Showing posts with label writing. Show all posts
Showing posts with label writing. Show all posts

Naming Things

 Naming things is hard. Naming things in a science fiction setting is even harder. You need a name which sounds non-English, but which is still pronounceable.

I just tried to call a starship Intrepid, and mistyped it as Interpid, and I think I'm going to keep that spelling, just because I can.

Don't Ask me, I'm Just the Writer

After slaving away for hours to perfect my latest piece of writing, I had about two days of self-satisfaction after publishing it before people started telling me what I'd got wrong.

As I've explained previously, the Heroes Universe is a piece of collaborative fiction. I'm the one putting the words down on the web site, but there's a whole team behind me generating ideas for me to use. And they wasted no time in telling me I'd misrepresented several of their ideas in Room XIII.

So: Charlie Haversham wasn't 16 in 1940, he was 14. Yvette D'Evreux wasn't trying to steal a Spitfire when arrested, she was trying to steal a Hurricane. And a couple more minor points were of questionable interpretation.

My first thought was to rewrite the text and quietly republish the corrected version.

Then I realised, I'm writing in the persona of Sir Royston Thomas, and I wasn't mistaken, he was. So in my persona as his editor, all I needed to do was add some extra footnotes explaining that he was mistaken, but leave his "mistaken" text intact. Problem solved!

So that's what the "second edition" of Room XIII now contains. If you've already read the story, there's no need to read it again because nothing important has changed. If you haven't yet read it, you can read the "correct" version here.

I'm going to follow the same approach for subsequent chapters of Room XIII. It doesn't work for the other stories on the site, but it's appropriate for how I've chosen to write this one.


From Game to Story

[Originally posted 9 November 2016]

(Number 7 in an occasional series. See sidebar for the others.)

I've described how this story started life as a game, and the steps I went through to create that game. But how does the Game then become a story?

The game generates a lot of paperwork. Everything I plan to happen has to be documented, and that then has to be re-written to reflect what actually happened after the plan meets the players. At some point, I thought it would be fun to re-write it in story form rather than a dry history of "X went to Y and met Z", and that's how the Heroes Universe web site came into being.

There are a few problems in making a role-playing game session into a work of prose fiction. For a start, game sessions aren't neat and tidy the way stories are. Players don't always follow my plots, either through pig-headedness or because they've missed some vital clue that I thought would be more obvious than it was. They go in the wrong direction. They explore the wrong things, say stupid things to the wrong people, and generally just act like a force of chaos blundering through my plots.

Fiction writers talk about things called "story beats", which are the key moments that logically advance the story: X happens then Y happens then Z happens ... if these things don't happen in the right order (and with the right amount of dramatic pacing between them) then the story either makes no sense or feels flat.

Naturally, players excel at doing X followed by P, Q, F, skipping Y entirely, and blundering on to Z by accident. It's just ... not dramatically satisfying. Oh, it's satisfying to play, but that's because the players are actively involved. It's terrible to read afterwards. Even if it makes sense, the pacing is terrible.

So when I write the story I ... "adapt" it. Think about a Hollywood movie "based on a true story". There's no way the true story was as neat as the story shown in the film, but the screenwriter has "tidied it up" to make it feel dramatic while (hopefully) keeping the key factual elements intact. That's exactly what I do in going from game to story.

Go right back to Chapter 1 of Strikeforce. The big fight at the Institute for Temporal Studies? Didn't happen quite like that. It happened mostly like that, but it wasn't as streamlined, it was more dragged out. Electron's player tried numerous futile tactics against Killervolt, for example, and I don't think there was a moment of epiphany when he and Avatar switched targets, he just won through a lucky dice roll. I took liberties to change the fight from a challenging game to an interesting story.

