Tag: writing

 

Posted on by Steven Savage

(This interview also appeared at Muse Hack – and I think I’m going to resyndicate my interviews with creatives here because the Sanctumites could learn a lot too.  In this case ElizaBeth Gilligan gives us a huge lesson in authorship!)

I met ElizaBeth Gilligan at ConVolution. She’s got a series called “Gypsy Silk” published through DAW, with a third book coming. She’s also a writer of short stories, a journalist, and more.  So it’s time for us to get her secrets (and she managed to raise kids to boot). (more…)

Posted on by Steven Savage

lightning clouds storm
So last we met I discussed originality being an illusion, but I feel I do need to cover something – the use of tropes, stereotypes, and “seen-it-all-before” elements in our worldbuilding. For the sake of not having to abuse a thesaurus, I’m just going to call these “Tropes.” Plus it’s shorter to type.

I’ve talked about tropes as something that can kill a world because they’re unreal – yet at times tropes aren’t a problem. Let’s explore. (more…)

Posted on by Steven Savage

keys

(Way With Worlds Runs Weekly at MuseHack and Seventh Sanctum)

So last time I noted how David Brin had gotten me discussing the idea of the Idiot Plot or the Planet Of Morons – the idea the hero(es) are the only things saving the world, which is also corrupt and stupid.

The thing with this plot is it degrades society – and degrades the characters and the world. It makes the heroes stupidly unbelievable, it makes the villains shallow or uninteresting, it makes the world improbable.. It’s in short dumb and inaccurate and psychologically toxic when it’s everywhere.

But I’d like to expand on this in what is hopefully my last Heroes and Villains post on worldbuilding. Yeah, I know, unlikely, but still.

Namely, if you don’t resort to the Idiot Plot and the Planet of Morons (and you won’t, right?), here’s my thoughts on how to make the story or game interesting while preserving world integrity. Because you do want to engage the reader, but you also want to have a good, believable world setting.

First, let’s get to the heart of the matter. (more…)

Posted on by Ryan Gauvreau

At the risk of accidentally helping the next would-be conqueror and subsequent ruler of the world, I want to talk about dystopias today.

When I read about cultures, past and present, there are some different things that I automatically start looking for or asking myself. When I see an imbalance of power, what comes to mind is “Where are the dangerous elements to the present power structure, and how have the rulers co-opted these elements and/or played them against each other so that they won’t pose a threat?” (more…)

Posted on by Ryan Gauvreau

This post originally appeared at The Oak Wheel on August 28th, 2014.


I’ll come right and say it: I’m tired of elemental systems that shamelessly rip from the Greek, Chinese, or Japanese, especially when they do so without really understanding what these people were getting at. Like, if you’re going to go with Air, Earth, Fire, and Water, would it kill you to read a little Empedocles, and maybe Aristotle or Proclus or something? Just doing that would give your system a blast of fresh air to differentiate it from the rest of the crowd.

But all this, it’s been done already. Like I want to say to every fantasy author who refuses to move beyond Tolkien, can we do something else now? I’m sure that somebody can play the old hat and make it look like new, but Sturgeon’s Law applies doubly-well when it comes to beating dead horses: most of it is sheer, undiluted crap.

The second half of this article will discuss some lesser-used elemental systems but first I want to discuss, you know, making your own. Discard your assumptions and everything you know or think you know about the universe. Get into the mindset of the culture that this system is embedded in, whether it’s magical or purely philosophical, and ask yourself “What would make sense to these people?”

Not everyone used the same elements. That’s why we have different systems to begin with. And— this cannot be emphasized enough— question all your assumptions. “Would they really think that this thing was fundamental or important, or is that just an idea that I’m bringing to the table?”

Limyaael gives a few examples of this philosophy in action: “Perhaps your own imaginary culture is very heaven-oriented, and chooses as the elements sun, stars, moons, and cloud. Perhaps the sky, earth, and sea are considered elements, and nothing else is, because nothing else is a place that humans can travel through. Perhaps snow and ice are important to northern cultures, but not to southern ones.”

But remember: “If you’re trying for a serious tone, the twee addition to elemental magic ruins it, especially when it has nothing in common with the other elements. Restrain yourself.”

Limyaael, incidentally, was (I think) referencing the Babylonian system in that second example of hers: it also included “wind,” for a total of four elements, and “sky” was analogous to the aether in the Greek system. It was non-terrestrial stuff (in one of my projects, where elementals seem to be partly influenced by cultural perceptions of their element, Sky elementals kind of resemble astronaut zombie things whose suits may only be “suits”).

