Creative Desolation

I have fought with writer’s block and imposter syndrome before, of course. I don’t know a creative person that has not had to deal with some variation of those things. This most recent bout was something new, though. Not entirely, but a new flavor of both, blended together like a soft serve swirl cone of depression and anxiety.

 

Long story short: the lack of traction that Elger and the Moon has gained hit me hard and threw me for a loop. I know it is silly. I had no logical reason to believe it would do well other than blind hope and the fact that I think it is really good — a belief built not on hubris but on what others have said and how they have rated and reviewed the novel. Anyway, that isn’t really the point of this (admittedly self indulgent) post. The point is that I hoped, and in hoping I set myself up for a fall. All I fell pretty hard.

 

The knock out blow came on June 1. I put some money into one of those “we’ll list your book in our email out to 80K subscribers” things. I was not really looking for it to explode, with thousands or even hundreds of purchases. And I was not even really worried about the money. What I hoped (and, again, here is where I got myself into trouble) was that it would boost sales enough to result in more good reviews and it would start to snowball.

 

I made five sales that day. Then, crickets.

 

Up until that point I was still riding the high from release. People were telling me how much they liked it. They were recommending it to friends and family, even getting it into their school library in one case. And even though I knew, intellectually, to keep my expectations low, I dared to hope. Maybe hoping wasn’t the mistake, but tying those hopes to that $40 promo definitely was. In any case, the high was driving me to work on the follow up novel, chronicling the consequences of Elger’s choices.

 

Then those five fucking purchases rolled in and I stopped writing. I mean, why bother? Why would you write a sequel to a novel no one but your friends are ever going to read? Why write at all? If the one you thought was really good was invisible, what was the point of bothering at all?

 

I was, creatively speaking, living in that house at the top of this post. I couldn’t even be bothered to write a goddamn blog post, let alone work on a novel or even a short story.

 

So, what changed? Maybe it was just time. Maybe it was some reflection. Maybe I just managed to retroactively lower my expectation so much that it felt like a win since I did not sell zero copies. In the end, though, I think it was the realization at some point that there was a kind of freedom in failure here. I like Elger and his world. I also like experimental writing and different genres and forms. I can write whatever I want, however I want, because there is no pressure to succeed at it for a living, because ultimately there’s no chance of that. I am not going to be able to quit my job and write full time and jet set across the country and world going to signings and conventions. If I want the next story in Elger’s “Awakened World” to be a tabletop role-playing game or a choose you own adventure or an epic Seussian poem, I can do that.

 

I am going to go ahead and write Elger 2. I am going to hire my cover artist and editor again and I am going to publish ti through Amazon. I am going to finish at least this duology. Not because I need it to sell or because I think the sequel ill be the one that gets the ball rolling. I am going to do it because I want to and, frankly, it isn’t like I can go through my life not writing.

 

So — thanks for not buying Elger and the Moon, I guess.

Vextrapolation

First and foremost, all credit goes to my good friend Greg Shea, artist and man of one million talents and zero hairs. Go check out his work.

Anyway, Greg suggested “vextrapolation” when I asked for a term that encapsulated one of those things you see on geek social media: the tendency to look at a thing that has been announced with scant details and fill in the blank spaces with the worst possible idea ever. In this case, it came from an internet message board discussion of Paizo, Inc.’s recently new science fantasy RPG Starfinder. The details aren’t important, other than to say that since the game will not release until GenCon this summer, not everything is known. So many people have engaged in “vextrapolation” and assumed Paizo is going to fumble this or that in regards to the game, its setting or its marketing.

(For the record, I am super excited about Starfinder and am looking forward to standing in line at GenCon this year to get a hold of it!)

 

But this post isn’t really about Starfinder. It is about vextrapolation and the more generally broad tendency of fandom to expect the worst without necessarily having any evidence for it. First of all, let me say this up front (mostly because I am going to get called on it anyway): I, as a geek, have engaged in this and have done so recently in regards to the DC comic cinematic universe. Based on my feelings about Batman vs Superman, I am pretty sure everything coming down the pike is going to be terrible. Even Wonder Woman, which looks awesome but will probably suck.