I am also writing scenes that never actually occurred during the Game. In a gaming session, the only events we play out are the ones that players' characters directly interact with. So when Strikeforce chapter 9 opens with two pages of various villains and other non-player characters interacting in the ballroom of the Haley Hotel, none of that happened "in play". The gameplay started when Strikeforce heard of the raid and reacted to it. But in my plan for the game, I had the villains doing those things. I had to plan their actions, even if the players wouldn't see those actions, because the players would see the results of those actions and it all needed to make sense for them. So I have all these extra non-game events documented because they are actually a vital part of the plot, and I am writing them out when I think they will make the story more clear or more interesting for the reader.

The other thing to bear in mind is that I'm writing Strikeforce chapters nearly 30 years after we played those Game sessions. I have notes of what happened, but I didn't record what words the players put into the mouths of their characters (it would be an impossible task). Even if I had, players improvising dialogue on the spot will rarely come out with the sort of carefully-planned, polished prose that a novel needs to have.

So I am completely inventing the dialogue when I write the story now. But I'm inventing it based on years spent with those players and those characters. I know the characters so well, I know how they speak. The characters probably didn't say those specific words at those specific times, but they could have and probably should have. I am confident that everyone in my story is speaking "in character", as far as my writing skills allow. This also extends to characters' thoughts, which would almost never be expressed in a playing session but I can extrapolate from my knowledge of how a player portrays his character's personality and motivations. So where a character's thoughts would add to the story, I'll make them up.

So, that's it really. What you're reading is not a 100% accurate transcript of what actually happened in the game. You're reading a "dramatization" based on a "true story". And I hope it's suitably entertaining. If it isn't, that's my failure as a writer, because I know the Game sessions are entertaining. Well, if they weren't the players wouldn't have been coming back every week for 30 years.

Would they?

Strikeforce 7

[Originally posted 26 August 2016]

I don't like Strikeforce chapter seven. I think the original events in the game were poorly thought out (by me), and when I looked back at it to write it out as a story I couldn't make it work in any sensible kind of way.

So my options were to omit the chapter entirely or to do a major rewrite of the "real" events. Missing out the chapter wasn't actually an option -- a major group of characters have to be introduced, The Defense [sic] League of America, and as they will play a part in several future chapters this initial meeting with Strikeforce had to happen.

So instead, I went for a re-write. The events you will read are not really what happened when we played the game, I've cut out some confusing elements and given a whole new explanation for the fateful meeting, but it's covering the same ground in broad terms. Some of my changes may cause some problems down the line, but I can anticipate them and accommodate them with more minor changes in future chapters. I'm happy that the integrity of the narrative is preserved.

But I'm still not happy with the chapter I've presented. Sorry if it reads poorly, but it's all I've got.


Unity

 [Originally posted 6 August 2016]

I've just been sorting out some formatting problems on Heroes issue 6 and thought, "Wouldn't it be a nice idea to say some words about writing it?" Don't read this post until you've read the actual issue!

First, the title: Unity. The meaning is obvious (Temple of Unity) but I liked how it fitted with part two of this storyline, Zero, which you will read in issue 7 (and also has an obvious meaning, as you will see). Is there hidden symbolism in the title? Sometimes I try to do that with the titles, but I don't think there is here. There is certainly no unity within the team... indeed, they're barely a team at all and are trying their best to fall apart in this issue.  One of James's catchphrases will become "We're not a team, we're a group." Though I'm not sure when I'll actually work that into his dialogue in an issue.

Narration is in the form of Fred's blog. It's not likely that Fred is actually publishing all this stuff in a blog on line, not when he's supposedly on the run and keeping a low profile. But it suits the narrative purpose, so let's suspend our disbelief.

Using Fred as the narrator lets "him" tell us his background. Rather than go into great detail into his "origin story", I've shown just one scene from his past, and devoted only one page to it. But it's a vital scene, and really everything you need to know about Fred is in that one page. I may have mentioned already that Fred was created by David Allan, not by me (I need another post to explain where all this story originates...), and this page is my "fictionalized" description of the background Dave verbally gave me. I think Fred is an amazingly deep and complex character, and that makes him hard for me to write, but scenes like this one just write themselves, because I can so clearly see in my head how Fred would narrate it, his voice is just so strong. And I can't take any credit for that.