There are three systems that I’ve dabbled notably in. The first is based on the Chinese Bagua or trigrams:  Heaven, Wind, Water, Metal, Earth, Thunder, Fire, and Wood. The second was written for an entry in my Culture Column series: Absence, (three-dimensional) Space, Sky, Fire, Earth, Water, and Flesh. As the article explains each one was thought to lead to the next, and the thought process manages to be both logical for the culture and pretty unlike anything else that I’ve seen before.

The third, which doesn’t have a good presence anywhere on the web, was very biocentric and based on Bone (inanimate substance), blood (animating force), flesh (animate substance), fear (the compulsion away from things), and desire (the compulsion toward things). The latter two come into play because, in a possibly materialistic twist on the concept, the mind was considered to be just as much a part of the world as anything else, and it was decided that everything could ultimately be understood as either “wanting to get something” or “wanting to avoid something.”

Flesh, or animate substance, could exist without an animating substance, as demonstrated by the existence of things like earthworms and jellyfish, which apparently didn’t have any blood to speak of. On the other hand, things that did have blood could be counted on to become inanimate if they lost too much, so obviously there were some beings that needed an animating substance and some that were solely Flesh.

(I’ve said it before, but feel free to take any of the ideas that I drop in public)

If you’d like some homework then here’s a project for you: Figure out a system used by a people who reasoned that if the universe was born from chaos or void, then the real fundamental elements were absences, not presences. Before fire there was cold. Before light, darkness.

What else would there be in this system?

IRL elemental systems

The classic (and Classical) elemental system is Fire, Earth, Air, and Water. Aether was added by Aristotle, who reasoned that because the first four elements were corruptible but no change had ever been observed in the Heavens, the universe beyond must be made of another, incorruptible “quintessence.”

Aristotle assigned as well special qualities to the basic four: Air and Fire were hot, Air and Water were wet, Earth and Fire were dry, and Earth and Water were cold. Proclus thought that the elements had special qualities but gave his own system: Fire was sharp, subtle, and mobile and Earth was blunt, dense, and immobile. These could be considered “more fundamental” than the other two because they were fully opposed and shared no qualities. Air and Water were almost transitional: Air was mostly like Fire but lost sharpness in exchange for bluntness and Water went one step further, losing subtlety to denseness.

Jābir ibn Hayyān left out Aether and added “the stone which burns,” sulphur (representing combustibility) and mercury (metallic properties). Paracelsus built upon Hayyān’s additions and discarded the original system entirely in favor of sulphur (flammability), mercury (volatility), and salt (solidity). In burning wood, mercury/cohesion left in the form of smoke, the fire was the manifestation of flammability (which acted upon the mercury/volatility in the wood), and what remained in the form of ash was the salt, or solidity, of the wood.

In some astrological systems, the opposing forces were Air/Water and Earth/Fire. The Tibetan system was like the Classical but the fifth element was (three-dimensional) Space.

The Japanese Godai, which were broader and more symbolic than the Classical: Earth was solid things, Water was all liquid, Fire was that which destroyed, Air was moving things, and Void was things that were outside of normal experience.

The Chinese Wu Xing were also symbolic, more steps in a process than ever-distinct substances, and they are often translated as “movements” or “phases.” Wood fed Fire, which created Earth, which held Metal, which was used to hold Water, which nourished Wood. On the other side, Wood (roots) divided the Earth, which absorbed Water, which quenched Fire, which melted Metal, which chopped Wood.

If you base your system off of either of these then see what you create when you keep in mind that they’re not just the Classical Greek system with an element or two added on or switched out.

What else could you draw on? Howabout:

  • The four (or five) humors: Sanguine/Blood, Melancholic/Black Bile, Phlegmatic/Phlegm, and Choleric/Yellow Bile (with the optional “Leukine,” associated with white blood cells). If you’re going for some kind of magic system, emotional powers based on the humors haven’t been overdone yet.
  • The four (or five) cardinal directions: North, East, South, and West (with the optional “Center”). This may seem weird but if you’re inspired by the Tibetan emphasis on Space then you can be assured of having fresh territory to trod if you figure out how to base the elements entirely on Space.
  • The seven chakras: Time/Space, Dark/Death, Aether/Light/Life/Lightning, Air, Fire, Water, and Earth.

“My grandmother used to tell me stories about the old days, a time of peace when the Avatar kept balance. But that all changed when the Nitrogen Republic attacked…”

Your turn: What’s another elemental system that you’ve found or made yourself?

Posted on by Ryan Gauvreau

This post originally appeared at The Oak Wheel on August 14th, 2014.


Why bother with a fandom?

This is a follow-up to the previous article, Fandom and Fanfiction.

