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Guest Post: M. H. Thaung Discusses How and Why Do People Make Bad Decisions?

When I read or write fiction, I like seeing characters make bad decisions and then deal with the consequences. However, if they make those decisions for implausible reasons, they can appear silly or inconsistent rather than attracting sympathy. If they’re forced into decisions because of overwhelming external factors, they may come across as lacking agency. In both cases, the decision seems made purely to further the plot rather than arising naturally. For me, the sweet spot is when readers can appreciate straight off (or shortly afterwards) that a character has made a misstep with likely repercussions, but it’s understandable why they ended up in that situation.

In my day job in a pathology lab, mistakes can have serious, even fatal, consequences. We try our hardest to minimise them as well as spotting and correcting them as early as possible. When (not if””we’re human, after all) a mistake happens, we investigate the reasons and see what we can do to prevent a repeat. Additionally, at corporate level, we are expected to attend courses on how to make systems safer. Such training can be a chore, but for me it has one significant plus: it’s fertile ground for ideas about where characters may go wrong.

I’d like to share here how I set up my characters’ unforced errors, allowing them to make plot-influencing mistakes in a realistic manner. The concepts aren’t new, but using risk management ideas helps me to flesh out details. This isn’t an academic treatise, so I have cherry-picked knowledge from workshops on error, mandatory training and general wider reading. Also, the definition of “wrong” in this context might be fluid, but I’d view it as something suboptimal for the character’s intentions (and interesting for the reader).

First, I think about the character’s environment and what real-life factors might lead the character in the wrong direction. What kinds of flawed reasoning might the character(s) use, and why? And what organisational/social factors might create an environment where it’s easy to make mistakes?

Human errors

The Health and Safety Executive (http://www.hse.gov.uk) categorises human failures as errors (unintended actions or decisions) or violations (intentional deviation from a rule or procedure). The latter is a common trope in stories, with the protagonist deliberately acting against authority in order to achieve a greater good, often with an awareness that such behaviour will incur a cost. I’ll concentrate on the former.

One type of error is the slip or lapse, where a habitual or familiar task is for some reason not completed as planned. Such tasks need little concentration to perform correctly: for example, driving home, cooking dinner, tying up the fiftieth captive in a row. It’s difficult to predict when a slip or lapse might occur. Factors such as time pressure or distractions increase the risk. In fiction writing, we could imagine a situation where a character’s routine is derailed slightly by a distraction or being in a hurry. Such a lapse (e.g. leaving keys on the table by the cell) could have knock-on consequences.

The other type of error is the mistake. This involves a wrong judgement or decision made with conscious thought (in the “attentional control mode”), and it leads to a wrong action. Such errors often occur in situations that are unfamiliar. Whether or not we appreciate the newness of the situation, we might try to apply known rules. For example, a character might eat (or feed another character) a poisonous herb because it looks like a beneficial one.

Added to the above, our decision-making is often influenced by different types of bias (i.e. a subjective preference for or against something without firm evidence).

Flavours of bias include:

Anchoring bias. When there are several options available, anchoring bias is the tendency to lock on to a specific option, and to fail to reconsider when subsequently given evidence against it. Often the favoured option is first (or early) in the list, and items in the middle of the list receive less attention. Thus, the order in which options are presented may influence the decision. An example of this in fiction might be a murder mystery when the detective identifies a likely suspect early on. Further clues point more strongly towards other people, but the detective brushes those aside until faced with an unpleasant shock (such as a second murder when the favoured suspect is in custody).

Cognitive overload bias. If someone is presented with more information than they can reasonably process, they are forced to ignore some of it. This means that they may make a decision without considering all the relevant information (because they were focussed on other factors).

Of course, decision-making doesn’t occur in isolation. In fiction (as in real life), individuals will have multiple concerns, personal agendas, interpersonal conflicts and other problems that can add deliciously to their challenges.

Organisational factors

People don’t function or make decisions in isolation. There are aspects of their environment that may hamper them””or, alternatively, that they could manipulate in order to get their way.

One point to stress about the organisation (tribe, crew, social system etc) that a character functions in is that the organisation’s prime purpose is generally not to make the character’s life difficult. That said, there are real-life organisations where the environment doesn’t facilitate good decision-making: not because of maliciousness, but because the setup is poor. Several examples are discussed in The Blunders of Our Governments by King and Crewe. I’ve picked a few concepts from the book which can complicate life for fictional characters.

