Showing posts with label shameless plugs. Show all posts
Showing posts with label shameless plugs. Show all posts

Friday, June 21, 2013

DexCon 2013 Schedule

So, it's convention season, which is AWESOME because it's a chance for me to travel and see my friends and spend dedicated time playing games, talking games and enjoying games.

Yes, you can make an argument that I do that all the time anyway, but at least I get to travel to new places to do it. That makes it pretty cool.

First on the circuit is DexCon, July 3 - 7 in Morristown. Yes, that's just down the road from me. Yes, I still count that as travel.

This year is my most ambitious DexCon to date. When I sketched this all out in February, I had no idea that July would arrive so quickly. Here now is what I'm doing and where I'll be hanging out.

WEDNESDAY 

LARP BAZAAR 10p - 2a

From what I gather, this is basically me and my friends hanging out around a table, and people come by and I get to talk to them about the systems I developed for the THREE (yes 3) LARPS I'm associated with. I have no idea what to expect, I don't know if it will actually go until 2am, but it starts late, so at least I can get some dinner.

THURSDAY

(There is a big opening on Thursday, so I'll likely use it to finalize, print out and prep things for the craziness of the coming days. Also, it's 4th of July, so you know, hang out time anyway)

FRIDAY aka DAY ONE OF INSANITY
State of Gaming 2p - 4p

When Ken Hite speaks, I listen. And not just because he's my friend or because we work together from time to time. I like Ken's panels. They're fun. Also, this doesn't start until the afternoon, so anything needing more than Thursday prep can get it in the morning. 

BSG LARP 6p- 12a

Okay, so this is the first "signature event" I'm associated with. I wrote the system for the Battlestar Galactica LARP, I cobbled together the character sheet and I'm really proud of both. Here's to hoping that the tale of ship looking to rejoin the fleet and avoid Cylon-ic death is an interesting one. Also, I get to watch my friends 
act like military commanders, so that's pretty awesome. 

SATURDAY aka DAY TWO OF INSANITY aka LARP DAY FOR JOHN 5000
Night's Black Agents Tournament  10a - 6p

Right, so here's my Saturday. It's the second "signature event" I'm associated with. The plus side is that I get to hang out with my friends and run one of my favorite games. Round 1 of the tournament is a LARP, while Round 2 is a more conventional Tabletop experience. I've written all new, never before seen (but yes, they've been tested), LARP rules to emulate GUMSHOE games, and I think I've really done well. Also the tabletop round has some great adventures. 

I mean, you get to be superspies and fight vampires. Who wouldn't want to spend a Saturday doing that?

Please also note the two hour break where I get to quickly eat something. Please note that this will likely be the second meal of my day, so if you see me Saturday PLEASE ask me if I've eaten, and if I'm doing okay. PLEASE. No, I'm not kidding, there's no sarcasm here. Because even at 6pm after 6 hours of high intensity walking, gaming, speaking and organizing, my day is half done. 

The Unofficial Dresden Files LARP: FINAL FROST 8p - 2a

Check this out. This is a Dresden Files LARP that owes its mechanics to Fate Core (and to a lesser extent Fate Accelerated). I am super ridiculously proud of the system and story I was a part of creating. This event in particular is a big deal, because it's the culmination of a few previous conventions' plot. Basically, this is where shit is going to hit many fans of many sizes. I cannot wait to see how the players react. 

SUNDAY
Writing Workshop 10a - 12p

As per usual, my Writing Workshop is on Sunday morning. Please note that it follows on the heels of what will be the longest work day I've had in MONTHS, and I will very likely be tired and hoarse, but dammit, I will talk about writing and editing and attendees will get their questions answered. 

I expect to sleep for the rest of Sunday and most of the Monday thereafter. 

So, are you coming to DexCon? Are you coming to any event I'm doing? You want to go get an empanada when I'm not running around like a maniac? Leave a comment or two and let's see if we can make some plans. 

See you then. 