Karen Hunton of Build a Little Biz describes the members of a fandom as having these qualities:

  • loyal – they want what you have and aren’t interested in competitors
  • avid – they will soak up anything and everything you have to offer
  • ambassadors – they will proudly tell people about you and what you do
  • protective – they are the first to oust a complainer, a copycat, or a troll
  • keen – they are happy to provide feedback, test offerings, do trial runs

Do you want that stuff? Do you want it?

Kevin Kelley explains that you only need 1000 True Fans to make a living. If you have 1,000 people willing to spend $100 on you every year then that comes to an income of $100,000, minus expenses. That is some good stuff right there. And Karen Hunton’s listed qualities are as good a description of True Fans as any you could find.

So how do you develop a fandom?

You need to get them invested

One of the biggest things that you can do is give your audience “feels.” Make them cry. Make them laugh. Make them hang off the edges of their seats. You know this thing.

But the feels, they are important. Let’s take a look at TV Tropes for a moment, shall we? Most works have subpages to catalog: Crowning Moments of Awesome… Tear Jerkers… Nightmare Fuel… Funny Moments… Heartwarming Moments… and more.

As TV Tropes says on the Emotional Torque page, where these are grouped: “The overriding goal of all storytelling is to get a reaction from the audience— a laugh, a tear, a desire to change, or maybe a desire to kill the storyteller.”

And when you deliver feels, the fandom makes so much music about your work that they can make a radio station webpage that plays nothing but that music over and over and over (I must confess that most of my non-story writing is done to Skaianet Radio).

You also need to build a community. Do you see how I bolded that last bit? That’s because it’s important. Fandoms are groups of people. Get them talking with each other. Get them to feel like there’s this super special connection that binds them all together and makes them, in at least that one respect, similar to each other.

(And if you know what’s good for you, you’ll make sure your work is good enough that the super special connection is well-deserved. Your goal is not to con the marks into sacrificing their boondollars for transient things. It is to touch their souls in some way.)

And interact with them. Be approachable. Comment on the forums. Respond to emails. Ask them questions. Be involved. If you are not part of the community then they will not follow you, they will follow the work, and that’s not too good if you want to ever step away and do something else. Or, you know, just plain be supported in your work.

If your fans love you, and not just your work, but at the very least appreciate you because you’re responsible for the work, then you won’t have to worry about living in the gutter because everybody stole your work and nobody passed a penny in your direction for it.

(I mean, there are other reasons, too, but this is a pretty good one too)

You need to get them active

This ties into the community aspect a lot, because when the fans are active they’re usually going to be active with other people, or their activity will spur activity in others. But get them active.

Harry Potter and Lost were very responsible for the creation of the Wild Mass Guessing pages on TV Tropes. Pretty much every detail was an element in somebody’s theory, because both works had proven that it was worthwhile to analyze the little things.

This is how Kate885 described the situation (in a Livejournal post that, unfortunately, I seem unable to find again, a long time later): “Chances are good that we as a fandom have figured out almost every last detail of DH [Harry Potter and the Deathly Hallows]. We are the infinite monkeys with infinite typewriters. The only thing left to do is discern which pieces are true and which are false. But, after two years— somebody has come up with every theory that is theoretically possible.

“I remember, back between OotP and HBP, someone actually came up with the theory that Voldemort could be keeping himself alive by splitting parts of his soul and putting them in containers for safekeeping. Yes, someone managed to correctly predict Horcruxes before we even knew what they were called. If you shoot enough arrows in the dark, sooner or later you hit the target.”

Think about that for a second. Imagine what this is implying. The amount of activity that is behind this.

If you had one thousand fans who liked to spend any portion of their time figuring out the mysteries or future events of your work, do you think that they could probably be counted on to spend a lousy $100 a year on you? Do you think that they would become your 1,000 True Fans?

“Become” is an important word there. Your True Fans will analyze and theorize and discuss, of course, but it is not that someone becomes a True Fan and then analyzes and theorizes and discusses. Rather, there is something in your work that is worth analyzing, or theorizing about, or discussing, and in process of time the person who does that becomes a True Fan.

But you need to have something worth analyzing, theorizing about, and discussing.

Oh, and fanfiction? Gets people invested. Writers and readers both. In case it wasn’t obvious.

When people get active, they get invested. They don’t spend their time writing a story or making a song or creating a goshdurned video game and then turn around and decide “Meh, I think I’ll stop caring about this.” Once they get active enough you’ve got a feedback loop that’ll generally only terminate if you do something asinine, because it is human nature to justify your involvement in something that you have already invested time and money in. Every book they buy increases the odds that they will buy the book, and if somebody has read two-thirds of the way through Homestuck, then you can be pretty well counted on to finish the last third if for no other reason than that you have read the equivalent of Tolstoy’s War and Peace.

