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Guest Post from Carrie Patel: Whose Story Is This, Anyway? - Character Craft for Novels and Games

Picture of carnival masksGrowing up, two of my favorite things were books and video games. If you’d told me twenty years ago that I’d grow up to write both, I probably would have choked on my Mountain Dew.

But over the past few years, I’ve been doing exactly that. I’ve written the Recoletta series, a science fantasy trilogy published by Angry Robot, and I’ve worked as a narrative designer at Obsidian Entertainment for three and a half years now, writing for the Pillars of Eternity games and expansions.

In both media, the principles of good storytelling””establishing a strong story arc; building a vivid, believable world; and populating it with complex, memorable characters””are the same.

But the user experience differs, and understanding that is key to knowing how to satisfy both audiences.

Readers generally pick up novels to immerse themselves in stories that they experience through the eyes of another character. Players generally sit down with games to immerse themselves in stories that they discover and define through their own actions.

A large chunk of storytelling in both media comes down to understanding the role your characters play and how to make them real.

Characters bring a fictional world to life. Their problems and dilemmas create the oft-sought tension and “stakes,” and their choices and conflicts drive the story. Most readers and gamers would be hard-pressed to discuss their favorite stories without also talking about the characters who populate it. We connect emotionally with the people in stories rather than the ideas and philosophies.

But who are those characters?

In a novel, the most important character is typically the protagonist. It’s not just because the action (mostly) follows her. It’s also because we experience the story through her perspective. We see what she sees and know what she feels, even if we don’t always agree with it. First-person and close third-person stories have become immensely popular because of the intimacy of the perspective they offer.

For the protagonist’s story to be engaging, she has to have challenges to overcome. Strengths and vulnerabilities that add variation to her journey. A deeply personal investment in the events of the plot. Writing a protagonist who meets these criteria is often a matter of architecture in the planning stages””figuring out who this person is and what it is about her that generates interest and tension””as well as retrofitting in the revision stages””finding ways to connect her more deeply to other characters and events and building momentum over the successes and setbacks she faces.

When it comes to games, protagonists may be a lot more varied. For the sake of simplicity (ha!), I’m mostly talking about Western-style RPGs, which are often characterized by protagonists who are defined by the player in some significant way and whose stories are often discovered over the course of (fairly) open-ended gameplay.

The degree to which players define their characters differs widely between games. In some games, you have a protagonist with an established identity and established personality whose significant choices are defined by the player. That includes Geralt of Rivia from The Witcher.

In other games, you have a character whose overall identity is set, but whose personality and outlook is determined by the player. For example, Commander Shepard of the Mass Effect series is always a human operative intent on saving the galaxy, but the player can cast her as an idealistic savior or a ruthless maverick.

Finally, there are other games, such as Pillars of Eternity, in which nearly everything about the protagonist, including personality, backstory, and race, is player-determined.

In these types of games, the task of the writer is to build everything around the player character as much as””or more than””defining the player character on his or her own. You develop a story that is just loose enough to fit whatever way the player might choose to define the protagonist according to the options you have given them. You create a world with enough freedom for the player to make choices and enough context to give meaning to those choices. You write side characters who establish the world as a living place and who frame the stakes for the player.

It’s a delicate balance, and it’s one that places a much greater burden on the writing that establishes the world around the protagonist.

That’s because you’re defining this character””or, to some extent, allowing your player to””through negative space rather than positive space. You’re creating a stage that will allow the player to shape a personal story, and one that doesn’t feel at odds with the choices you’ve given them.

TheSongOfTheDead_144dpi (1)Heroes of their own stories

And yet, protagonists aren’t the only characters on the page (or screen). A common piece of writing advice is to write villains as though they were the heroes of their own stories. It’s good advice, and it holds true for all characters””sidekicks, love interests, mentors, and spear carriers.

In many books, the most memorable and beloved characters are often secondary characters. Written well, they are typically less encumbered by the constraints of following the plot. Writers may feel freer to embody them with the quirks and idiosyncrasies that help them stand out. And the foil they frequently provide for the main character””whether as comic relief or as someone who pushes and challenges the protagonist””can create entertaining humor, conflict, and character development.

Put simply, these characters work because they have goals and interests that do not always line up with those of the protagonist.

