Deadlines Are Tools

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

After an eventful few months, I was trying to keep up on all of my various projects. It was starting to get stressful – one book being published, the next worldbook in progress, and a novel in the works. How could this be stressful, I wondered? I had plans and outlines, and well-thought out deadlines, shouldn’t that make life easier?

Of course the more I examined, the more I realized a few things:

  1. I had my deadlines disrupted by assorted life events and those in the lives of friends and families.
  2. I had reassessed these deadlines during this time and adjusted them, but not given thought to my situation.
  3. Some of the projects with deadlines were ones that were new or experimental. An example would be my second novel – with one under my belt, I’m still perfecting my methods.

After having a discussion with some fellow writers, one suggested taking a break from some projects – just a few days. The more we discussed it, the more I came to a conclusion they were right, but also they’d revealed something else.

I’d used deadlines inappropriately.

I’d chosen deadlines to keep up on my projects, and to keep things under control. They were “realistic” in the way they were estimated using what knowledge I had – they were unrealistic for a trying time and with several experimental projects. This got me thinking about how we use deadlines inappropriately.

We often treat deadlines as unavoidable, sandrosanct, indeed required. Its probably the result of school, of previous industrial cultures, and of a busy time. But having deadlines we often jump to them without asking if they make sense or are even a good idea.

But what good is a deadline? A deadline is a tool- it should help you.

  • A deadline can help you allocate resources, deciding what to do in order to meet a deadline.
  • A deadline can help you coordinate, giving something to someone in time for them to take other action.
  • A deadline can result from trying to figure when you can get something done (and let’s you evaluate if you were right).
  • A deadline can help you prioritize.
  • A deadline can challenge yourself.

Deadlines are useful – but the thing is they’re just a tool. But its not a tool you have to use all the time. Maybe you, like me, are giving yourself deadlines you simply don’t need.

Maybe a project of yours doesnt need a deadline – perhaps its new so all you can do is your best.

Maybe a project of yours is play. It doesn’t matter when its done as long as there’s progress.

You get the idea.

So take a lesson from my experience. Evaluate your deadlines and see if they’re doing any good. There’s a good chance that you’re not using them for the right reasons or using them in a way that helps you.

It’s OK to give up on deadlines sometime, as I found.

Steven Savage

Jojo’s Bizarre Aesthetic

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

Aesthetic, that artistic and thematic sense of creative work, is vital to things like writing, art, and video games. Sadly we forget this fact as we’re deep into code or plot outlines or arguments about Pantone. To help bring us home to this importance, I’d like to talk about musical jokes and psychic powers.

Specifically, I want to discuss Jojo’s Bizzare Adventure, often referred to as “JJBA.” JJBA is a continuing manga and anime series that helped me understand the importance of aesthetics. If you’re familiar with Jojo, you’re nodding, if not, read on.

Summing up JJBA is difficult, but it starts with fighting vampires, then becomes a generation adventure with psychic powers. Most characters are musical references, the art looks like Tom of Finland saw Cirque Du Solei, and elaborate outfits abound. It is in every way “its own thing.”

To say it has continuity or worldbuilding would be off – the author clearly and joyfully incorporates whatever works. What it has, however, is a theme, a feel – an aesthetic. The series in all its forms is about theme and feeling first.

When I saw a discussion about the aesthetics-first approach of JJBA, it got me thinking of other places aesthetics were important.

Games require aesthetics. Two of the foundational “Forged in the Dark” RPGs, “Blades in the Dark” and “Scum and Villainy,” contain information on “example media” to understand the settings. My friend Ewen, an indie game developer, also focuses heavily on aesthetics and outright gives thematic ideas in some of his works like a D&D parody and High School weirdness. Getting the feel of a game is necessary to play it – and make it.

After looking at the idea that JJBA is “aesthetic first,” after thinking over these games, I realized any creative work needs an aesthetic. Including yours.