It’s called effort justification.

But again, and this is where I have to say, “Use your powers for good, and not for evil”— If you decide to try to use Psychology Wizardry to con people into passing over coin for veritable mental poison, then first, it’s probably not going to work out like you want because the Real Good Stuff is common enough that it’ll show your work for the fool’s gold that it is and, second, you’re an asshole and you should feel bad.

You need to give them something to work with

I remember a conversation at Dark Lord Potter that got onto the topic of why the Harry Potter fandom had gotten where it was. It was pointed out that a major factor— not necessarily the biggest, just big— was, paradoxically, that there was so much room for improvement in the series. There were holes, there were things that didn’t make sense, and there were plot decisions that weren’t liked, and so the series straddled this weird place where it was awesome enough to be worth reading but sucky enough that you wanted to go in and fix the stuff you didn’t like.

As evidence, this commenter brought forward the sheer number of Alternate Universe, “Fix,” and worldbuilding fics in the Harry Potter fandom, especially relative to some other fandoms. DLP especially sometimes has a love-hate relationship with JK, lauding her for this quality over here and mercilessly tearing apart the series’ flaws over there. But DLP is also notable for the volume and quality of work that its members produce, and it is in no small part due to this very quality in Harry Potter.

Now, I wouldn’t suggest intentionally sowing flaws in your work so that people can tear it apart. That’s… That’s pretty damn stupid, okay? But it illustrates the concept.

A better example: Some works don’t garner much fanfiction because they’re not well-known, or they’re just not fun. But some are well-known and well-loved, but still pretty sterile. Why is this?

Because everything gets wrapped up. There’s no room to fill in. There’s nothing to explore after the curtain closes. There are no mysteries left.

So leave things open. Keep some threads loose and untied. Give your audience something to chew on.

Want extra homework? Read The Dynamics of Fandom: Exploring Fan Communities in Online Spaces, available here.

Your turn: What else can be done to build a fandom?

Posted on by Steven Savage

Chess Pieces

NOTE: I am addressing Mary Sues in this column, which often involves questions of definition. As Mary Sues (and the male counterpart Gary Stu) are often a continuum, I wanted to clarify my definition. My definition is of an “author’s pet” – a character who gets vastly preferential treatment by the author in a way that distorts the story. Thus I am discussing them entirely in the negative.

A Dark Mary Sue? Most people would say that Mary Sues often darken things as it is. They may make works into pandering creations that are hard to enjoy. An author or game creator may be worried that, after so many Mary Sues, a new character idea will be seen as an ego-fulfillment vehicle. Wether they annoy us in literature or gaming or make us worry how others view our works, they’re there, worrying us.

In the worlds we build, we may even be cautious about how we design heroes, heroines, and supporting characters. We take that extra effort to make sure they’re not Mary Sues, or even that they’re not perceived as such. For all people may enjoy a good wish-fulfillment story, there are times they can be quite harsh on other tales (namely ones not fulfilling their fantasies).

So we’re careful with our heroes and our heroines. Perhaps very careful.

But maybe they’re not the ones we should be keeping an eye on.

Through The Looking Glass Darkly

When you’re busy scrutinizing your cast you might miss where else Mary Sues pop up. These authors pet, Mary and Gary are tricky little devils, and maybe you should be looking at the other side of your cast.

Because sometimes they’re the villains. Not in the ruined-my-story-sense but in the fact that real Mary Sues and Gary Stus can be the bad guys. The Villains. The Antagonists. The characters raging at the meddling kids and their pet.

Sometimes they can be even more annoying than Mary Sue heroes. Watching a likable, interesting heroine deal with a well-armed overblown author’s favorite Dark Mary Sue is a great way to kill interest in the story. When the threat is so bad you can’t see anyone realistically coping with it, or so beautiful-powerful-great that you feel like you’re reading ad copy, there goes interest in your tale.

Needless to say if you’re a dedicated worldbuilder, they devastate your setting just as sure as any Mary Sue can. Mary Sues, authors pets, distort the world and make it unbelievable as the author’s blatant biases are more important than an understandable setting. Your suspension of disbelieve flies out the window pretty quick when a Mary Sue makes his/her appearance.

Of course this may be an odd statement – a Dark Mary Sue? Aren’t Mary and Gary supposed to be beautiful, perfect, wonderful, loves, etc.? How do you do that to the character everyone is supposed to root against? How do you Mary Sue-ify them?

