Lowell doesn't dress up to run games anymore, unfortunately.I’ve started tabletop playing again, although it’s via Google Hangouts rather than in person. My brother (whose excellent gaming and storytelling blog, Age of Ravens, you should check out) running a Changeling: The Lost campaign and it’s a great way to spend a little time with both him and my sister-in-law, along with meeting some new fellow players. I really love what he’s doing, which is using a system called Microscope in order to collaboratively generate the setting for the game, and it’s making me wonder about the possibilities of it for generating a shared world setting.
We went around the “table” first generating some high level concepts, such as vampires being very rare in this world, the existence of neon elementals, and some rule-specific stuff that kinda flew past my head, but which I’m understanding more as I keep going through the rules. The game’s set in Las Vegas, but successive rounds helped define the specifics of the world and some of the NPCs, like Wayne Newton: Werewolf Hunter or the Count, a bitter, twisted man who runs The Society for the Preservation of Vampires. Lowell’s blogged with more complete details here.
I really love this sort of session, because it’s so much fun to take someone else’s addition and riff on it. After the first round, the person starting each one had to come up with what’s called in Microscope terms a “lens,” something that each addition that round must reference. Ours were: guides, corruption, and alien abduction, and if you look at Lowell’s write-up, you may be able to trace where some of those items came from.
Interesting. I recently went looking for a new set of RPG rules to replace C&S rules I used to run. Never heard of Microscope, and it looks intriguing, though I’ve never heard of a set of rules that doesn’t use a GM (sounds more like a wargame than an RPG, though I spent a couple of years running/playing in a shared Champions setting which amounted to pretty much the same thing).
Rule set I’ve picked up is something called “The Burning Wheel.” Generic system (not for a specific setting except is is fantasy, though another book is out which adapts the system to scifi) and I’m trying to adapt it to use my old fantasy setting, though I may have to “crash” it and build upon the ruins (I’m speaking literally, not figuratively). Character generation is kind of complex (it’s the one weak point I’ve seen brought up in reviews) but the system seems clean and simple. Still reading it, but I’ve already picked up the other three books the Griffon had for it.
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Class Excerpt: On Creating a Story When You Have the Plot
Now that we’re all moved in to the new place, I can find books when I want to refer to them.I’m finishing up the year by trying to wrap up writing the on-demand version of my Moving from Idea to Draft class. This is a tough translation, because the live class depends heavily on what the students have brought: I try to help them go deeper into the idea each has brought to class and show them ways of fleshing it out.
For the on-demand version, what I’m doing is looking at each of the various ways I’ve seen stories develop and doing a section on each, looking at what it is, what it gives you to help with fleshing out the story, possible trouble spots, some ways to proceed with it, and then two or three exercises to refine skills with that, each with a basic and then an overachiever version, a model I used with the Description and Delivering Information class. There’s twenty-three sections altogether, but here’s the section on starting with a plot, minus the exercises.
What It Is:
Some stories begin with a plot. This is a complete story: you know the problem, some basics of the characters and what will happen. Perhaps it’s something you’ve generated or taken from elsewhere. Perhaps it arrives pre-made in your head (and you should glory in it when it does, in my opinion), so all you need to do is sit down at the keyboard and write it out.
If you can describe in a few sentences what will happen in a story, you know the plot. For example:
A little girl takes cookies to her grandmother and encounters a wolf along the way. When she gets to her grandmother’s house, the wolf is waiting to attack. A nearby woodsman comes and kills the wolf. (Little Red Riding Hood)
A man steals the defense plan for a planet that is immensely wealthy. When he tries to use it, he finds out that the defense is constructed out of (because this is a spoiler of an excellent story, you should go read it) and meets a terrible fate. (Mother Hitton’s Littul Kittons, by Cordwainer Smith)
What it gives you:
You know the overall flow of the action: this happens so this happens so this happens and then it ends this way. You know the basic story pattern: that tension increases until the climax, and then rapidly falls. You know the source of the tension and usually the basic conflict: how the wants of two or more entities are collide in some fashion.