Monday, April 15, 2013

Things I Am Doing At GenCon, UPDATED

So GenCon is August 15-18th. It's a big deal in the gaming community, a chance for relatively disparate elements and people to convene for a week in the middle of the US and hang out, reconnect, connect for the first time and play great games together.

My first GenCon was last year. And OH WOW was it amazing. All my friends were there, I got to see my friends' successes, I got to share some of my own successes with others.

Of interest to me were the panels, where loads of people would come hang out and talk about whatever the topic was for an hour or two. I went to some great ones (Phil Menard's panel on depression was intense, but wonderful), I went to some not-great ones (there was a panel that was so disorganized I can't even recall what it was about for the whole hour I sat in the room), and I thought to myself "I'm going to run a panel at GenCon some year."

"Some year" is THIS year.

UPDATE!! All the panels I submitted have been approved.  Here are all the details.

UPDATE AGAIN!! You can help make these great panels even better by supporting my GoFundMe campaign.

SEM1345150 Depression, Anxiety, Treatment and the Gamer
Thursday  4pm - 6pm
Crowne Plaza : Victoria Stn C/D

This seminar is more a conversation between people who are struggling with mental illness (and are now in various stages of treatment), yet don't let their illness(es) define them or stop them from producing the material they love. Come hang out with us and let's talk openly about how not to let the monsters win while we make awesome games.


SEM1341483 Writing Effective Scenarios & Settings 
Friday 11am - 1pm
Crowne Plaza Grand Ballroom D

Learn what it takes to write the best scenarios and settings you can, regardless of the system used or your experience level.
This seminar will be universal in scope - not focusing on solely one system over others, but looking rather at successful components found in MANY systems that you can take advantage of when writing your own.
SEM1345042 The Writer/Editor Relationship **
Friday 2pm - 4pm
Embassy Suites : Coronation 1

Learn from Brian Engard (writer, Bulldogs! Fate Core) and John Adamus, (editor Evil Hat Productions, Margaret Weis Productions) about the relationship between writer and editor.

** aka John and Brian Talk About Shit 


SEM1341489 Writing Q&A
Saturday 11am - 1pm
UPDATE! Crowne Plaza : Hay Market B

No matter what you're writing (a game, a novel, a movie, etc) you've no doubt got questions. This seminar is the place to get answers to whatever writing-related quandaries you have.
This seminar is driven by your questions, whether they're questions about writing a good sentence, a good story, getting an agent, getting published, editing your RPG, tweaking your LARP or whatever -- if you have questions about something you're writing, this is the place to get answers and help. If you're familiar with Dreamation, Metatopia and DexCon, this is a Gen Con-sized version of the Writing Workshop held there.

Wow. Just, wow, this is amazing, and I want to just encourage everyone to drop in, say hi, hang out and have some great discussions.

I am incredibly grateful, humbled and excited to have the chance to present not only a new workshop on scenarios and settings, but also do my more traditional Q&A on a much bigger scale.

See you in Indianapolis. 

Tuesday, July 3, 2012

Some Kickstarters You Should Support

For those that don't know, Kickstarter is a crowd-funding website that allows people to make financial contributions to projects they want to see become real. And that could be inventions, television shows, books, games, movies, fashion....pretty much anything.

I list today a few Kickstarters I think you should take a look at, and support. Now, I know the tiers say specific value amounts, but once you click to donate, YOU CAN NAME YOUR OWN AMOUNT. So yes, even $1 helps.

Disclosure - I helped with these Kickstarters.

Guide To Village By The Sea by Lillian Cohen-Moore (@lilyorit on Twitter) For those that don't know her, you should. She's a wonderfully talented editor, a marvelous person and very nice. She even interviewed me once.

Her project is a sourcebook (an informational resource) that you can use in your gaming, your fiction and your daily life, and you can find content in that will make an impression, because the Village By The Sea is an evil and scary place. So if you like horror, you like being unsettled and you want to make this project into something tangible, donate!