When No Man’s Sky was first announced, I fell in love. It seemed like the sci-fi space sim equivalent of choosing a random direction in Skyrim to walk until you found cool things to see, kill and/or otherwise interact with. There were lots of folks that pooh-poohed the game from the get-go, and if I am being honest I assumed they were just being negative and unimaginative. But in the end, these vextrapolationers turned out largely right: Hello Games could not deliver on the game experience they promised. So it isn’t that “vextrapolation” is necessarily wrong headed — but that doesn’t change the fact that it is negative in nature.

What I really wonder is why we, as fans and geeks, do this. Why do we presume that things will be terrible, that creators will make the wrong choices? Is it a way to protect ourselves from unmet expectations? If we have low expectations we can never be disappointed? We tell ourselves it is based on experience, that we are being wise or we are being realistic, but that is hardly true in all cases. And we are wrong as often as not. Sometimes a game or a film that seems like it will be dismal turns out to be great.

I think the truth lies in geek culture. While it is now in its ascendancy and has captured the spotlight, most people who identify as geeks were used to having their opinions belittled and their expectations crushed. When you live on the fringe of popular culture –and not in a cool punk rock way — it is easier to assume that any attempt by the mainstream entertainment media to produce something of value is going to fail. I mean, come on, the Dungeons & Dragons movie? And that is still true, but the difference is a lot of geeks are now in the mainstream entertainment media, making movies and Netflix shows and producing their own tabletop and computer RPGs. We as geeks can be a lot more positive because it is us that are now producing our own entertainment.

Now, that isn’t all sunshine and roses. It can lead to a lot of navel gazing and retreading of the same old tropes. We need new blood — young geeks, geeks of color, LGBTQ geeks, and so on. But we can be positive about what is coming down the pike. We absolutely should admit when it turns out terrible (I am looking at you Star Trek Into Darkness) but we don’t have to preemptively hate it.

Leave the vextrapolation behind.

On the Value of History in Storytelling

Source: Official Marvel Website

You may have heard about a couple small films that came out this year: indie darling Batman vs Superman: Dawn of Justice and a little joint called Captain America: Civil War. Many have discussed these two films, both individually and in relation to one another, and many good points have been made. The long and short of it seems to be that BvS was overblown tripe and CA:CW set the new gold standard, or something to those effects anyway. I won’t belabor the point or retread well worn ground. Rather, I want to talk about what these two movies underscored for me as a viewer, a fan of the source material and a writer. Namely, how a real sense of history informs storytelling and how a thin veneer of it can be worse than none at all.

Source: Bleeding Cool

The above pages from The Dark Knight Returns, the seminal comic book by Frank Miller from which director Zack Snyder took inspiration fro BvS, underscores my thesis. The captions which present the antagonists’ thoughts ooze history between the characters, making the battle between them important far beyond its spectacle or the late night nerd sleepover question of whether Batman could ever beat up Superman. This history is earned in DKR, sprouting from decades of team-ups and crossovers between the characters. Batman and Superman were friends once and it shows. their battle is not simply about anger or revenge, it is about an ideological rift between two genuinely heroic figures. Every World’s Finest comic book and every episode of Superfriends produced was leading to this moment. At least, Miller was able to convince us of that. He did not have to wipe the slate clean in order to justify the conflict between the Big Blue Boyscout and the Dark knight Detective. Rather, that deep connection was what made such a conflict possible and compelling in the first place.

 

Similarly, the conflict between Captain America and Iron Man in Civil War was earned. perhaps not by decades of comic books but by years of big budget, very well made tent pole blockbusters. The architects of the Marvel Cinematic Universe wove each of the properties together and did not waste appearances by one character in another’s film. Moreover, the Avengers films that brought the characters together did so in a way that solidified relationships and established history. Due to the nature of film release, there is not a huge body of work in the same way there is in comics. It would have been lovely for Cap, Iron Man, Hulk and Thor to all have TV series that crossed over regularly with one another and the rest of the ensemble, but in a world where it costs hundreds of millions of dollars to do these characters justice on screen, that is a vain hope. Even so, I think the collective creative powers of the MCU managed to create that history without relying too heavily upon unrelated comics or cultural connection the way BvS did.

 

So what is the lesson? The lesson for me is informed by years of playing tabletop RPGs like Dungeons and Dragons. I know. I was equally surprised.

