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Falling

Falling
When I first began to fall through the floor, I didn't know what was happening...
More free fiction, this time a piece that originally appeared in Cream City Review, in an issue guest-edited by Frances Sherwood.

When I first began to fall through the floor, I wasn’t sure what was happening. The kitchen seemed oddly distorted. The stripes of the wallpaper slanted a little to the left; the orange light of sunset lay over them like a flare of panic. My parents noticed nothing.

My mother was eating a fish sandwich, the McDonald’s wrapper neatly folded in front of her as she dabbed on mayonnaise. My father scraped the pickles and onions off his hamburger with his forefinger, which was streaked with the thick red of ketchup. Only my brother saw and looked at me as the chair’s back legs pierced the linoleum beneath my swinging feet and I tilted back with agonizing slowness.

I didn’t want to say anything at first. We usually didn’t talk much at the dinner table. Most of the time we didn’t eat at the table at all. My father brought home paper bags of food and set them on the counter so we could each take our share and vanish. Sometimes I sat on the grille of the heating vent. Warm air blew around my body. My brother crouched near me, both of us reading.

My father would take a glass of wine and his food and sit in front of the television. We could hear him twisting the dial back and forth to avoid the commercials. My mother sat in the living room near us, reading one of the romances which she devoured like french fries. We read science fiction and fantasy.

“Catherine’s falling,” my brother said.

My mother looked up. The chair angled more abruptly and I was on the floor. The chair was sprawled in front of me. Its back legs had nearly disappeared. I could see the ragged edges of the holes, like mouths forced open by stiff wooden rods.

My mother picked me up. I was crying now. My father pushed his chair back and looked at the floor. He continued to chew.

“That linoleum’s rotten,” he said. “I’ll have to fix it some time this weekend.”

Perhaps that makes him sound like a handyman, a fixer, someone who put things together. He wasn’t. Our house was broken hinges, stuck doors, worn carpets. Rather than take out a broken basement window, he piled dirt on the outside. To insulate it, he said. It made the basement a little darker, but that added to the mystery.

I liked to play there. Behind the furnace, there was a little space like a room. It smelled of house dust, dry air, and whiskey. I found a marble in a corner, amber colored glass. It was scratched in places where it had rolled across the cement floor. It would have been beautiful when it was new. When you held it up to your eye and looked through, everything was different, everything curved and bled together.

I took a half burned white candle from our dining room table down there. It was this which led to the basement being declared off-limits. My mother found the candle and thought I had been lighting it.

I liked having the candle there, in case there was a disaster, a tornado, an explosion, a nuclear bomb. Sometimes it was frightening in the basement. There were holes in the walls that led out in little tunnels and you couldn’t be sure something wasn’t watching you when your back was turned. I stuck the candle in a bottle. There were a lot of bottles down there, piled behind the furnace.

I could see the holes in the ceiling, between two smoke black beams, where the chair legs had gone through. The light from the kitchen came into the basement.

A month went by before the holes were repaired. We avoided the dent in the floor with its two accusing circles. Sometimes I imagined I felt the floor soften beneath my feet elsewhere in the kitchen and quickly stepped sideways. My brother and I watched each other when we were in the same room, as though afraid one might disappear and leave the other here alone.

Finally my father called a man in a blue hat, who came and tapped mysteriously in the basement. My brother and I sat up above, crosslegged on the floor, and watched the linoleum smooth itself out as he replaced the boards. The holes remained.

In the other room, my father watched a golf tournament. We could hear his breathing and sharp grunts whenever a putt rolled smoothly across the grass, heading into the hole like a ball with a purpose. When the man came up, my father offered him a beer and had my mother write out a check.

We went out to Happytime Pizza that night. The restaurant was clean; there were no holes in the floor. The windows were diamonds of colored glass, lead running like angry veins between them. The sunlight came through them and painted my father’s face with red and dark blue.