Theres something peculiar to many of us writers and worldbuilders, perhaps all of us, in that one time or another we create an author’s pet. Maybe it’s a wish-fulfillment, maybe it’s identification, maybe its a power trip. Mary Sues are powerful, lucky, have it all, and are something we, sadly, get attached to.

But none of these qualities say that Mary Sue or Gary Stu have to be good guys. You’ve probably seen a few of their ilk that were so annoying you wondered why the hell they were the heroes and heroines.

In my experience, a Dark Mary Sue or Gary Stu make it even easier to make their stories a power trip and use of authorial fiat. Consider:

  1. The villain has to be a threat. It might get awful tempting to step into their shoes or make them an author’s pet.
  2. The villain has power. If you’re on a power trip, then it’s going to be awful easy to fall into the trap of Mary Sue-ing them.
  3. Villains are great for angsty backstory and redemption tales, which can be awful tempting to play with a wee bit much.
  4. Villains get a lot of attention, and it’s fun to have attention – and thus one may Mary Sue the villain.
  5. Villains are bad guys and lack moral restraints (in some cases). It can be fun to write a character without inhibitions or to fulfill one’s fantasies.
  6. Marketing. It seems everyone loves a bad guy/girl/woman/robot.

If this starts reminding you of some characters here or there, then you understand what I mean. Ever see a particularly foul character be strangely popular with some people? You get the idea – far more dangerous you may make your own.

Dark Mary Sue’s actually irritate me more than regular Mary Sues – they seem to lean more towards wish fulfillment, provoke even more excuses, and drag the story down – especially if the hero is just someone for the villain to push around.

Things To Watch Out For

So here’s a few signs you have a Dark Mary Sue on your hands:

  1. The hero/heroine are constantly outsmarted by the villain and are basically a punching bag.
  2. The villain is so charming, suave, debonair, and likable they don’t need an Army of Evil – they should just be able to make a good case of why they should rule everyone.
  3. The villain has inexhaustible resources, yet there’s no reason in your world to have said resources.
  4. The villain is so lucky, you figure they should just try and win the world in a game of Poker.
  5. People dislike the villain as they’re too perfect. THe perfection is more annoying than their actual crimes.
  6. The villain is giving voice to things the author thinks a wee bit too much.

See these traits in your villain? Get out the Mary Sue detector and give them a careful examination. YOu may have a Dark Mary Sue on your hands.

Closing

A Dark Mary Sue is a real kick in the worldbuilding, as well as just a poor thing to create as an author. It’s also a bit easy to miss if you’re not looking for it.

Have I see these? Oh, yes I have, and they’ve always crawled up my nose. There’s something partially sad to see an author make a bad guy the author’s pet and have it affect their work or misdirect their talent. Also there’s only so often you can hear “He/she is just misunderstood” before you want to say “no, this character is a psychopathic a-hole.”

I also think that Dark Mary Sues can eclipse good villains or morally ambiguous heroes – the areas of really good writing and worldbuilding. I can think of a few characters like that I’m quite fond of, and I’d rather not see their bad names besmirched, if you know what I mean.

– Steven Savage

Steven Savage is a Geek 2.0 writer, speaker, blogger, and job coach.  He blogs on careers at http://www.musehack.com/, publishes books on career and culture at http://www.informotron.com/, and does a site of creative tools at http://www.seventhsanctum.com/. He can be reached at http://www.stevensavage.com/.

Posted on by Steven Savage

Death Reaper

So we’e talking heroes and villains. Usually at some point we’re talking conflict and outright violence in this case, even if its not physical. However when it gets physical, I want to address a rather poorly handled archetype which I call The Deadly Hero

The Deadly Hero is that character who is a killing machine who leaves a wake of bodies, but is also considered the hero (if only by the author and fans). Now admittedly if said bodies are soulless killer robots and such, probably no harm no foul, but usually they’re living creatures and sentients. Oddly, in much writing it doesn’t seem to matter.

You know the story. It’s an FPS game come to life as enormous amounts of corpses pile up and the character is still considered the hero, still perhaps considers themselves heroic, still acts the part. After a while however something seems wrong, seems off . . .

It is. The Deadly Hero kills worldbuilding as well as legions of people.

The Crux of The Conflict

So what’s the problem? The good guy kicks backside and wins? That’s how it works? So why does this seem . . . off in our worlds?

Beyond gore, gratuitous action, and so on I think the Deadly Hero who acts without repercussion or affect grates on our senses of continuity. After a while the bodycount is like a videogame score, and there’s just no fallout from it.

The world doesn’t matter, the setting is unreal, and the Hero all the moreso for the contrast.

Just consider the impact of violence in our real world.

