come up with is probably somewhere in that ballpark. Probably does about that much damage, etc. You can also create new items or new abilities by sort of looking at the rules, learning them really well, and then saying what are the holes here? Not necessarily intentional ones, like the fighter doesn't have magic. Like, that's an intentional hole. But if there's a fire wizard ability and an ice wizard ability, you can… Maybe you say, "Well, what about an acid wizard or an electricity wizard, that kind of thing?" Finding thematic or mechanical holes in a given rule set can allow you to create new things that players will be excited about. We should probably wrap it up there, since we're a little bit over time.
 
[James] Your homework this week is to do exactly that. Pick a game you're familiar with and design three new rules elements for it. So that could be new cards for Magic: The Gathering, new feats or character abilities for a tabletop role-playing game. Even, like, a new power up for Super Mario. Try to think through all the ways that your ideas could be fun. Then try to think of all the ways that a player could use them to totally break the game.
[Dan] Awesome. That sounds like great homework. I look forward to crazy new rules being devised. This is Writing Excuses. You are out of excuses. Now go write.
 
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Writing Excuses 16.21: Player Characters
 
 
Key points: Games give players choices between characters and choices in how the character develops. Focus is important, one or two abilities per character type, so characters are unique and different. This also lets players replay the game with different characters, to get a different experience. Be aware that while some power gamers love lots of stats, others like a simple way to establish their characters. Remember that the character creation system creates an experience for the players. Constraining the character's abilities also gives the writer more freedom to create challenges. Remember the three pillars, when characters confront a challenge, they can solve it by fighting it, talking to it, or sneaking past it. Limiting or changing attributes can change the style of play completely. Make sure you think about both where characters start and how they change or advance over time. If players know they are advancing, unlocking new things, they will keep playing. 
 
[Season 16, Episode 21]
 
[Mary Robinette] This is Writing Excuses.
[Cassandra] Player Characters.
[Dan] 15 minutes long.
[James] Because you're in a hurry.
[Howard] And I'm an NPC.
[Mary Robinette] I'm Mary Robinette.
[Cassandra] I'm Cassandra.
[Dan] I'm Dan.
[James] I'm James.
[Howard] Somebody should give me a name.
[Chuckles]
[Dan] No. You're a nameless NPC. So…
[Mary Robinette] I'm going to call you Bunny.
[Chuckles]
[Dan] If we name the NPC Bunny, the players will adopt him.
[James] True.
[Mary Robinette] Who doesn't want to adopt Bunny?
 
[Dan] So, when we're talking about interactive fiction, one of the core concepts of that in most cases is that the player is a story. The reader or the audience is a part of the story. That's where we get to player characters. So, Cass, what do we need to know about player characters in order to write for them?
[Cassandra] I think James is opening this one.
[James] Sure. Yeah. I'll jump in on it. So, yeah, player characters really applies to games where you have a choice between characters or a choice in how your character develops. That can mean picking a particular character at the start. You don't have a choice in Super Mario Brothers, the original one, because you're Mario. But in later ones, you can be Mario, you can be Luigi, you can be Princess Peach, etc. Or it can be a game like something like Pathfinder or Dungeons & Dragons where you are literally building a character from the ground up and choosing how they develop over time. So, for me, when I'm thinking about how I want a character to develop in a game or how to build a player character development option, I feel like focus is really important. I think it's important to find one or two cool abilities per character type and really lean into them. That's for a couple of reasons. One, it makes each character unique. You want to have your wizard character be different than your fighter character. It also gives players a reason to replay the game with a different character, because they can have a different experience in the story by having a different character. It lets… different characters can occupy different roles in a group. It can make it easier, that focus, to choose what you're going to do each turn. If every character can do everything, it can be really intimidating to a new player. Whereas if they know that the thief's go-to move is to stab somebody in the back, then they have a sense of how to play that character. You can strengthen the character's theme. But, I'm curious, Cass, how do you think about developing a character?
[Cassandra] It's very similar to what he said. There, I think, needs to be a very strong sense of narrative resonance. What you do should also reflect a list of player archetypes that might pick the characters. So, if, let's say, you have a rogue, he should also have like stealth and deception skills, things that allow them to do things that are not necessarily combat related, but are kind of fun and thematically in line with the character. I, personally, write games where there are a million little stats for you to kind of tweak and turn and poke around. Then, next, my favorite thing in the world to do is to make a game master incredibly unhappy with me, he has to spend 20 minutes stacking seemingly nonrelated skills together to create a ridiculous power boost. Yes, I am quaint. But while…
[Chuckles]
 
[Cassandra] Some players really want those millions of choices, I don't think that is true for everyone. Even if you want to present that option to terrible power gamers like me. But there should still be a number of clear competitive default choices. Sometimes you play a game, it should be a preset way of establishing stats or just general guidance.
[Dan] Yeah. I recently had the experience with a role-playing game on computer that I was so excited to get it, I downloaded it on Steam and I opened it up and for whatever reason, having to choose my attributes, put actual number points into the different attributes, completely turned me off. Which is weird, because I have played games like this before, but in that instance, something about it was kind of an overwhelming choice. I thought I am not ready to deal with this right now. Having the option of auto creation or random creation or even just removing the need for it all together can be really valuable for a lot of players.
[Howard] Yeah. One of the things that Alan and I did with Planet Mercenary, we scrapped the game engine twice in the building process because we realized each time that the stuff we'd been building at the lower level was being abstracted up to the next level in a way that the players were making all of their decisions a level up and didn't need those lower-level numbers at all. We actually abstracted clear up to the skill and proficiency level where everything you do is about, well, you choose. Do you want to be good at stealing things? Do you want to be good at shooting things? Do you want to be good at talking to people? Well, that's fine. We have character backgrounds and proficiencies and whatever else, but at no point did you have to look under the covers and see, well, what is my strength? What is my intelligence? What are these numbers? Now I get that there are people and there are game systems where those numbers are critically important, because you can change them later on. That's not the way we built it, because we wanted to focus on what the different player types were rather than the physics simulation.
[Mary Robinette] So, one of the games that I play on a daily basis is Habitica, which turns your to do list into a role-playing game. I love it very much. One of the things that I deeply, deeply appreciate about the way they have it structured is that you do not have the option to adjust your player attributes until you're a couple of levels in. So that you have a chance to understand how the game works, so that you can make good decisions. Then you have two choices. You can either go in and tweak them individually, or you can just hit a button that will assign it for you. I love that they have thought about the fact that there are two types of players, essentially. There are players who really enjoy sitting there and fiddling with the numbers, and there are people who are like, "This is going to stop me from using the thing."
 
[Dan] Yeah. On top of that, I would layer the idea that there is different kinds of games. Howard kind of hit on this a little bit, that the character creation system you're dealing with, it creates an experience. You can choose what experience you want to give your players. So, for example, one of the player character systems that I immensely love is Stardew Valley. Every choice you make in character creation is purely cosmetic. There are no numbers, there are no stats, there's no attributes. It's just what color do you want your hair to be, do you like cats or dogs, like all of these kind of meaningless things. But because those are the choices you make, they become meaningful. So as you're replaying the game, it's not which powers am I going to have this time. It's well, which of the townspeople do I want to romance, what kind of person do I want to be romancing them this time? It becomes all about relationships rather than about stats. It creates a different experience. So you kind of choose what you want to give to your players.
[James] Well, I think that ties into like one of the reasons why I really like narrowly themed characters is that I feel like it gives you a chance to really play with that character in a different way. Right? Where, think about in Portal, the character only really has one ability. Or, like, think about the X-Men. The X-Men are not nearly as interesting if Cyclops also has Wolverine's claws and Storm's weather abilities. What makes those characters interesting is their limitations and the fact that, then if you're telling a Cyclops story, you can explore all the different ways that Cyclops could use his powers. Right? Like, oh, he could use his eyes to blast open that door and to make toast and to do a bat signal into the sky…
[Chuckles]
[James] To some of the others. So you want to give yourself a narrow enough set of abilities that you actually let the players figure out all the interesting uses of that ability.
 
[Dan] Let's pause here for our game of the week, which is coming from Cass.
[Cassandra] The game of the week is A Dark Room. It is an [inaudible idle, older] game and it opens on a white screen with just one option. It asks you to light a fire. Slowly, as time progresses and the fire begins to dwindle, you can stoke the fire. It sounds very minimalist, but [garbled as it?] progresses, it just builds and builds and builds. It's an old game, but I'm not willing to spoil it, because it is an amazing experience to discover on your own.
 
[James] All right. I also want to throw out really quick that the reason to constrain your character's abilities aren't just for the players enjoyment. It's also for you as the writer.
[Chuckles]
[James] By constraining a character's abilities, you leave yourself a lot more freedom to create challenges. One of the first… When I first started working on Dungeons & Dragons back when I was editing Dungeon Magazine, the first rule they taught me is that as soon as it's possible for any character in the party to fly magically or otherwise, you have to design your dungeons totally differently. Because suddenly every trap that relies on gravity is potentially broken. The thing about tabletop is you don't get to select what characters people are going to play. So you don't know if the group is going to run that with a wizard who has levitate or a fighter who doesn't. So you need to plan for every possibility that any character could have when designing an adventure. So by limiting what powers people have options… The option to choose, you give yourself a lot more freedom to create interesting challenges.
[Dan] Yeah. When I write RPG adventures and scenarios, I try to remember what I call the three pillars. This is something I learned from a writer named Lou Agresta who works in role-playing games. The three pillars of game writing are when characters confront a challenge, they should be able to solve it by fighting it, by talking to it, or by sneaking past it. If I just keep those three simple things in mind, and it helps me remember, oh, we're going to have a lot of different kinds of players, different kinds of characters. I don't know who is going to be going through this dungeon or talking to this shopkeeper or whoever. So as long as I have presented entertaining options for all three of those pillars, then every player has something that they love that they can do that will be effective.
 
[Howard] In the TypeCast RPG games, the sessions that Dan runs, I'm one of the players. The previous campaign, I played a bard cleric with high wisdom and high charisma. In many situations, we ended up with me being the person who knows what probably the wisest course of action is and me being the person who has to communicate that to NPC's. Because I'm the one who's most likely to succeed in the charisma check. The new game, I have an even higher wisdom. I'm playing a flying magical karate bird…
[Laughter]
[Howard] Because [garbled]
[Love it]
[Howard] And hates flying characters, and I'm a bad person. I have a high wisdom and a really low charisma. What's changed for me as a player is the realization that, well, I have great ideas, and I know perhaps what the wisest course of action is, but now I have to convince the other players, some of whom are dumb, to communicate that to the NPC's. I've gone from being the face man to being that advisor who sits in the background. It's all about the limitations of attributes. It changes the play style completely.
[Mary Robinette] You've just reminded me of this game… It was a D&D one shot. This is David Seers again. He set it all up as… It was a Snow White retelling. We had all been assigned characters, but he didn't tell us that we were doing a Snow White retelling. We just all knew that there were seven of us and that we were all playing dwarves.
[Ha ha]
[Mary Robinette] Each of us had a tic. So you knew what your tic was and you knew what your trigger was. If the trigger happened, you had to roll… To save against it. Mine was that I would attempt to make friends with any sentient creature.
[Nice]
[Mary Robinette] So… He knew that, going in. But what he didn't know was how it was going to manifest, right? So I… We roll in and there are these giant apple trolls. I roll a natural one. I'm just like, "Hello, friends!" and run towards them. He's like, "Didn't see that coming,"…
[Chuckles]
[Mary Robinette] And had to completely change everything on the spot, because I'm attempting to make friends. Sometimes it worked and sometimes it did not, very badly.
[James] I love that.
[Mary Robinette] It was so much fun. Somebody else had narcolepsy. It was ridiculous. I was happy. It was great. But by giving this very specific constraint, the entire game was so much fun.
 
[James] One other thing that I want to throw out is to think about not just where characters start, but how they're going to advance. If you're running… One of the great things about role-playing games is that characters can develop over time. That can mean both in terms of their personality, but also in terms of their mechanics, their attributes, what they're able to do. So one thing you can do to make your game a lot more addictive is to make sure that players always feel themselves advancing, feel themselves on the cusp of unlocking something new. So maybe as they go on, they get new gear or new abilities as they gain experience. That idea of, oh, I'm almost to the next level, will keep people playing and give them something to look forward to.
[Dan] The Diablo series is absolutely intravenous crack for this kind of carrot method of getting you to stick with something because you're constantly on the verge of a new level that will give you new power. Or you know that you're going to find a new piece of equipment that will give you a new power.
[Cassandra] It reminds me of my experience with Baldur's Gate 3. I was going to play it with my cousin, we went through one of the earlier builds, and we were like, "Okay, we're going to leave this alone and not touch it until the game releases." But then the developers released the Druids. I think it was at level five, you could turn into a bear. We basically just spent a weekend just rushing to be a bear. The sheer joy of knowing what was waiting for us. Of course, I then spent the entire time as a cat, because my friends [let me]
[chuckles]
 
[Dan] I love it. Well, I think that it is time for us to end our episode. But, James, you have some homework for us.
[James] Yeah. So I want you to go through the character creation process of a role-playing game. Any role-playing game, on your computer, on your phone, and a tabletop version. But pay attention to which parts of character creation are fun, and also what attracts you to the different classes, creature types, etc. Look at your options and the ones that you get excited about, identify why you're excited about that. What makes the different character builds unique and appealing?
[Dan] Cool. That sounds like fun. I am notorious for creating endless characters in role-playing games that I will never play. So this is a really fun thing. Anyway, this is Writing Excuses. You are out of excuses. Now go write.
 
