Keep an eye on the world around you and see what stories present themselves.As I said in class, I’ll be posting notes after each Wednesday session, which all three classes can use to ask questions about or comment on what we covered. I encourage the students to hop into the discussion here, but it’s also open to the public.
We started by talking about what makes a story and the idea of character(s) involved in a conflict with rising tension that moves to a resolution at the end. It’s a pretty classic model and Vonnegut says some useful things about it here. Everyone brought a two line description of the story they’d like to write, and we listened to those and talked about which would work as is for stories and which need some narrowing down.
In discussing how we know when a story will be good, we looked at the first few paragraphs of stories by Carol Emshwiller, Joe Hill, and Kurt Vonnegut. I asked you to, in the coming week, look particularly at how people begin stories, and for Week 2, people will be bringing in a story beginning by someone else that knocks their socks. I mentioned that there’s plenty of online magazines to find speculative fiction in and here’s a brief starter list for you (feel free to add recommendations in the comments): Abyss & Apex, Beneath Ceaseless Skies, Clarkesworld, Daily Science Fiction, Lightspeed, Strange Horizons, and Tor.com. One of the things I mentioned is that reading other people’s short fiction, particularly good stuff, is important: you’ll find more story ideas coming to you, you’ll learn new tricks from them, and you’ll become familiar with the markets you hope to sell to.
We also spent some time on writing process and the idea of timed writings, as taken from Natalie Goldberg’s Writing Down the Bones and did some in class. Feel free to post yours here if you like it. I urged you to spend some time this week thinking about your writing process and perhaps trying to change it up a little: writing by hand instead of the keyboard, or in a place you don’t normally write.
>>I mentioned that there’s plenty of online magazines to find speculative fiction in and here’s a brief starter list for you (feel free to add recommendations in the comments):
One thing I found pretty helpful are the Hugo nominated stories featured in audio over at Escapepod.org. Save the .mp3’s to your player of choice and listen on your way to work / school / date / etc. Another great audio fiction site is of course is The Drabblecast at http://www.drabblecast.org. They have some fantastic features.
If you want to be mega-cool, try transcribing some of your favorite stories to screen or paper. Peace & love.
I absolutely agree with that – one of the things I keep is a notebook where I copy out passages from stories and novels that I really love. It’s part of how I try to figure out how the author’s achieving the effect (and how I might use it.)
Timed writing was great. I can’t believe I haven’t tried that before. I went through one of my collections last night and read the first three paragraphs of each story and was surprised to see how well they fit the pattern you discussed. I’ll do a few line edits on one of my short stories tonight and get it sent over to you. I’m really enjoying the class!
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"(On the writing F&SF workshop) Wanted to crow and say thanks: the first story I wrote after taking your class was my very first sale. Coincidence? nah….thanks so much."
~K. Richardson
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Zen and the Art of Spiral-Carved Incense Burners
A stone lantern sits along the pathway, waiting to be sold to a Kadian merchant.This essay originally appeared in the February 2001 issue of Imaginary Realities. The crafting system in Armageddon is something we worked towards for a long time. The implementation may not have been the most efficient (I still, vividly, remember making hundreds of arrow objects so we could have them with every possible color combination of fletching) but getting it into the game was a huge source of satisfaction.
One of the desires expressed at the very first Armageddon player-staff meeting I ever attended was a yen to move away from “a hack and slash economy,” where players made their income by selling the gear off NPCs (and the occasional PC) that they had killed. How, one immortal noted, could the world be realistic when there was no coded reflection of the material underpinnings of it? How to create this economic reflection was a question that remained in the air for several years, and it was not until discussion of implementing crafting code came up that such a move seemed possible.