  1. Violence is unpredictable. A running battle of spells in a crowded city is going to have civilian casualties – having violence be super-surgical and precise seems wrong, and the more there is the less believable (unless you go out of your way to address that).
  2. Violence produces reactions. I don’t care how heroic you think you are, that huge pile of cadavers might make me wonder if you’re the good guy, and I can’t see their badges that indicate they belong to Evil Inc. until the autopsy.
  3. People assess risks. The violent, even the good, may make us wonder if they’re safe. If you’ve got super battle psychic powers that may be well and good, but the secret organization you work for is going to notice the levels of death and maybe wonder if you’re safe to work with . . .
  4. Violence affects people. Ask anyone who has been in a fight, gone to war, killed. Read a biography. Study PTSD. Violence affects us personally, and the person who commits violence is affected as well.
  5. If you’re not affected, something may be wrong. A character who kills without mental and emotional repercussion may be insanely dangerous -or just insane.
  6. Violence takes effort. I mean if nothing else you have to rest, recharge, and buy bullets.

The Deadly Hero, I think, rubs people wrong as it’s death without repercussion or even lip service. A story without repercussion is a story without a working world, and the hero feels abstract and removed from the setting. At that point it’s just a list of things happening against a meaningless backdrop.

Also the Deadly Hero way too often is just a form of wish-fulfillment. The badass without repercussions is a form of pandering – and a sadly obvious form of pandering at that. Poorly written is bad enough, but outright pandering really means your worldbuilding is for naught, its just setting up targets.

I recall once someone talked lovingly of ‘The Punisher” comic. To which I noticed that, realistically, the character would inevitably kill a lot of innocent people (if only by accident) and that everyone who showed up dead would not necessarily be a known criminal and thus upset the public.

They didn’t get it.

Avoiding The Trap

The Deadly Hero is a trap that’s a bit too easy to fall into, and I’d credit the prevalence of this kind of story in the media. There’s also media that veers into this territory but doesn’t go all the way – but following in the footsteps of said media means you may veer all the way.

But if your world and a realistic setting are important, you want to avoid the trap of the Deadly Hero – and a common one it is. Here’s a few pieces of advice

  1. Make sure violence has appropriate repercussions.
  2. Make sure the hero’s reactions to violence are appropriate.
  3. Make sure other characters in your world react appropriately to violence.
  4. Make sure the cost of weapons, armor, repair, etc. are worked into the story.
  5. Think of what a hero is. If you are wrting an admirable character, you’ll need to explore their reasons and reactions to violence – which is a fascinating experience as a writer. You’re poorer if you don’t – why would someone kill, and for what reasons is a great part of a tale and a world.

In short you avoid the trap by making sure the world works and functions appropriate, diving in to the repercussions and richness of the setting and character. In time, this makes not just a believable story, but a better world and characters.

A Side Note: The UHB is still annoying

When I first wrote this column I noted a character I really was tired of was the Uncaring Heroic Badass or UHB. The UHB is the grim, deadly, antisocial, unlikeable character who is the hero that the author wants us to root for even though they’re an a-hole.

My opinion hasn’t changed. The UHB is really a power trip consisting of:

  1. I’m tough and can defeat anyone. Don’t you want to be me?
  2. I don’t care about anyone or anything. Aren’t I cool for not caring.

Really, the UHB isn’t a hero. They’re a sociopath in a costume, meant for pandering, and still freaking annoying.

Fallout From The Flareup

Writing a violent and deadly hero is totally possible – as long as you understand the repercussions of violence and the character. This requires deep thought – and avoiding tropes.

If anything, I’d say tropes about violence are some of the worst challenges we face in writing (along with sex, religion, and politics). It’s almost like we get invested in them, and we need to overcome them.

– Steven Savage

Steven Savage is a Geek 2.0 writer, speaker, blogger, and job coach.  He blogs on careers at http://www.musehack.com/, publishes books on career and culture at http://www.informotron.com/, and does a site of creative tools at http://www.seventhsanctum.com/. He can be reached at http://www.stevensavage.com/.

Posted on by Ryan Gauvreau

This post originally appeared at The Oak Wheel on July 31st, 2014.


(Dear Reader, you may also consider this article’s title to be The Secret History of Fandom, because that’s also what it is)

Fandom has a long history. A long and secret history, which common men are not permitted to know, since the days of ancient Babylon. And today, young grasshopper, I shall teach you to how to harness this power, the power of Fandom, but only for good and not for evil.

Okay, that’s not all true. Fandom really only dates back to the 1887 (people have been raving about Sherlock forever), even if fanfiction, as such, dates back even further (Hello, Willie Shakespeare). But in these two articles I will be teaching you how to harness this mighty power of the gods, and why you should even bother.