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Writing Excuses 16.20: Branching Narratives
 
 
Key Points: Branching is what separates role-playing games from traditional stories, by letting players make choices. Like choose-your-own-adventure games. It's easy to let possibilities multiply out of control, so you need to plan the endings and the pruning. Make sure you know the intersections or checkpoints that keep the story on track. Let the players make meaningful choices. Tie the big beats (story, character, or whatever) to the checkpoints where the paths converge. If you put something important on one path, make sure other paths have something of equal value. How do you make branches fun? One trick is branches within branches. Another is responses by NPCs that help make them persons, not just information sources. Use conditionals and callbacks to show that choices make a difference, that they have consequences and ramifications. Avoid hat economies, choices need to matter. The best reward is consequences. Leave room for the players to make interpretations. Objectives or item collection can give an illusion of control, an apparent freedom of choice, while still pointing the players in the direction you want the story to go. Consider using access as a consequence to help control the direction of the narrative.
 
[Season 16, Episode 20]
 
[Mary Robinette] This is Writing Excuses.
[James] Branching Narratives.
[Dan] 15 minutes long.
[Cassandra] Because you're in a hurry.
[Howard] And we're not that smart.
[Mary Robinette] I'm Mary Robinette.
[James] I'm James.
[Dan] I'm Dan.
[Cassandra] I'm Cassandra.
[Howard] And I want to go left.
[Laughter]
 
[Dan] So, we're talking about branching narratives this week, which is a big part of the player choice we were talking about last time. Cass, where do we start with branching narratives?
[Cassandra] Branching narratives is, I think, over the years something I've learned to see as both almost a poem and a puzzle. It needs to be this elegant, very spare thing, but there's just so much thought that goes into it. It is really what differentiates a role-playing game from a traditional story, because branching allows the players to step into the narrative and make their own choices. Kind of like those old classic choose-your-own-adventure games. But every time you give a player a choice, you're kind of splitting off into two different realities. On paper, this doesn't sound too bad. Life is an infinite split of possibilities, after all, but if you're writing a game, you will not have a life if you follow that momentum. So every turn and every binary decision, these can quickly multiply out of control. As such, you need to have certain things figured out. Such as the ending where you plan to have people go, any early failures, and you need to kind of prune it, to make sure it fits the kind of format that feels both dynamic and elegant, and is still leading a player towards the information you need them to go. But if you do too much of it, players will notice that they're being… Well, you're leading them along. Sorry. James?
[James] No, like, I'm with you. I think, like what you said about pruning branches, you always need to be bending those branches back toward the main story you want to tell. You want to have things divide, but you want to think of it like links in a chain potentially. Where characters make a choice, and their paths diverge, and you can totally see the hand gestures I'm making, because podcasts are a very visual medium…
[Chuckles]
[James] But you diverge and then you bend those choices so they come back towards an intersection that I think of as like checkpoints that let you keep the story on track. So, for instance, if you give the players the choice of talking to the witch or talking to the Dragon, they can head off in those different directions, but you know, as the writer, that whatever they do in those two interactions, they're still going to get request to go find Bigfoot. So then both of those paths will converge again on Bigfoot's lair. So now, suddenly, you've branched apart, people got to make a meaningful choice, but now they're back headed towards the direction you want to tell.
[Howard] Yeah. For my own part, it's been helpful… I love the term pruning that you used, Cass, because there are… At times, you have to prune and remove possible choices, just in order to keep yourself sane. Other times, what you are pruning is choices that are no longer available because of a choice that the player has made. Then there's the decision, like with Bigfoot's cave, this is the thing I'm not going to prune no matter what gets cut or chosen elsewhere, this piece of the tree remains because I need it. Often it's helpful when outlining these things to make decisions ahead of time as to which pieces you just can't prune and which pieces you will be removing, you'll be swapping out, or, if they decided to kill off an NPC versus talking to them, you have the option to file the serial numbers off of that NPC and have them show up elsewhere, so the dialogue you've written, the clothing you've designed, whatever, those assets can be reused.
 
[Dan] One thing that I want to throw out really quick as a resource, if… It was very hard for me initially to get my head around how to write a branching narrative like this, and specifically how to outline one. Until I realized that there are several websites that have mapped the full flowchart of all of the original choose-your-own-adventure books. You can Google those…
[What!]
[Dan] And they're these beautiful little just kind of line drawing look like a subway map kind of things. They really help you to wrap your head around this idea of how the story can branch apart and then checkpoint back together. It kind of helps visualize it in a way that helped me a lot.
[Cassandra] I did not know that existed.
[Mary Robinette] I'm just like the effort it was taking me to not Google that right now is…
[Chuckles]
[Mary Robinette] I want you to appreciate that I am not going down that branching narrative path.
[Howard] Well, I did Google it because I'm going to be told to include it in the liner notes.
 
[James] Well, I think one trick that's important to remember for that is to, in the story you're telling, tie the big story beats or big character beats or whatever that you want to make sure are in there, you want to tie those to your checkpoints. So you want to make sure that if there's a crucial piece of character development, it doesn't happen on just one branch, because you want to make sure that… To tell a successful story, if you know you have to hit certain key plot points, you have to make sure that they're at those points where all the paths sort of re-converge or else you need to do it separately in each of the paths. But doing it multiple times is expensive.
[Cassandra] I would also say that if you're insistent on let's say not sharing a narrative beat or like something important to the story at a certain checkpoint and, like, you want to keep it exclusive for one node, the other node should have information of equal value and consequence. Players don't necessarily mind it if they miss something if they get something else in return.
[James] Yeah.
 
[Dan] Okay. Let's pause here for our game of the week, which I believe is coming from Howard today.
[Howard] It is. Several years ago, I decided that I wanted to create a Schlock Mercenary role-playing game. It's something that I'd been asked about for a decade and a half until that point. So I sat down with Alan Bahr and we created the Planet Mercenary role-playing game. We looked at the possibilities of licensing a game engine from someone else or homebrewing our own. Ended up going with homebrewing. Because one of the things that I wanted to be able to do is create game mechanics that gave characters… Gave characters? That gave players the tools they needed to tell a story in the spirit of the Schlock Mercenary comic space opera. I wanted it to be funny. So we created the Mayhem deck and a whole bunch of fun materials so that… Our goal was I want you to be able, with your friends, to play a Schlock Mercenary game and have it feel like I'm there telling jokes with you. That was a pretty high bar to clear. I feel like we cleared it. Of course, I'm the authoritative source here.
[Chuckles]
[Howard] Alan recently with… He went on to form Gallant Knight games and has done lots of role-playing game design since, has released the Tiny Planet Mercenary rules set which uses many of the same tools that we created, but is in the… It's a much smaller format. So there's Planet Mercenary and Tiny Planet Mercenary which are both tabletop role-playing games in the Schlock Mercenary setting.
[Mary Robinette] Isn't it pronounced [squeaky voice] tiny planet mercenary?
[Laughter]
[Howard] Now it is. I think Alan might request that soundbite from us.
[Laughter]
 
[James] All right. Thanks, Howard. So, I want to know, Cass, how do you make these narrative chains fun? How do you make them fun and interesting?
[Cassandra] Oh, there are a lot of different techniques. You… Once you know the scope of what you're working with and how much you can play around with those dimensions, there are a bunch of weird little tricks. The simplest one being having branches within branches. When you're talking to the witch, who will eventually lead you on towards Bigfoot, there could be a whole subsection where you kind of coax her into discussing who she is, why is she there, and that can be a whole thing. Or… This is something that shows up in one of the games that I wrote that unfortunately fell through because AAA is full of games that die without anyone ever knowing its name.
[Laughter]
[Cassondra] I had a character there with prosthetic limbs, and there was always this option where you could ask him, "Hey, why do you have a prosthetic limb?" And he would give you progressively sillier and sillier answers constantly. I think for about 50 or 60 loops. Finally, as you get to the end of it, he just goes, "Really, this is none of your business, snoop," and just shuts off that entire dialogue chain, stopping you from repeating that whole thing again. Little tricks like that show up very often in video games to really build up a sense of this is a real person versus just an NPC that is regurgitating information for its use. Has anyone else seen like interesting things in branching narrative design?
 
[Mary Robinette] I have, but I actually wanted to pause to ask a question that I should have asked last episode. You used the phrase AAA games and I realized I have no… I can extrapolate what that means, but I don't actually know.
[Cassandra] Oh, basically games by companies like Ubisoft, Warner Bros., Bioware, things that tend to involve 100, 200, 300, or, in Ubisoft case, several thousand people in its production. So, usually, really, really high budgets, of a number that absolutely terrifies the crap out of me.
[Mary Robinette] Great. So it's a metaphor that is related to baseball, not to automobile repair?
[Chuckles]
[Cassandra] Yes?
[Or batteries]
[Dan] AAA games are the ones that can help you get your car off the highway.
[Howard] All games are physics simulations.
 
[James] So, having never worked on a AAA game, I want to throw out something that you can do that is cheap, and it doesn't require a team of a thousand people, which is conditionals and callbacks can be a really great way to make things feel significant. What I mean by that is when the players make a choice, just putting some sort of little tag or reminder in their so that later on in the game, something can be different depending on their choice. So if you insult the witch and the first scene, when you took that branch, just having something towards the end of the game where you run into the witch again and she goes… She clearly dislikes you because she remembers that you said that thing. That can be one line of dialogue, but it suddenly makes the player feel like, "Oh, this is a real world with real consequences. Because a choice I made a long time ago is continuing to have ramifications." It wasn't superexpensive. It didn't lead to a whole new branch. It was just one thing that was tweaked. Similarly, if somebody picks up a different item or gains a different ability or even just has like a shifted NPC attitude, anything you can do that calls back to a decision a player made earlier feels like a reward, even if they didn't get anything. Because you're reminding them, like, "Hey, we're paying attention to what you're doing. Your choices matter."
[Howard] Yeah. One of the things that you see a lot in big MMORPG titles is what my friend Bob calls a hat economy. Which is, you can spend money to get hats, to get costumes, to get outfits, to get whatever. These have no bearing on the story. They're just this is how I want my character to look, and I have spent the money, so now I have a new costume. When you present a choice to a character, what they get needs to be more than just a hat. It can't just be, oh, I beat the game wearing red clothing. Oh, I beat the game wearing blue clothing. The choice has to matter.
[Cassandra] The best reward is always consequences. I am curious if anyone else has tips and tricks and things they've learned from writing branching narratives?
[Mary Robinette] When I was working on… I did the dialogue for Hidden Path, and it was a game called Brass Tactics which is in VR. The thing for me that was interesting about it, because it was really the first time that I had attempted to do this, was that I needed to be able to really create space for the player in that they could interpret one of the lines of dialogue that the NPC was delivering to them, that they could interpret it in multiple different ways depending on their own emotional state in that moment. Trying to figure out how to sculpt things that felt like they were… That inherently belonged to the character who was speaking them, knowing that an actor was going to imbue them with meaning, but also then leaving enough space. So, like, sometimes it would be something as simple as, "Oh, is that the choice you're making?" That leaves room for the character… For the listener, for the player, to think, "Wait. Does that mean that I should make this choice? Or are they trying to fake me out?" It's… That's all about what the player is bringing to it. But whereas saying, "I wouldn't make that choice if I were you," that is not leaving space for the character… For the player to bring their own interpretation to it.
[James] Yeah. Going back to something that Dan had said in the previous episode about incentivizing players to sort of go the directions you want them to go. I think it's important, you can use things like objectives or item collection or other requirements to kind of maintain control of the story while still allowing an apparent freedom of choice, that illusion of control. What I mean by that is, like, let's say you got players that need to steal the crown jewels from a castle vault. You want to make sure, like, you detailed the whole castle. That's the game. You want to make sure that people hit all those areas and don't just bypass it. So you could force them to go linearly, where you say, "Okay. Well, they'll go in through the tower window, the fight their way all the way down through the castle to the vault, and that way they'll hit everything along the way." But that's a very linear, railroad-y sort of approach. A thing you could do instead is give them multiple options for how they break into the castle. Maybe they sneak in through the moat, maybe they sneak in through the gate, maybe they go in through the tower. But either way, if they somehow managed to get to the vault without going through all the castle stages, then when they get there, they discover, oh, you still need to get the key which is up in the Queen's chamber. So they're going to have to hit all those same encounters you designed, just from the other direction as they go back up to the top. So you still sort of force them to go through all the things that… The challenges that you designed, but you've done it in a way that made them feel like it was their choice.
[Mary Robinette] Yeah. I was thinking, as you were talking, that access as a consequence is a way of controlling the direction of the narrative. Shadow Point Observatory, which I'll talk about later, is one of those where your reward for figuring something out is access to the next layer of the puzzle. It also feels like… They also managed to tie consequences to feeling, like, oh, no, I'm not going to get there. But you can… But there's multiple paths to get to that access point.
 
[Dan] This has been a really wonderful discussion, but I'm going to cut it off here. Thank you so much. We have some homework now. I believe it is Cass.
[Cassandra] Yes. I would like everyone to write their choose-your-own-adventure story. You can use any of the multitude of pre-tools that are available on the Internet right now, including Twine, [Inkle?], and probably a whole number of things that I don't know about, because there are a lot of indy engines out there. Just check out the websites and see what it's like to make your own story.
[Dan] Great. That sounds good. All right. Well, this has been Writing Excuses. You are out of excuses, now go write.
 