After this realization, I asked myself what my aesthetic is for my current fictional work, A School of Many Futures. Set in a world where a fantasy planet evolved into the space age, it’s a place of technology, sorcery, and internet-using gods. Thinking of it aesthetically helped me understand it better and made my writing better. When you know what something should “feel” like, you can create it easier.

For instance, I realized that the setting was one where the normal contained the weird (in a world of magic anti-counterfeiting is challenging), and the strange contained the normal (gods send email). Just this small realization helped the world come to life further in my latest edits.

So I want to challenge you to find the aesthetic of your current works – fiction or not. Here are a few ideas I’ve gotten from various sources:

  • Are there any books, comics, or films that have a similar aesthetic?
  • What music fits your setting? Can you assemble a playlist?
  • Are there any significant artistic rules? In JJBA, most characters dress strangely, and in my setting colorful robes are commonplace.
  • Are there any emotional or intellectual elements that are prominent?
  • List five outstanding aesthetic rules of your current work to see if you can quantify the “feel” of what you’re doing.
  • If your work was adapted into other formats, what would not change, and what would be essential to avoid changing?

So I challenge you to find your aesthetic. Go on, explore it, write it down, share it. It’s a new way to look at your work. It certainly helped me with my own, helping me find a kind of intellectual-emotional guide.

Besides, who knows, finding your aesthetic might inspire you to further greatness. After all, if I told you a major international comic and anime sensation was about musical jokes and buff guys fighting with psychic doubles, would you believe me?

Steven Savage

Worldbuilding: The Ecstasy, The Agony, The Stupidity

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

I love worldbuilding, and yet I meet people who hate doing, even resent it. That’s because we forget what worldbuilding is for – our audience and their experiences.

Let me note upfront my obvious biases about worldbuilding, from stories to games. I love doing it, and have for years. I love looking at other worlds people created. I believe there’s psychological value in it. I also have and am writing a ton of books on the subject.

But other people I’ve met resent it. I’ve found they fit into a few categories.

  1. “I want to get to my story” – People don’t want to figure out the exact value of the Frbillian gold ducat of Slenderhome. They have an epic drama to write and none of their characters give a damn.
  2. “I don’t want to get lost” – You can easily got lost in worldbuilding, something I do joyously. You may be good at it and like it a bit too much if you get my drift.
  3. “I’m doing this for my audience” – You’re worldbuilding for the sake of the audience first, not to deliver something, but based on the assumption they expect “X” amount of worldbuilding or hate Y or something. Worldbuilding is part of a larger product.
  4. “I want to be like this person” – Which 90% of the time seems to mean JRR Tolkein. We’re busy trying to emulate other worldbuilders as opposed to asking what we need to do and want to do.

I’m sure some of these apply to you as a whole or in part. Worldbuilding can get onerous – even for someone like myself who loves it. I’ve experienced all of them.

Now how do we address them? Much to the surprise of absolutely no one, I’d like to discuss Agile Methodology. No, stay, this won’t take long.

Anyway, a big thing about Agile is focusing on value of something. You have an audience. They need something, and you figure it out and how to deliver it. Worldbuilding is the same way.

Your audience wants a story or a game – so Worldbuild enough to get the story or the game done.

You need a certain among of worldbuilding – Use this precision to avoid getting lost. Feel free to enjoy it, since you are also part of the audience, but also know when to stop.

Know your audience – Ask who your target audience is and deliver enough worldbuilding for them. If you find yourself with a huge list of different target audiences then you don’t have one in mind. You’ll get lost.

Worldbuilding is about delivering value, and knowing enough to deliver a game or a story or whatever. Keep yourself focused by asking how it serves your larger goal. Even if your goal is a world guide for an RPG, you have to ask what delivers value.

Let me close out with a suggestion if worldbuilding troubles you: Write down your target audience and sort them into no more than three categories. Next, ask yourself what these audiences want and list the top three things. This will give you a guide to how much to do – and not do – and make you think about your audience.

If you can’t answer those questions easily, then you’ve learned even more . . 

Steven Savage