Project Ninja Panda Taco by Jenn of The Jennisodes (@jennisodes on Twitter). If you've ever wanted to take over the world, this is the game for you. Be a nefarious Mastermind. Be a helpful Minion. Conquer Earth. Have fun doing it.

Jenn and I know each other. We game together. We're friends. She's interviewed me. I've played this game, and it is better than a lot of the games I have on my shelf (I'm looking at you defunct publishers who don't support their back catalog). I edited this game, and can tell you that it really is a lot of fun both to just read through and play. (It's one of a handful of games: Ticket to Ride, Gloom, Forbidden Island come to mind) where I learned the whole game's mechanics in about 3 minutes (however long it takes to re-heat food) and have not tired of the nuance or play.

BONUS Kickstarter! Race to Adventure by Evil Hat Productions(@evilhatofficial on Twitter) If you love pulp then this board game is for you. Based on the Spirit of the Century game (a game very near and dear to me), this board game allows you to be pulp-hero and travel the world in search of treasure. Also, it's way more fun than a board game should be. I'm serious, it's obnoxious fun.

I mention this because one of the Unlockables (I love the way Evil Hat runs Kickstarters) is a Dinocalypse Expansion Pack....based on Dinocalypse Now, which you may remember is the book (the first of a series) that I edited. I really want to see this expansion happen.

DexCon happens later this week, and I've got two events on the docket:

1. The $1,000 Nights Black Agents Tournament -- Saturday afternoon, Ken Hite (he wrote the game Nights Black Agents) and I will put 30 superspies (including Sydney Bristow, Jack Bauer, Sean Connery, Ethan Hunt and someone named 'Codename Mario') through a gauntlet of challenges and scenarios as they attempt to confront a Conspiracy of supernatural horror and world-in-danger-ness.

2. The Writing Workshop At DexCon -- This panel is Sunday morning at 10am (NOT AT MIDNIGHT!! YAY!!) and I'll be speaking for about 2 hours on: "The -ations: Getting Your Project Off The Ground" as well as answering your questions about writing, editing and developing novels, games, and anything with words.

Aside from that, I'll be around all Convention (at Ken's panel Friday Morning, all over the Con all weekend, holding a discussion-breakfast Sunday morning pre-writing workshop (details will be on Twitter), so if you're in the area, come say hello!

Monday, June 4, 2012

Pretty But Hollow

"Pretty but hollow" was my summary of the new Snow White and Huntsman movie, which I went into with something of an expectation that it would be actiony or gripping or would move me in some way other than to squirm in my seat and ask "This is still going on? How long have we been here, six hours?"

Ultimately the movie starring Mrs Twilight and Thor looked pretty. It was colorful, striking and visually engaging - more for the color palette than the pretty people. And the score was rich and added great atmosphere, but on the whole, there just wasn't anything going on - I mean, yes, I know the story, but still, there wasn't anything to take away from Mrs Twilight's "acting" (looking like she's constantly going to say, "Umm" and then staring off-camera like she's trying to remember why she's walked into the kitchen and opened the fridge) or from Thor being Thor in a fantasy setting. (Okay, I'm sorry: for being a 3rd or 4th level Ranger, and doing the bulk of the heavy fight scenes.) He can sort of convey emotions, I've seen him do it, but he can only be as good as the template in place by the script, and the script, well, I think it was practically criminal how they took good actors (Hoskins, McShane, I'll even throw in Theron) and reduced them to colorful imitations of a cartoon.

And all this got me to thinking about what it takes for a manuscript or book to dazzle me and how many of them can be called "Pretty but hollow". Let's talk about that today.

Now before I get into this any further, let me point out that I'm not saying all books need to be original, but...all books need to be original. You don't always have to reinvent the wheel, but you do have to demonstrate how you're differently interpreting the wheel when you compare your creation to the benchmarks of your genre or concept.

