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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 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.

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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.

—————————-

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.

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Guest Post: Debbie Lynn Smith Daughetee on Rediscovering the Voices of Woman Horror Writers

When I first started to take my writing seriously, I went to see Ray Bradbury at a UCLA event. I loved Bradbury’s work, my favorite short story being “The Veldt.” You can imagine my dismay when he stood on that stage and announced that women could NOT write horror fiction. I remember sitting there and asking myself, “Did he just say that?”

Later, when I became a television writer, I heard the same sentiment, only now it included science fiction and edgy drama. This is why I ended up writing for Dr. Quinn, Medicine Woman; Touched by an Angel; and Murder, She Wrote (although I did get to write the vampire episode of the latter).

When I started my comic book company Kymera Press, I was told, “You can’t use all women artists. You have to have some men, or you’ll never sell your books.” That is why the company slogan is: We’re not asking for permission.

Preview of cover image for Kickstarter: comic art of woman reading to monster, with images of women floating above them.Kymera Press does use all women artists and writers, and we don’t have a problem selling our books. One of our titles, Ivory Ghosts, is in the Smithsonian National Natural History Museum’s gift shop in Washington DC.

I’ve been hearing women can’t for a long time. Though history has tried to hide it, women have been doing all kinds of things they’re not able to do. Hedy Lamarr, an actress during MGM’s golden age, co-invented a radio signaling device that changed radio frequencies to prevent the decoding of military messages. The system was a steppingstone to guaranteeing the security of communications and cellular phones.

You probably heard of Anne Easley, since the movie Hidden Figures was made about her and four other African American women who did significant work at NASA. Easley was considered a human computer in a time when there were no “machine” computers. When computers were born, she taught herself programming languages and worked as a programmer for NASA’s Centaur rocket project. This was the first technological stage for the space shuttle. Do you drive a hybrid car? Her work led the way to its development.

These are just two women who did what women supposedly couldn’t do. Women have been breaking barriers set for them for centuries. And this includes the field of writing.

Not convinced? When you think of Victorian writers, who comes to mind? Charles Dickens? Lewis Carroll? Bram Stoker? These men were famous in their time and ours. But what about Elizabeth Gaskell? Amelia Edwards? Margaret Strickland? These women were as renowned as the gentlemen above, but have you heard of them? An English major may answer yes, but the rest of us? Probably not.

Sneak preview of comic page from Kickstarter: Frankenstein's monster meeting Mary Shelley.Nancy Holder is a contemporary horror writer who has won 5 Bram Stoker Awards for her horror fiction. I am the owner of Kymera Press, a comic book publisher. The two of us teamed up to resurrect the stories of these amazing women by adapting them into a comic book series entitled Mary Shelley Presents. Mary Shelley and Frankenstein’s monster introduce the stories of Elizabeth Gaskell (“The Old Nurse’s Story”), Edith Nesbit (“Man-size in Marble”), Margaret Strickland (“The Case of Sir Alister Moeran”) and Amelia Edwards (“Monsieur Maurice”). Nancy writes the adaptations and artists Amelia Woo, Dearbhla Kelly, and Saida Temofonte bring the comic books to life. The text of each original story is printed after the conclusion of the adaptation.

Kymera Press, however, isn’t the only one resurrecting these women’s voices. Weird Women is an anthology that presents “Classic Supernatural Fiction by Groundbreaking Female Writers 1852-1923.” It was edited by Leslie S. Klinger and Lisa Morton. This anthology contains 21 short stories by women who wrote horror during the Victorian era. It includes “The Old Nurses’ Tale” by Elizabeth Gaskell and a different story by Edith Nesbit. It’s a fantastic anthology edited by two people who are well-known in both the academic and the horror fields.

You can help resurrect these women’s voices by buying a copy of Weird Women and supporting a Kickstarter for Kymera Press, launching on February 12, 2020. We want to collect the first four issues of Mary Shelley Presents into a trade paperback with an amazing stretch goal of a hardback.  Libraries and teachers prefer trade paperbacks, or even better, hardbacks, when stocking their shelves or using them in classrooms.

Perhaps, with the work being done to bring these women’s voices back to life, we won’t have to hear people who pass by the Kymera Press table say, “I didn’t know a woman wrote Frankenstein.” It’s time for people to know that yes, women can write horror. Women can do anything and everything. And we’re not asking for permission.


Comic-style headshot of the author from her website.BIO: Debbie Lynn Smith Daughetee has spent most of her career writing and producing such television shows as Murder, She Wrote; Dr. Quinn, Medicine Woman; and Touched by an Angel. She has published short stories in magazines and anthologies, including the Bram Stoker award-winning Dark Delicacies. In addition, she has also written audio dramas set in the world of the 60’s classic television show, Dark Shadows, including her Scribe award nominated, The Lost Girl. Most recently, Debbie created Kymera Press, a comic book publishing company that supports women in comics. She writes the comic series Gates of Midnight which was winner of the 2019 Irwin Award. She travels the country with her husband Paul attending comic book conventions where they sell their titles. You can also buy Kymera Press Comics at KymeraPress.com.

Probably the most interesting thing about Debbie is that she is a double lung transplant. Please become an organ donor. It saves lives. Like hers.

Twitter: @kymerapress

Instagram: Kymerapress

Facebook: Kymerapress, D. Lynn Smith

Kickstarter: Mary Shelly Presents


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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