 

RPGs share a lot with other episodic and serial forms of entertainment such as comics, television series, long book series (ex: Dresden Files), and of course movie series. In an RPG the continuity between sessions is a major component of the fun for the players. Not only do players watch their characters grow in wealth and power, they watch the world in which their characters operate grow, with recurring villains and subplots and themes. In other words, they develop a history within the context of the campaign. That history feeds itself. Every time a recurring villain shows up or an old ally reappears, the value of that historical element increases exponentially. You know you have succeeded as a Game Master when the revelation that the bad guy behind this adventure is the party’s old enemy elicits both cheers and jeers. They players are invested in a way they cannot be when presented with new threats, no matter how cool.

 

That same is true of other forms of entertainment. Comic book movies often make the mistake of killing off the villains at the end. Writers, directors and producers think, I believe, that audiences demand closure and in an action move, closure amounts to a bullet between the eyes or falling off something exceptionally high — preferably into something fiery and/or explodey. Television and comics fare far better on this front, though even comic book inspired shows like CW’s The Flash rely heavily on the death of the villain as the climactic event. It is not an insurmountable problem, of course, as Civil War displayed: the protagonists then must shoulder the responsibility of history. If recurring villains are not on the table, then it must be recurring heroes, along with non-villainous rivals and other supporting cast, that must do the heavy lifting in this regard.

 

Ultimately, what a sense of history provides is a reason for the audience to care.  There are a lot of ways to attract and then sustain a reader or viewer’s attention, but getting them emotionally invested is much more difficult. One surefire way to succeed is to tug on those emotions tied to the history between two things or organizations or participants. Few people gave a shit about Batman fighting Superman because that conflict failed to say anything about the emotional relationship between those characters. There was no history there. The fight between Captain America and Ironman, on the other hand, was much more well received and inspired a lot more emotional investment from the audience because the people in the seats not only knew who those characters were, as they did with BvS, but actually knew those characters and their motivations and what could drive a wedge between them. They knew these things because they had been invested enough to go see, rent, own or pirate all the MCU things that came before.

 

I am not saying there is no place for stories that are told in a single unit of storytelling, whether one novel or one film or one RPG session. Rather, I am suggesting that history and its weight plays a large role in our tendency to care about the fiction we consume. Acknowledging that will make us both better consumers of storytelling and purveyors of it.

 

Seven Sandbox Essentials, Revisited

I have believed in the value of so-called sandbox DMing for a long time. In September, 2008 I tried to codify my views on the subject in a blog post on the ENWorld gaming site. It went over pretty well. But now seven and a half years later, i wanted to revisit it. Sandbox gaming is more popular than ever — I attribute it to the ease with which one can run such a game using 5th Edition D&D — and my perspective has probably evolved.

 

What follows is the original post (with some minor editing for spelling, etc…) with my annotations in bold italic text. If you are interested in reading the original version, follow this link to ENWorld.

 

Seven Sandbox Essentials

 

The “sandbox” setting, in which players are not only allowed but encouraged to make their own fun by exploring and interacting with the setting, is, in my opinion, a fundamental requirement for satisfying, rewarding D&D play. Adventures and setting that force players along certain paths — or worse, away from certain paths — cannot hold a candle to sandbox play.  No DM’s or designer’s story has a hope against the story that the players themselves create through their actions and the consequences of those actions (with a healthy dose of DM input and dice-based uncertainty,to boot).

 

Well,that was kind of absolute — and we know who speaks in absolutes. It is interesting to see how one’s perspective on internet communications changes over time. I now cringe at the preceding paragraph, all to aware of the intended authoritative voice despite not possessing much in the way of authority besides some years running games and a few RPG sourcebooks.

 

Here are seven essential elements for a good “sandbox” setting.

 

  1. Big, but not Too Big: A sandbox setting should cover a relatively large geographic area, with room for varied terrain and environments, as well as multiple political entities.  However, one of the things that makes a sandbox game so enjoyable is the players’ ability to engage it as a whole, to see all four corners and to uncover its nuances and secrets.  Too big a sandbox makes each part indistinct — the DM likely doesn’t have time to flesh out every aspect of a whole world; nor do players likely have time, or even interest, to visit it all.  By limiting the scope of the setting and containing it geographically, the DM has the opportunity to delve into the whole setting and so do the players.  Something on the order of the British Isles works well, size and scope wise.

 

Not surprisingly, I was running a D&D campaign set in a mythic post Roman Britain at the time. That said, I actually agree with myself here. Both of my very successful convention based ongoing hexcrawl sandboxes have hewed to this rule. The Valley of Tombs and the Isle of Dread are both contained geographical regions with varied terrain types and locations.