You no doubt know what the 'other guys' are doing in your respective fields. It pays to know your competition when you're creating something, and no one wants to have the idea that one thing clones or copies another tossed around. The problem with that is you only have so many basic templates (Man v Nature, Man v Man, Hero's Journey, Lost Love, etc), so you can easily be sort of a dick about writing and say that everything copies something else - but I find that attitude doesn't encourage people to do anything other than to panic and not write. Also, it's silly to waste your time thinking about who copied whom. This is no longer the elementary school playground, and you're totally able to do whatever you want (so long as you understand the consequences of your choices).

On the outermost layer of the story, whatever the genre or ideas, your work may look like generic or typical, but there have to be hooks that pull the reader in deeper and there has to be substance underneath that veneer of "this is what I'm used to" so that people can see what you've done differently.

And by "differently" I mean "done what demonstrates your talent and your abilities, rather than your desires just to do something to earn a fast buck or create a profit stream. Because this is an art above all else, if you wanted to get fast money, there are other more suit-and-tie ways to get it (although I suppose there can be an art to bank robbery and the burdening of the middle class by corrupt corporate dickwagons).

There's a formula I want to pass on to you here, that will help you find the meat beneath the surface.

It is Y, but then what?

Y is the genre or type of story you're writing. The answer to the question though is what you're doing to distinguish yourself and draw the literary-talent Excalibur from the stone and proclaim yourself the once and future king/queen of your awesome writing kingdom.

So your question might look like one of these:

It's a memoir, but then what? But I'm telling this story that emphasizes the heart of one character, told through a drunken lens of bad Thanksgivings.


It's a detective story, but then what? The main character only eats waffles.


It's a non-fiction instructional to help people train their cats to speak, but then what? Dude...it trains cats to talk.

Am I expecting you to know what makes your story interesting? Yes. It's not that much to ask really. If I'm holding your book in one hand, and anything else (let's say you're trying to get me to read your book and not play Ticket to Ride), what would you say in order to convince me that I don't have to go be a train baron of the 19th century?

Knowing your hooks is critical. Knowing what you're doing differently (because you have a talent for it) is absolutely positively a must when writing. During those down moments, spend some time hunting down what makes your work special and unique and what you've got a talent for....and try to get those ideas into a single sentence or phrase. Practice saying it. Believe it. Know it the way you know that few things in this world are cooler than nachos and good tunes.

Finding out and building those things makes your story NOT hollow. Like good shampoo it gives your story body. It also lets you do something you're good at, which is awesome for your self-confidence. (What I'm saying is that there's no downside to figuring out what you're good at and then doing it)

Also, totally save your money and skip Snow White and the Huntsman. You'd be better off spending the time talking to people you can't stand while scrubbing your tear ducts with bleach-soaked glass shards. Yeah, it was that bad.

Rock on.

Happy writing, see you guys later in the week.


Oh, post-script: In two weeks I head to California for a week. There likely won't be a blog post then, but if you want to follow my adventures, find me on Twitter, and Facebook.


Friday, February 3, 2012

Writing/Gaming - Character 101 - Part 4 - Morality

Good morning everyone. We're continuing Character 101 today, so if you need to catch up on the previous posts, go here and here and here.

Today's a little crunchy, so you might want to get a glass of water and read this a few times.

We've so far looked at what can best be described as external qualities. We've talked about the world, some character description and some character abilities. Let's get into this though, let's be serious about our craft and our characters and make these creations live and breathe. I mean, you don't have to, but I think it'll help you out.

Today's Character 101 rule can be expressed like this:

A clear and distinct morality, set of principles and philosophy that an audience can see tested and explained throughout the story

Keywords:
  • clear and distinct morality
  • set of principles and philosophy
  • audience sees it tested and explained THROUGHOUT the story


When I was a young writer, I was mentored and taught by a great man, fiercely brilliant, absolutely not governed at all by anything other than his own rules and one of the most encouraging teachers I've ever experienced. He's long dead now, but this lesson, and most of Character 101 is my homage to him.


