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WIP: Reality Storage

Cup of Coffee
Coffee cup
Finishing up the final polish of a story today, titled “Reality Storage”. It fits in both the Villa Encantada series as well as the category of “stories inspired by the remodeling and moving process.” Here you go:

So there I was staring at the bank of monitors. It was still early in the morning; my coffee was half-full but I’d finished my muffin. I was thinking about the way Bonnie smelled in the morning, before she showered, still a little sweaty but with a lingering edge like lilac and mint from her bodywash, and a little musty too, when you burrowed your face down into the hollow of her neck.

On monitor three, the guy entered, got a cart, and then pretended to load stuff onto it from his car. That’s what made me look a second time, catching him lifting empty air up. He did it five or six times, then trundled the cart onto the elevator and took it up to locker 234.

I watched him all the way, sipping my coffee, wondering what he was up to. He opened up the locker, mimed lifting six things into it, closed and locked it. He even wore work gloves to protect his hands. I wondered if he was practicing some kind of act. It looked so realistic, to the point where he staggered on the last lift, as though thrown off balance by the burden’s heaviness.

He stripped off the gloves, closed up the unit, and locked it again. He didn’t bother to take the empty cart back down with him, just left it there, which made me think the worse of him. It’s shitty not to do little things like that, to make someone else clean up after you.

While he was in the elevator, he looks straight at the camera. He rubbed at his ear, frowning. Then he shrugged and gave the camera a wave, as though he saw me watching.

Then he got back into his sporty little pickup truck and drove away.

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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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Do Writers Need to Blog? No.

A friend once said, "It's odd, the harder I work, the luckier I get." And it's true. But that work is perhaps better put into writing than blogging about writing.
I keep reading articles that say blogging is mandatory for writers nowadays. That agents and editors won’t take you on if you don’t already have a platform. This is hooey.

Let me repeat that. Hooey.

You do not need to have a blog. You do need to have a website that lists your publications and provides a way to contact you, so people can track you down if they want to. That’s it. The world is full of blogs with writing advice from people with only a few publications under their belt. Sometimes they give good advice, sometimes they don’t. It’s not ordained that you must contribute your quota of “avoid adverbs!” to the pool.

What else do you really need? You need to be writing steadily and sending stuff out.

Yes, if you have 50K Twitter followers, you may be more desirable in an editor’s eyes. But the time and effort you would need to spend growing that Twitter following from scratch would be better spent writing. You are not going to gain swarms of followers unless you are putting some effort into entertaining and informing them.

If blogging is going to be a chore for you, then don’t do it. Or engage in a very simple form of blogging: post a brief excerpt of what you wrote that day (or week, or whatever). You’ll find people are just as satisfied with an interesting story chunk as that preachy bit about not piling adjectives together. And, when the piece is published, that announcement gives you something else to put on the blog.

John Scalzi gets mentioned as a blogging success story. What doesn’t get mentioned is that he put an entire book up a bit at a time, and gained much of his following that way. Scalzi does have the sort of web presence that would make a publisher lick their chops. That sort of web presence doesn’t come easily.

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Clans in a Roleplaying World

by Cat Rambo (Sanvean of Armageddon and Krrx
This article originally appeared in the March 2000 issue of Imaginary Realities.

Lately, I have been contemplating how clans fit into role playing muds–particularly in getting players acclimated to the mud and helping them survive in that environment. The following conversation takes place between myself and a staff member of Armageddon mud who revamped a defunct clan, the T’zai Byn, and transformed it into an active and well-loved clan. The Byn is perhaps one of the best clans for new players, as well as an experience praised by the vast majority of its participants. (This is the first of three musings on the nature of clans, and what being in/running one means to a player/immortal, with the second discussing a cultural clan, where players begin the game having been born into the clan, and the third outlining some conclusions and problems with clans on role playing muds.)

Sanvean: First off, why were you interested in reviving the Byn, and what sort of clan did you want it to be?

Krrx: Probably the key thing is that I have a passion for the concept. It started when I played in the T’zai Byn a few years ago. I enjoyed playing in a fighting unit where you and your comrades faced death regularly, and had to work together to survive. While I have had very enjoyable times in other clans, I would still rate the Byn as the highlight.

Sanvean: What was the first step in getting them restarted?

Krrx: I outlined what the clan would be–what role and ‘flavor’ it would have. Of course, this was all documented. As the concept developed, the documentation changed. The documents today are quite different from how they were at first. I had ideas about what I wanted the clan to be like, but they didn’t ‘fit in’ as well as they could have with the game world. Nessalin had a big influence on how the clan turned out. The Byn are a lot more low class than I first planned, and the documents reflect that.

Sanvean: How did Nessalin change your intentions?

Krrx: My original vision was of an elite mercenary unit, with a lot of ‘high class’ things. Nessalin encouraged me towards a low class, gritty, down-and-dirty vision of the clan, which fit in better with Armageddon’s overall flavor.

Sanvean: As I recall, you were worried at first that they would not take off.

Krrx: Yes. When restarting the clan, it struck me that to achieve its goals effectively, the clan would have to have strict rules, and that people might not be able to handle it. One example is the regulation where members are not allowed into the ‘rinth, and are not allowed to leave Allanak unless certain criteria are met. The ‘rinth and the wilderness are two areas where a lot of new player characters die, because they insist on wandering in dangerous places alone. It thus makes sense, both in character and out of character, to have rules that limit going to those places.

Sanvean: Speaking of rules, one of the things you have done very well is making the Byn self-regulating. Did you plan on that?

Krrx: To an extent, yes. There are two points here. The first is that I have recruited clan leaders very, very carefully. The second is that because they are trustworthy players, they will help enforce the rules anyway.

Sanvean: When you are looking for players who will make good player character leaders, what do you look for, then?

Krrx: The key things I look for are: (1) out of character trustworthiness, (2) a very high standard of role playing, and (3) regular playing. Of course, it must be appropriate in character that the player character move into leadership. I can elaborate on those points if you like.

Sanvean: Please do!

Krrx: First, out of character trustworthiness. I have put a lot of work into this clan, and I will not put in leadership anyone who does not respect the work I put in, and is not willing to do likewise themselves. Another reason for this criterion is because I am not on-line 24 hours a day. If something happens, I need an honest, trustworthy viewpoint to rely on.

Sanvean: How do you know you can trust them?

Krrx: Trust is not something that can be guaranteed, but I do my best to screen players. I look at past player characters that the player has played. I chat to other staff members about them, particularly if the player played a player character in their clan. If someone is trustworthy, they tend to show it in the way they play the game.

Onto the second point–a very high standard of role playing. Armageddon is a role play intensive mud, with a very high overall standard of role playing. While many players entering the clan do not have this standard, it is a requirement for leadership. If people see leaders role playing well, they will tend to do likewise.

Sanvean: Good role playing seems to mean different things to different people. What is your definition?

Krrx: Good role playing? Thinking and acting in character. Immersing yourself in the role of your player character, and not just playing it like a robot in some shoot-em-up.

Onto the third point–regular playing. This does not mean leaders have to play Armageddon for 6 hours every day. I do, however, expect them to appear in the game fairly regularly. You can not lead if you are not around to lead. Common sense, really.

To sum up, one theme is that I have set limitations on the clan, with the idea that playing within those limitations actually gives players more freedom. It is why we have the law in real life. The law prevents idiots from ruining life for the rest of us. At face value, the law seems restrictive–you are not allowed to drive if you have drunk too much alcohol, for instance. But it is restrictive because: (1) it is logical and sensible, and (2) it protects the greater good–people generally do not like to get killed by drunk drivers.

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