In a couple of previous issues I've adopted the format of page one being a compact scene told in six panels, with page two being a single big panel to show a big group or action shot. I've done it here again, and I think I'll try to stick to it because I like how it works. Here there's no action, just a group "portrait".

In fact, there's no action in the whole issue, really. It's just a lot of people talking. The plot of this issue is actually really minimal: the group hears of some dodgy goings on, go and investigate, and Sara gets kidnapped. It's a simple story, but one with repercussions. It will become more apparent in part two, next issue, but there's more to the Temple of Unity than meets the eye. I put a lot of effort into working out the whys and wherefores of the organization, and we're only scratching the surface here. I don't think I'm spoiling anything by saying this encounter is the start of something that will become very important further down the line.

But although the story is important in introducing the Temple, the main thing in this issue is the relationships we start to explore. I've deliberately left a lot unsaid, and hinted at far more than I've revealed. I'm not sure whether this makes readers intrigued or annoyed, but this series is planned to run for a long time, and I want character details to unveil themselves naturally as time goes by rather than being dumped in massive blocks of exposition.

Page three. Fred handily recaps the plot so far. This may seem a bit redundant, as the previous issues are there for you to go and read, and anyway it's only been a couple of weeks so you've surely not forgotten what's happening. But the point isn't to tell you what's happening. It's to tell you what Fred thinks about what's happening. I could summarize the plot six times with six different narrators, and each one would be different. By the same token, as each character does something fairly unimportant on the next couple of pages, we get to hear what Fred thinks about each of them. This is why I like the rotating narrator idea, and I'll certainly be sticking with it. (Over in the Strikeforce story, I'm not doing that. I'm doing an omniscient third-person narrator, with random interjections by the Computer as a kind of secondary narrator. But I'm doing a lot of things differently in that story.)

Did I just say the characters are doing unimportant things? That's not actually true. They may be trivial things, unimportant to the plot, but I've chosen them to say something about the characters in every case. And that's important. Consider:

James. He's writing a journal of his adventures. We learned from his narration back in issue 2 that he learned how to be a hero from his father's journals. So of course he's writing his own journal. Everything James does is to live up to the ideal set by his father, and sometimes he interprets that need too literally. Also note that in a century when everyone's using computers and phones, James is writing on paper with a pencil. Why? Well, trust me, there are important reasons. I'm just not ready to reveal them yet.

Harry. We still don't really know -- not really -- whether Harry is real or whether Paul has multiple personality disorder. Fred thinks he knows. But consider this: where did Paul, an office-bound clinical psychiatrist, pick up an intimate knowledge of vintage firearms? It's not conclusive evidence, but I'm just throwing it out there.

Chi-Yun, the shape-shifter, is printing photographs of herself. "So I don't forget when I change." Oh my God. That's just... that idea just breaks my heart. What must that be like for her? It's... no, I can't imagine what that's like. It's awful. But as a concept, it's genius. No, I didn't come up with the idea. But I wish I had. I love Chi-Yun. There's more to her than you (and Fred) expect.

Sara. We don't really get much insight into Sara here, just her reactions  to Chi-Yun. But that's ok, her time will come. I've got a lot to say about Sara, but I'll let her say it herself (starting next issue, as it happens).

And then there's Don, steady, reliable, calm and in control. He's the driving force behind the whole narrative at the moment, though for various reasons that can't continue. I'll get to that in time...

And you know what? My word count tells me I've written 1100 words, and I've only covered the first four pages, which is ridiculous. I'm going to stop this here, and if anyone really wants me to continue with the next 18 pages you'll have to tell me. But I'm not going to do this with every issue, that would just be insane.

Heroes: A Comic?

[Originally posted 17 June 2016]

The heroes story is written as a comic. Except, if you read it, you might find an oddity. Something important is missing...

A comic book has pictures. Everybody knows that. Which makes creating a comic book problematical when you can't draw.