We start with a quote of his.
"Characters have beliefs; even if they are not expressed by the author or conceived of in great detail there exists within each character a philosophy, even if that character is built with a single purpose or for a single instance. "


What I didn't understand about that quote, where the magic trick is in that quote is the idea that characters have beliefs even if I (the guy who wrote the character) didn't flesh them out.

Hearing that as a punk kid, that sounded stupid. Characters are things I made up, right? They occupy the spaces I give them, do what I tell them? Sure, they can do that. They can be puppets who follow scripts and linear actions like stiff automatons. And when you're a bit of a control freak, or scared to do anything other than express control, that's great for characters.

Move your chess pieces. Watch them dance on your strings.

Over time, with practice, with experience, with heartache, with passion, you don't have to control them. They're more than just extensions of a single part of your personality or just creations who follow some simple program. They are partly fueled by your imagination, and when you take that off the leash, you'll be amazed by what you can discover characters do.

I didn't get that when I younger. It sounded florid and spacy and I probably said it was "kinda gay". And then I grew up and learned that there's more to writing than sitting in place and typing for six hours, but also that there's nothing less than that too.

That quote clicked for me when I was reading a comic book. I was upset, I was alone, I was pissed off, and I was reading Batman. And for whatever reason, perhaps because it was a visual medium, there was more said in a look between characters than you can ever do in a block of text.

It was like the story was occurring even when I wasn't reading the comics. Like the characters had things happening while I was reading Superman, watching TV or wishing I was anywhere other than where I was.

Big click.

When that quote says“explained” it certainly does NOT mean that the simple statement of beliefs is given in exposition, although there are times when it can be advantageous, depending on style or nuance -- But you don't have to have some big block of text saying "THIS IS WHAT I BELIEVE IN" because you're supposed to be better than that.

Leave it for dialogue; leave it for the emotions and subtext. Making it too clear, too visible, when the story by nature does not support it, cheapens it. It turns characters, who you create to be as close or better than humans you co-exist with, into caricatures and parody. And in gaming for example, it makes you sound like one of those bad RPGs where people only can say things like "It is nice day here yes in City?" and other Engrish.

No genre is spared the necessity of characters with morals. Not even in the most lowbrow crude comedy is there a character devoid of ambition based on a belief, even if that belief is something as small and finite as “I’m going to lose my virginity before the end of the school year.”



Everyone believes in something. Figure out what, and you'll also discover how to express that belief to the audience.

So, the question then becomes, how do you create that morality? How do we develop philosophies for characters?

Here are two methods, described below:

Actions -> Reasons for Actions -> Philosophy
(What)      (Why Do The What)      (What Gets Believed)


&

Stated belief > Action in defense of position
(Say It)             (Do Something About It)

First we have an action-oriented approach, something that works best for characters of  small purpose or minimal import. By looking at their actions, we can develop reasons for the actions, and from those reasons, create a philosophy.

The guy/NPC/background mook who cheers on the heroes during a fight, does it because it shows that the heroes have support. The random person who tells the detective something in passing that resonates seven chapters later. That's an action provoked by a reason that in turn becomes a philosophy. 



This is a clear, causal relationship that we can understand especially when not all characters have more than one or two things to do or say.

However, as we add complexity and depth to the characters and situations those characters find themselves in, we must shift from the clear A to B progression and try the reverse: that a stated belief leads to an action.

While this is more complex in a writing capacity, it is more intuitive as people, because we interact with people based on their statements and pursuant to their actions.


You go out with the guy because he makes you laugh because he does what he says he does. You married your spouse because she made you feel something positive on a consistent basis. You hang out with those people because you all share a hobby or believe in the same principles. You think that librarian is great because they helped you when no one else would even give you ten seconds of attention.

You decide what you believe in, then you go do something about it. (Here again, we see Rule #1 - Writing Is The Act of Making Decisions) If you do it, the character(s) can do it.