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[personal profile] mbarker
Writing Excuses 16.19: Intro to Roleplaying Games
 
 
Key Points: A roleplaying game allows you to inhabit a persona (play a character) and live their life for the course of the game. The outcome of a roleplaying game, the course of the game, is not necessarily predetermined. When you're writing for a roleplaying game, you're writing a story, but someone else is writing the protagonist. You have to balance predestination, the writer as the invisible hand of fate, with free will, the characters' choices. You're turning a novel into an amusement park. Writing a tabletop roleplaying game is balancing between all games are physics simulations and all roleplaying games are improvisational theater. It has to be fun. Situations need multiple successful resolutions, a large possibility space. Game masters curate the experience the players want to have. The illusion of choice, or curating real choices? The choices need to be entertaining. A good visual model of narrative flow for tabletop roleplaying games is a pachinko machine. Pet peeves? Dead ends. Only one type for a gender. Long read-aloud sections. Other people telling me how my character feels. Game master versus players.
 
[Season 16, Episode 19]
 
[Mary Robinette] This is Writing Excuses.
[James] Intro to Roleplaying Games.
[Dan] 15 minutes long.
[Cassandra] Because you're in a hurry.
[Howard] And we're not that smart.
[Mary Robinette] I'm Mary Robinette.
[James] I'm James.
[Dan] I'm Dan.
[Cassandra] I'm Cassandra.
[Howard] And I'm Howard.
 
[Dan] We are very excited to be introducing for you all another one of our intensive courses for the year. This one is about game writing and interactive fiction. So we've got two really incredible guests who are both experts in this field. They're going to be teaching us all about it for the next eight episodes. So, James and Cassandra, introduce yourselves. Let us know who you are.
[Cassandra] I'm Cassandra. I used to work in Ubisoft Montréal. I've worked on games like Hyperscape. I've also done indie work for titles like Fallen London, Sunless Skies, Wasteland 3, and I've done a little bit of tabletop work for D&D and World of Darkness. James?
[James] I'm James L. Sutter. I'm mostly on the tabletop side. I'm the co-creator of the Pathfinder and the Starfinder roleplaying games. But I've also done a little bit of videogame work. So, between us, we're hoping to cover everything folks want to know.
[Dan] Cool.
[Cassandra] [garbled… saying that]
[James] Yeah.
[Dan] Yeah.
[Chuckles]
[Dan] We are very excited to have you with us. Mary Robinette and Howard and I also have a little bit, a tiny fraction, of game work, so at least we kind of know what we're talking about. But let's jump into this. Cassandra, our topic this week is intro to roleplaying games. What… Where do you want to start us?
[Cassandra] Well, let's go back to, like, the bare basics of this, the very simplest definition of it. A roleplaying game is essentially a game that allows you to inhabit a persona and sort of live out its life throughout the course of the game. In other words, you could be Bob the accountant in your daily life, but in a roleplaying game, you might be Somarian the Elf. What differentiates a roleplaying game from, say, an action game or an adventure game is that the outcome is not necessarily predetermined. There are ways to get to the end, but in between you have side quests with different possibilities, different ways they might go. It might end horrendously in an ending you might not have been expecting, kind of like real life. There are also inventories, there are stat-based systems, and, depending on what you're talking about, whether it is a AAA type or a tabletop game, those stats might come into play differently. It's something that I think James might be very good at discussing.
[James] Yeah. Well, especially because in tabletop roleplaying games, you have to do a lot of stuff on the fly potentially, because the nice thing about it is that in something like Dungeons & Dragons or Pathfinder, every… Your characters can do literally anything. That's the blessing, but also the curse. Because if you're running the game, you need to be able to account for all of that. So the thing to remember, when you're writing for a roleplaying game type thing is that you're writing a story, but someone else is writing the protagonist. So you've got this balancing act, because it's your job to make the story go where it needs to go, but it's the players job to make everything makes sense, make sense for their characters, to make sure the protagonist is doing what they think the character should do. Usually, you're playing with multiple characters at a time. So it's that question of how do you guide the players through choices that feel meaningful an independent and sensible for the character they've chosen to inhabit, but also is guiding them along the right general story path. So, I'm curious, Cass, what do you feel like are some good examples of that?
[Cassandra] At least in AAA games, I think Mass Effect might probably be one of the easiest examples to look at. Because you have the paragon and you have the renegade route. Even though you are still giving the player freedom of choice to go and do whatever they want, once you have it categorized as, all right, this is light side work and this is dark side work, you kind of teach them to go along the path that you need them to go towards to fit the conclusion without ever feeling like you're holding them on a leash. It's all about balancing predestination and free will. You are absolutely the invisible hand of fate.
[Chuckles]
[Cassandra] Although occasionally you need to be a little bit less invisible, otherwise the players are just going to go off the rails. But what I think really is very interesting about writing for roleplaying games, especially, is that if you're transitioning from like say novel writing, you… Well, at least I did. I had the trouble of constantly wanting to make things linear. I expected the players would want to go a certain direction, they would need to follow the beats that I'd given them. But the trick about roleplaying games and designing them is you're giving them a setting, you're giving them a sandbox, you might be giving them a little bit of a map, like a toolkit, some directions on what to do, and you're kind of hoping that they will go in that direction. It is not necessarily true. To reuse a metaphor about novels, it's kind of like turning your novel into an amusement park, and then setting the boundaries along with it. But what's it like, doing similar things for, let's say, tabletop games, because it's so much more open ended with the game master's and so on? With video games, you have all those things preset by design, by audio, by the visuals… Man. I don't think those terms do exist with tabletop games.
 
[Howard] Years and years ago, 15 years ago, Steve Jackson said to me, "All games are physics simulations." That stuck with me. I keep coming back to it and asking, "Well, wait. This game isn't a… No, at some level, this is a physics simulation." The second one, and I can't remember who told this to me, "All roleplaying games are improvisational theater."
[Yeah]
[Howard] Talking about tabletop roleplaying games as improvisational theater. So, for me, writing or playing or game mastering a tabletop roleplaying game is a balancing act between this is a physics simulation and this is improvisational theater. I say improvisational theater rather than improvisational storytelling because we know we want the storytelling to happen, but the theater aspect is what suggests that this has to be entertaining rather than just narratively… Functional narrative. I want it to be fun.
[James] Yeah. I use that improv example a lot when trying to explain roleplaying games to folks. I often say, like, the game master, who's sort of running the show, is kind of like the director. Then, all of the players are like actors, each inhabiting a character. So you create a character and then sort of go through the story that the director's running, trying to just act as your character would act. Everybody's kind of building off of each other. That's what creates this loose fun story that can go in different directions. I think that one of the things about that is, like Cass was saying, you gotta be careful not to be too linear in your story. You want to make sure that situations allow for multiple successful resolutions. Right? Like, you want to think about… Even if you thought… Your first thought is, "Well, they'll fight their way through this situation." You also want to be ready for them to talk their way through the situation, or trick somebody, or cause a distraction. Really considering the whole possibility space, that's what you're creating as a game writer is sort of these situations. Yeah, Mary?
[Mary Robinette] So, something that occurred to me as you were talking is one of my favorite DMs, I'm going to do a shout out to David Spears, but he said something about roleplaying that I really… It resonates with me a lot, which was that as a DM, he felt like what he was responsible for was curating the experience his players wanted to have.
[Yeah]
[Mary Robinette] For me, that made more sense than the improvisational theater director metaphor, because the director is trying to execute their own vision, and a curator is trying to shape it for the people, for the viewer. So, for me, it often feels more like that there's a certain amount of second person… Or interactive theater. That there is this path and that on one hand, you can do a thing which I used to do in theater all the time which is that you can give the audience the illusion of choice.
[Yeah]
[Mary Robinette] On the other hand, you can say, "Okay. No, you do actually have a choice, and I will go with you on this journey and I will curate this." I feel like those are two different modes of roleplay.
[Cassandra] Definitely. I think…
[James] Yeah. I think they're both crucial. Right, Cass?
[Cassandra] They are, definitely. Sorry, I think Dan was going to say something. I saw a finger there.
[Dan] I… Yeah, I wanted to jump in with this illusion of choice. Two of the best pieces of advice I ever got when I first started writing for roleplaying games was, first of all, somebody said that as you're controlling this story, as you're presenting the options, you can… If the characters come to a two roads diverge in a yellow wood kind of situation, and you need them to get to a castle, either road is going to lead to the castle. But they get to choose which one they're going to go down. That's kind of a blunt force illusion of choice. But then what you can do is add on to that, and present… Just make sure that the choices that you're offering are entertaining. This is something that game master's can fall into accidentally, where they make a choice they don't want the players to make and they present it as being really interesting or entertaining, and then they're stuck and they have to improvise something. But when you're writing that, if you are presenting a scenario, you can just kind of fill it with a lot of interesting toys to play with that… And then the players are going to immediately latch onto the ones that are exciting to them. If they see there's a giant fruit cart in the middle of the street, then they might think, "Oh, we could turn that over," or we could do whatever. If you make sure to put interesting characters into the space, that will lure them into talking to them. If you make sure to include a bunch of security cameras, then they will think, "Oh, we might need to sneak around or find a way to disable those." Giving them interesting choices instead of just choices is a good way of guiding them.
 
[Howard] If you ever wanted a physical model, a visual representation of storytelling, good storytelling narrative flow, for tabletop roleplaying games, it's the pachinko machine.
[Chuckles]
[Howard] The balls can bounce left or right, but they always go down. The balls cannot escape the machine. They start at the top, but then there are little decisions along the way. At the end, yeah, there's multiple possible places the ball could land. Tracy Hickman described this as narrative bumper pool. At any point, you have choices. But all of the choices are leading us in this direction, rather than in the open-ended, the world keeps getting bigger as my players running any possible direction.
[Cassandra] Oh, that makes me think of the first Walking Dead game, honestly. Which I think is a really good example of how that illusion of choice and that use of linearity just kind of worked… I remember articles just exploding after people started playing the game, because people were so infuriated that… With how they never really had a choice at all. The game would tell you that characters remembered what you did. It would set it up so that emotional resonance between one choice or another was just so harrowing. But, let's say a character you decided not to helping one situation, you would eventually see them later. They would play a role in another set piece. But the thing that struck me most with that game, and how it implements that illusion of choice, is the ending. I think the game has been out long enough that a spoiler is fine.
[Go for it]
[Cassandra] Essentially, the end, you have this 10-year-old girl seeing her surrogate father slowly transform into a zombie. You find yourself with two choices, and they're both incredibly horrible. One, you leave. Like, you run, you go as far as you can from this person you cannot save. Or you shoot him in the head. Mechanically speaking, none of this matters. The poor guy still dies. But the fact that this was presented to you with so much emotional weight. Like Dan was saying, like, these are toys. Very morbid [garbled] toys, but these are toys on each other side of the road. If you present things that are interesting and resonant enough with the player, it doesn't matter that they know they're still going to one ending.
[James] I think the big thing about that is that the choices need to be tied to the player. Right? Like in the example you just gave, both of those are things that really… Like, you're making the call to drive the story. I think that's something people often run into when they're not used to running a game is it's really tempting to make the players not the main characters. You'll have that GM insertion character, the like helpful nonplayer character, the sidekick, who just happens to be better than the players in all these different ways. The player tries to go one way, and they grab them and steer them back on course. Like, you can do a little bit of that, but you really always want to make sure that your choices are being made by the players and that they feel significant to the characters.
[Cassandra] We're all NPC scenario life, there's no reason to continue being one in a game.
[Laughter]
[Dan] That's brilliant, and a little sad. But I love it.
[Laughter]
 
[Dan] I want to interrupt here. I have let this discussion go on maybe a little longer than I should, because we should have paused several minutes ago for our book of the week.
[Oh, no]
[Dan] Or our game of the week is how we're going to do it during this intensive course. I believe our game of the week this time comes from James.
[James] Yeah. So the game of the week is going to be the Starfinder roleplaying game, which I was the original creative director on. That's all about… It's a classic pen-and-paper roleplaying game. It's all about space wizards and laser ninjas. It's science fantasy, so you can kind of do everything from Alien to Star Wars to Fifth Element, whatever sort of story you want to tell. If you want to be a lizard with a grenade launcher or a bug priest of the death goddess, do whatever you want. But I wanted to bring this one up because there's both the tabletop version that you can go find, and also there is an Alexa version, an audio single player version of the game that I got to write that is free that people can, if you have an Amazon Alexa device, you can just say, "Alexa, play Starfinder." I'm sure I just turned on a whole bunch of people's right now.
[Laughter]
[James] But I have no regrets. You should play the game, because it's produced by Audible Studios and has a full cast and it's really fun.
[Dan] Well, as of this recording, just yesterday or the day before, you want a bunch of awards for that, didn't you?
[James] Yeah, we won some nice industry awards. I think like best voice experience and best developers. So, yeah, it's really a fun kind of a new medium. So it was nice to be able to bring this game that I love in tabletop into a voice version that people can play without having a group. You can just be playing it by yourself in your kitchen while you're making dinner.
[Dan] Cool.
[James] Well, thank you.
[Howard] My first experience with the Starfinder tabletop roleplaying game book was opening it up and literally removing the pages so that I could use them as references, because I was illustrating the Munchkin Starfinder cards for Steve Jackson Games.
[Right]
[Howard] It was easier to have the pages of the book all over the couch and the floor in front of me.
[Chuckles]
[Howard] Then to have to pick up the book when I was drawing. I felt a little bad about it. But not bad enough to not do it. I got another copy of the book for me, anyway. So…
[Dan] Oh, man.
[James] Officially forgiven.
[Dan] Well, I love this, and thank you for using this is our first game of the week, because I think it's a great illustration of the fact that these… This is viable writing, like freelance or career employment opportunities. This is not just us talking about games because we love games. This is a job that people have, that people win awards for, that people get paid for. So, that's kind of why we're doing this whole class, is those writers who want to focus on games or on interactive… You know that it's a real thing and that it can be made to work. 
 