First of all, why write fanfiction?

Because I do think that you should at least consider it. It may not be your cuppa, but don’t discard the tea before you give it a good look over.

Now, not everybody think that it makes sense. Take George R. R. Martin for perhaps the most famous example: “But don’t write in my universe, or Tolkien’s, or the Marvel universe, or the Star Trek universe, or any other borrowed background. Every writer needs to learn to create his own characters, worlds, and settings. Using someone else’s world is the lazy way out. If you don’t exercise those ‘literary muscles,’ you’ll never develop them.”

Well, let me say something, Mr. Martin: You’re very silly and I don’t think you know what you’re talking about. (Also, if I can make a brief tangent? What is Martin going on about talking about creative laziness, when half of the crap in the fantasy genre is still taking its cues from Tolkien?)

There are two benefits to writing fanfiction that I can think of right off the bat:

  1. You learn how to write within the constraints of someone else’s world. Constraints, friend. Maybe you’re not even very good at building worlds or characters and you want to practice just writing stories first, taking it one step at a time. That’s good.

And even if you don’t have any trouble with building worlds and characters, it’s still good practice to write within certain limitations. You can set these constraints any number of ways, but there’s something to be said for seeing if you can write specifically within the bounds of an already-existing personality.

  1. Building your own fandom. Yes sir, visiting someone else’s playground can help you build interest in your own. Take Joe Ducie, for example. He got his start writing fanfiction like Harry Potter and the Sword of the Hero and Harry Potter and the Wastelands of Time until, sometimes getting thousands of reviews for each story, he transitioned to writing original works and even appeared on a Worldbuilders video. Fanlore has a page about this phenomenon.
  1. Full disclosure here, I don’t really know how I feel about this, but if I’m going to be comprehensive then dang it, I’m going to be comprehensive: You can use your fanfiction to test the waters, as it were, and then translate it into original fic form if it makes a huge splash. You may be thinking that this is totally ridiculous and nobody could possibly think it could work, but… Well…

You know that City of Bones movie that came out August last year? Cassandra Clare was once— brace yourself, because this is a very inventive pseudonym— Cassandra Claire, writer of The Very Secret Diaries (Lord of the Rings fanfiction) and The Draco Trilogy. The latter is more relevant, because The Mortal Instruments recycles numerous characters, plot elements, and even text from Draco.

Exhibit B is— get ready now— 50 Shades of Grey. E. L. James really takes the cake, as she originally wrote it as Master of the Universe, a sordid Twilight fanfiction, under the penname Snowqueen’s Icedragon. What did she do to translate the story into original fic format?

Just changed the names, actually…

Fanfiction gets a bad name, but it’s honestly been going on for a freaking long while. “Derivative work” or “Transformative work” might be better names, and under that auspice you can see a whole bunch of literature in a different light. The Aeneid steals Aeneas from the Iliad.WilliamShakespeare’s work was heavily derivative or transformative, especially in the first stage of his career. Bram Stoker’s Dracula gave birth to Nosferatu and basically every other story that ties Vlad Tepes to the vampire myth.

Heck, even The Matrix is not too far off from a cyberpunk-skinned rendition of Grant Morrison’s The Invisibles (as Morrison says in a Suicide Girls interview, “They [the Wachowskis] should have kept on stealing from me and maybe they would have wound up with something to really be proud of”). And the 19th Century story Edison’s Conquestas Cracked tells us, gave birth to some of the most fundamental tropes of science fiction.

Look, we’ll just stop here and say, “Fanfiction is so embedded in our history that Cracked wrote another article on the topic.”

If I seem like I’m talking an awful lot about fanfiction, it’s because it’s very, very important. Even if you don’t write fanfiction, encouraging others to write fanfiction of your work will be a very important part of growing a fandom, so any moral imperatives against fanfiction have to be handled before we can move further. Because math proves everything, we’ll turn it into an equation:

No fanfiction = no fandom

(Exceptions may exist, sure, but you wouldn’t bet your career on rolling a “1” on a twenty-sided die, would you?)

Your turn: Whether you agree or not, what do you think about fanfiction, and why?

Posted on by Steven Savage

Wild Dive

So let’s talk Heroes and Villains and your world.

I should note that when I talk Heroes and Villains I’m using that to pretty much mean the same thing as “Protagonist” and “Antagonist.” Why? Because it’s a hell of a lot easier to write “Hero and Villain” and sounds a tad less academic. I’ve got enough trouble going academic as it is.

So for the duration of my digressions, I hope you’ll forgive the simplicity.