To reach these decisions, you must BE the character, giving them full faculties and capabilities independent of the story and the context of the story. Yes, you can argue that it is the story that shapes them, therefore you must put them into context, HOWEVER you must divorce the character from the story and the plot when you create the character. The proximity to the current story, and the temptation to use current-story material is too great a risk for the writer: how easily our characters become malleable when viewed only in the current plot.

Because our characters are our reflections, shadows and desires put into text, we must make all efforts to see them as living breathing beings that only happen to exist in our minds. I am not advocating schizophrenia, but rather a full-fledged imaginative experience, creating an idea so complex and rich with detail that it exists for more reasons than a single plot warrants.

Remember: This is a cooperative process, a great contract you’ve entered into with your reader, so please, do your part and make your end as interesting and exciting as possible.


Gamers embody this in the most obvious of ways, assuming to even ACT as the characters to drive the interactions. I do think writers would be well-served to try a little role-play now and then...and if not, at least go talk to people who excite you about whatever you love. It's a lot easier to do this when you're fired up than when you're dreading it.


So what can you do about it? Have you ever tried writing down what you believe in? Get that legal pad, get to writing. Do the same thing for the big characters. Try to do it for the small characters, even if it's just one line (the politician wants to win the election at all costs, the grocer wants to retire happy) related to the plot. The more you can list, the richer that character becomes and the less 'like a character' they are.


I end today with another quote (Sid had great quotes)

"Characters, John, are what we have when we're not thinking about what WE can do but what WE want to make happen."


Happy writing. Enjoy your weekends.




Monday, October 3, 2011

The Value of Editing, Part 2

Good afternoon everyone.

Today I'm continuing with Part 2 of The Value of Editing. Part 1 is found here.

I should start out that what I'm about to describe is by no means common, that while lots of people provide the services I'm to describe, there is no one singular method or name for things. Everyone does things a little differently, and I want it made clear that it's entirely okay. What follows is my method, my thinking and an explanation of how I work. Should you consult other people, you may find different experiences. I say all this to help you make the best informed decision possible.


We start today with a few assumptions, for the point of explanation.

We assume:
  1. That you've got either a manuscript that you have or plan to finish.
  2. That you've made a plan, commitment or promise to yourself to get the manuscript started. 
And that would lead you to me. Maybe you've emailed me, maybe you've checked out my Rates & Services page and we've talked, or maybe you've found me on some social media and a conversation has been started.

Here you are writer, and you're wondering what the next step is.

The next step is that you retain me, and after payment gets all handled, we get to work. From that moment forward, the value of editing starts to become clear.

As Angeli Pidcock pointed out in "First Encounters of the Editorial Kind", the process is INTENSE. It usually starts with a series of conversations, assessing and diagnosing problems as well as the general start-state of the manuscript. From there, the process starts in sections (chapters, acts, etc) and the manuscript gets opened up, and rebuilt.

Whether the simple line edit or the more thorough substantive edit, the manuscript gets put through some rigorous examination. Ultimately, the goal is whatever the writer wants out of the relationship - I do not insist or demand that everyone set the same goal, I want instead people to benefit from the experience - I want their work to be better when we're done working it over.

So here now is valuable item number one - Know what you want as an end result. Do you want to see your book on store shelves? Do you want to just get it out in certain people's hands? Do you want to just get it off your hard drive and available for anyone to read?

When the manuscript changes, and yes, it's going to change, either by my suggestions and advice or by your own hand, that's a good thing. First drafts are called 'first' because they begin a series. Yes, the digital explosion has allowed first drafts, error-laden and thick with confusing clutter, to go straight to your readers, and that may be the path that many people take to publication legitimacy, but I cannot stress enough that if you want readers to stick with you for more than one reading, you need editing.

Editing is NOT a speedy process. Yes, the process can be expedited but as with any rush job, you're going to incur additional expense. Bigger pieces, pieces that need more revising, repair and correction as well pieces with more ambition (you want to turn your manuscript into a several webisodes with puppets, for example) take time. Here comes valuable item number 2 - This is an investment, not just of your work and financial expense, but also of time.

