The Angel Is In The Action

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

We’ve often heard it said The Devil is in the Details, which is certainly true in writing. We can plot and outline all we want, but when one truly writes, that’s when we find out just how many unexpected details and findings can bedevil us. Writing is often overwhelming when we dive into a work because there’s so much we have to think about.

Worldbuilding is a prime example. No matter how much you plan, you’ll quickly ask questions, find holes, or create problems for yourself. Worldbuilding is challenging, and not everyone embraces it with the same (masochistic?) fervor as some.

Characters are another example. We’ve all had writing experiences where characters made up their minds to be different. These moments are delightful, but not so blissful is the realization 70% of your plans got tossed out.

Language is yet another example of bedeviling details when we write, in nonfiction or fiction. As you write, you keep putting yourself in the shoes of the audience – and we may find that we’re not wearing the right shoes. Creating something is a hellish chance to find that you’re not speaking to the proper audience, or you don’t know that audience as well as you’d like.

Our own outlines may cause us problems. We can see a beautiful map, a wonderful path, and then writing it down only brings out many confusing questions and issues. For some of us, the best laid plans don’t even get set down before they go wrong in our heads.

Any moment like these can derail us, confuse us, and make us despondent. We’re writing and our own writing is making us miserable.

A break may be in order, but let me suggest this – if the Devil is in the Details, then let’s keep going. The Angel is in the Action, as it were – moving forward we find salvation from our problems.

If we address the problems we find as best we can – even if taking a note to fix it later – we go on, accomplish things, and can revise work later. We may even find the problem can be revised elsewhere in our work.

If we keep writing, we’ll accomplish work, achieving both our goals and having a reminder of just what we can accomplish. By continuing to write, even when harassed by our own fear of details and fine points, we at least move forward and maintain our confidence.

If we work around our problems and fears and challenges, we may find we don’t even have to deal with them. Sometimes a retrospective reveals our fears weren’t an issue all along.

If nothing else, completing a work or a piece lets you revise it from a point of surety – even if you’re sure it’s not that good.

We don’t really learn something until we do it, and that includes fixing our stories or overcoming issues of missing detail. If we let the Devil hiding in the details get to us, we forget that it’s our work and we have the power to fix problems. Powering through, keeping going, lets us leave him behind, lets us find our Angel – be it a new idea, a solution, or a workaround.

Take action when writing frustrates you. Keep moving forward – even if it’s in circles. Maybe take a little break, but don’t let the Devil whisper in your ear you can’t do it. Find the Angel in your actions.

Steven Savage

Inspiration from Other Sources: RPGs

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

A few times I and my friend Serdar have discussed how we take inspiration for our writing from sources other than writing. Serdar often takes inspiration from music, I get inspiration from management processes, and so on. Lately I had a strange and interesting inspiration I wanted to share.

Role-playing games – but probably not in the way you suspect.

I began studying RPGs in depth lately for two reasons – first, to study them for my related works, and as I’d taken an interest in trying some game design. Pleasantly, I found inspiration for my fiction writing efforts as well, and I wanted to share my insights.

RPGs are sort of storytelling games – I say sort of because some games or groups have different preferences, such as having more of a tactical military game. But, overall, RPGs tell stories and many game systems in the last two decades or so have been storytelling focused, such as FATE, Cortex, or Forged In The Dark.

You have to turn writing into rules, make rules support story. Just a few examples from my latest studies and past experiences:

  • FATE literally makes character traits part of the game. You define Aspects, vital character traits, that could be everything from “Magical Powers” to “Really awful manners.” That made me think of how many times we don’t think about “what stands out with a character.”
  • The Forged In The Dark games constantly emphasize cause and effect and results and impacts. It’s meant to construct stories (and surprise players and GMs) and keep up a pace, and is a good example of interesting engagement with the story.
  • Among the FitD game, Scum and Villainy, their “Firefly-but-not” game system has various well-realized space western/space rouge archetypes that help me see how you can view archetypes. Probably my favorite is the Scoundrel (aka Not Han Solo But Is) who’s abilities include things like being able to do dangerous things and get special “gambits” to allow them to take more foolish risks. It’s a great example of turning concept into rules – and thinking about concepts.
  • The punishing CRPG Darkest Dungeon added intense psychology and madness rules, which meant generic characters quickly evolved personalities. Sure they were mechanics, but they added the feel of a story and a drama, a reminder of how such things should have impact in a tale.

Of course, as I write this I can see great lessons from older games:

  • Champions, that famous formative Superhero RPG made disadvantages and backstories part of the game. It made you think about characters, and almost forced characterization even if you tried to avoid it (hard to avoid your tendency to go berserk around blood).
  • Villains and Vigilantes, another venerable game, had the concept of points you used to invent things or solve problems – basically you had Brilliant Ideas you could spend. A good reminder of how characters have inspirations, suddenly turn the plot around, etc. – as a rule.
  • The venerable and abused Character Class idea is a good reminder about making characters distinct. From early D&D to the wild classes of Apocalypse World are reminders of how different is interesting.

I could probably make enormous lists of these – and I may if I can find a non-boring way to do it. Either way, that’s one of my latest inspirations – RPGs. If you’re looking for some new ideas or to think over your writing, maybe a break to play a game or at least examine one might unlock some ideas.

I’d love to hear your insights.

Steven Savage

You’re Responsible To Share Creative Power

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

Creativity is a tool for freedom and a tool for a functional society. It enriches and empowers. It provides new ideas and lets us see old ones in new lights. It topples tyrants and leaves potential tyrants in fear. If you’re a creative person, you’re morally obligated to empower others to use their creative abilities to ensure freedom and a functioning society.

To help people be creative means that they can think outside of the cages built around their heads. It means they’re harder to rule and control, and more able to be responsible citizens. Creativity is freedom – but also it’s a chance to take responsibility in new ways.

Helping people to be creative also gives them options that go beyond thinking. It may help them find a new job, freeing them of financial chains. Creativity gives them abilities to find solutions to problems, allowing them to fix things as opposed to following snake-oil charlatans.

Showing people the power of their creativity and how to use it finally means happier people. Creative people don’t just have the chance to be freer, more responsible, more powerful – they can experience joy more. When you can dream and imagine, you can find what you enjoy kand new ways to enjoy – and happy people can be hard to control.

How you help people be more creative, however, is a trickier bit. Each of us has our own creative tools, methods, and inclinations – these may not fit those we want to help. Each person we wish to aid has their sown situations and challenges and desires. To share creative power means asking what you can share and how to share it – it’s a journey, not a destination.

An excellent place to start is to ask how you got inspired, who helped you be more creative, what helped you see what you could do with creativity. This may be only relevant to you (and probably is), but analyzing the experience will help you find lessons to apply to others. If a supportive parent helped you, then you have a place to start – be supportive as they were.

Finally, keep in mind that this call to action is not one of superiority or a chance to lord your creativity over others. We’re all links in the chain; others aided your creativity before, and in turn, you pass it on. Each person you help is not “beneath” you – sharing and supporting is a mutual learning experience, because you will learn from everyone you want to nurture. Be humble in helping because then you’ll learn (possibly about your flaws).

So let us inspire others, share power, encourage creativity. We’ll empower and guide, help people be more, and build a stronger society. It’s a responsibility, but such a glorious one.

Steven Savage