Stacking Stories To The Stars

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

Lately, I’ve been playing Wildermyth, an RPG game about emergent storytelling. Playing a set of characters (and maybe guest stars) one adventures around, while choices, semi-random events, and so on come together. Characters become unique, complex individuals, small moments building to broad strokes – and may even become a “guest star” in later games.

I will probably write more on the game later, but I want to focus on how this game reflects good writing.

In Wildermyth, characters have a set of personality traits and abilities. As you play, these traits and other opportunities come together to give you narrative choices. These tiny moments create a grand epic – though there are “campaigns with plots,” you can also just play randomized games and let your own story emerge.

As I played the game, I realized this reminded me of good writing. Writing is about stacking stories atop stories to make a bigger story:

  • A book is a story.
  • The chapters of a book can (and should be) their own tiny tales.
  • A good scene is also a story, albeit one in context.
  • A single paragraph, done right, is a small story, leading from point A to point B.
  • I could even argue, in the right mood, a sentence is its own story. But I might not be sober.

It’s stories all the way down – and all the way up. I would say good authors realize most of this, and excellent authors understand this completely.

Think of how a truly delicious tale feels. Every part of it makes sense and is engaging, from a bit of backstory to a “just like them” piece of character quippery. Epic motions of the world make as much sense as the tiny pebble-starts-the-avalanche moments.

Less satisfying works lack this element, among others. Scenes exist without reason (and, “hey, cool backstory is a reason.”). Cause and effect have given up on a committed relationship. It’s a Frankenstory, without the spark of life.

The lesson I take from this is to remember the stack of stories that make up any one tale. Pay attention to the parts and the whole because you can’t separate them.

If you want a good example, well, I have a game to recommend . . .

Steven Savage

Writing Advice From Non-Writers

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

Serdar did a lovely post on non-writing influences on his writing. I decided to do my own – and challenge you to do your own! We ought to share tips (send me your posts).

As for me:

Agile Methodology

(Yes, I post a lot about it, but it’s worth hitting the high points)

  • Success is in what you don’t do. The more you make unnecessary, the more waste you avoid, the better.
  • Value comes first. Know the value of what you’re doing – even if it’s just “it’s fun.” Learn not to do things that have no value.
  • Fail fast and learn.

Movies (especially indies)

  • Persistence pays off. Many amazing movies are the results of willpower.

Role-playing Games

  • Find ways to make “systems” for your writing – outlines, checklists, ways to rank characters, etc. They help you see your work anew.
  • Story and mechanics (what causes what) are inseparable.  

Software

  • Make things modular. Understand how small parts make larger things and how they connect. It also lets you “swap” things around easier.
  • Doing things right on a small level ensures success on the larger level.
  • Prototypes and rough drafts help you evaluate ideas and learn quickly. It’s also better to have something, no matter how flawed, than nothing.

Stage and Television

  • One interesting character with the right dialogue can hold a person’s attention for hours.
  • Budget lets you invest for success, but it can’t replace talent or passion.

Video Games

  • Keep up a sense of immersion at all times. Stepping out of your world should be a choice, not an accident.
  • Lore brings people into a world, but it has to be hands-on and visceral. Lore must matter and connect to deep emotions and experiences.

Steven Savage

Draw The Line On Deadlines

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

When I meet with writers, “Deadlines” are in the top ten topics of discussion. Who has one, who missed one, who needs one, why we have them this time.  When we have to be done takes up a lot of space in the minds of writers.

I realized this Dominance of the Deadline odd as it’s not directly about writing.

As I talk with my fellow writers, the stress of deadlines comes up all the time. An editor may inflict a deadline, an author may choose one, but most writers worry about them. While wrestling with this worry, I noticed how much fear of deadlines slows writing.

You can’t write well when you’re panicked.

Now, let me voice a blasphemy – Deadlines can be a bad idea for some writers or some projects.

A shocking statement, but let me turn (inevitably) to Agile approaches. Agile teaches us to evaluate the value of things – a project, a task, a tool. You should ask if a deadline you have brings any value – it may not.

A deadline may be very valuable. For example, if you’re trying to meet an ideal release date for a marketing campaign, the deadline matters.  But you may need to give up on other things of lesser value. If one book needs to hit a deadline, set aside that side project or drop that indulgent appendix.

A deadline may be valuable but not critical.  A deadline could be helpful but not vital – meaning maybe you don’t take it as seriously. If you want to get a book done by a given month to start another, well, a slight change won’t matter. As important as a deadline is, maybe quality or free time matter more.

A deadline may be a bad idea.  Hersey? Perhaps, but maybe some of your deadlines do nothing but cause pain. Maybe you drop a deadline on a “for fun” project or acknowledge the unknown. Hey, you can always add a deadline later.

A deadline is a choice, even if your choice is “I’m gonna fail to deliver this book.

I would also add we often use deadlines as substitutes for other things. We use a deadline to force discipline, but maybe a daily writing exercise is better for us. A deadline may help us hit an ideal time for marketing – but perhaps a different advertising campaign is a better idea.

Evaluate the value of your deadlines as a writer – and as a person. I’d suggest you do it soon, but only if that deadline is valuable.

Steven Savage