 

  1. Lots to Do, Lots to See: As stated above, a sandbox needs to be diverse in regards to where the players can go and what they can do when they get there.  It isn’t enough to litter the place with 100 dungeons.  Rather, there should be a handful of dungeons, a handful of towns, a handful of active fortresses, a handful of mystic locations, etc…  This applies to political, religious and mercantile groups, as well. A monolithic nation that covers the whole setting won’t do.  At the very least, there should by various states or provinces with different cultures and conflicting interests.  Even better, numerous small nations or city states work well.  In addition, even if the DM chooses to have a dominant religious entity, schisms and sects within the church, with their own temples and own interpretations of scripture are necessary. Players should want to explore the setting to see what is around the next bend or over the next hill.

 

And here I think I overstated the need for such a high degree of diversity. In retrospect this advice runs counter to the previous advice. Geographical containment or not, having multiple states, multiple institutions and multiple other kinds of factions is a heavy workload that can lead a DM to never actually finishing preparing his sandbox. In my experience with the Valley of Tombs and the Isle of Dread as sandbox settings, a couple settlements and a couple factions of important are plenty.

 

  1. A Life of its Own: The setting should “live” like a real place.  The diverse locations and groups discussed above should interact and those interactions should be both internally consistent and produce movement within the setting.  Groups that are opposed might be moving ever toward open conflict. The heir to a city state might try and hasten along his inheritance.  A lowly peddler might slowly climb to the top of the mercantile heap.  A dark cult might be waiting for a soon approaching celestial event to unleash their dark master on the setting.  It isn’t that the setting ignores the players and their characters’ actions.  Rather, there’s something of a timeline or assumed evolution to the setting that the players can interact with and disrupt.  Knowing what would happen in a given situation without the involvement of the players allows the DM to better interpret what happens when they do get involved, as well as allowing the DM a plan if the PCs don’t bother with a particular setting element or subplot.

 

This advice still rings true. What’s more, I think it applies to all kinds of campaigns, not just sandboxes. In my experience, players respond to a living, breathing world and having some idea of what everyone might be doing if the PCs weren’t throwing wrenches into the works helps the DM maintain that kind of setting.

 

  1. No Scaling: The sandbox should not scale to the level of the PCs.  If there’s a “12th level” monster in the Darkenwood when the game begins, that monster remains there — barring its involvement in the above — whether the players choose to go to the darkenwood at 2nd level or 20th (or both). A scaling setting breaks verisimilitude and suggests to the players that whatever growth they have is irrelevant.  instead, the setting should include a wide array of “levels” of adventure locales, NPCs and monsters, distributed throughout the setting in a plausible and internally consistent manner.  This is not to say that the setting can’t include “zones’ that are geared toward certain levels of play, but too much of this inhibits the open nature of the sandbox. Mix it up instead.  But make sure that there aren’t too many “invisible” major threats.  Powerful creatures and characters produce legends and rumors and even inaccurate information will give players a glimpse into what lies ahead, allowing them the opportunity to make a meaningful choice as to where to go and what to do.

 

This advice is built around the issues of Challenge Ratings and the steep power curve of D&D 3.x and Pathfinder. Since 5th Edition’s power curve by level is more shallow, reminiscent of 1st and 2nd edition where lower level characters could get lucky and take on higher level threats while higher level characters might get slaughtered by even common enemies likes orcs, I view it a little differently now. I usually apply an assumed CR to a geographical locale or “zone” and then include both “easy” and “deadly” as well as typical encounters for that locale on the chart. In this way, the uncertainty of random encounters is preserved at the same time as some internal consistency is maintained for the locale.

 

  1. Wandering Monster Tables and Random Encounters: One of the key conceits of the sandbox is that players are free to go where they will, do what they wish and engage the setting through their characters without being pulled or prodded into the DM’s “story”.  This requires a lot of work on the part of the DM, creating many adventure sites, placed encounters, NPCs and organizations before play even begins.  But even with all the work done, there’s still a good chance the players will go somewhere the DM hasn’t thought too much about or had a chance to flesh out.  This is where the value of random encounter charts comes in.  With such tables, built specifically for the setting and informed by the detail the DM has done, can provide fun for everyone even during those sessions where the players simply strike out down the road.  These random encounters shouldn’t simply be a collection of monsters listed by terrain type.  Instead, the charts should include little glimpses into the setting.  What tribe are those orcs from? Who are the bandits? Where is the merchant caravan heading?  By making specific encounter charts for the setting, the DM ensures that more of the work he has put into the setting sees use.  By exposure, players are given hooks to choose for themselves to investigate and engage aspects of the setting.