[Dan] Anyway, we have gone a little over time, but I want to… This is our first episode of the course, so let's take a little bit of extra time. Because I know that Cass and James want to talk a little bit about pet peeves in roleplaying games.
[Mary Robinette] I was going to say, if we don't get to talk about pet peeves, I will…
[Laughter]
[James] Yeah. Absolutely. We should open this up to everybody. Maybe, Cass, you want to go first, but I'm sure that everybody here has something they've seen before that they feel like, "Oh. Never do that."
[Cassandra] Dead ends. I loathe… I grew up with the Sierra games, I grew up with King's Quest, and never lost my absolute hatred for how the game would just stop if say you looked at the mouse at the wrong instant. With roleplaying games, I feel like… I guess it should be failure, but the consequences should be interesting. It should be fun to die. It should be fun to see your kingdom crumble away. Just so you know you can see, like, an octopus kingdom rise up from the ashes of it. What about everyone else? What are your pet peeves in roleplaying games?
[Mary Robinette] Mine is… So, I played D&D all through high school. And one of the things that was frustrating is that in this game in which I'm supposed to have all of these choices about who I can inhabit, there were all of these different body types, and just forms for male characters. All of the women were this single, very sexy, scantily clad type. Like, everybody had exactly the same model body. As a highschooler who was already dealing with all of the body insecurities, that was… It was like, "But what if I don't want to wear a metal bikini?"
[Chuckles]
[Mary Robinette] So, for me, it's writers who are not thinking about all of the different types of people who want to play a game and therefore shut them out.
[James] Yeah. Absolutely. I feel like that diversity of choices can also be a thing, like people… Even if folks go, "Oh, okay. I need to make sure that I cater to people in terms of what their character looks like." You also have to remember to cater to all the different sorts of decisions that people might want to make. So, question your own things about like which characters get romantic subplots. Is it just the characters that you personally would be interested in? If that's the case, then you're making a mistake. Right? You need to remember that you are not your only audience.
[Dan] Yeah. I think Mass Effect, which Cass mentioned earlier, is a good example of doing that right. Because most of the characters are romancible, regardless of gender, regardless of species, regardless of anything else, and you can really kind of curate your own story that way as you go through it. Because they took the time to add in all of that extra choice. One thing that is a pet peeve of mine, I always used to think that I hated big read-aloud sections in roleplaying game campaigns, and then once I started writing them, I realized I actually like read-alouds, I just don't like long ones. If something goes on for more than a paragraph, it, in my opinion, might be a little too long. I remember I played a D&D campaign with James, and it begins with almost a full page of here, let me read you this gargantuan introduction. We were all just laughing by the end of it, because we couldn't even remember how it started. It was so long. Take the time… Use read-alouds to get across a mood or an ambience or to get across a really great character beat that you really want to be in there. But then, step back and let the game master and the players kind of tell their own story.
[Mary Robinette] That's right. I forgot that it's game master these days. I'm so old.
[Laughter]
[Howard] My own least favorite is, and this is a sin that can be committed by the game master or by other players. I don't like other people at the table telling me how my character feels about something.
[Oh, yeah]
[Howard] Don't… No. You describe what happens and give me the opportunity to react. Because that's why I'm at the table.
[James] I'd also just throw out, also, especially in tabletop where there is the game master and the players, there can sometimes be a feeling that it's the game master versus the players. Like we were saying before, like, that's never the case. Your job as game master is to make sure everybody there has a good time. That's the goal, right? So you want to… You don't want to be so easy that your players never feel fit… Never fear failure. Because that reduces tension. But you're also not trying to kill off your characters. It's not the characters versus you as the manifestation of their story. So, the number one thing is just make sure that everybody's having fun. Similarly, don't allow players to be jerks under the guise of, "Well, that's what my character would do." We're all still there to have fun and tell a story.
[Dan] Cass, what were you going to say?
[Cassandra] Oh. No. I was just going to say that autonomy is just, like, the imperative in this situation. Having jerks try to force their ideas on you, that pushes against a player's autonomy. Similarly, telling a player exactly how they feel… Nope. No. Those are just pet peeves of mine, too. I'm just sighing about them in the very short amount of time we have left on an episode that's already run over…
[Laughter]
[Dan] Yeah. We do need to be done now.
[Laughter]
 
[Dan] But I believe we have some homework.
[James] Yeah. So, homework hopefully will be pretty easy and fun for folks. I just want you to spend some time playing a roleplaying game. That can be a videogame, that can be tabletop. But, play a roleplaying game and take note of what's fun and what's not.
[Dan] Awesome. That sounds great. Okay. Thank you very much for listening to our episode. We are going to keep talking about game writing for the next seven weeks. We hope to see you again. Thank you very much. You are out of excuses. Now go write.
 
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Writing Excuses 16.9: Crossing The Revenue Streams
 
 
Key Points: Successful artists have lots of different eggs in lots of different baskets, earning money from many different revenue streams. First. look at other ways to write fiction besides just selling your stories. E.g., sometimes a publisher will pitch a series to you. Look for ways to avoid the pigeonhole, get new audiences, and work with new publishers. Watch for anthologies, and write to a theme! Tie-in fiction can help. Gaming companies need fiction, too. Balance new skills and audience versus money, money, money. Try to learn something, to grow your audience or as a writer, when you take on new projects. Second, consider ways to make money from writing you have already done. T-shirts, coins, merchandise. In-universe artifacts. How much work do you have to do to make money off it, and how much profit is there in it? Consider Kickstarter. Keep looking for other opportunities.
 
[16, 9]
 
[Dan] This is Writing Excuses, Crossing Revenue Streams.
[Erin] 15 minutes long.
[Brandon] Because you're in a hurry.
[Howard] And we're going to need more than one stream.
[Dan] I'm Dan.
[Erin] I'm Erin.
[Brandon] I'm Brandon.
[Howard] And I'm Howard.
 
[Dan] So, one of the things that I think is common to every successful artist that I know of is that they have lots of different eggs in lots of different baskets. They are earning money from a lot of different revenue streams. So we want to talk about that is the final class in Brandon's intensive course on career planning and business information. So, Brandon, take it away. What do people need to know about multiple revenue streams? Why is this an important part of an author's career?
[Brandon] So, you need to find a way to make money off of your writing. This is the… This is what you're going to have to do. This is what… If you want to go pro. You don't… You don't have to, but, if you're looking at this as a business, one of the things you should be looking at is, how can I make money at this? The obvious answer is sell a book. However, for at least most authors I know, once you sell a book, you want to go full-time, you probably should go full-time to make a living at your writing, but you probably can't earn enough off of that book to go full-time yet. Indeed, even if you're a newer aspiring writer who's selling short stories and things like that, or maybe you're… Maybe you're a longtime writer who selling short stories. You are going to need to find a way to make a living or at least you're going to want to find a way to make more money off of your stories. So, this is ways to make money with your writing that aren't necessarily the obvious ways of you write your book, you sell your book, you get money for it. We're going to talk about all sorts of other types of revenue streams you can have as a writer to keep yourself going during those maybe lean years.
[Dan] So, I told the story to Howard last week, but when I went years ago to my 20th high school reunion, they did the little games, like who has the most kids and who's done this and who traveled the farthest and all that kind of thing that you do at a reunion. The question who has held the most jobs since graduating high school, most people were on like four or five. Except for me, the professional author, and my friend who became a professional filmmaker. We both tied with 14. That's not even counting all the freelance work that I do. So artists really need to hustle to pay all those bills.
[Brandon] Yup. So one of the first things we want to talk about here is other ways to be writing stories that aren't maybe necessarily the write a book or you write a story, whatever you want to write, and sell it. There are job opportunities that are still writing fiction in the area you want to be in that you can get. I wanted to have Dan talk to us about it, because Dan had the experience of a series that was pitched by a publisher to him, right?
[Dan] Yeah. This is actually… Not a lot of people know this, but that's where Partials came from. The publisher came to me, two editors, Jordan Brown and [Ruta Remus] at HarperCollins. They had an idea for a really great kind of post-apocalyptic dystopia YA series, and were looking for an author who fitted. So they actually brought that idea to me. It was not something I had considered doing, because at the time, everything I had written was horror, but number one, I really welcomed the opportunity to jump into something very, very different as a way of making sure I didn't pigeonhole myself as the serial killer guy. For a number of reasons. That's not the identity I was looking for. But number two, this was a chance for me to build inroads to a brand-new audience I had not yet been reaching, to a brand-new publisher that I had never worked before, to do just a lot of new frontiers. I really saw it at the time as a brand-new revenue stream. Then, when that whole YA career kind of crumbled in let's say 2014, that's the same… I used that same strategy again, let's find a brand-new audience and build a brand-new revenue stream, which is how I got into middle grade.
[Brandon] This happens a lot with anthologies, also. People will ask you if you want to be a part of an anthology or it'll go around in the community that an anthology is being made on this topic and they're accepting proposals or submissions. Once you become part of the community, you can get… Watch some of these forums or these newsletters or these things like that. This comes into the networking that we talked about in a previous week. But anthologies can be a good way to make money off of your writing other than just I'm writing a story and submitting it, you can write to a theme.
[Dan] Yeah. Tie-in fiction has also been really helpful for me. My only Hugo nomination for prose… For a pros category has come from tie-in fiction. Now, this can be hard. I've got a friend who rights Star Trek novels, and I was kind of grilling him for how can I get into this, because I'm a huge Star Trek geek. He basically said you have to wait for one of the rest of us to die.
[Chuckles]
[Dan] So these established properties can be hard to break into. But what I have done is I've made some pretty good contacts with gaming companies. I've written for Privateer Press, I've written for several others. The one that I've just finished is a Kickstarter for a board game called Cult of the Deep. They came to me and they said, "Hey, we're coming out with this thing. It's horror. We want to have some fiction built so that we can use it as part of the Kickstarter. Will you write it for us?" So always being open for and looking for these opportunities to write other stuff has been super helpful to me.
[Erin] I think that...
[Dan] Go ahead.
[Erin] I think that's something… It's really interesting, because it's a trade-off. So I do a lot of freelance writing work, some game stuff, I've done some writing for, like, Paizo, and I write for Zombies, Run!, the running app. So, things here and there. But what's… The balance is figuring out what is adding to your skill as a writer or expanding your audience, and what is just like I like money, money is fun.
[Chuckles]
[Erin] So, whenever actually a project comes to me, I play Say No to This from Hamilton, and I… A picture of my freelance client is like the woman saying, "I should say no, but I will always say yes." But I've actually had to say no to projects, because they are far enough off from what I'm doing that I'm like, "I'm not going to learn anything, I'm not going to grow either my audience or as a writer," which, I think either one of those are a good reason to do extra stuff in addition to the money.
 
[Brandon] so, the second big thing I wanted to cover is ways to make money off of writing you've already done that isn't necessarily writing prose. The reason I want to talk about this is because Howard is a genius at this. He has had to make his whole career off of monetizing something that people aren't paying for. Howard, what can you tell us about how to monetize things that are free, or get extra money out of something that you're charging a little bit for?
[Laughter]
[Howard] I'm… Okay, I'm laughing because, on the one hand, yes, the comic is available for free and we have all kinds… I say the comic. Schlock Mercenary, available to be read by you, fair reader, at no charge at schlockmercenary.com. Yes, it's free, and we sell T-shirts and coins and whatever else, but most of the merchandise that… The most profitable merchandise we sell is book collections of the comic. So a lot of what I'm doing is getting enough people hooked on the book that they want to own it in print. But there are things that the comic created, there are things that it built, that lent themselves really well to being an independent revenue stream. So that even if you didn't want a print collection of the comic strip, maybe you wanted this other thing.
 
[Dan] Awesome. So, can you tell us about our book of the week, which happens, very cleverly, to tie right into this?
[Howard] Why, yes I can. We created The Seventy Maxims of Maximally Effective Mercenaries, which is a sort of coffee-table book of very, very bad advice. Malevolent canon. It's often referred to in-universe. I've been making fun of the Stephen Covey, the seven habits thing. Then, years and years and years ago, Stephen Covey started going after anybody who was saying the seven habits of anything. Basically saying, cease-and-desist, don't do that anymore. We went ahead and did a retcon in Schlock Mercenary and started referring to them as maxims, and there aren't seven of them, there are 70 of them. Then I realized, you know, I might be able to make stuff out of this. So we made some twelve-month calendars. Well, print calendars aren't as big a thing as they were 15 years ago. So, about five years ago, we released the Seventy Maxims book, which we created as an in-universe artifact in Schlock Mercenary, and we did it as part of the Schlock Mercenary role-playing game called Planet Mercenary, which is itself a whole nother thing that is not the comic. The Planet Mercenary role-playing game paid the bills all by itself for like two and a half years. That is the best thing we've ever made. I mean, except for the comic. Which makes this topical.
[Chuckles]
[Howard] The fun thing about the Planet Mercenary book is that my whole approach to it from the word go was, boy, it sure would be nice if I could make money off of my world book notes that I have to refer to all the time. I still refer to the Planet Mercenary PDF all the time. But, the book of the week, The Seventy Maxims of Maximally Effective Mercenaries. It is a lovely little coffee-table book that's great for starting conversations about things you should never ever do, please.
[Chuckles]
 
[Dan] Now, one of the things that I love about this book, and specifically about the plan that caused its creation, is I've always compared your maxims to Star Trek's Rules of Acquisition for the Ferengi. You made a decision that they did not make, and maybe this ties back to our art versus business discussion. You were able, because you eventually ended that list and codified everything in it, you were able to publish it. Star Trek has never done that. They're missing out on a big chunk of change. They could have, at the height of DS 9, sold copies of the Rules of Acquisition, hand over fist. They decided not to, presumably because they liked the flexibility of not having codified the entire list. But these are the kind of decisions that, as creators, we need to make. Do I want to leave this open? Could I turn this into something that I can sell? It's a really smart tactic.
[Howard] Let me look at… Let me talk about Paramount's decision, there. Back in 2006, Robert Khoo, who was the business guy for Penny Arcade comics. He's the reason there's a Penny Arcade Expo. Robert Khoo said, "No single source should ever be more than 60% of the revenue that you take in." Now, he was talking to an audience of self-employed, self-publishing web cartoonists. He was talking about things like Google ads and books in print and T-shirts and whatever else. But the advice really stuck to me, stuck with me, and it was super salient three, four years ago, when Google ads cut me off, and I realized, "Oh, no. That's a big chunk of my revenue." That's… Well, it's about 10 or 15% of my overall revenue. That did not end my life. Because we had multiple revenue streams. So the operating principle here is don't have anything that you're just super dependent on. With Paramount, making a book of the Rules of Acquisition, the Ferengi Rules of Acquisition, would have meant devoting a writer to the process of compiling that and making it special and wonderful. Ultimately, it never would have generated more than chump change, if you will, compared to the business that they were in, which is making a TV show. So they made a business decision to leave… I mean, what would have been for me, hundreds of thousands of dollars, to leave that on the table. But hundreds of thousands of dollars, that's… That gets like four episodes shot.
[Dan] Yeah.
[Howard] It's not very significant. So the decision about revenue streams hinges, for me, heavily in part on how much work do I need to do in order to make money off of this, and how much profit is there in the thing that I'm making. I love books, because they don't cost a lot to make, if I don't factor all of the time involved in writing them, but we can sell them… The profit margin is large on the physical merchandise. But for a print-on-demand T-shirt, the margin is very small. If my limited market of people is all busy buying print-on-demand T-shirts, I'm actually not making as much money as I would be if I could convince them all to buy copies of The Seventy Maxims of Maximally Effective Mercenaries.
 