We laid the groundwork for crafting by first creating ways to get the raw materials. I reviewed what was produced from skinning the various creatures in the game, both to make sure that players could skin most corpses and to ensure that what was being produced was reasonable. We implemented skinning difficulty: some things, such as pelts, are harder to extract from a corpse, as opposed to cuts of meat. Beyond that, we added a forage command, allowing players to find rocks and wood. Later, this was expanded to add other arguments: artifacts, salt, and roots. Forageable objects differ according to the sector type of the room and in order to make this reflect geographical differences, we added some more sector types, such as thornlands, salt flats, and ruins. Salt can only be foraged in the salt flats, for example, and roots are only available in fertile land (hard to find on a desert planet).
Once the ability to gather raw materials was in place, a couple of initial crafting skills were implemented: basket weaving and tanning. Basket weaving, admittedly, started out as a bit of a joke, but it served its purpose: to allow us to discover flaws. Both skills necessitated the creation of the objects to be crafted: a series of baskets for basket weaving, and tanned versions of various pelts and hides. With each, I tried to make sure there were incentives to use the skill: tanning a hide made it both more valuable as well as sometimes adding wear flags, while baskets included some objects that were wearable on the back or otherwise handy. I included the ability to craft an object, a numut vine sash, that had vanished from the game when the city of its origin was destroyed, and this in turn led me to wander through the database to find other objects that could be recycled and used for the code. As part of this effort, I ended up adding a component crafting skill for the magic users in the game in order to use a series of objects left over from an immortal project that had never been fully finished.
Although some objects could be recycled in this fashion, many others had to be made for the crafting code as we began to implement additional skills, including bow making, knife making, cooking, dyeing, leather working, bandage making, etc. Occasionally, obsessiveness got the better of me: after creating four different types of arrowheads, I decided that people should be able to make striped fletching for their arrows, so they could, if they wished, make arrows using their clan or House colors. This required me making some 300 or so arrow objects in a madcap building session that left me not wanting to ever type the word “arrow” again. Here, planning out the entire effort in detail ahead of time and having used a different structure for coding the items would have paid off, instead of having added bit by bit as I went along. For example, I found myself regretting the variety of gems one could forage in the game when I ended up making multiple bone dagger items, each with a different gemstone in the hilt. Having the entire structure sketched out ahead of time, rather than adding in skills as they occurred, might have been helpful, although some of the skills came from player suggestions after they’d been exposed to the new code.
As the skills began to be more fleshed out, we started making them available to the players. Cooking was a skill everyone got, while others were fitted into the skill trees (Armageddon has a branching system) where appropriate, with merchants ending up the vast beneficiaries overall, going from a possible 13 skills to 38. Some additional skills grew out of the effort, such as analyze, which allows a player to determine an item.s component parts, and armor repair.
At the same time, we added a secondary guild system, which allowed players to flesh out their backgrounds further, by adding a few skills, usually crafting. The secondary guilds were not the same as the regular guilds but intended to reflect life experiences or talents, including stone worker, bard, house servant, guard and mercenary, and I enjoyed putting the packages together in a way that made sense, such as giving the house servants pilot, flower arranging, and a high cooking skill or the mercenaries ride, knife-making and an increase in their ability to hold their liquor.
Inevitable questions and problems arose. On Armageddon, skilled merchants can often identify the style of an item via the value command, if it came from a specific region or culture, and in order to accommodate this, I made the crafting of some items dependent on materials available to only those groups. Shopkeepers began to be glutted with some items (nothing is sadder than a Kadian merchant laden with nothing but spiral-carved green marble incense burners), but this allowed us to check and adjust item prices by monitoring the shops to see what items were appearing at what costs.
For example, since wood is more expensive in Allanak than in the Northlands, some players were cashing in wildly by making and selling wooden spears to House Salarr, which I hadn’t realized would happen till I noticed them selling for 300 sid (Armageddon uses obsidian for its coinage) in the shops.
The experiment still continues and new items, many contributed by players, are added every few weeks. Currently, there are some 3000+ possibilities, crafting wise, coded, and there are still gaps. When I initially did the dyes, for example, I left out the color orange, which means that I keep getting inquiries about implementing variations with that color from the players. The fact that it would require writing up another 300 or so objects has stopped me so far, however. But the players are using the code right and left, and some are actually supporting their characters with it. Though there is still a limited market for incense burners.