Group-think. In a group of people tasked with an objective, maintaining the group’s cohesion by avoiding disagreement may become more important than raising concerns. Nobody wants to be “that person”, and so everyone remains silent about an obvious problem that could be easily anticipated. Our hapless character may be on the receiving end of a bad decision by such a group. Alternatively, he or she might have been part of such a group, witness the fallout of the bad decision and feel obliged to deal with the consequences. As an example, in my first book A Quiet Rebellion: Guilt, my main character (Jonathan) tentatively suggests to the Chief Scientist that some of her reasoning has been wrong. She’s built her career on her research, and she’s not going to hear him out””and her colleagues don’t seem inclined to contradict her.

[Chief Scientist Lady Nelson says] “… She must have ventured outside the city walls on some escapade. Don’t you agree?”
“Ah, I don’t think so, ma’am.” Jonathan squared his shoulders. She wasn’t going to like this. “I believe there are historical accounts””””
“Pah, historians!” Lady Nelson scowled and shook her head. “All they do is dig through old stories without paying any attention to real world data. History is all very well for looking at how society developed, but not for finding out how the world really works. We do not deal in fairytales, Captain Shelley.”

Cultural disconnect. “Everyone projects on to others his or her lifestyles, preferences and attitudes.” (From King and Crewe). Cultural disconnect arises when a group (usually in power) assumes that others can and will think and react similarly to them, including holding the same values. It’s easy to imagine a fictional character being the one imposed upon, or trying to find some way to translate superiors’ orders into a language that’s meaningful on the shop floor. Sticking with Jonathan, he’s now reporting back to the Council in the capital about how his tour of the rural settlements went. Chief Councillor Hastings asks how the new regulations were received. Jonathan has an internal grumble that the documents are written in bureaucratese, but replies:

“The settlements remain vigilant and are familiar with current official advice.”
[Hastings nods] “Good. Nice to know they pay attention to those notices we send out.”
Hastings isn’t trying to make things difficult, but his casual comment (compounded by Jonathan’s unwillingness to complain) suggests he doesn’t expect there to be a problem. His concern is that the rurals remain willing to cooperate, not whether they can understand him.

Operational disconnect. This is a gap between those who devise plans or policies, and those whose job it is to implement them. In fiction, this might risk becoming a simplistic plot device where those in charge make unreasonable demands of a character, purely to force a plot-convenient challenge and conflict. However, if there is clarity over why the plans were thought to be reasonable (not necessarily fully played out on page), the challenge feels less artificial. In the Council meeting above, Jonathan reports how a rural mayor made a mistake (based on wrong implementation of one of the regulations), but he glosses over things in the telling. After all, he already yelled at the mayor at the time, and there’s no point in escalating things. Unfortunately, Jonathan’s reprimand leads the mayor to overcompensate in the other direction. When news of the second incident reaches Jonathan, he partly blames himself, but he was caught between the instructions of the Council and the practicalities of the settlements.

Round up

I believe that that characters’ poor decisions feel more compelling if there are on-page or behind-the-scenes reasons leaving them vulnerable to making mistakes. The concepts discussed above aren’t new, and writers are no doubt using them already. I offer them here as an additional set of tools. I use them to brainstorm how to bridge the gap between what a character would rationally do and what I (as the character’s creator) need to happen.

Author bio for M. H. Thaung

M.H. Thaung was born in Scotland and has moved progressively southwards throughout her career in pathology, ending up in a biomedical research institute in London, England. (As a staff member, not a specimen!) She loves her job and academic writing, with dozens of scientific publications over the last couple of decades. More recently, she has ventured into speculative fiction to discover what might happen if the world worked a little differently.

She’s currently working on A Quiet Rebellion: Posterity, the final novel in her Numoeath mannerpunk trilogy. A Quiet Rebellion: Guilt and A Quiet Rebellion: Restitution were released last year.

Website: https://mhthaung.com/
Twitter: https://twitter.com/mhthaung

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

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Guest Post from Richard Dansky: The Interesting Thing About Writing For Video Games"¦

Dansky dinosaurThe second-most interesting thing about writing for video games is that odds are, the bulk of the writing that you’ll be doing will have very little to do with the “main” plot and its showier expressions. Yes, there is dialog to write and there are cut scenes to script and they are shiny and sexy and cool, but the thing is, a player’s only going to run across those lines and those scenes once as they advance through a game’s storyline. On the other hand, if they’re playing, say, a first person shooter, they’re going to encounter the so-called systemic dialog about shooting (and getting shot, and needing to reload, and needing to get the hell out of the way of an incoming grenade) rather more frequently than that. And, that in turn, means that you’re going to be spending a lot of time working on those lines, and generating a lot of them. You’re also going to be writing things like story documents, and character writeups, and team documents, and a dozen other things that aren’t the sexy bits with explosions that everyone thinks of when they think of game writing.