[Brandon] One of the things…
[Dan] [inaudible… Should all…]
[Brandon] That's interesting here to talk about is this idea that there are, once you are lucky enough to be getting fans and keeping them, there are people among them who want to give you more money then… They want to support your work. I remember when this first began with me. I actually got an email from someone who said, "Hey, can I just send you a bunch of money? I happen to just be very well-off and I want to just send you a tip." I'm like, "Really? You just are offering to send me money?" People like to support artists. So, having some of these extra products that you can sell is a good way to go. It does require time. Dan was the first writer I knew personally who made T-shirts. I know that T-shirts are… T-shirts are one of the harder things to do because you have to carry them in multiple sizes and they are just a… There's a saturated market of cool nerd T-shirts out there. So making a dent and being… Selling those is hard. But they are a nice… Like, one thing that we need that Paramount… Paramount needs it on a different scale. We need multiple revenue streams, in that if something collapses, we aren't destroyed by. When Borders went out of business, this was a big deal. Right? It's possible that other sources like that will just banish. So, even if T-shirts are a small amount of your business, knowing that you have that extra revenue stream can be very comforting. About three years ago, maybe, Howard came to me and I was talking about the leatherbounds that we do. The leatherbounds are one of the things I wanted to bring up here. I am in a privileged position in that I have a big enough audience to support a luxury product like this. I was talking about it, and Howard said, "Brandon, you need to do a Kickstarter on these." I'm like, "Why?" He's like, "Oh, Kickstarter has a lot more tools you can use. You can generate a lot more interest by offering rewards to people. Trust me, do a Kickstarter." I had never done one before. I went to my team and said, "Howard says we should do a Kickstarter, and Howard is the smartest person I know about this sort of stuff. So let's do a Kickstarter." Last summer we made almost $8 million on a Kickstarter.
[Laughter]
[Brandon] And…
[Howard] I got a free book.
[Brandon] And Howard got a free book. This… It was true. It was bigger than the money we made… The peace of mind knowing that we could now self-publishing any of my books if the publishing industry went belly up or something happened at Tor. That piece of mind is enormous, knowing that I have another way to reach my fans. Now, granted, it's through someone else's platform. That is scary. The fact that if Kickstarter went away, I can't sell them on my website as effectively as I can through Kickstarter. But it gives me someone other than Amazon, because the rest of my life is controlled by Amazon. 80% of my books are sold through this one store that if Jeff Bezos decides he doesn't like me and says, "Pull Brandon's books," then my career collapses. Well, not anymore, because I have learned how to sell my books through Kickstarter if I need to because of Howard.
[Dan] Fantastic. Good job, Howard. Yeah. So, this has been a really good discussion. I hope that what our audience takes away from this more than anything else is that you need to be looking for these other opportunities. Regardless of what those might be, and regardless of how big they are. I could never in my wildest dreams make $8 million self-publishing something the way Brandon does, but I do have lots of other work that I do, and lots of other little streams of revenue. So, even the little stuff helps and is valuable. You need to look for opportunities to do that. So, thank you very much for listening to this episode.
 
[Dan] Let's have our final piece of homework from Howard.
[Howard] Okay. I want you to look at… Identify the places where you are getting money. They may be checks from a publisher, they may be checks from Amazon, they might be… I don't know where you are getting money from. But identify each of those as a revenue stream. Then identify… Write it down… What is the activity that you are performing that is generating that revenue. If it's ad revenue on your website, then the activity is not necessarily writing, it's publishing things to the web. So, establish a framework for where the money is currently coming from. Now, start looking at the ideas, the concepts, the conceits, the whatever that are in your work that could be turned into other things that might make you money. Maybe it's a T-shirt, maybe it's a commemorative Christmas ornament. Maybe it's a… Maybe it's a flag that goes on the back of a pickup truck. I don't know. But make a list of the possible places that the ideas, the concepts, the conceits in your work could be turned into other merchandise.
[Dan] Fantastic. All right. Well, this has been Writing Excuses. You are out of excuses. Now go write.
 
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Writing Excuses 15.29: Barbie Pre-Writing, with Janci Patterson and Megan Walker
 
 
Key points: Barbie Pre-Writing? Start with a rough outline, pick dolls for the characters, and role-play the story, beginning to end with dolls. Role-play, then take notes, then write. This really helps with characters, it gets you immersed in their heads. You'll get new scenes, characters will reveal things, and it's more natural and suits our characters. The dolls, or miniatures, act as a focal point for the characters. As for collaboration, we come up with ideas together, we text a lot, we use a notes file in OneNote, and we build a rough outline. Then we game it out, both the plotted scenes, and others that appear organically. Then we take notes, and decide what we really need to include, and who's going to write what. One big advantage to collaborative writing and role-play gaming is the synergy, the way it sparks the imagination. 
 
[Transcriptionist Note: I have probably confused Janci and Megan at some points. My apologies for any mistakes.]
 
[Mary Robinette] Season 15, Episode 29.
[Brandon] This is Writing Excuses, Barbie Pre-Writing, with Janci Patterson and Megan Walker.
[Howard] 15 minutes long.
[Dan] Because you're in a hurry.
[Brandon] And we're not that smart.
[Brandon] I'm Brandon.
[Howard] I'm Howard.
[Dan] I'm Dan.
[Brandon] And we have two special guest stars, Janci Patterson and Megan Walker.
[Megan] Hi.
[Janci] I am so excited we got to make Brandon say Barbie Pre-Writing.
[Megan] Yeah. This was a big moment in our lives.
[Brandon] Janci is a long-time friend of the podcast, and a long-time friend and colleague of ours. We are glad to have you back, and Megan, your first time.
[Megan] Yes, I am.
 
[Brandon] I want to start off by saying, "What the heck?"
[Laughter]
[Brandon] Dan told me the title of this, and said, "We're just going to call it this." What?
[Janci] So, we, for pre-writing… We are co-writers. We write romance and epic fantasy together. With our epic fantasy, we have a third co-writer, our friend Warren. Before we write the book, but after we have a rough idea of what the books are going to be about and who the characters are, we have entire rooms full of Barbie dioramas and we pick out dolls for the characters and then we role-play through the entire story, beginning to end, with the dolls. Sometimes, if it doesn't go the way we want, we do it again.
[Megan] And it's super fun.
[Chuckles]
[Brandon] Do you film this?
[No]
[Janci] We don't want to watch or listen to ourselves. No.
[Brandon] Do you take notes? How do you…
[Janci] Afterwards, usually. Not after each individual scene, because we are so into the story, we just kind of keep going, keep going. But usually it… Like, either later that night, or like days later, we'll take notes of the main things we remember from the scene, how the flow of it went. That also keeps us from writing down each and every little individual thing that we said, because not all of that's going to be good in a book. You know…
[Megan] It's all improv, right.
[Janci] Sometimes a scene will go five hours, because we love it. That's going to be 10 pages in the book. So we don't need everything that we said. So, mostly, between the two of us, what we can remember…
[Megan] What we remember as being exceptionally good from that scene.
[Howard] I am remembering being a big brother, and what a horrible person I was, and how fortunate we all are that none of this was happening where I was nearby, because…
[Laughter]
[Howard] Oh, my goodness.
 
[Brandon] I have so many questions. This is really cool.
[Janci] Awesome. That's what we're here for.
[Dan] This is super cool.
[Brandon] This is the best. So, what do you find this does for you? Like, what do you get? What is the… How is it different to pre-write this way?
[Janci] The thing that we get most is the characters. Because we… Essentially, we're sitting there, and… People who don't role-play, what it is is we sit there and one of us is one of the characters and one of us is the other. Megan takes all of the girls, I take all the guys, we write a lot of romance, so usually it's… Most of what we're doing. We sit there, and we set up the scenes, and then I will talk as if I am my character and she will talk as if she's her character, and we go and we just have a conversation. It gets you so deeply immersed in the character's head, because for a while, you are that person. We find all sorts of reactions that we wouldn't have necessarily thought of, like, intellectually, that are just a basic gut instinct.
[Megan] Yeah, like, leads to new scenes that, like, we'll do a scene, and then will realize, like, it went totally different than we anticipated it going, and, oh, no, now my character, she needs to go talk to her mom about this, where… Or she needs to go do this, and that wasn't something we anticipated. But when you're so firmly in the character's head, you know what they're wanting to do.
[Janci] It also gives us a lot of moments where it's like, "They just destroyed our entire plot, what are we going to do now?"
[Megan] That happens a lot.
[Janci] One of the things we hear a lot about our books is that we're so brave, that we let our characters just talk out things that would have been, in a normal romance novel, the whole conflict, and it's over in a couple of scenes. Then we have a different conflict. It's not because we're so brave, it's because our characters talked about…
[Megan] Our characters talked about, "What are we going to do now?"
[Janci] No, I want to tell him this thing that's supposed to be a secret.
[Howard] That's kind of what people are like when they're allowed to talk.
[Janci] Right. Right. Exactly. We find that's kind of what happens naturally, and yet, every time, we tend to have the tendency of plotting these things out, thinking that the characters will be able to hold this information back.
[Megan] Then they destroy our book.
[Janci] They destroy our book, almost every time.
[Megan] But we come up with a better one, because it's more natural and more like thorough…
[Janci] And suits our characters and…
 
[Howard] Okay. So I have to ask, could you do this without the dioramas? Could you do this without the dolls? Could you do this without either? I'm not asking because I think those are unnecessary. I want to know what those bring because that expands my business expense budget…
[Chuckles]
[Howard] For Star Wars toys…
[Janci] Oh, yeah.
[Howard] By like a billion dollars.
[Janci] The dioramas and such add a lot to the budget. Yeah.
[Dan] One of the big things they bring is… I follow Janci on Facebook, because we've been friends forever. I love all the pictures. She's like, "We're plotting a new book. Here's some dude with a haircut and like…"
[Gasp]
[Dan] It's awesome.
[Chuckles]
[Janci] So, I've found that at least… I mean, the dioramas I feel like are the less necessary part of it. I mean, it's awesome to have it, and it adds a lot to a scene. But for me, I feel like… I personally have always felt like I needed the dolls to have almost this like focal point so it's slightly removed from me. I think it's potentially a self-consciousness thing, or potentially… I'm not sure exactly, but for some reason having the dolls… I use to actually do this with my friend Warren, the one who's working epic fantasy with us. We used to do this, when we were like teenagers, we would use miniatures from like D&D, that kind of thing. We didn't know how to play D&D, we didn't know anyone who play D&D, but we got the little miniatures and we essentially just played Barbies and created stories with them. But I've always just use something as like a focal point for this is my character.
[Brandon] This is so cool. It really is.
[Janci] It is so cool.
 
[Brandon] Let me ask you this. When you sit down to write, do you each write your… The character you are playing? Or do you not?
[Janci] Not necessarily.
[Megan] Not necessarily.
[Janci] We tend to divide it that way just because it's fun for us to write our own characters. But if it comes down to it and there's… We need to get the book done and there's stuff, one of us isn't going to be able to get to it, then we write each other's characters. That's no big deal.
[Megan] Yeah, we're able to do that.
[Brandon] Oh, okay.
[Megan] Because we also, one advantage too, you get to know the other person's characters as well...
[Janci] So well.
[Megan] When we talk about it so much in the scenes and everything.
[Janci] After the scenes, we'll sit down and be like, "This is what was going on in my character's head that they didn't say." So we both know all of the motivations that are happening, even if they didn't actually make it into the scene.
[Brandon] I've heard a lot of writers say that it's really handy to speak out loud your dialogue, or even get a table read, right, of a given scene, where everyone, you get several friends, you each take a character, you read them through. This goes even further than that.
[Janci] It does.
[Brandon] I can only imagine. I wish Mary Robinette were here, because…
[Janci] Oh, yeah.
[Brandon] Being a puppeteer, she would just love this idea, I'm sure.
 
