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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: R J Theodore Gives Away an Old Family Secret

Everybody’s tried to make a meal they mess up. A pile of perfectly good ingredients that just won’t come together into something palatable despite our best efforts. And when time and money and supplies are tight, sometimes tossing out the pot and starting over is not an option.

In each act of my new spacepunk steam opera novel, FLOTSAM, the four-person airship crew sits down to a meal. They come together to eat, to debate, and to problem solve. Their thoughts in these scenes are filled with worry over finding work, getting paid, keeping the ship in good repair, and staying out of trouble long enough to spend any money left after that.

Each meal is a backdrop to what’s going on in the story at that moment: an easy, familiar meal to celebrate getting away from a confrontation in one piece; a load of their favorite takeout as distraction from unpleasant news; and, finally, a dinner that goes horribly wrong before coming together in the end.

FLOTSAM‘s Captain Talis is as reckless in the galley as she is in life. When the crew members normally in charge of cooking are otherwise engaged in higher priority duties, Talis volunteers herself to fix them something to eat. She fumbles her way through dinner preparation until the engineer discovers her at work on an over-salted, unpalatable meal and firmly ejects her from the galley. When the captain later tastes the food she’s amazed that it has transformed into a rich, balanced, and flavorful chowder.

Even in secondary world fiction there is research to be done. During one revision pass of FLOTSAM, I double-checked a piece of cooking advice I picked up somewhere: that you can add a starchy vegetable to the pot to draw in excess salt. This proved to not be the case, as an oversalted meal needs not one starchy vegetable or even a pile of starchy vegetables, but rather an increase in every other flavor and ingredient in the meal to balance itself out. There are no magic bullets or miracle treatments.

The disastrous meal was a critical component of the final act. The situation that limited their menu options, the botched attempt to make something of it, and the meal’s subsequent salvation were deliberately crafted and I was reluctant to fudge the details.

I turned to my friend, a classically trained chef and cookbook writer, in the hopes they could give my scene a pass of plausibility as I described it. When I was told that there’s no easy fix, I felt lost. Frustrated. This big important scene became implausible and people would stop reading, throwing the book across the room because I stretched credulity well past its breaking point.

My friend reminded me, “It’s Science Fiction and a different planet; who’s to say they don’t have a fix?”

It is a different planet. It is a different reality. I’ve knocked it down and built it up so many times over and over in different ways, there wasn’t any reason why the rules of cooking couldn’t also be knocked down and rebuilt.

I rolled up my sleeves, thought about the oversalted dinner and the rules of the world and the characters who abided by them, and finished the scene with only minimal adjustments.

In FLOTSAM‘s final draft, the ship’s engineer brandishes a jar of something she calls “an old family secret” and chases the captain from the galley. The draft saved the amusing interactions between characters along with the parallel between the meal and the situation aboard the airship. And along with the dinner’s saltiness went my own self-conscious over-explanation. My characters gathered in the next scene over a hearty meal and hoped, despite everything they’d been through, things just might turn out okay.

And now that dish might be my favorite meal in the novel.

About the Author
R J THEODORE (website) is hellbent on keeping herself busy. Seriously folks, if she has two spare minutes to rub together at the end of the day, she invents a new project with which to occupy them.

She lives in New England with her family, enjoys design, illustration, podcasting, binging on many forms of visual and written media, napping with her cats, and cooking. She is passionate about art and coffee. Follow her on Twitter @bittybittyzap.

Book One of the Peridot Shift series (Parvus Press), FLOTSAM is Theodore’s debut science fiction novel, available March 27, 2018 in print, digital, and audio.

Are you a fantasy and science fiction creative looking for a place to promote a new effort? Here’s my guidelines for guest posts.

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.

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Guest Post: Deby Fredericks on What Are We Fighting For?

I joked recently that it seems like every story has to end with some gigantic battle. That’s how we know it’s the end, right?

Think about it. Which of the world’s great legends tell us that our problems should be addressed through something OTHER than violence?

Hercules, Beowulf and Gilgamesh all killed monsters. King Arthur’s knights in shining armor maintained the peace by fighting monsters. If no monster was about, they would fight each other to catch a lady’s eye. Lord of the Rings featured massive battles for the fate of the world. Military SF, of course, features more technologically advanced weaponry in exotic settings, but the role of the warriors remains the same. It seems the only way to “save” anything is through battle.

Then you get to other forms, like comic books. Superheroes level cities to bring in the bad guys. For this, we admire them. In gaming, the only way to get XP and level up is by killing things. Very few games award XP for clever solutions that avoid combat. Then there are movies, where we may move from combat to combat without time to think. The more explosions, the better!