Your work gets made better. Sometimes that means things have to change. I would love to be able to say there's an exact percentage that must be changed or kept in order to craft a publishable manuscript, but I do not know of any number like that to exist. Evolution is not a static process.

If you're looking to evolve your work, if you're looking to get your manuscript to 'the next level' (a nebulous phrase, but I like it), then we should talk. I'll be waiting.


Wednesday, September 28, 2011

The Value of Editing, Part 1

I enjoy editing. Not just because it is a way I earn a living, and not just because I enjoy explaining and teaching others. I enjoy editing because over the course of an editorial process, the manuscript in front of me comes to life.

I liken it to seeing something surface from beneath the waves, or watching a rocket launch.

Over time, through the series of suggestions and revisions, the manuscript changes shape and starts to define itself, not as only a mere collection of words assembled on page after page, but as a coherent story that has characters, and depth, and it interests all those who come in contact with it, and it has emotions breathed into the pages.

I do not apologize for sounding so florid over the transformative effect of editing. But if that last paragraph seemed like a lot of fluff and not a lot of payoff, allow me now to use a more visceral example:

You've bought your favorite car. You saved every cent and worked long hours of overtime to afford this dream car. You have thought of, dreamed about, and craved this car. And there it is, in your driveway. Very new. Very shiny. Very ready to be taken on a spin. So of course, you put the top down (at least in my fantasy, your favorite car is a convertible. It doesn't have to be, maybe you want the Batmobile or something) and off you go.


And driving is awesome. You're flying down the street. All your friends see you, and they're waving happily at you. You push the car up to triple-digit speeds. The roads are empty, and you feel more alive than ever as the car responds to your and your hands inside those Italian leather racing gloves (again, my fantasy for you). And you're loving this car as it winds down the roads and comes over hills. (Maybe if you're feeling adventurous you drag race a few police cruisers). And as you drive, you're not really noticing the occasional mud puddles that splash up now and then. Maybe you're not seeing the bug go splat against the windscreen. You're not really paying attention to the gravel and dust cloud your blasting through. 


So by the time you get back to your garage, that beautiful car needs to be washed, waxed and tuned up. But, the hour grows late, and you have other things to attend to. (Given that this is my fantasy, let's say those things involve your favorite food and a party of some kind, maybe a Doctor Who marathon or something). The car can wait, you say. And it sits in the garage for a night. 


And that night becomes a weekend. Then a week. Then a month. And then a season.


By the time you come back to that dream car, the mud is caked on pretty good. The gravel has sunk into the paint, and the bugs have formed a nice crust on your windscreen. You blast it with a hose, but all you really do is swirl the crap around. Maybe you take it to a local car wash, but really all they tell you is that the car is a mess, and if it were their car, they'd treat it better. And it would be a Jeep. No, it would be a monster truck. A monster truck that shoots fireballs. Called Chevysaurus Rex Prime. 


But this is your dream car. You had a blast not too long ago driving this car. And you know you want to drive it again. So...you hire a specialist. You go out and you find the best car detail-and-restoration guy possible. He takes a look at it, and like any nervous parent, you're pacing in the background, waiting for his assessment. 


He gives you good news: He can bring the dream car back. It'll take work, he says, but he can bring it back. And he's even sure that he can make it work even better, but he'll know more once he gets rid of some of this mud. You think he's going to ask you for the keys and you won't see your car for a while, which sounds sort of like what your parents told you about your dog when you were nine, so you're properly worried. But he doesn't ask you for the keys, and he says, yes some car restoration services will take your keys and your money, and your mint condition Impala may come back to you a lime-green Thunderbird with tiger print seats and a blender in the trunk. 


No, he won't offer you anything other than your car, the way you want it. But he says you need to pick up the sponge and a few tools that you maybe hadn't considered using before and you're going to join him in bringing back the dream car, and then making it better.

That's what I do. And that's why it's awesome. 

In part 2, I'll talk more technically about it.