[Howard] I actually have two questions. One of them is related to I wish Mary Robinette were here. That's that when you are holding the dolls and having them talk, are you moving the arms and posing them and…
[Janci] So, we mostly set them in the dioramas and let them be still. Then, if one of them is going to move, like, since we do a lot of romance, if one of them puts the arm around the other, we'll either say he does this, or we'll move the dolls and have them do that. But we don't, like, move them and articulate them.
[Brandon] Okay.
[Megan] Usually they just set there. Yeah.
[Howard] The second question com… Not completely unrelated. When you are writing, do you ever find yourself needing to go get the doll or look at the diorama as a mnemonic? Is there stuff that you don't remember until you went back and looked at…
[Dan] The visual aids.
[Janci] Not for me, usually. No, I think that… I think acting out the scenes actually, like, sticks them in my head better anyway, just as a visual thing, personally.
[Megan] When we say we take notes, sometimes it takes us an hour to take notes on a scene, because we're sitting there going, "Oh, and remember they said this. Oh, before that, she said that." Because it's so stuck in our heads.
[Janci] One thing that the dolls are really good for, though, is clothes. I'm personally terrible at describing clothes and books. But now I just describe what they were wearing.
[Laughter]
[Megan] You have all the outfits.
[Janci] It's amazing.
[Megan] So we have a vast wardrobe for them.
[Janci] Both in epic fantasy and contemporary. So…
 
[Brandon] Well, let's stop and talk about some of these books themselves for the books of the week. Tell us about some of the books you've done this with.
[Janci] Well, the first… I guess the one that… Contemporary romance series. The first one of that is called The Extra. This one is basically a girl, named Gabby, who lives in LA and her roommate is an actress on a soap opera set, and she ends up becoming, Gabby ends up becoming an extra on that soap opera set. Then, basically, the book is just… It's a fun rom com, basically. All the hijinks that take… That happened behind the scenes are just as crazy as the stuff that's on the soap opera itself. So that's a lot of fun. And a lot of fun to game out.
[Megan] You can get the first book for free on e-book retailers and the second book for free by joining our reader's list. So.
[Brandon] My wife has been consuming these voraciously.
[Yay!]
[Brandon] So she loves them.
[Oh, that makes me happy.]
[Howard] And those are by Janci Patterson, Megan Walker, and…
[Brandon] [garbled]
[No, just the two of us. Yeah.]
[Janci] So, the other series will be coming out next summer, so by the time this airs, they'll be coming out. They are under the pseudonym Cara Witter, since there's three of us. We're not putting three names on the book. But the first book is called Godfire. It's in epic fantasy about a girl whose father is a dictator, and she doesn't realize that he has used dark blood magic to make her. So she's not actually a person, she is his weapon. Those will also be available, the first book for free and then the second one for free with our reader's list everywhere.
[Brandon] Awesome. For those of our listeners who are interested in this, the business side of it, these two are very shrewd in the way they've been approaching this with, you hear, they are doing what, one book a month?
[Janci] In the first year.
[Brandon] For an entire year. You get the first one for free and the second one for the mailing list. It's just a really shrewd way to do the marketing, so… If you ever want to talk about marketing your books…
[Chuckles]
[Brandon] We don't have time on this podcast, but grab one of these two and chat with them.
 
[Brandon] I want to ask you right now about collaboration. Like, Janci, you used to write all your books by yourself. Then, I remember when you came to me and said, "I've discovered collaboration and I will never go back."
[Chuckles]
[Brandon] What… Tell me about your process, both of you, and why you like it so much?
[Megan] Oh, boy. Keep the faith.
[Janci] We start with the Barbies, so our process… I collaborate actually with several different people. All of those collaborations are awesome. The great thing about collaborations is you don't have to do all the sucky parts yourself. There's somebody else to bounce things off of and somebody else who's just as invested as you are, which is awesome. Our partnership, we pretty much all have our hands… Both have our hands in everything. We come up with the ideas together, we text… Our text chain is a million miles long, and we text like 100 times a day back and forth. I had an idea about this. I had an idea about that. Oh, that works with this. When we're smart, we move it into our notes file on OneNote that we can both see. When we're not, a year later we're like, "We had ideas." They're buried in our text chain. Then we get together and we talk through it, a rough outline.
[Megan] Then, usually after that point, we end up with… Once we have sort of the rough outline, again. Knowing that most likely our game is going to destroy it, and we're going to have to reconfigure things. We do end up like gaming out the scenes we have plotted, and then whatever scenes kind of come from, organically from, that. Then we take the notes and basically… Usually we go through the notes and kind of decide, like… We kind of turn off our gameplaying brains and turn on our writers brains and be like, "Okay, what aspects of this don't need to be in the book." Like, what…
[Janci] There are always great things that our gaming brain thought needed to be in the book, and sometimes we even put in a note, "This needs to go in the book." Then our outlining brains are like, "That needs to go in the book?"
[Megan] That was not good.
[Janci] No. So, yes. Then we do that. Then, we usually like split up the chapters that we're going to write, again, usually, by the characters that we are, but not always, depending on what other things we're working on.
[Brandon] So, the romances are mostly two viewpoint romances?
[Janci] Yeah. The first one isn't. But the ones thereafter have been. Yeah.
[Megan] It's not always split evenly, even in the book. So, sometimes one character has fewer chapters than the other.
 
[Brandon] Are these… I believe, where each book is a different character, set of characters, that are related tangentially to the first book?
[Janci] Right. We're actually doing both. Kind of a sequel for romance. We have… The first book is one character, the second book is her roommate. Then the third book is the main character's brother. But then we get to book 6… Somewhere around book 6, we go back to our main character. She has kind of a love story. She hasn't broken up with her boyfriend, they're together, but it's kind of a story about their relationship.
[Megan] Like… Yeah, what they're like now, a few years later, and what issues have come up in their relationship and stuff like that. So we go back and revisit some of the original characters and…
[Howard] But, by expanding the core POV cast, you've increased the range of business expense for Barbies.
[Laughter]
[Janci] That's always my goal. Get more Barbies.
[Howard] I'm sorry to keep coming back to that [garbled toys]
[Janci] Barbies, if you don't know, aren't cheap when they're collector Barbies.
 
[Dan] Yeah. But on this note, it's probably worth pointing out that there's a lot of ways to do this...
[Oh, yeah]
[Dan] Without the visual aids, or with different visual aids. A lot of authors use role-playing campaigns or games. There's actually a role-playing game called Microscope that is… It's not narrative, it's worldbuilding. You, as a role-playing group, come up with a world as part of playing the game. I talked to a handful of other authors that use that when they're starting a new series, and that helps do their worldbuilding for them. So, this kind of collaborative gaming process of outlining is pretty common. There's a lot of different flavors of it.
[Brandon] I actually know some people who are doing a triple-A videogame at one of the big studios that they have, part of their workday is a role-playing session in the world before they go to actually building it, because that's really expensive in video games, getting all the architecture done. They're role-playing it to find all of the problems with the worldbuilding…
[Mmmm]
[Brandon] That they think the players will eventually spot, and try to fix those before they sit down. They're doing it through a role-playing session.
[Howard] Because it's cheaper to play D&D than to work.
[Brandon] Yeah, it is.
[Laughter]
[Megan] One thing that I feel like…
[Dan] Unless you're the guy paying the checks.
[Chuckles]
[Megan] One thing that I feel like is a huge advantage to this, at least for me, because I've written books by myself before as well and had that experience, but there's just this synergy of not only writing collaboratively, I feel, but also in the gaming itself, that it just sparks the imagination. There someone else who I kind of like play off of, and it just, for me, it really helps.
[Janci] Especially with the comedy.
[Megan] Oh, the comedy. Yeah.
[Janci] With our… Even in our epic fantasy that is darker, we have some comedic elements, and when we… We know when we really have something when we do a scene and we're both in stitches and we can't finish the scene because we're laughing so hard, and then when we go to take the notes, we're remembering and we're laughing so hard…
[Megan] We start laughing.
[Janci] Again, and we stop taking the notes, and then when we outline it. We just find this so hilarious. Then we know that we've hit on something that's going to be really good.
[Chuckles]
 
[Brandon] Well, you now own what is probably the most distinctive title of a Writing Excuses episode ever.
[Yes!]
[Brandon] We are out of time. Do you guys have a writing prompt, maybe, you could give our audience?
[Janci] So, not that this counts as so much of a writing prompt, but this…
[Howard] Homework.
[Janci] Okay. It counts. But the suggestion is, if you're a writer, take a scene from your book or a scene you're wanting to write or something and get some toys and a friend and get like, Barbies or miniatures from a D&D or like your kid's old action figures. Your old He-Man action figures…
[Dan] My kid's? Can I just use my own?
[Janci] Whatever. You can use your own.
[Dan] Okay.
[Janci] Basically, find a friend who's willing to do this with you, and act out the scene.
[Dan] That's awesome.
[Brandon] That is great.
[Dan] This is a great time to point out that Brandon and I are working on our second collaboration. We need to borrow Janci's Barbie collection at some point.
[Janci] You can come play in the Barbie room.
[Megan] Yeah, you're invited.
[Brandon] Thank you, audience, at SpikeCon.
[Applause]
[Brandon] Thank you, Janci and Megan, for being on the podcast. This has been Writing Excuses. You're out of excuses. Now go play with your Barbies.
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Writing Excuses 14.51: A Farewell to Worldbuilding
 
 
Key Points: Wrapping up the year of worldbuilding, what are some good examples? Spider-Man: Into the Spider-Verse. Annihilation. Amberlough. The One Ring role-playing game. Larry Niven's Known Space. Elder Scrolls Online Lore Master, Lawrence Schick, and lore from an unreliable narrator. What about pet peeves? Star Trek: Discovery breaking the worldbuilding with new technology without thinking about ramifications. People who have pet peeves about worldbuilding about the wrong things. Let the worldbuilding flow from the story, don't hit us over the head with it. People who don't think about interconnectedness and ramifications. Big mistakes in worldbuilding? Forgetting bicycles! Seven lady astronauts, but only six names.
 
[Mary Robinette] Season 14, Episode 51. 
[Brandon] This is Writing Excuses, A Farewell to 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] And I'm Howard.
 
[Brandon] It is the end of another year. You are all done worldbuilding, and never have to do it again.
[Yay!]
[Ha ha ha]
[Dan] It's about time.
[Laughter]
[Brandon] No, this is the episode… we're just kind of wrap things up with a bow on it and talk about anything we think we might have missed. My first question, though, to you will be, "What are your favorite examples of worldbuilding through all pieces of media?" Is there just anything that you really love? Something you saw or read recently that you thought had fantastic worldbuilding? I'll go ahead and start. We're about a year out from it now, but when we were recording, we were recording this quite ahead of time. A few months ago, I saw the Spider-Man: Into the Spider-Verse. I loved it. It is one of my favorite movies of all time already. Part of it was the just fantastic use of worldbuilding. You would think a cross-dimension plot where you have to deal with the fact that there are alternate realities… I've tried to write these, they're very hard… Would be difficult. You would think that introducing multiple brand-new characters would be difficult. They just knocked it out of the park. They used the things that visual mediums can use that really make me annoyed and mad, because I can't do it.
[Chuckles]
[Brandon] To have a really distinctive… Yeah, I'm looking at Howard. A really distinctive visual style that accentuates your worldbuilding in interesting ways. If you haven't seen the movie…
[Howard] Having the opportunity to say this where I can actually go on the record and say this… To this point, pre-Spider-Verse, Marvel and many other companies have shown us what a super hero movie could be. Marvel finally came around and showed us what a comic book movie could be.
[Brandon] Yeah.
[Howard] They used tools that we've seen them touch on before.
[Brandon] The old Ang Lee Hulk tried to do it.
[Howard] Ang Lee Hulk tried to do it. The… 24 actually flirted with it a little bit. The fact that the gradients around a flashlight used halftone beads to suggest that the flashlight was itself shining on a cob…
[Brandon] Yeah.
[Howard] I got chills all the way through.
[Brandon] It was amazing.
[Chuckles]
[Brandon] The way they used sound effects with the visual… Writing out the words, which you would think would be cheesy. You would think it would be like the old Batman TV show. It wasn't at any moment cheesy. It accentuated the story in really fascinating ways. Great worldbuilding.
 
[Dan] That's awesome. One of my favorites from this year was the movie Annihilation. I've not read the VanderMeer book that it's based on. But what really struck for me, what really hit home and clicked, was the way that the worldbuilding of the Shimmer… The premise is that there is this weird alien effect called the Shimmer. People go into it and they get lost. So this group of women scientists go in, and they… The world they encounter is so unique and complete unto itself, yet also perfectly engineered to expose and challenge all of the problems that they have as characters. I have never seen such a brilliant marriage of character arc and world as in the movie Annihilation. It's really just so well done.
 
[Mary Robinette] I talk about this book a fair bit, which is Lara Elena Donnelly's Amberlough. The worldbuilding that she's done in that, it just… It feels like a real historical place. It's small details. Like, the stuff that she does with gender, there are young women who dress in suits and they're called Razors. They're called Razors because they shave their heads. The cigarettes are… They're not called fags, they're called straights. Just small touches. It's so good. She swears she didn't do that one on purpose. I'm like, "You're lying to me."
[Laughter]
[Mary Robinette] It's just small things all the way through. A marriage of three people is called an old marriage. Because it's in an older style. It… These lovely things. Because it also normalizes it in a different way. It's just… Oh, it's such graceful details kind of all the way through. Multiple cultures with… She uses language and sentence structure to communicate that. It's so good.
 
[Dan] I'm actually going to mention another one on a totally different angle here. This year, I encountered a role-playing game called The One Ring. Which is obviously based on Lord of the Rings. So it's not that it created its world, but it translated Tolkien's world, Tolkien's Middle Earth into the mechanics of the game beautifully. Like, the way that Tolkien's book… Your ability to have or instill hope is even more important than your ability to kill a monster. I've never seen that done in a game. The One Ring captures it just flawlessly.
 