Until, one day, I realized that even if I couldn't draw, there was nothing stopping me from writing a comic book: producing a script without the pictures.

Why shouldn't people be able to read a naked comic-book script? After all, people buy books of Shakespeare's plays and read those in the absence of actors. A comic-book script should be accessible in exactly the same way.

In fact, a comic-book script and a play have a lot in common. Both convey most of their information in lines of dialogue. The play may contain stage directions ("exit, pursued by a bear") which tell the actors how to stage the play. A comic-book script contains directions, too, but these are to the artist, who must be told what to draw on each page.

When you don't have an artist (or a cast), the "directions" become hints to the readers, describing the action they should "see" in their minds while reading the dialogue.

That still leaves the question of why one would write a picture-less comic book instead of writing a novel.

And the simple answer is: laziness.

Writing in script format lets me write much less formally than I would normally have to. It lets me flaunt English conventions, and it lets me gloss over passages of descriptive prose (which I find quite boring to write). I'm interested in plots and characters; the stylistic baggage of a modern novel gets in the way of telling the story.

Say I have a character enter a room and find a grisly murder scene. If I were Stephen King, I would need four or five pages to describe the room, the body, and probably every drop of blood. But as I'm writing a comic book, all I need to do is leave a note for my imaginary artist: "We see a room with a dead body. It's really gross and there is blood everywhere." I leave my readers to imagine the resulting artwork, and I save myself five pages of effort!

Laziness notwithstanding, I am also interested in the form, and formalism, of comic book writing. The pacing of a script, fitting actions to panels, managing scene transitions, using narrative tricks, foreshadowing and misdirecting—these are the things I want to explore. And they can all be explored in the absence of art.

Yes, it would be nice if I knew someone who could draw. But sometimes disadvantages can become an asset. This way, I can tell my story without worrying about an artist messing it up.

So this whole thing is pretty much an experiment. Let me know if it works.

Welcome to the Heroes Universe

[Originally posted 27 May 2016]

Did you follow a link straight to this blog without seeing the site first? Ok, you probably ought to at least look at the home page first, or you won't have a clue what I'm talking about: www.dmheroes.co.uk.

This site has been a long time in coming.

The Heroes Universe started as a game in the summer of 1987. Me and a group of friends playing out the adventures of a group of colourful heroes, inspired by the comics we were all reading at the time. I started it, I created the world background and the basic plot, and I thought it might keep us amused for a few weeks.

Over the years our group has played, and still play, a variety of different games. But when we say the Game, we all know what we're talking about.

Three decades later, we're still playing it, and I have no idea how. My simple ideas just... grew... and grew...

I wasn't just running a game, I was writing stories. Whenever I introduced a new character to the Game, I had to have a backstory. Half the time the players would never be aware of it, but I needed to write it. So I wrote, and I wrote, and...

This is what some of those three decades of writing looks like:

I have no idea how many pages or words that is. But it has grown amorphously into an unorganized mess. Many times over the years I have tried to put it into some kind of publishable format. Sometimes I've even succeeded (which is why parts of this site may be familiar to some people). But it has always defeated me in the end.

So this site is my new attempt, and this time I shall win. I am committed to eventually putting every bit of documentation (even the parts that only exist in my head) into a readable format, logically organized, cross-referenced, and available to anyone who wants to read it. And hopefully it will be interesting enough to make people want to read it.

But what is it? And why should you care?

It's a work of fiction. Simple as that. But I've tried to present different elements in different ways. Parts of it will be written in story form, parts of it will be pseudo-factual histories and character biographies, and parts might be whatever else I think up as an interesting way to document the universe. You can read the stories by themselves, but hopefully the supporting articles will be interesting in their own right.

As to why you should care, that depends entirely on my ability as a writer. I hope I can portray the characters and the universe they inhabit well enough that you will come to love them as much as I do.

And if it's not your cup of tea, that's fine. Thanks for giving me a chance and for reading this far.

I'll keep writing this stuff even if I'm the only one reading it. After all, that's what I've been doing for the last three decades.