To write science fiction, it's helpful to know something about its roots. A major joy of my new Kindle is finding free books. I figured other people might appreciate some of the finds (and might share some of their own – bonus!).
So here’s a slew of classic science fiction novels, available free online on Project Gutenberg. (Kindle users, it’s so so easy to mail files onto your Kindle, although it’s not free when you’re moving books on there, but costs a .15 per MB, with a book running 2-4 MB, depending.)
Flatland by Edwin Abbot. The story of life in two dimensions, written in 1884 by an English schoolmaster, it originally boasted “A Square” as author.
A Princess of Mars by Edgar Rice Burroughs. One of the great pulp writers, Burroughs’ work is well represented on Project Gutenberg, and provides a taste of old school sf at its best. including the Mars, Pellucidar, and Tarzan series.
R.U.R. by Karel Capek. This Czechoslovakian play first was staged in 1921. It deals with the rise of the robots, and their final rebellion against the humans.
Herland by Charlotte Perkins Gilman. Written by one of the early suffrage leaders, Gilman posits a society without men, and in the tradition of such utopian fiction, explains it at length.
Deathworld by Harry Harrison. The first of the Deathworld series, this deals with gambler Jason dinAlt and his visit to the deadliest planet in the universe.
Beyond Lies the Wub by Philip K. Dick. No one can be a science fiction fan without at least a little Philip K. Dick in their reading background (in my opinion). Prolific, full of wild imagination, and talented, he produced novels and short stories that are a major influence on the field. Others to read by Dick: Valis, Ubik), Flow My Tears, the Policeman Said, and (always) Do Androids Dream of Electric Sheep (which inspired the movie Bladerunner). I’m happy to see so many P.K. Dick novels available on the Kindle, but I miss Eye in the Sky and The Man in the High Castle.
Time Traders by Andre Norton. Norton brought countless readers to f&sf through her YA novels. Time Traders is the first of a series and follows sharp-jawed, keen-eyed Ross Murdock in his quest for lost alien technology.
Galaxy Primes by E.E. Smith. Another of the Golden Age writers, Smith does space opera like no one else. Here two men and two men are lost in space and must somehow chart their way back to their home planet, Earth.
Invisible Man by H.G. Wells. There’s a lot of Wells to pick from, but this is one of my favorites, and certainly has inspired plenty of other works, both books and movies. I’ll note that you should read Ralph Ellison’s version first – while not strictly sf, it’s surreal and enlightening and a great take on the idea.
And the tenth? I’m leaving it up to you to supply, dear readers – what would you suggest, what have you found online that delighted or amazed you?
(Coming tomorrow: story prompt!!)
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6 Responses
>>I mentioned that there’s plenty of online magazines to find speculative fiction in and here’s a brief starter list for you (feel free to add recommendations in the comments):
One thing I found pretty helpful are the Hugo nominated stories featured in audio over at Escapepod.org. Save the .mp3’s to your player of choice and listen on your way to work / school / date / etc. Another great audio fiction site is of course is The Drabblecast at http://www.drabblecast.org. They have some fantastic features.
If you want to be mega-cool, try transcribing some of your favorite stories to screen or paper. Peace & love.
I absolutely agree with that – one of the things I keep is a notebook where I copy out passages from stories and novels that I really love. It’s part of how I try to figure out how the author’s achieving the effect (and how I might use it.)
Timed writing was great. I can’t believe I haven’t tried that before. I went through one of my collections last night and read the first three paragraphs of each story and was surprised to see how well they fit the pattern you discussed. I’ll do a few line edits on one of my short stories tonight and get it sent over to you. I’m really enjoying the class!
Awesome! Thank you for volunteering for the first workshop.
And yeah, once you catch onto that first three paragraph thing, you realize how much the good stories are packing in there.
I just e-mailed you my story for the workshop.
I really enjoyed the class last night! The timed writing was fantastic.
Thanks! I missed the part where you talked about the first three paragraphs and what they do. Is there any way I can get caught up to speed on that?