[Howard] I've got two examples. One of them is Larry Niven's Known Space. Which was my introduction to multi-book sci-fi worldbuilding. I'd read Lord of the Rings prior to that. But this was the first time I'd seen it in science fiction and the reason I love it is that it was used for short story after short story. It started to feel like home. Then, as an adult, I picked up a collection from Niven, and one of the things that was in there was an outline for a novel that totally destroys Known Space and says, "I'm done with it." Because he, and I think, Jerry Pournelle had talked about how many holes there were in his worldbuilding, and he just wanted to burn the whole thing down. He had this outline and then came up with the idea for Ringworld and put Ringworld in Known Space. His publisher said, "Ringworld's doing really well. You're not allowed to burn anything down, my friend."
[Chuckles]
[Howard] I love that. Because he took a thing which, yeah, the more I look at it, the more broken it is. It's broken in a lot of ways. And yet… For telling the stories that he wanted to tell, it continues to work. The other example, Elder Scrolls Online has a… Had a lore master, Lawrence Schick, whose job it was to take all of the Bethesda games, all of the Bethesda Elder Scrolls games and have a consistent lore within this MMO. The first thing he discovered is you guys have not been consistent. So he made one ironclad rule, which is, every single piece of lore we present to players is presented from the perspective of someone in-world who is an unreliable narrator. That is the only possible out that we have for this mess. What's fun is that as a writer, I can see this, as I consume the in-game lore and I love it. He just retired from doing Elder Scrolls Online. Which I assume means they have somebody waiting in the wings to do their lore. That is the sort of job which, if I were not currently making a living on my own IP, I would love.
 
[Brandon] Let's stop and do a book of the week. Dan, you're going to tell us about…
[Dan] Yeah. I want to tell you about Sakura: Intellectual Property. This… I'm going to talk a little bit more about the story behind this. I'm going to do it very quickly, don't worry. A very good friend of mine named Zach Hill passed away a couple years ago. Out of the blue, he was about 35 years old. Had a heart attack at work, no one saw it coming. He's a very good author. He was about halfway through this cyberpunk book called Sakura about a heavy metal rockstar android who gets hacked and turned into an assassin. So a couple of other local authors who are also good friends of his picked up the banner, finished that book, and it's out now. You can read it. 100% of the proceeds go to Zack's widow. None of it goes to the other people that helped finish the project and publish the book. It is a really cool cyberpunk. She is a heavy metal singer, and every chapter begins with a playlist where they will list three, four, five heavy metal songs that pertain in some emotional way to the chapter. It's really fun and very cool, and like I said, for a good cause and a good guy.
 
[Brandon] All right. So, back side of this podcast. Any worldbuilding pet peeves you have? That we haven't had a chance… Oh, Dan's…
[Dan] [laughter] Let's talk about Star Trek.
[Brandon] Okay.
[Dan] No.
[Mary Robinette] [laughter] And the angry letters begin immediately.
[Dan] Yeah. So. I mean, I don't want to turn this into a gigantic rant about Star Trek: Discovery, but I'm going to turn it into a small rant about Star Trek: Discovery.
[Laughter]
[Howard] I don't want to, but…
[Dan] But I also very much want to.
[Mary Robinette] [chuckles]
[Dan] One of the issues that Star Trek started running into as soon as it was kind of resurrected by the Abrams movies and then again for Star Trek: Discovery is the current creators, the current bearers of the flag, are so obsessed with the idea of Star Trek's past, and yet they continue to put in technologies that break the worldbuilding into a thousand billion pieces. There's no way to fix those. Someone like JJ Abrams, that is not what he is concerned about. He is trying to tell a very cool story. Continuity is a secondary, if not tertiary, concern. But things like in Star Trek: Discovery, which is not Abrams at all, it's CBS, they have a drive that will basically let a starship teleport across the galaxy. That breaks the world so hard. It's very hard… I, even if you ignore the rest of the series and you're looking only at Star Trek: Discovery by itself, that technology breaks everything. They do not consider it, and they do not deal with the ramifications. I would be fascinated by a story that took the I can teleport anywhere in the universe technology and actually treated it like a real thing. They just use it as an excuse to go wherever they want to go. So… [Aaargh!]
 
[Brandon] So, my pet peeve is kind of along similar lines in that I feel like people who have pet peeves about worldbuilding have pet peeves about the wrong things.
[Chuckles]
[Brandon] You have a pet peeve about the right sort of thing.
[Dan] Oh, thank you. Thank you for that caveat.
[Brandon] When people complain about worldbuilding that was done intentionally and is in service of the story. My big example from this season is World of Hats. It is a legit complaint that taking a planet and making it a monoculture is, in some ways, bad worldbuilding. But it was good worldbuilding for the stories they wanted to tell in the given episodes of Star Trek that that trope came from. Obviously, there are things to consider about this and stuff like that. But when someone complains about Star Wars and says, "Oh, it has a nice planet in the desert planet and a this planet… That's obviously just terrible worldbuilding." I say, "That is really good worldbuilding for Star Wars. That is what they're trying to do."
[Dan] It fulfilled the purpose that they are trying to get across.
[Brandon] It's not lazy, it's not bad, it is simply the type of storytelling that they want to do. Anytime we start saying… Giving a value judgment that this type of worldbuilding is great, and this type of worldbuilding should never be used… I mean, all you're doing is locking cool tools in a closet and saying, "No, you can't touch these. You can't use that circular saw anymore. Because we've decided that that one is good for no project whatsoever." So, that's my pet peeve.
[Mary Robinette] [garbled]
[Howard] That circular saw is in the closet because of the number of fingers it's maimed. It has nothing to do with its use. Well. It has everything to do with how people use it…
[Laughter]
[Howard] It has nothing to do with how useful it is.
 
[Howard] Boy, pet peeves?
[Brandon] You aren't required to have one. You can just be…
[Dan] I can just keep talking about Star Trek if you want.
[Howard] We've gathered that.
[Chuckles]
[Howard] Fundamentally, for me, I want the worldbuilding to flow from the story. A movie trailer that begins with, "In a world…" That's okay. Because you've got two minutes to tell me… Movie trailer. But when your movie begins, "In a world…" I'm sad. I just let it… Let me discover it. Let me discover it. I think part of this is that Hollywood hadn't figured it out yet. They've got better. They've realized that people who come to these movies want to have that experience. But it's still… Every time it happens, it just makes me so sad.
[Brandon] You know what I think it is? This is just me guessing, but I think a lot of the stories that start with these things in the movies, it's because some studio exec got the movie and said, "I don't understand this," or "The audience will not understand this. Add a voiceover at the beginning that explains the entire story and maybe a little animatic or something like this in order to explain what our movie is, because everyone's going to be lost." Almost always those ruin it.
[Howard] So, in translating my pet peeve… You're mapping my pet peeve onto rich dude missing clues ruins things for other people. You're not wrong.
 
[Mary Robinette] Yeah. No, that is a… I have a pet peeve about that just outside of stories. So, for me, it's when people don't think about the interconnectedness of stuff. I get so annoyed when there is a piece of technology that shows up in one place and has no ramifications on anything else. Or when a character has knowledge… Like Hunger Games. This is not technology, but it was… I just couldn't get past it. The… So, first of all, there's the economics of Hunger Games which makes no sense at all. But the other thing was that she has all of this knowledge of botanical things and plants and things. Then she gets transported across the country, and all of it applies to this entirely new ecosystem. I'm like, "No, that's not how that works. That's not how that works, and also, blackberries don't grow on bushes, they grow on brambles." But I'm fine…
[Laughter]
[Mary Robinette] I totally have no problems.
 
[Brandon] There's an old cover from the silver age of comic books where it's a young Batman and young Superman as kids…
[Oh, my gosh. Laughter.]
[Brandon] Looking at Batman's… Superman's Time Machine thing, where he's showing and saying, "Hey, look in the future, I'll become Superman and you'll become Batman and we'll be best friends." Every person who looks at that cover says, "You know what would be a good use for being able to look in the future at your friend's future is to tell him his parents get murdered in a little while in an alleyway. Maybe you could use it to solve crimes, Superman. Instead of saying look, we're going to be best buddies."
 
[Brandon] All right. We have ranted enough. Last question. Any big mistakes you've made in worldbuilding in a story that you would do differently now if you could change it.
[Dan] Okay. So. In the Partials universe, I wrote the entire thing and I did all this stuff. How are they going to get electricity to power their stuff? Are they going to be able to use cars? What are they going to have to do? The… one time that I really need them to get a generator started after the gas has already gelled… After the book was published, and I'd come up with all these different transportation workarounds, somebody said, "Why don't they ever ride bikes?"
[Laughter]
[Dan] So, yeah, I kind of forgot the really easy, ever present transportation system that does not require animal power or electricity or gas.
[Brandon] I told you before that I put bikes into the last Steelheart book specifically because you had had that frustration when you had published. I'm like, "Oh, I could put them in."
[Dan] I can do it now. [Garbled]
[Howard] This bike rider's for you, Dan.
[Brandon] There's a scene where they ride bicycles specifically because I heard you complaining that you hadn't managed to do that. I'm like, "Wow, thanks for failing, Dan, so that I won't." Anything else you guys got?
 
[Mary Robinette I can tell you a continuity error.
[Brandon] Oh, let's hear it.
[Mary Robinette] I told you about this before.
[Brandon] Oh, yeah. It's great.
[Mary Robinette] This is… So, this is one of those things where you do all of the re… You think it through and still you manage to make a mistake. It gets past your editor, your proofreaders, your beta readers. It gets past apparently all of my fans up to this point. Welcome to my world.
[Chuckles]
[Mary Robinette] In the Lady Astronaut book, I talk about the seven original astronauts. The Artemis Seven. I thought about that. There's seven men, and then we have the seven women astronauts to match the seven men. So I'm working on the new book, and I needed to have all seven women there. I'm writing down the names, and I can only come up with six of them.
[Laughter]
[Mary Robinette] There are only six women.
[Brandon] Somehow we all missed it. I hadn't…
[Mary Robinette] [garbled] completely.
[Dan] Oh, wow.
[Brandon] They're  called… You mentioned seven women in the room, but you only named six of them. Repeatedly.
[Mary Robinette] Yup.
[Brandon] Yeah.
[Dan] Oh, that's so great.
[Brandon] Someone…
[Dan] It's because they left an extra plate at the table for when Isaiah shows up.
[Howard] Someone's bad at math, which is unfortunate.
[Laughter]
[Mary Robinette] Right. They're saying that they're all being hired as computers, but my main character's forte is math. She's like, "There are four American women, and three…" I'm like, "Nope. There's three American women."
[Dan [Well, clearly, there's another one who's just very quiet.
[Mary Robinette] And she has the same name as one of the other characters. That's why sometimes one of them… Sometimes it's Betty, and sometimes it's Renée. It's two different people they're talking about the entire time.
[Dan] That makes perfect sense.
[Laughter]
[Mary Robinette] I sat there and I stared at it. I can't… There's no fix.
[Brandon] That's the best one I've…
[Mary Robinette] There's no fix at all.
[Brandon] Ever heard of. I… We all do this…
[Dan] That's so great.
[Brandon] But that's the most amazing one.
[Dan] What you do now is you run like a campaign. "Who is the seventh Lady astronaut?"
[Howard] Actually, the Artemis Sven.
[Laughter]
[Mary Robinette] It's a typo!
[Laughter]
[Brandon] All right.
[Dan] This is clearly six lady astronauts are worth seven male astronauts.
[Mary Robinette] Yes. Yes, exactly.
 
[Brandon] I'm going to wrap this up. Thank you, everyone, for listening. There will be an episode next week. It will be a wildcard. So we are done with the topic of worldbuilding. Next year, we're actually going to come back with a new… Slightly new format that we're going to do for a few years. Because we've done a good job these last five years of really kind of tackling our kind of master class on writing.
[Howard] We all think we've done a good job, anyway.
[Brandon] We like to think we've done a good job. Starting with Write a Novel, then the Elemental Genres, then we've done Plot, Setting, and Character. So we're going to take a different approach on it next year, so… Show up in two weeks and we will tell you how were going to do that. For now, we're giving you no homework. Because, enjoy the holidays, and enjoy the end of the year. Get some writing done, or just relax.
[Mary Robinette] Or, if you want to buy a gift for someone, I'll just point out that the Writing Excuses Cruise is open for registration.
[Brandon] This has been Writing Excuses. You're out of excuses. Now go have a nice holiday.
 
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Writing Excuses 14.48: How to Practice Worldbuilding
 
From https://writingexcuses.com/2019/12/01/14-48-how-to-practice-worldbuilding/

Key points: What insights have you had about writing related to worldbuilding? Your brain isn't big enough to keep your worldbuilding in your head. Use a tool, and give yourself permission to forget. You don't have to preplan everything, just use find and a while-writing research document. Randomizers make it feel more real. What you are writing is a snapshot of your life and the way you respond to things in a story Don't try to fix your snapshots. It's not about finding the right way, or the best way, to tell this story. If dinosaurs are birds without their feathers, think about the fat on a penguin's skeleton. What if dinosaurs had that much fat? Practice worldbuilding by turning the knob to 11 and to zero and see what you get. How can you use hobbies or other parts of life as practice for writing? Try using role-playing games to try out scenarios, to see what kind of story comes out of a premise. Consider the dominant pedal and music composition is a metaphor for writing. Recast characters as family members to see how they might react. Look at the politics of game players see how nations might interact. Figure out how human beings work.
 