 

Still solid advice. In fact, as time has gone by I have become more and more comfortable with “on the fly” DMing and relied more and more on random encounter tables for inspiration. The part about not everything being a fight is true, too. When the encounter comes up, a little creative application can turn what was likely a short fight with a couple specters into a tragic love story the PCs got to not only witness but resolve (as happened on the Isle of Dread at CarnageCon last November).

 

  1. New Blood: Characters die.  They retire.  Players get bored or want a break from the usual.  Inevitably, a player is going to need a new character, or a new player will join the group.  It may seem obvious, but it is often overlooked: the setting must allow for the introduction of new heroes (i.e. PCs) without breaking plausibility. As such settings that are mostly wilderness or wastelands with few settlements don’t work as well as those that provide a diverse selection of races and classes within the population.  As a related aspect, this means the setting must be adventurer friendly and reasonably wide ranging in regards to which races and classes are available.  While it is okay for the DM to establish some limitations to better suit the genre or setting he has in mind, too many restrictions hampers the introduction of new characters and should be avoided.

 

Both the Valley of Tombs and the Isle of Dread include gateway towns for this very reason. they are frontier locations where adventurer types come to test their mettle. The only requirement for a new PC is that they want to head off into the wilderness for fortune and glory. With the more shallow power curve as explained above, new PCs can be introduced at whatever the “starting level” of the sandbox is (be it 1st or 10th) and likely both survive and be able to contribute as they quickly close on the veteran PCs, level wise.

 

  1. Meaningful Choices and Meaningful Consequences: Most important of all, the actions of the players should have direct, noticeable impact on the setting, at least insofar as the PCs degree of influence.  Information should be plentiful enough to allow the players to choose which actions they will take, and those actions must have consequences.  Who the players ally with, and with whom they make enemies; what meta-setting secrets they uncover, and which they bury; those monsters they kill and those that they merely enrage: these all should change the setting to some degree or another.  If the players feel their adventures and explorations within the sandbox have a real impact, they will be both more inclined to engage the setting, and more thoughtful of the consequences of their actions.

 

I think this is another bit of observation that rings true regardless of the sort of campaign you run.

 

Revisiting an older piece is an interesting experience. I may do it again sometime.

 

Endings, Real and Imagined

This is going to be one of those posts where I just sort of meander on a subject. You’ve been warned.

 

I have never seen the end  Battlestar Galactica (the new one, I mean). I really, really loved that show. It was gritty, well acted, complex and surprising. Plus, it had one of the best starship battle scenes in the history of forever.

 

 

The thing is, I have a difficult time letting things go. In the last half season of Galactica, I realized that it was almost over. I knew that soon there would be an honest to goodness End, and I knew that if I watched that End, then it would really be Over. That sort of thing happens a lot. I am about 2/3 of the way through Arkham Knight now, which is a beautiful Batman Simulator. I know the End is coming there too: not just the game or even the franchise, but also Mark Hamill as the Joker. Ever since 1992 Mark Hamill has been the Joker. Heath Ledger was A great Joker, but Hamill was THE Joker. Until the end of Arkham Knight. After that, no more.

 

It seems that I have a pattern: the more I adore a thing, the less likely I am to actually finish it. There is something in that finality that bothers me in a way I cannot truly articulate. I know only that I freeze up inside a little and start looking for escape routes. And the longer I have been with a thing, the more difficult it is to push through my inherent resistance to finishing it. For example, tonight I finally finished listening to the audiobook of The Stand by Stephen King. It was really, really good. I was enraptured the whole time. At the end there, in say the last 4 or 5 hours of the 47 hour story, I almost stopped listening to it. I was afraid for how it would end, what would happen to characters beloved and reviled. It is not a simple matter of not believing the ending won’t be the one I would prefer or the one I would come up with, but not wanting an ending to it at all.