Games may contain even more secondary characters””often called NPCs (non-player characters). Of course, if every character is the hero of her own story, you’ve still got to make them good stories. And “bring me five puffleberries” and “get my cat out of this tree” don’t quite cut it. We don’t like busywork in real life, so why does anyone assume we’d do it for fun? Yet “fetch quests”””formulaic tasks in which the player character is sent to handle a routine errand for someone else””are everywhere.

The problem isn’t just that they usually make for dull content. It’s also that they suggest a world in which other characters’ concerns go no deeper than grocery runs. In which they only exist to provide some degree of involvement for the player. And in which the protagonist only relates to them as an errand boy.

Every quest need not be epic. But it should mean something or reveal something, both with respect to the protagonist and the other characters involved.

In both games and novels, we rely on good characters to develop our stories and to hold our audience’s interest in them. Novelists and game writers merely need to understand how their readers and players will relate to them in order to deploy them most effectively.

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Bio: Carrie Patel is a novelist and a narrative designer at Obsidian Entertainment. She is the author of the Recoletta trilogy, which is published by Angry Robot. The final book in the series, The Song of the Dead, comes out on May 2. She works at Obsidian Entertainment as a narrative designer and writer. She has worked on the award-winning Pillars of Eternity and its expansions, The White March Parts I and II. She is currently working on Pillars of Eternity II: Deadfire. You can find her on Twitter as @Carrie_Patel as well as at http://www.electronicinkblog.com/.

Enjoy this writing advice and want more content like it? Check out the classes Cat gives via the Rambo Academy for Wayward Writers, which offers both on-demand and live online writing classes for fantasy and science fiction writers from Cat and other authors, including Ann Leckie, Seanan McGuire, Fran Wilde and other talents! All classes include three free slots.

If you’re an author or other fantasy and science fiction creative, and want to do a guest blog post, please check out the guest blog post guidelines.

This was a guest blog post.
Interested in blogging here?

Assembling an itinerary for a blog tour? Promoting a book, game, or other creative effort that’s related to fantasy, horror, or science fiction and want to write a guest post for me?

Alas, I cannot pay, but if that does not dissuade you, here’s the guidelines.

Guest posts are publicized on Twitter, several Facebook pages and groups, my newsletter, and in my weekly link round-ups; you are welcome to link to your site, social media, and other related material.

Send a 2-3 sentence description of the proposed piece along with relevant dates (if, for example, you want to time things with a book release) to cat AT kittywumpus.net. If it sounds good, I’ll let you know.

I prefer essays fall into one of the following areas but I’m open to interesting pitches:

  • Interesting and not much explored areas of writing
  • Writers or other individuals you have been inspired by
  • Your favorite kitchen and a recipe to cook in it
  • A recipe or description of a meal from your upcoming book
  • Women, PoC, LGBT, or otherwise disadvantaged creators in the history of speculative fiction, ranging from very early figures such as Margaret Cavendish and Mary Wollstonecraft up to the present day.
  • Women, PoC, LGBT, or other wise disadvantaged creators in the history of gaming, ranging from very early times up to the present day.
  • F&SF volunteer efforts you work with

Length is 500 words on up, but if you’ve got something stretching beyond 1500 words, you might consider splitting it up into a series.

When submitting the approved piece, please paste the text of the piece into the email. Please include 1-3 images, including a headshot or other representation of you, that can be used with the piece and a 100-150 word bio that includes a pointer to your website and social media presences. (You’re welcome to include other related links.)

Or, if video is more your thing, let me know if you’d like to do a 10-15 minute videochat for my YouTube channel. I’m happy to handle filming and adding subtitles, so if you want a video without that hassle, this is a reasonable way to get one created. ???? Send 2-3 possible topics along with information about what you’re promoting and its timeline.

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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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Guest Post: Confessions of a Reluctant Writing Gamer by Janet K. Smith

Writing games. I avoided them for years because I was short on time, not ideas. Once I lifted my head from my page, I realized my focus was all wrong. This one-hour-a-week “game” held incredible lessons I couldn’t get anywhere else.

So why the reluctance? That’s the easy part. Take a first-born, type-A personality with a novel in its final draft, multiple short stories out on rejection””oops, I mean submission, numerous other half-written stories, and a second novel that’s itching for a conclusion, then disrupt that work with “games” full of nonsensical sentence prompts, and odd pictures, and you’ll find a non-believer who prefers to focus on “real” work.