It’s true that the world can be violent. Depicting violence in stories could be seen as mere honesty. Although, it’s hard to believe that most of us experience that much violence personally, in our daily lives. Not in proportion to the amount of violence we consume as entertainment.

Or perhaps the violence in storytelling is a form of wish fulfilment. As a teacher, I’m well aware of how much time we spend teaching kids NOT to solve their problems with their fists. Watching an animated fight could be viewed as a safe release for dark impulses.

Nevertheless, I was startled to realize how often I, myself, built in a gigantic battle to settle things at the ends of my stories. It wasn’t something I had really thought about. In the accepted frameworks, that’s the way it’s supposed to be done.

Still, it became my personal challenge to write stories where characters solve their problems in some other way than through battle.

For the past two years, I’ve been working on a novella series, Minstrels of Skaythe, where the protagonists try to live peacefully in a dark and dangerous world. In Skaythe, the evil mage Dar-Gothul is an absolute ruler who has twisted the world in his image. Mages are the ruling class, whose magical power gives them the right to do whatever they wish. Selfishness and betrayal are “good.” Showing concern for others is “bad.” My good mages quietly move through the land, disguised as minstrels. They share moments of peace and harmony through their arts. For this, they are branded as renegades.

In the first novella, The Tower in the Mist, one of the minstrels is arrested for the crime of singing a love song. Keilos doesn’t fight back, but instead reacts with basic courtesy. The hunter-guards, led by Sergeant Zathi, are genuinely freaked out by his strange behavior. Captors and captive have adventures that require them to work together, but not all of the hunter-guards can let go of their assumptions about what’s “good” and “bad.”

Cover of "Dancer in the Grove of Ghosts"

In the second novella, Dancer in the Grove of Ghosts, Tisha is a gifted healer. She’s decided to undo a curse cast by Dar-Gothull himself. On the way there, she encounters a gravely wounded guardsman. Common sense would say Cylass is her enemy. It’s sheer folly to help him, but Tisha follows her own moral code. Devoted to peace, she tries to show Cylass a different path “” and risks betrayal by the one she saved.

While writing it, I played with the idea that comrades on a quest always have a strong bond of friendship and are working for a common goal. Setting them so much at odds brought a deeper tension to the tale.

Currently I’m in revisions of a third novella, The Ice Witch of Fang Marsh. Here I directly countered the idea that the tale has to end in a gigantic battle. I built the story toward that typical climax, but then the two antagonists talked, instead.

I have to say, the ending as written feels… weird. Like the conflict isn’t really over. My beta readers both said the same. Not that the ending was bad, or felt forced, just that they hadn’t seen that approach before.

Unsettled as it is, this outcome is what’s true to the characters. They had a previous relationship that allowed them to talk things out. Or maybe it’s that they were two women, with an instinct toward collaboration rather than combat.

Will this ending satisfy anyone besides me? Good question! I’m having a great time with Minstrels of Skaythe, exploring alternatives to the nagging prevalence of violence in storytelling. If you’re up for the challenge of a slightly strange outcome, I hope you’ll check out my novellas, The Tower in the Mist and Dancer in the Grove of Ghosts.


Headshot of Deby Fredericks. BIO: Deby Fredericks has been a writer all her life, but thought of it as just a fun hobby until the late 1990s. She made her first sale, a children’s poem, in 2000.

Fredericks has six fantasy novels out through two small presses. More recently, she self-publishes her fantasy novellas and novelettes, bringing her to 13 books in all. Her latest is The Tower in the Mist. Her short work has been published in Andromeda Spaceways and selected anthologies.

In addition, she writes for children as Lucy D. Ford. Her children’s stories and poems have appeared in magazines such as Boys’ Life, Babybug, Ladybug, and a few anthologies. In the past, she served as Regional Advisor for the Inland Northwest Region of the Society of Children’s Book Writers and Illustrators, International (SCBWI).

You can find out more on her website or follow her on Twitter. Here’s a teaser for her novella Dancer in the Grove of Ghosts, available at Amazon and other retailers:

“He’s dead. He just doesn’t know it yet.”

Mortally wounded, Cylass is abandoned on the battlefield by comrades who would just as soon have him out of the way. But as he waits for death, a strange savior appears. The dancer, Tisha, heals him with her forbidden magic, but also draws the wrath of his cruel former lord.

Soon guardsman and renegade mage are on the run. Will Cylass help Tisha, as she helped him? Or will he do the smart thing, and turn her over to the vicious Count Ar-Dayne?


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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