You have some sense of where it begins and a stronger sense of where it ends (although the reverse is not impossible).”‹ Connie Willis says to begin at the moment when the problem becomes a crisis. I don’t know that I agree that you should always do that, but it’s certainly better, in terms of story tension, to start with a moment where the problem is already taking place than to start with an idyllic landscape that slowly goes bad.
You may or may not know the characters involved, but you have some broad basics, and know some of the things about the character that affect it most for you, which will probably include gender and approximate age.
Similarly you have some broad basics of the setting, the overall world of the story, although you may need to think of specifics pertaining to scene locations.
More importantly, often you have an impalpable feel for the story, a sense of the overall tone and emotion that will help you shape the words as you write. To make the most of that, spend a couple of moments thinking about the atmosphere of the story. What movies or books might you compare it to? What is the overall emotion, both yours in writing it and what you want readers to take away?
What you need to think about:
What do you bring to the story that makes it unique? There are only so many plots (opinions of the actual number differ, with some saying seven, others numbers like 3 or 36, but the fact of the matter is that at a certain level you will not be able to do anything genuinely new unless you are more of a genius than I, and so you should look at what you bring to the table: the unique details of your life and experiences, your emotions and understandings, and your sensibilities. What instances of this plot have you witnessed being played out in your own life, perhaps as actor, perhaps as audience, and what of that experience can you draw upon?
Specifics of the action may be lacking in your broad overview, in which case you will need to flesh them out. Your burglar steals something – what? Who owns it and what defenses against thieves do they have? Your bounty hunter is chasing her prey, but what crime has that prey committed? Specifics of the location are something that you may well need to flesh out, in which case try to think of aspects that are particularly engaging and use those as interesting backgrounds to add interest to a scene: make that important conversation take place while the two are racing on ice skates through a city’s lower levels or at a party whose main entertainment are levitating performers who are half-dragon, half-human. What can you use?
Things to watch out for:
Sometimes when you go to put these stories down on paper, they are not the well-fleshed entities we hoped, but incomplete things, hints of lines that don’t tell us the entire picture, whispers instead of words, a sense of brushing up against one side of the story in the dark rather than holding it in its entirety. In such cases, I usually build a mind-map, writing down the details that I know and expanding from that. I’ll build on how to do that in the next section, Possible Next Steps.
Be careful of the generic. We all have a set of flimsy and unconvincing stage sets in our heads that, when examined with care, can probably be traced back to specific television shows or movies. My desert island will always have Gilligan lurking in the underbrush, for example, and any Victorian London scenes have to be forcibly wrenched out of the black and white of the old Basil Rathbone Sherlock Holmes movies.
Possible next steps:
Take your two or three sentence description and expand on it, stretching it to five hundred words by expanding on generic details with specifics and figuring out the overall timeline.
Write out list of scenes then develop the basics of what happens in each scene: they go to the movies, see a clue in the opening, and try to rush out of the theater only to find a bunch of lamias in the parking lot ready to brawl; they fight with the lamias and defeat them by throwing soap bombs at them, but Ellen’s arm gets broken in the process. You will probably tell it in chronological order, but it’s not too early to think about mixing it up if you think it would accomplish something in the story, like provide additional pleasure for the reader by allowing them to assemble the pieces of the puzzle.
One thing I strongly urge my students to find is a good critique group, preferably one where the other writers work in the same or a related genre. A critique group can become an important part of a writer’s process, can kick you in the butt to be productive and solace you when you’re not. It gives you other people whose victories you can celebrate, and ones who will celebrate yours. It can challenge, inspire, and encourage — but it does need to be one where the members are supporting each other, and where they’re exchanging useful critiques.
Sometimes people confuse the words critique and critical, and yet they are very different creatures. A good critique, one that helps and inspires the writer, may have elements that are critical of specific things, but that’s by no means everything it holds.
When you read a story for critique, it’s often good to make sure you know what the author is looking for. Authors can help the critique reader know this by including a statement that can range from, “This is very rough, so I’m looking for big picture stuff and whether the pacing works” to “This is pretty much done, and I just want to know where the language can be clearer.”