I’d occasionally pop into the session, but more often than not, I’d log out as soon as I heard it was a writing game and not the story discussion or feral writing time I’d expected. If I had a deadline to meet, anything with the word “play” was dismissed automatically. Who had time for play? For five and a half years, fun writing seemed like an oxymoron.

I remember getting a rush of rejections, one after another, on stories I’d poured my soul into. I wasn’t hitting the right notes somewhere, and it was time to figure out where. Yet I joined writing games with a casual attitude, logging less than a hundred words per challenge. I had good ideas, but I’d edit my sentences as I went, placing structure and grammar above word count. Others did four or five times my number of words in the ten to fifteen minutes per prompt, and even though I knew the writing gems appeared in unfettered prose, I couldn’t stop fixing things. It wasn’t satisfying, and soon I was back to one or two sessions a month.

For the next few years, I’d join a session if I was bored or had spare time. I still considered writing games an extra, as if writing for fun was a waste of time. Professional writers repeatedly told me, “Don’t correct your work. Let it flow.” Sure, I told them, but I didn’t mean it. I hadn’t found that crucial key that added value to prompt writing. Then one session, a brave reader shared an emotionally beautiful piece of prose inspired by a prompt I’d done little with. Hearing someone else achieve so much using the same prompt in the same length of time was inspiring. I wanted that and realized I’d handicapped myself by focusing on my own writing when I should have been listening to others.

Once my focus shifted, writing games became more than “fun.” The following week I dug in and wrote 193 words, still correcting as I wrote, but less than before. I read to the group, and people waved in appreciation. Then a more seasoned writer read her work. Her character came alive in the first sentence, and she’d given her listeners a strong sense of place, so when the plot kicked in, and things got dark, I pictured the surroundings as if I were there. I instantly saw where my work fell short. I’d drafted a plot outline””a summation. I wanted those primordial elements of life on the page, and her example showed me the way. Her skills, added to all the other things I’d done to improve my craft, lit a spark of understanding, and my writing changed at that moment.

With my resistance gone, I attended each writing-games session with a “challenge accepted” attitude, and my interest leaped from a three-four to an eight-nine. The key wasn’t in the task or the prompt but in hearing what others did with it””how they started their piece, the word choices, phrasing, character description (an area where I truly suck), and other elements handled in a way I envied. I was playing, but in a way that made sense to me.

One of the regulars at writing games is so good at drilling down on a sentence. She doesn’t just write of things normally associated with the contents in the sentence; she lists the things it’s not, then builds support for what it is. For example, the prompt: “Desire is no light thing.” She wrote that a dead body is heavier than a living one, but it should be lighter since the dead no longer have desires, and desires keep people alive””grounded with a gravity that can’t be ignored. I mean, wow! Then there’s another regular who creates the best descriptions and another who launches into crazy, off-kilter prose that shoves my logical mind aside. Taking the creative leap with him is exhilarating.

The range and variety of works are fun, and not in a candy-crush time-sucking way, but fun the way reading is fun. Everyone constructs their stories differently, and whether they focus on setting, character, plot, or a beautiful meld of all three, the creativity and flex of craft are always impressive. There are still prompts that don’t tickle my muse. Take “what are we but ten minds? this is sent with love. this paper has gone far.” I was blank on this one with a capital “B,” but others in the group produced some great pieces, and listening to the “what and how” of their prose was as important to my growth as a writer as plying my own skills to the task.

Looking back, I realized I needed those first years to understand that I was creative and could pull a story from the air using a prompt. But when I wanted more, writing games offered that too.

Beauty lies in the impulsive writing, the understanding and skill brought by the other players, and the option to listen while others read their work. Of course, reading is always optional, but it’s a supportive, safe place to share when your muse strikes. No one gives critiques here, and getting those double-hand waves for a piece that delights you feels pretty nice after writing in isolation these last few years. It’s also a great place to try new techniques, viewpoints, or styles, like poetry or second person.

After six months, I can honestly say my writing has improved. It has miles to go, but that’s the fun of it. I don’t want a skill-level ceiling. Last week, I wrote 247 words in twelve minutes””my new record. I had a character with a personality twist, a plot arc, a strong antagonist, and a good ending. I drafted a story. In twelve minutes. It needs fleshing out, and there’s no setting, but I saw people gasp when the story took an unexpected turn, so I know the bones are there.

The coolest part? I didn’t get there on my own.

Join Cat Rambo and friends on Wednesdays at 11:00 a.m. Pacific Time for Writing Games.