I reached my hand into a patch of green lying on the table’s surface and then took it out. No one was watching me. My mother and father held the menu between them. There was a wet ring on the wood of the table from my father’s beer glass. I put my hand into the color again and moved it back and forth, letting the light paint my hand as though smoothing it with color.

My brother kicked me gently under the table and moved his hand into the green too. We held our hands on either side of it, letting the very edge of the color bleed onto our hands, not daring to move in.

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On The Treatment of Coders

Dog in a ladybug costume
Coders can seem like odd creatures sometimes. Under that ladybug costume, though, they're as human as you or I.
This article originally appeared in the now-defunct online magazine Imaginary Realities. It talks about MUD administration, and draws on my experience working with Armageddon MUD, the world of Zalanthas. For those who don’t know what a MUD is, it’s a text-based roleplaying game. Here’s the wikipedia article on MUDs.

One of the sad truths of the mud world is that there are never enough coders. Builders aplenty, brimming with fresh idealism and plans for entire zones, appear (and sometimes disappear) at the drop of a hat. But coders are the unicorns of the mudding world, seldom glimpsed and ardently pursued. We are lucky enough to have three dedicated coders on Armageddon MUD: Morgenes, Tenebrius and Tiernan, as well as a few other staff members willing and able to wade through the bugs file and tinker with things upon occasion. How, then, does an administrator keep these rare beasts happy? The following four steps may help.

1) Communicate: When asking for new code, try to let the coders know exactly what is desired. For example, instead of ‘Let’s make archery more complicated,” a staff member might propose “Let’s put a range on archery, so the farther away the target is, the harder it is to shoot it.” A full description of the the idea, perhaps including examples, such as fake logs showing what the idea will look like when being used, helps make sure the originator of the idea and the coder are on the same track as far as things like syntax and usage are concerned.

The same holds true for bugs. Describing how it’s supposed to work as well to how it’s working right now helps clarify ideas. Coders want to know if the bug is REALLY a bug, or something being reported because it doesn’t work as the reporter feels it should.

With bugs, give the coders as much information as possible, including how to reproduce the bug. Examples by way of logs are great, and if they include some form of error message (or message that they’re getting that shows it’s an error), it often allows the coder to track down what section of the code needs to be worked on.

Make sure people aren’t bumping into each other. On Armageddon, we’ve got a coder’s board, where people post changes as they make them. This alerts fellow team members to what they’re doing and is also helpful if unexpected bugs crop up, enabling people to track exactly what got changed and when. Two people should not be working on the same idea at once unless they know it, and can divvy up the work accordingly.

2) Have a purpose: Will it get used? Is it something players are asking for? This one is a matter of ego, but we’re all human and we all do have egos. Seeing their work getting used, regularly and as envisioned, is a reward beyond any thanks or congratulations other staff members can give a coder. Track player requests, through entries in the bugs/ideas/typos files as well as emails to the account and posts on the general discussion board in order to convince a coder that the players want, and will use, something.

Generally, with new ideas figure out how they are moving towards some goal. A piece of code like a new skill is going to sound more interesting if it fits into some overall purpose, such as a master plan of non-combat related skills for the economy than it would if it is just a random idea. You are also going to end up getting more out of the idea if it is part of a greater whole.

Make it innovative. Some coders like to be trail breakers, to feel that they’re not just playing catch-up with another mud, but are creating ideas and concepts new to the mud community. Some ideas get requested to ‘balance’ things out between groups: guilds, or races, or mount speed. When a coder starts to feel like the code they’re doing that day only works to nullify a change made last week, then they’re going to start wondering what they will be asked to implement tomorrow.

3) Share the work: Do as much of the grunt work as you can for the coders, including helping thoroughly test, providing help files and documentation, and fleshing things out. In testing, give coders information about what is not working and how to recreate the result. Be precise about what needs to be changed: not ‘the plague of locusts spell needs to do more damage’, but ‘it needs to do about twice the damage it is now.’ When something requires a new help file or modification of an existing help file, do not expect the coder to do it, but supply it yourself. If it is something that requires building, provide the items. Teamwork of this kind, when it is working well, is terrific, and will often produce amazingly cool results.