And that’s perfectly cool. Because those aspects of the gig require just as much craft and care as the more obvious ones, which means developing a whole new set of tools to make sure you get them right. Don’t believe me? Then go play a game where the systemic stuff didn’t get that tender loving care – where they didn’t produce enough variants so you hear the same lines coming from dozens of different enemies who probably shouldn’t be comparing notes with one another – and see if that starts getting annoying after a while. Better yet, find a game with one jarringly out of place systemic line and see if that doesn’t turn into the equivalent of nails on a chalkboard long before you’ve picked up all of the game’s achievements. (Trust me. I was kind of responsible for one of those.)

So, yes. There’s an awful lot of game writing that most people don’t really think about that’s necessary and intricate and hard work, and if you’re good at that you’re worth your weight in gold.

But that’s the second-most interesting thing. The first is that you’re not actually writing the story. Your protagonist is not the hero. And your version of how things are going to happen is going to crumble in the face of an irresistible force: the player.

Because in games, the player is the hero. It’s the player who makes every decision so that their particular journey through the game is unique to them. Even the little stuff – deciding when to reload or change garments or duck instead of sprinting – personalizes their experience in a way that defies the cast-in-stone progression of other narrative forms. Which means that as a game writer, you’re writing the stuff that the player turns into the story through their interaction with it. The wittiest dialog, the coolest cut scene, the most interesting plot twist – they all sit there, inert, until activated by the player’s interaction with them. Then and only then do they become part of that player’s story, a story that inevitably starts with the word “I” (and not “Lara Croft or “Sam Fisher” or “Pac-Man”) when it is told to friends later.

That’s a hard thing to grasp sometimes. The urge is to want to tell our stories, to tweak the timing and hone the experience so that everything’s sparkling and perfect and immutable. But that doesn’t work in a space where players are the reason the whole shebang exists, and while you may want your narrative elements to draw them forward, forcing them to do the same is liable to get some pushback.

And make no mistake, game players do love their story. Look at the uproar over the ending of Mass Effect 3 – that was about player investment in game characters and story,. Look at the love for games as wildly diverse as Gone Home and The Last of Us and Kentucky Route Zero and the utterly insane but brilliant DLC Gearbox put out for Borderlands 2. The writing in all of these games is something players want to experience; they just want to experience it in a way that makes it theirs, something they did instead of something they read or heard or watched.

And this is so much of what makes writing for games fun. It’s seeing that moment when the player inhabits your words, picks them up and makes them their own, that makes the crunches and the meetings and the endless, endless iterations of “Arrgh, he shot me” more than worthwhile.

Which reminds me, there’s a third really interesting thing about writing for video games. But that’s another story entirely.

Bio: Writer, game designer and cad, Richard Dansky was named one of the Top 20 videogame writers in the world in 2009 by Gamasutra. His work includes bestselling games such as Tom Clancy’s Splinter Cell: Conviction, Far Cry, Tom Clancy’s Rainbow Six 3, Outland, and Tom Clancy’s Splinter Cell: Blacklist. He has published six novels and the short fiction collection Snowbird Gothic, and is currently hard at work as the developer for the 20th Anniversary Edition of classic tabletop RPG Wraith: The Oblivion. Richard lives in North Carolina with his wife, statistician and blogger Melinda Thielbar, and their amorphously large collections of books and single malt whiskys.

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.

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Guest Post: Finding Your Heroes and Yourself by Elle E. Ire

Threadbare, the first novel in my Storm Fronts series, gets a mass market edition and hits physical bookstores this month. It’s the realization of a lifelong dream, to see my work on an actual shelf in an actual store, to pull it from the others and turn it face out so everyone can see this thing I’ve created. Every time I walk into a Books-A-Million or a Barnes & Noble or some wonderful independent bookseller, I’ve imagined being able to point at a novel’s spine with my own name on it and say, “Look at this! I made this! I’m the person whose name is on this cover!”

And with this moment fast approaching, I’ve been doing a lot of thinking about the influences on my work and how Threadbare and the other novels in the series came to be, and specifically all the pieces and parts that went into the protagonist, Vick Corren. Vick is a lot of kickass and a lot of emotional hot mess with some identity crises and self-esteem issues thrown in for good measure. Add in her bisexuality and there weren’t a lot of characters I could draw from as templates, at least not when I was growing up.