Tuesday, September 27, 2011

Some Things You Should Know About Writing (To Get You Started), Part 2

I continue from the previous post, found here.

3. The difference is not if anyone can do it, but how skillfully it can be done
You can write. Anyone can write. The issue, the unspoken part that everyone is too often shy to include is "well", as in: Do you write "well"?

Now this may not win my any popularity contests, but I'm not here to curry favor, I'm here to talk about writing in all the flavors, warts, shades and arenas. 

Yes, you can say that "well" is a subjective term, something that comes down to my opinion versus yours, and yes, just like Obi Wan Kenobi teaches us, that can be true from a certain point of view.

But let's go past this hand-holding schlock and be clear -- not everyone who's writing, hell, not everyone who's got books on the shelf or available for download, writes well. Sure, they can string together some paragraphs and stack together a few chapters that describe a story from beginning to end, but that's sort of like saying there's no difference between a newly paved highway and the old muddy path in the wilderness.

Writing well takes practice, skill and talent. You can learn how to make better choices, how to craft stronger and more evocative sentences and even become comfortable with the elements of story structure and novel development. But that's only because you put work into it, and you improved. That makes you somewhat of an exception.

A lot of people are going to stare a page until their eyes bleed, until they stroke out and until they reduce themselves into quivering masses trying to do what you did. Because, and there's no nice way to say this - not everyone is meant to be a writer.

Let that sink in. And before you flood my inbox, let me just point out that if this were any other skill, it wouldn't be much of an argument.

I can do some really simply juggling. I understand the hand-eye coordination. But that doesn't mean you want me at your next birthday party tossing chainsaws around.

I can identify most of the parts of my engine without having to Google them. That certainly means though that when your car makes a grr-khshunk-plock-plock-vrrrr noise, you don't call me.

I really believe that you know you're meant to be a writer the way you know you're meant to be a teacher or meant to be a parent or meant to be a llama farmer. It's as much a calling as a gift and while you can improve your skills at it, for some people it's just not in the cards that they write the next great best seller.

You should try, by all means, try your hardest. But you'll discover very quickly, (especially if you're honest with yourself) if you're meant to do this either more often, more professionally or with more enthusiasm.

4. Writing is going to teach, show and tell you a lot about yourself - you may not always like what you discover, but it may be important
When you're sitting at the desk, or stretched out on the couch, or set up wherever you go to write, even if it's the most crowded and noisy place possible, it still comes down to you and the page. The blank page. Staring at you with all that square whiteness. Taunting you with all the possibilities and openness and lack of words. And you're going to sit there for as long as your patience will let you (maybe a few seconds, maybe minutes, maybe hours) until you start filling that page with your thoughts.

Now along the way, as you tell that story about Abigail the sex-crazed milkmaid in love with Grutnar the Viking Prince, you're not just telling the story about some Swedish hussy and her berserker sex machine, you're showing part of yourself.

Okay, maybe you're not Swedish, and you've never considered the possibilities of being pillaged like a coastal town, but the act of writing about it awakens within you some revelations. You're going to find out what you like to say, you're going to express your imagination, you're going to spill not just fiction, but also some truth on the page.

Maybe that scene you wrote this morning where the Viking spills his mead and the woman throws the bowl at his head is what you wished you could do the last time someone at the office spilled coffee on you. Maybe that passionate lovemaking scene where the ecstasy was so potent it blew the thatch off the hut was how you wish your spouse was on Tuesdays after bowling league.

Your truth sneaks out in your fiction. You can't help it. You shouldn't even bother hiding it.

Maybe the fiction isn't the truth. Maybe the truth is in your approach to writing. Do you start a lot of projects and never finish anything? That's a fear of commitment. (If you do happen to do that, I have someone you should talk to, ASAP)

Do you tend to edit as you go along, so that you spend all this time, but never make any real progress? That's a whole heap of self-doubt. (And for that, I have two people you could talk to, here and here, ASAP)

(the last 2 will come tomorrow...here's the link.)