I usually begin a critique with a brief synopsis. That can be a single sentence along the lines of, “This is a story of a love story in haunted bakery,” or a longer, more complicated description. This is useful for the author because sometimes the thing the reader considers the most important about a story is not something the author actually was focusing on. You are holding up a mirror to the story and letting the author see it from a new angle.
After that, I move to the story’s strengths and the things that I want to see more of. This is a deliberate strategy because it gives the author some warm fuzzies to take them through the part where I’m a bit more critical, but it’s also one of the things that an author benefits from knowing. Often a strength can become a stellar part of a story if the author refines it even further in their rewriting.
I let the author know where things are unclear to me, where I don’t understand why a character is doing what they’re doing, or where I’m not sure of the world around them. Often these are places where I’m thrown out of the story because I’m thinking more about them than about what’s happening, and fixing them is something crucial for creating a story that is immersive and engaging, one that makes a reader forget that they’re reading and simply exist in the world of the narrative.
I often include notes on pacing, which I treat on a scene by scene basis when dealing with a story, and on a chapter level when working with a novel. Pacing is often controlled by the scene and paragraph breaks. If you doubt this, take a page of your work and first make it a single paragraph and then do a version where you strive for short paragraphs. Read the two side by side and see what a difference that makes. Sentence length will also affect pacing, as will long chunks of description.
I may talk a little about very basic structural issues, like which POV the piece is in, if I feel strongly about it. Generally, though, I don’t question things like choice of tense or voice unless there are evident advantages to trying something else that I think the author might not have considered.
The beginning and ending of a piece matter more than other parts, and so I pay particular attention to those, and whether or not they’re effective. Often the key to fixing a wonky beginning can be found in the ending, and vice versa. Overall, I search for things that an author might make more use of, objects/characters/setting/phrases/whatever that could be repeated or dwelt on for greater effect.
When offering alternate titles, I try to find something within the text, a phrase or sentence scrap that might be employed in that way. It can be surprising what excellent titles are embedded in a story and simply being overlooked.
Unless an author specifically asks for it, I do not copyedit. I do talk about patterns, along the lines of “You use a lot of adverbs and I don’t think they’re all necessary,” or “You start a lot of sentences with ‘And’ so you might want to search for that as part of your final edit.” For one thing, such copyedits can feel overwhelming when unwanted. Assume that they will do a copyedit and don’t spend a lot of time nitpicking.
Over the course of time, I have found that when most of the people in a critique group are pointing to something in a piece being broken, they are correct, but none of the fixes are the right one. Instead, I have to take the knowledge that it’s broken and go think hard about it till I figure out a solution. Accordingly, I don’t spend a lot of time proposing fixes because they usually are about how I would write the story, rather than how the author would, unless I think my idea is brilliant in which case I will be too convinced of my genius to spare the author it.
Overall, I think it’s important to be honest and kind in a critique. Value words aren’t a good idea. “The way this is structured confuses me so I don’t understand the action of the story” is valid; “This is a terrible mess” is not. A harsh critique just makes an author feel unhappy, upset, and overall unwilling to grapple with the story, which is not the point at all.
One Response
Interesting. I recently went looking for a new set of RPG rules to replace C&S rules I used to run. Never heard of Microscope, and it looks intriguing, though I’ve never heard of a set of rules that doesn’t use a GM (sounds more like a wargame than an RPG, though I spent a couple of years running/playing in a shared Champions setting which amounted to pretty much the same thing).
Rule set I’ve picked up is something called “The Burning Wheel.” Generic system (not for a specific setting except is is fantasy, though another book is out which adapts the system to scifi) and I’m trying to adapt it to use my old fantasy setting, though I may have to “crash” it and build upon the ruins (I’m speaking literally, not figuratively). Character generation is kind of complex (it’s the one weak point I’ve seen brought up in reviews) but the system seems clean and simple. Still reading it, but I’ve already picked up the other three books the Griffon had for it.