If you’re an author or other fantasy and science fiction creative, and want to do a guest blog post, please check out the guest blog post guidelines. Or if you’re looking for community from other F&SF writers, sign up for the Rambo Academy for Wayward Writers Critclub!

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Guest Post: Gustavo Bondoni on Argentine SFF

Last week, Argentina’s largest literary prize, sponsored by the government through the National Arts Fund, announced that it would only accept science fiction, fantasy and horror entries this year.

All hell broke loose immediately. In some cases, there were people outside of those genres who’d been working on their manuscripts assuming it would be a non-specific contest the way it always has been. I can see how those individuals might have been miffed.

But in other cases, the pushback owed more to the fact that the SFF genre is seen by many as less than literary in scope and ambition.

As an Argentine writer who spent his childhood outside the country and who currently writes for the English-language market exclusively, I find this last attitude surprising.

Why? Because, although Argentina doesn’t have a long-standing horror tradition, the science fiction and fantasy genres have traditionally been extremely literary and socially critical.

Argentina doesn’t have, in the gestation period of the genre, an equivalent to the Pulp Era in which different kinds of fiction were massively marketed to different kinds of readers.  While that lack did somewhat stunt the growth of the SFF genre in popular terms, it allowed writers to feed the tools of different genres into literary fiction without having to worry about any associated stigma.

Jorge Luis Borges, of course, is the first name one thinks of when discussing Argentine science fiction, but he was just the tip of an iceberg that included not only a tradition in Argentina but also around Latin America (writers such as Gabriel García Márquez and, to a lesser extent, Mario Vargas Llosa were using these tools as well).

Of course, it would be disingenuous to say that this wasn’t also happening in the English-language genre. It was. But perhaps the main difference is that in Argentina, no one was too concerned about classifying things as science fiction and fantasy. They were just books, written by better or worse writers, and only in the 1970s was the genre separated in any real sense””and that was only by taking the obvious spaceship tales and dragon stories out of the “literary” category. Magic realism was still perfectly literary, and no one would ever have dreamed of reclassifying it.

All of which was quite bewildering to me at first. I was brought up on the genre classifications of the English-language world in the 1980s. Since I was strictly a reader back then, not a student of the genre, my view of what was and wasn’t SFF was formed by what popped up on which shelf in the Walden Books near my house.

So when I moved back to Argentina, I found it a bit bewildering. Suddenly, SFF wasn’t meant to entertain people, but mainly to criticize society and expand philosophical discussions. It really wasn’t what I expected of the genre, and I found Argentine SFF difficult to read and much too politically engaged for my liking.

To this day, I still prefer genre work in which the story and characters take precedence over politics and philosophy, and I’ve been told my writing reflects this (in rejection letters as well as in reviews!), but I’ve made my peace with the fact that the genre in Argentina has different roots and that I’ll never find a plot- or science-driven novel on the shelves here.

Along with this realization, I’ve come to understand that most of my own work wouldn’t be aligned with the national taste either. While the market for a more traditional style of SFF still exists in the English-language world, especially among readers who grew up reading the Golden Age greats and their descendants, it has never truly existed in Argentina.

But those who enjoy China Miéville””hailed as quite possibly the greatest genre writer of this generation down here””will find Argentine SFF very much to their liking”¦ if you can read Spanish (I’d be delighted to point anyone interested in the right direction, just drop me a line).


Author photo of Gustavo Bondoni.BIO: Gustavo Bondoni is an Argentine writer with over three hundred stories published in fifteen countries, in seven languages. His latest novel is Jungle Lab Terror (2020). He has also published another monster book Ice Station: Death (2019), three science fiction novels: Incursion (2017), Outside (2017) and Siege (2016) and an ebook novella entitled Branch. His short fiction is collected in Pale Reflection (2020), Off the Beaten Path (2019) Tenth Orbit and Other Faraway Places (2010) and Virtuoso and Other Stories (2011).

In 2019, Gustavo was awarded second place in the Jim Baen Memorial Contest and in 2018 he received a Judges Commendation (and second place) in The James White Award.  He was also a 2019 finalist in the Writers of the Future Contest.

His website is at www.gustavobondoni.com.


If you’re an author or other fantasy and science fiction creative, and want to do a guest blog post, please check out the guest blog post guidelines. Or if you’re looking for community from other F&SF writers, sign up for the Rambo Academy for Wayward Writers Critclub!

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