[Mary Robinette] Season 14, Episode 48.
[Brandon] This is Writing Excuses, How to Practice 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] Granted, this entire season has been about practicing your worldbuilding, so I understand if you've given me a kind of quizzical look as I have introduced this to you…
[Chuckles]
[Brandon] Listeners. But we are in our last month of our year of worldbuilding, and I wanted to ask some questions that just didn't fit into any of the other episodes, and talk about, like, some of our favorite worldbuilding exercises and things like that. So, one thing we like to do when we wrap up a year is kind of ask is there anything you've learned this year or anything now you've been trying in your fiction, just kind of relating to worldbuilding?
[Howard] Your brain isn't big enough.
[Brandon] Hmmm.
[Howard] You cannot…
[Dan] Speak for yourself.
[Howard] Keep all of this in your head. So, ultimately, your worldbuilding… You're trying to build an entire world. Of course it's not going to fit in your head. Heads go inside worlds. You are going to have to use some sort of tool to record this. It might be index cards, it might be a spreadsheet, it might be a wiki, it might be some sort of relational database, I don't know. But for me, that discovery that I cannot hold all of these things in my head, and I have to write them down, I have to record them in some way, was intensely liberating. Because the moment I did, I gave myself permission to forget those things. Oh, I can forget that, because I've written it down, my computer will remember it. It definitely won't crash. Ever. Sure enough, the ideas flow faster, the world deepens itself much more quickly, as I commit things to paper.
[Mary Robinette] Ironically, mine is the polar opposite of that.
[Chuckles]
[Mary Robinette] Which is that I don't need to preplanned before writing, once I have internalized a lot of other things. So, one of the things that I was working on this year was a novel, just for fun, which is a Alfred Hitchcock writes the Dragonriders of Pern kind of thing.
[I want to read that!]
[Mary Robinette] It… Rather than doing what I would usually do, which is sit down and think about the breeds of dragons and all the… It's a secondary world and all of that, I just started writing. Because what I realized was anything that wasn't on the page in the novel isn't canon. So I only… And if it's in the novel, then I can use my find function to just go back and find the thing. The only things that I'm writing down in a separate research document are the things that are difficult to search for, like, "What was the name of that dragon? I made up the spelling of the word." So I've got a document that I say breeds of dragon, and I go and put them… At the end of a writing session, I will go and drop it in there if I've come up with a new breed of dragon. But it was… It's been… That novel came faster than pretty much anything that I've written up to this point. But… It's also not something that I would have been able to do early in my career, because of the number of different other pieces of story structure that I would have… That I hadn't internalized.
[Howard] You already know how to cut worldbuilding… The unnecessary bits from the dialogue, from the exposition, from the whatever. So you can discovery write your way on the way in and it will feel like what you have written before… It's like kinesthetics. It's…
[Mary Robinette] I had to learn it. But that has been… It's been interesting, because it also means that I'm not being bogged down in details that I will never use.
[Dan] One of the things that I have started to rely on more and more this year in my worldbuilding is randomizers.
[Mary Robinette] Oh, yeah.
[Dan] Because I… If I'm trying to come up with whatever it is, if it's geography, if it's a religion, if it's anything… If it looks exactly like what I need it to look like, it's going to feel fake. So, using random generators or just asking three-year-olds for ideas, whatever it is that you're doing, that adds enough noise into it that it feels more real. It forces me to figure out, "Well, why is this religion… Why are horses so important to them?" It's not something I planned, but the randomizer spat it out and now I've got to deal with it. That ends up producing something much more layered and much more textured than what I probably could have come up with on my own.
 
[Brandon] That kind of plays into something… It's not necessarily worldbuilding related, just writing related, that I've come more and more to see the books that I'm writing… I talked before about this on the podcast… As performance art. In that you are capturing a moment of my life and the way I respond to things in a story. It's like, I've often thought when I was younger that something was either right or wrong in storytelling. I have to find the right way to tell this story, I have to find the best way to tell this story. The older I get, the more I'm looking at this is a capture, a snapshot of who I am as I'm doing this. So previous things that I feel like now I've gotten wrong… I feel more liberated from them. That it's not like I did this worldbuilding element wrong, or this part of Mistborn One wrong. That was a snapshot of who I was, and how I viewed storytelling, at that moment. Which also helps me to kind of avoid the impulse to Lucas my old things…
[Chuckles]
[Brandon] Right? Because what they are is, they are a piece of performance art that was me at that point in time. Now, what I'm writing, it's a piece of performance art that is me. The… Adding the randomizer and things to it kind of captures this essence, because it's less about making sure that all the pieces are exactly right, and more about what does the person that I am with the skills that I have trained myself in do with this set of inputs? What piece of art comes out of it?
[Dan] Yeah.
[Mary Robinette] Sorry. It's just making me think about the project that we worked on together. Because… So Brandon gave me a story bible, and then I… And an outline, then I wrote from that. There were pieces of the worldbuilding that I'm reading and I'm like, "This makes no frigging sense at all. Brandon, what? You're supposed to be so good at worldbuilding, what is this?"
[Laughter]
[Mary Robinette] The conversation that we had was that… Which I thought was really interesting was that a lot of times, it's not so much that you have it all worked out ahead of time, it's that when you get to it, you can make the interstitial pieces work. So, like, coming into it and going, "Okay, so I just need to figure out how to make this work." It was like having a randomizer. There were a number of things where I'm like, "This does not make any sense at all."
[Chuckles]
[Mary Robinette] But the thing that I forced out of not changing it is way more interesting than just like, "Well, I'm going to change it so it makes sense to me." It's like, "No, let me see if I can find the connecting pieces that…"
[Howard] So it was a Brandomizer.
[Mary Robinette] It was a randomizer.
[Howard] A Brandon…
[Mary Robinette] A Brandomizer!
 
[Dan] Whoo ho ho. You know what that is reminding me of is… The current theory that dinoswaurs were most closely related to birds.
[Mary Robinette] Did you say dinoswords, because I really want...
[Dan] I tripped over that. Dinoswords is actually the title of my next writing prompt.
[Laughter]
[Dan] So. No. One of the things that I've seen recently is there's this big focus on we think dinosaurs look so weird. But look what happens when we take all the feathers off a swan. That is one freaky looking thing. So that's kind of what a lot of outlines are, is they are just the swan with no feathers, or the bear with no hair. Of course, it looks weird, and of course, it doesn't look right. While you're writing, that's when you add all the rest of the stuff and make it look like a real thing.
[Howard] The flipside of that, and I would encourage readers to go look this up. What do penguins look like with no fat? What does a penguin's skeleton look like? A penguin looks like a weird, waddling swan. Their neck is enormous. They don't have no neck. They're like all neck. The artist who looked at this says, "Well, what happens if I put that much fat on a dinosaur?"
[Laughter]
[Howard] The answer… They all look like very frightening slugs. As a worldbuilding practice, sort of trick, that sort of turn the knob all the way to 11, turn the knob all the way to zero, and see what you get. That visualization is just beautiful.
 
[Brandon] Let's go ahead and stop for our book of the week, which is a really interesting story… Not story, nonfiction book.
[Mary Robinette] Yeah. So, this is The Incomplete Art of Running by Peter Sagal. I read it because it was given to me, and he's a friend. I'm like, "Oh, I don't really like running. But, okay, I'll read your book." A book about running should not make me cry as many times as it did. It is part memoir, part why you should run, part kind of reflection on culture, and filled with stories. It begins… Oh, the storytelling in this is so good. But it begins with him running in the Boston Marathon right… He crosses the finish line right before the bomb goes off. That is not the most heartbreaking story in this. It is just wonderful. I… The reason… I'm encouraging you to read it because it's just good, honestly, and I'm excited about it. But I also feel like it's one of those books that is useful to apply to other aspects of life. Like, persevering when something is difficult, and finding the reason… One of the things he talks about in this is that you… Sitting down and practicing etudes is not going to get you to Carnegie Hall. Having a goal, that is the thing. I feel like it's that way with writing, too. It's not just like, "I'm going to put down a bunch of words." It's like, "I'm writing with a goal." So read this. It's a great book.
[Brandon] The Incomplete Art of Running.
[Mary Robinette] By Peter Sagal from Wait, Wait, Don't Tell Me.
 
[Brandon] So, another question I had, that didn't quite fit into anything else, but I think kind of comes here. Have you guys ever used non-writing hobbies or parts of your life, things you've done, as practice for your writing? I'm, of course, targeting RPG playing, because I know Dan and I have both done this. How has playing role-playing games…
[Dan] So here's one that I would… The most fascinating part of the Sleeping Beauty story for me are all the people who woke up after 40 or 80 years or whatever it was and found their home and their whole country covered with thorns and realized that they now lived in what was essentially this post-apocalyptic wasteland because of a curse that it happened generations ago that everyone had slept through. I would love to tell that story. But I don't know exactly how everyone would react. So putting that into a role-playing game, presenting a group of four or five players and saying, "Okay. You wake up. Check it out. What do you do?" is a really great way to kind of run an experiment and say, "Well, how would people react to that situation? What would they do? What would that look like?" Then, kind of collaboratively figure out here's a really compelling story that could come out of that premise.
[Brandon] Howard, have you ever used role-playing as a way to try out a character, an idea?
[Howard] I don't know that I've done it with role-playing in that way. The thing that I keep coming back to is the music composition study that I did. The shaping of a piece of music is very similar to the shaping of a story. The dominant pedal which is that key change thing that happens right towards the end in a lot of Western music that tells you we are approaching the end. That exists in fiction. That's a thing. Often I will look at what I'm writing and ask myself, "Okay, which of these threads is the dominant pedal?" Which is not a question anybody who doesn't know something about music would ever ask. You wouldn't think about it that way. It's perfectly possible… Perfectly possible? Lots of writers don't have any music training at all. They successfully signal we're approaching the end of the book. They talk about it differently. I think that's part of what gives us… I'm moving wide now… That's part of what gives us our different voices, is that the analogies, the metaphors, that we use for the tools that are in our toolbox cause us to deploy them perhaps a little differently.
[Brandon] Now, I would pitch this at you, Mary Robinette, but we know that there is nothing in your past…
[Laughter]
[Brandon] Like a another career that has ever informed the way that you…
[Mary Robinette] I know. Just go… Was it Season Three, Episode Six, I think? Yeah, or whatever it is. Yeah. You hear me talk about puppets all the time. The thing that you probably don't hear me talk about is… As much, is the relationship that I have with my family, which winds up informing pretty much everything that I write. It's not quite using role-playing where I'm running scenarios with them. But I will… I will think about how like, my mom would react to a situation, or how my dad would react. They're very different people. They're best friends, but they're very different people in a lot of ways and where their commonalities are. So sometimes, I will cast… Recast a character briefly as a family member in order to figure out a true honest reaction for that character. Even if that's the only piece of the family member that goes in there.
[Brandon] People ask me a lot, because they know one of my nerd hobbies is Magic, the Gathering. They say, "Oh, how does Magic, the Gathering influence your stories?" I've had to think about this. They, I think, are going to assume, oh, it's the worldbuilding or you like cool magic systems, so maybe the game mechanics or things like that. It's very hard for me to separate that out, because I just grew up in an era where you played video games, you played lots of boardgames. All of these things are a jumble in my brain. I can't point to any one that Magic has done with that. But there's an unexpected one. Which is the politics of four people playing a competitive game against one another…
[Chuckles]
[Mary Robinette] Ooooh!
[Brandon] Where you're each trying to win the game and have certain tools and resources at your disposal, has really influenced the way I do political work between nations in my books. In fact, I was writing an outline yesterday where I'm like, "Oh, I'm going to use this aspect." How, if you are the weaker party, how do you win in a war? Well, if there's three people, you look for the person who's strongest, and you gang up on the strong person with the other weak party. Almost always, the person who is doing best in the game loses first. Almost always. Because if they're a threat, everyone else gangs up on them. So… That's not the case in a one-on-one…
[Chuckles]
[Brandon] But in a four-person free-for-all, you don't want to be the strongest party. So I actually wrote in my outline, a character's like, "I know how I can bring this person down. It's by exposing how strong they are, so everyone else will gang up on them." Those sort of political games has been really handy for me in designing epic fantasy stories.
[Dan] This is why, back in college, the number one rule of any Magic game we played was kill Brandon first.
[Brandon] They always ignored you when you told them that.
[Dan] Nobody ever believed me. You always kill Brandon first.
[Brandon] If you don't, I will figure out how to get everyone to gang up on you, and then… But that sort of stuff was really fun for me to figure out…
[Laughter]
[Brandon] How human beings work. So, there you go. You can trace my political intrigue stories to me playing Magic with Dan.
[Dan] To multiplayer Magic.
 
[Brandon] We are out of time. So, homework. What we would really like you to do is do the thing that we have done in our writing careers. Take something that's very familiar to you that may not seem like it has anything to do with writing. Like audio engineering. Or puppetry. Or playing card games. Look at something you're fascinated by. Try to see if you can extrapolate from that storytelling principles that'll help you understand the way that you might tell stories and the way that your life experience might turn you into a better writer. Kind of a philosophical one for you this week. But, hopefully, it will be really handy for you. This has been Writing Excuses. You're out of excuses, now go write.
 
[identity profile] mbarker.livejournal.com
From http://www.writingexcuses.com/2008/09/07/writing-excuses-episode-31-talking-rpg-and-game-writing-with-steve-jackson/

Key Notes: Tell a good story first, don't try to write for game adaptation. To write game modules or materials, read the website guidelines. The biggest challenge in any writing is clarity, clarity, clarity. Put up signposts and color, and let your GM (or reader) adapt it their own way.
roll the dice . . . )
A number of off-microphone grumbles and sighs finished off the session.

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