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Retreat, Day 22

coffeeToday I am letting myself slack a little, feeling caught up from the weekend’s excesses and so I can game tonight.

Today’s wordcount: 2592
Current Hearts of Tabat wordcount: 119954
Total word count for the week so far (day 3): 13568
Total word count for this retreat: 60229
Worked on Hearts of Tabat, “Moderator,” untitled piece
Works finished on this retreat: “California Ghosts,” “My Name is Scrooge,” “Blue Train Blues.”
Time spent on SFWA email, discussion boards, other stuff: 45 minutes

From the untitled piece:

The magician gestured, and out of the pool came musicians, the very first thing the tip of a flute, sounding, so it was as though the music pulled the musician forth, accompanied by others: grave-eyed singers and merry drummers; guitarists and mandolinists with great dark eyes in which all the secrets of the moon were written; one great brassy instrument made of others interlocked, so it took six to play it, all puffing away at their appointed mouthpiece, and all of them bowed down to the priestess who stood watching, her sand-colored eyes impersonal and face stone-smooth.

“Very pretty,” she said, and yawned with a feline grace, perhaps even accentuating the similarity in a knowing way with a tilt of her head.
The magician smiled, just as catlike, just as calm. “You can do better, I am sure,” he said.

She shrugged, her manner diffident, but rather than reply, she pursed her lips and whistled. Birds formed, swooping down, and wherever they swooped, they erased a swathe of the musicians, left great arcs of nothingness hanging as the seemingly oblivious players continued, their music slowly diminishing as they vanished, the instruments going one by one, and the last thing to hang, trembling in the air, was an unaccompanied hand, holding up a triangle that emitted not a sound.

Landing, the birds began to sing, and though the music was not particularly sweet, there was a naturalness about it that somehow rebuked the mechanical precision of the song theirs succeeded. As they sang, more and more birds appeared, and the music swelled, washing over the pair where they stood, like a river.

The priestess patted the air with the flat of her hand and the birds winked out of existence, leaving the two of them in a great white room, the antechamber of her temple.

“Will you go further in, then?” she said, and her voice was still casual.

The magician’s eyes were green as new grass and the black beard on his chin, which grew to a double point, was oiled and smelled of attar-of-roses. He considered her as though this was the smallest of debates, and finally stepped forward.

“We are still evenly matched,” he said.

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Five More Ways to Increase Your Blog Readership

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When in doubt, go with a picture of your cat. But do include a picture of SOME kind, no matter what.
I blogged a couple of days ago with five ways to increase your blog readership. Here’s an additional five that I hope are helpful for those who like to look at their numbers every once in a while. But remember — writing always comes first!

  1. Be a pro. Proofread and remove errors. If someone points one out to you, fix it and thank them for the feedback. Make your posts look professional, not hastily assembled or sloppy. The appearance of the post can’t help but make an impression. Take the time to preview the post and make sure all links lead to the right place.
  2. Monitor results. You won’t know what works unless you’re looking at the data, even if it’s at the topmost level of “how many comments?” (This is a bad metric because so often the answer is “none.”)
  3. Your profile matters. Fill out your profile on social networks and make sure it includes your website’s URL. This adds to its search engine ranking, making it appear higher in search engine results.

  4. Pay attention to the Zeitgeist. Pulling your blog topics from Google or Twitter trends can be a good idea — as long as you have something useful to say. Don’t hashtag for the hell of it.
  5. Content trumps cash. Producing good, interesting, useful content will outperform any amount of money thrown at advertising. I find that some social networks send me coupons to use on advertising every once in a while and I do use those — but once they’re used up, I stop the campaign.
  6. Promote other people. This gives you good content if the recommendations are wholehearted and worthwhile.

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Adjusting to Altitude: Helping New Immortals Acclimate

This essay originally appeared in the June 2001 issue of Imaginary Realities.

While finding new immortals for a MUD, MUSH, MOO or MURPE generally isn’t a problem, finding ones who will be a lasting and productive part of the team is. The first couple of weeks for a new staff member on a multiplayer game are the ones where the most mental adjustments are made, and the actions of other staff are often a crucial factor in whether or not those staff stick around. Armageddon MUD provides a good example of how this process can be made as painless as possible for both new and established staff members.

New immortals on Armageddon have undergone a fairly selective process to get there. When a gap is perceived, I post on our discussion board what the gaps are and who is being considered to fill them. In considering candidates, we look for the following:

  • Imagination, creativity and writing talent
  • Knowledge of the game and its world
  • Ability to function as part of the team, including the ability to work with other people, to take input/criticism without feeling diminished or angry and a willingness to work within our guidelines and rules.
  • A history of both integrity and trustworthiness
  • Sufficient time and energy to dedicate for the game

At this point, I usually feel out the various candidates to see if there’s any of them who would not want to be on staff. Some people prefer to play, and do not wish to come on staff since the mystery of the game would be lost for them. If they’re interested and I haven’t seen past examples of their writing style, I might ask them to write up two or three possible small plotlines and send them to me as a sample. Other staff members post their impressions of the candidates or email in reactions to me, and in a week or so, we come to a consensus about which candidate(s) to approach.

Once that’s done, we set up the new immortal so they can start to read through our documentation, see what’s happening on the immortal discussion board, etc. Then they can log on and begin poking around, usually with another staff member walking them through the basic commands, questions, etc.

People come onto the Armageddon staff at the level of Storyteller. Storytellers run plots and clans, animate NPCs, build (etc). There’s a bewildering medley of options and expectations for a new immortal, so we assign a primary and secondary mentor, usually staff members who have been around for a while and who can answer questions. A lot of time they’re pointing people to the documenation.

We’ve got a lot of documentation, to the point where some new immortals have described it as daunting. But much of that documentation is devoted to helping the new imm: building and procedure guidelines, information about features in the world in the form of Who Is/What is pages and histories of the major clans and noble houses, tutorials for creating objects, NPCs, rooms, and documents. When a new immortal appears, I point them towards specific documents (the immortal discussion board, the guidelines for new staff members, the staff contract, and the mission statement) that I prefer that they read before logging on for the first time.

My feeling as far as new immortals go is that acclimating is much, much easier if they have some definite things they’re supposed to be doing. These should not be overly daunting. Running a clan, for example, requires a lot of organization and coming up to speed, so something smaller, such as helping with one aspect of a clan, or writing NPCs for it, may be a much better initial project.

Additional projects might include: asking them to come up with two or three mini plotlines to run, right off the bat; asking them to work with a plotline already in progress, which has already been planned and sketched out by someone who needs assistance running it; working with npcs in a particular area in order to get a feel for it; filling in gaps in the documentation. Generally, I try not to make these projects building an area, unless it’s a very small project that fits inside another one, like a couple of houses or an oasis.

Giving new staff feedback on what they’re doing is important, but during the initial stage this is not so crucial as is making sure they have resources and teachers who can help them get up to speed on things as painlessly and quickly as possible. Towards this end, make sure they know the rest of the team — I post on the immortal board to let people know who’s coming on board and what they’ll be working on. It’s good if the new staff member posts an introduction themself, with information like what they’re interested in working on, what their areas of expertise are, how they started playing the game, experience with past MUDs, and so on.

It’s also important that new staff know what’s expected of them, in terms of work and conduct. Documentation can help enormously here, but again, it’s having people that can explain things that is the most valuable resource.

In short:

  • choose new staff carefully
  • make sure new staff members have access to the information and resources they need
  • work with them on coming up with clear, measurable tasks so they know what you’re expecting from them

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