4) Appreciate: Good coders can never be praised sufficiently. We try to make sure that players know who is responsible for new and interesting changes, by posting information about them in the news as well as in our weekly update, which is a mailing our players can subscribe to, which provides information about changes, staff and world news, upcoming recommended playing times, etc. When players write in with compliments or feedback on a code change, make sure that the note gets passed along to the person , as well as that the coder knows how cool or slick you think the ideas they have implemented are as well.

There is a tendency sometimes to regard coders as resources that spit out code at request. But the fact of the matter is that treating coders in that way will frustrate both sides, leading coders to become discouraged and unmotivated to implement new ideas and builders to feel that their coding needs are not being met. These four points may help avoid such frustration.

This article originally appeared in the April 2001 issue of Imaginary Realities.
© 2002 Cat Rambo. All rights reserved.

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Social Networking: How Much Is Not Enough?

Sculpture detail
Social networking - is it all just navel-gazing and blogging about blogging? Or are we actually building connections that will matter?
So one of my resolutions, post-Confusion, was to be better about social networking and spreading word of my projects. Towards that end I’ve been posting scraps of the WIP on a daily basis (and plan to do so until it’s done or someone buys it), doing more writing for the SFWA blog (just finished up a review, and I’ve got interviews scheduled with authors Myke Cole and Jason Heller) as well as a series I proposed on Thomas Burnett Swann for the Tor.com blog, and — in keeping with my belief that one of the best ways to promote yourself is to promote other people — trying to mention interesting stuff on various social networks.

So – it’s weird, but they all have such a different vibe for me that I find myself posting different stuff depending on what the network is, and this, I think, leads to a certain amount of inefficiency and wasted time, which since in theory I am a fiction writer more than I am a blogger is something I should curb.

I’ve pretty much abandoned Livejournal, and I don’t know whether that’s a good or bad thing. I should probably set up a widget to collect G+ posts or Twitter tweets on there. Google+ is great (and my favorite, truth be told), but not everyone is on there. I use it a LOT for class stuff.

Facebook is where almost all of my family members are (and where I get most of my baby pictures, between certain people named Corwin, Dresden, Leeloo, and Mason) and it’s also where I seem to talk about politics the most. Twitter and I have an on-again, off-again relationship, and I always feel like I’m missing parts of the conversation on it in the BLAST of stuff from the firehose of tweets constantly crawling up my page. And then there’s this blog as well.

One of the things hampering me in setting up a good system is a feeling that too much social interaction can be a bad thing — that people will unsubscribe if there’s too much, and it seems as though that varies from one network to another. I like Jay Lake’s Link Salad — and maybe one thing to do is collect the links and stuff posted on other networks to present here in a weekly entry. Is that something people who read this blog regularly — or sporadically — would find useful?

And should I be posting the same stuff on all the networks? I took a look at what I’d posted over the course of one day on FB, Twitter, and G+ and while some stuff got crossposted, there wasn’t a lot of overlap.

Part of the reason I’ve never cottoned to Twitter is that it feels like you’re shouting all the time. I like being able to like or + a comment to show I read and appreciated it without feeling like I have to say something. And conducting a conversation on the latter two feels like…a conversation, while Twitter feels like shouting across a room of people who aren’t particularly interested (or else are overly so) interested in the conversation.

What do you think – how much social networking is too much? Do you stick to a particular network or employ the same scattershot approach?

Enjoy this advice about social media for writers and want more content like it? Check out the classes Cat gives via the Rambo Academy for Wayward Writers, which offers both on-demand and live online writing classes for fantasy and science fiction writers from Cat and other authors, including Ann Leckie, Seanan McGuire, Fran Wilde and other talents! All classes include three free slots.

Prefer to opt for weekly interaction, advice, opportunities to ask questions, and access to the Chez Rambo Discord community and critique group? Check out Cat’s Patreon. Or sample her writing here.

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