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Random Lists of January

Image that says 1) Tweet 2) ??? 3) Profit
Still working on 2015’s business plan
Things I have made so far this year:
Some words
A lot of ebooks
A loaf of bread
Quite a bit of yogurt
Danish pastry dough
Flaxseed crackers
Ricotta cheese
Cashew cheese
Several pots of coffee (seven to be be precise)

What I have written:
One blog post
One freelance piece
Several pieces of flash
Part of what looks like it might be a superhero novel

What I have read:
Lots of Internet articles
The Hundred Thousand Kingdoms by N.K. Jemisin (reread)
The Broken Kingdoms by N.K. Jemisin
The Kingdoms of the Gods by N.K. Jemisin

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On Award Pimpage

Jeff VanderMeer mentioned this on Facebook and it got me thinking about it. This is the season when speculative fiction writers (and other genres as well, I believe) start thinking about awards. Nominations for the Hugo and Nebula Awards are coming up. There will be others, such as the Locus and World Fantasy Awards, but for most it’s the Hugo and Nebula, with a small group thinking about the Campbell Best New Writer Award and trying to figure out how to make the most of their two year period of eligibility for it.

Complicating this is the fact that neither award is really very democratic. You can only make Hugo nominations if you’re a member of either last year’s WorldCon or this one. Nebula nominations are made by members of the Science Fiction and Fantasy Writers of America, many of whom are hoping to make it onto the nomination ballot itself. In either case you could love the book and want to vote for it, but unless you’ve paid the dough for either a WorldCon or SFWA membership, you’re not going to be able to.

One of the words that gets mentioned around this time is “log-rolling,” the act of exchanging favors, along the lines of “You nominate my novella for a Hugo and I’ll nominate your short story for a Nebula.” Recent changes, such as no longer being able to see who nominated something for a Nebula, are encouraging, but the awards still sometimes seem less about the merit of the work than about the popularity of their author.

Beyond that, people use the power of the Internet as much as possible: blog posts, Facebook mentions, tweets, and so forth, sometimes gracefully, sometimes not so much. Why? Because it works. If it didn’t work, there’d be a lot fewer people doing it, and (imo) the award lists from the past decade would be significantly different. Does that make the award process something you should just opt out of and hope for the best? Well, certainly people have done that in the past (and saved themselves some work in the process), but I’d rather have as a take-away the idea that one shouldn’t despair if you don’t win.

Awards are shiny. Most of us like shiny things. And more importantly, they’re testimony to what we really want: affirmation that someone read and liked our work. That’s the real pellet that keeps us pressing the button marked “Pimp my work”.

It’s hard to know where to draw the line. Factor in, also, that what one person considers acceptable, the next may perceive as a gross breach of etiquette. I like the approach the Codex writers have taken: there’s a discussion thread where people can opt in and say they’re willing to read for the awards as well as a place where people can post pieces for consideration. I appreciate this because it helps me discover some writing that I might not otherwise have found. Here’s what I said on Codex in a discussion about it:

I think it’s certainly possible to go too far in pimping your work, but in my experience, that line is farther out than one might think. This is an area where the bolder people have a definite advantage, and sometimes you have to force yourself to be bold about it. You are the best champion your work has, and you might as well do your duty by it.

It would be lovely if all one had to do was write a good story, but the nature of things is that those who are good about promoting their work go farther than those who aren’t. Promotion’s not a substitute for good writing (in most cases), but it sure helps. My collection wouldn’t have gotten nominated for the Endeavor Award if I hadn’t sent them copies of the book, for example, and while I thought at the time it was a pretty long shot, it ended up being quite worthwhile.

To me the most important point is this – don’t just throw your work out there. If you’re going to be sending people your stuff to read, then do some reading and recommending yourself, and do it based on what you like, what you think is good, or ground-breaking, or worthy of recommendation. In that spirit, I’ll be posting some recommendations in the next few weeks, and hopefully guiding y’all to some excellent fiction that you might not have read otherwise. Please feel free to make recommendations to me in return, either on this post or upcoming ones!

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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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