But hey you have your main character(s) right? They’re the heroes and villains, correct? They’re the ones you focus on, right? The hero, especially, is the main character, right?

Not necessarily.

You may have a main character but they may not be a Hero. Oh there may be a Hero, but it’s not your main character.

For some writers, this is a problem, and it brings up an important issue in telling the stories of your world.

A Critical Definition

As noted earlier, when you’re writing, your Main character(s) of your story are essentially viewpoints on the world. In a few cases if you use a first-person writing style, quite directly so. But just because the story is from their perspective it may not mean they’re the Hero or Vllain.

When I try and define Hero and Villain, Protagonist and Antagonist, one thing that is critical is that the Heroes and Villains have effect. If your Hero is the main character the story is told from the perspective of someone affecting the setting. A Villain is the same way.

They may be morally different, but both are rather active, even if reluctantly or reactively (in the case of some Anti-Heroes).

In a way, Heroes and Villains are defined by a sense of Agency, of the ability to act and direct and change things. It may not be in a good way, or an effective way, or a competent way. They may fail, but their activity upon the environment is what makes them Heroes and Villains as much as their motivation.

You could be exceedingly evil, but if you’re in a coma due to your last drug binge in your lair of evil, you’re not really an Antagonist. You’re more an After-School Special for supervillains.

You could be exceptionally heroic, but if that results in no direction and activity, then you’re not really the Hero, are you? Yes you may be a nice guy, but you’re not really the Hero, you’re a well-meaning victim of circumstance.

Sense Of Agency, Sense of Story

Thus when you are deciding on your story, if you’re telling a tale of Heroism and/or with villainy, Heroes and Villains require agency, initiative and direction. If they do not act, they are merely acted upon and at best responding, and even then poorly.

This is a critical definition, as a few things happen to those who make tales that can ruin the sense of Agency.

  • We focus so much on worldbuilding, our characters bounce round like pinballs. Ever read a book that seemed to be an exercise in tourism? You get the idea.
  • We conjure up characters to tell the story or have it happen too. The Hero is there so stuff happens and things get done, but they’re not a character, not part of the world. They’re a camera with legs, making your tale the equivalent of a found-footage movie.
  • We spend too much time inside the Hero’s head we forget to make them a person. You don’t notice how unfurnished a room is if you keep looking out a window.

Now in a few cases if your Villain is a phenomena like a plague or something, then the Villain can lack agency in a human sense. Their “agency” comes from pure brute force and circumstance. But if you’re writing from a hero’s point of view and they have no initiative they’re no Hero.

You’ve probably read stories like above. Someone gets all the hero trappings but never does anything, never shows any initiatives. Never does anything. It’s boring – you find yourself wishing for a Mary Sue/Gary Stu because at least they’d do do stupidly overblown stuff.

(And if you can write a story where the Hero is a faceless force and the Villain has a sense of agency, I want to talk to you.)

However sometimes your main character doesn’t always have a sense of agency. In a few cases, this is actually OK.

The Narrative Character

If a main character is not a hero, not a person with a sense of Agency, then in many cases that can be quite lame. It’s not interesting to read about someone bouncing around. It’s annoying to just watch things happen to someone in a world, even if the world is well written.

Except in some cases, I do think this is a valuable form of storytelling – if done consciously.

Sometimes the main character isn’t a Hero, it’s what I call a Narrative Character. A Narrative Character is someone who relates what is happening but has little role in shaping what is going on. That may not sound interesting at the start, but I believe it can be done well if handled properly. Thus, I think in cases where this is deliberately chosen, this is a legitimate form of storytelling.

Now I should note that I think truly Narrative character, the victims of circumstance, are relatively rare. Usually they’re on a scale between Narrative Character and Hero. The exceptions are usually narrative stories, where someone is reiterating what’s going on.

But it’s a legitimate choice if you do it right.

I feel some of the best examples of Narrative Characters are often found in horror stories, especially those about people in the grip of unfathomable evil. Their narrative ability both explains the horror but also communicates their sheer overwhelming sense of being trapped. Lovecraftian tales often do this quite well.

Though I wouldn’t limit the idea of the Narrative Character just to horror.

Make Your Choice and Move On

So when writing and picking perspectives, remember that Heroes and Villains have a sense of Agency. If your main character lacks suck, there’s either a flaw in your choices, or you’re really writing a Narrative Character.

– Steven Savage

Steven Savage is a Geek 2.0 writer, speaker, blogger, and job coach.  He blogs on careers at http://www.musehack.com/, publishes books on career and culture at http://www.informotron.com/, and does a site of creative tools at http://www.seventhsanctum.com/. He can be reached at http://www.stevensavage.com/.

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