I’m dating myself, but when I was a preteen and teenager, finding strong female role models was a challenge, and finding ones who weren’t heterosexual much more so. There were competent, intelligent, accomplished women on TV, but they generally weren’t the leads. So the rare shows like The Bionic Woman and Wonder Woman were eye-opening. And when Princess Leia snatched the blaster away from Han Solo during her own rescue and got all of them out of that Death Star corridor by blowing a hole in the trash chute and demanding that Han get inside, well, I knew I wanted to write women just like that””women who could rescue themselves, with some help on occasion, but still, women who acted rather than reacted, women who didn’t sit around helplessly awaiting the hero but rather women who were the heroes.

This was where my character, Vick Corren, got her roots. If you read Threadbare you will absolutely see the influence of Jamie Sommers and Leia Organa. Vick has an AI in her head, a sentient computer that makes her stronger, faster, and a lot more resourceful than the average human, much like Sommers’s bionics. But she’s also got Leia’s attitude. Don’t mess with Vick. She’s definitely no-nonsense.

However, I also wanted her to have a softer side. It’s important to me that my characters not seem too impervious, too perfect, too invulnerable. Vick might look like she has it all together when she’s on a mission for her organization of mercenary soldiers, but when the battle ends, when the action stops, when she starts having feelings for someone beyond friendship, she’s just as insecure and confused as anyone heading into their first real romance.

Who could I draw from for those character traits? Well, Leia again, for one. Her resistance to (and inevitable falling for) Han Solo are still some of my favorite scenes to watch over and over again. Battlestar Galactica had some wonderful episodes in which Athena and Cassiopeia put Starbuck in his place. (Yes, his. The original Starbuck was male””dating myself again.) And much like Leia, Colonel Wilma Deering of Buck Rogers fame was another great character displaying both professional competence and romantic insecurity, especially when it came to her relationship with Buck.

Not to say all my influences were from television and film. I was an avid reader from a very young age, and it didn’t take me long to gravitate to the female protagonists of books by Anne McCaffrey, Elizabeth Moon, and Tanya Huff, to name my favorites. These amazing authors showed me how to write characters who could be both strong and sensitive, not necessarily at the exact same time, but at just the right moments, with a balance of each.

And yet, Vick Corren still felt to me as if something was off.

I wrote an entire novel for her, Assassin’s Nightmare. It earned me my first agent representation, but don’t go looking for it in bookstores. It never sold. And I firmly believe the reason for this is that the character was trying to not only tell me something about herself, but teach me about my self as well. Vick Corren is bisexual. So am I.

It took me way too long to figure that out about both of us, but once I did, things really took off. I set Vick aside for a while and wrote my first published novel, Vicious Circle, featuring a bisexual female protagonist. By now, I’d discovered Xena: Warrior Princess, and that was a game changer. Here at last was a character who was obviously bisexual, whether the network executives wanted to state it openly or not. Here was a character with significant flaws striving to redeem herself and admit to herself that she was worthy of love. If you read Vicious Circle or Threadbare, you will definitely see that influence in both main characters. We even marketed Vicious Circle as “Xena: Warrior Princess in space with the subtext as the main text.”

Shortly thereafter, another major influence, author J.A. Pitts, and his Sarah Jane Beauhall series beginning with Black Blade Blues proved that a lesbian blacksmith protagonist for a series could sell to a major New York publisher. (There were probably others, but that’s the one I was aware of in 2010. Got recommendations for me to read? I’m all ears. Toss them in the comments!) With that discovery, I was ready to give Vick Corren another chance, and another novel””Threadbare. No, I didn’t crack New York publishing, but it’s out there in the world, one more book for women who share my orientation and interests to find themselves in, one more role model proving that women can lead adventures of their own.

Final thoughts? Whatever it is you want to write, write it. Listen to your heart. If you write from there, the emotions will come across on the page, and your writing will find its market. Keep hunting until you find your role models. Learn from those who have come before you, the ones who make you feel. And finally, if you can’t find what you’re looking for on bookstore shelves… go create it, so that your work will be there for the next reader who feels just like you.


Bio: Elle Ire writes science fiction novels featuring kick-ass women who fall in love with each other. Her first novel, VICIOUS CIRCLE, released from Torquere Press in November, 2015, and was rereleased in January, 2020, by DSP Publications. Her second novel, THREADBARE, the first in the STORM FRONTS series, was released in August, 2019, by DSP Publications followed by the sequels PATCHWORK and WOVEN in 2020. Her work is represented by Naomi Davis at the Bookends Literary Agency.

Chat with her on Twitter: https://twitter.com/ElleEIre or Facebook: https://www.facebook.com/ElleE.IreAuthor/

Learn more at her website: http://www.elleire.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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