 

This issue affects my own writing, too. I have a lot of unfinished manuscripts floating around in hard drives. Some of them are unfinished because they suck, but many are unfinished because I don’t want to see the end of them. I don’t trust myself with the right end, or I do and I still don’t want it to be over and gone. I am in the final act of my current novel now and I feel the anxiety rising the closer I get to the finale — and it is not even the end of the story, since this novel represents just one adventure of the protagonist in a world I explicitly designed to cover centuries of stories. Even so, the ending looms massive and terrible in front of me and I have to force myself to keep driving toward it.

 

I guess endings are a lot like death, of which I am not a great fan. Or, to put it more honestly, death scares me to my bones and the thought of it, if I linger too long, can actually lead me to panic attacks. Finality is immense, whether it is of a life or of a story — and what is a life but a story?

 

I don’t know if I will ever watch the end of Battlestar Galactica or if I will ever play the end of Arkham Knight. I do know that I will finish this novel (and the next one, and the next one) because at least in writing I can decide when and how the rebirth happens, where the new story emerges from the end of the last. In fiction one consumes, as in life, you don’t get to pick how it ends and sometimes the ending can be bitter and unsatisfying.

Stories That Are Also Stories

First, some apologetic housekeeping: I promised you all a review of The Dreams of Ruin, the apocalyptic high level OSR science-fantasy adventure supplement by my friend Geoff Grabowski, and I’ll have it soon (probably over the weekend). Between finals (yes, this old man is back in school), responsibilities as a youth baseball coach, and actual paying writing, I have been very behind on the blog. I’d have liked to make the review *this* post but truth be told this is one of my meandering thought posts, while the DoR review deserves much more thought. Thanks for your patience.

Mad Max: Fury Road is amazeballs. Go see it, immediately, even if Douchey McDoucherstein tells you not to because it might injure your manhood.  I won’t belabor either of those points — how awesome the film is, or how stupid Mens Rights Activists are — but instead want to touch on something that came up in internet forum discussion regarding the movie:

 

To keep a long story short, some folks were trying to square the precise timeline of the Mad Max films, from the original through The Road Warrior, Thunderdome and Fury Road. Two issues were giving certain forumites the fits: Tom Hardy’s relative youth compared to Mel Gibson in the role of Max, and the apparent deepening the chaos and tribalism of the milieu. In combination, these elements created an issue for some, namely that how can Max, who was a cop before the Fall, be so young in a world that has obviously been tribal long enough for the Warboys and Imperator Furiosa to grow up in Immortan Joe’s clutches? Some theories were tossed around, from Max’s home actually existing after the Fall but in a state of relative order at the time of Mad Max, too Max having been mutated by radiation to be immortal. There is even a fan theory floating around suggesting that max is in fact… well, I’ll let you go check it out if you want. it’s interesting and plausible, but not especially likely, I don’t think. Note: it’s also spoilery.

 

I prefer a different theory, that I consider to be both elegant and have big implications not just for Mad Max but a number of other franchises as well:

 

Max is, in essence, an Arthurian Myth, a composite hero from the “dark ages” immediately following the Fall. The films do not recount events that actually occurred in the setting, but rather they represent myth told around the campfires by the elders of the tribes coming out of that Dark Age into a new era of civilization. The films are narrated by survivors who witnessed the events as children or youths, likely the oldest members of the tribe. Who would be left alive to counter the claim that they were there? Maybe they were, but maybe the “true” events happened generation before even those elders. Like Arthurian myths, the stories told in the Mad Max films follow a distinct pattern: Max stumbles into the plight of the people; he is resistant to help but eventually concedes; he fights and not only helps defeat the bad guys but delivers the tribe to safety; he rides off into the sunset, never to be seen again. Tales like these would serve as the foundational stories of the tribes as they emerged out of the darkness and made the transition to actual civilization. And if the Mad Max films serve as stories for those tribes, it explains Max’s “action movie” endurance and skill, and if these stories spread from tribe to tribe over time, it explains why some of the tales seem to occur very shortly after the fall and others, like Fury Road, deep in the dark age when tyrants like Immortan Joe can have fathered a whole generation of mutant child soldiers.

 

Of course, the above is all fan wankery intended to explain away the very real world impact of creator George Miller’s changing views, the differences in budgets and special effects capabilities, and the fact of recasting Max after so long. Even so, it is suggestive of an aspect of storytelling we do no often see and I think has legs, creatively speaking: some stories — that is, narratives that we produce on paper or on the screen — are themselves stories in the worlds of those stories. Certainly it is an idea that has been used before intentionally, mostly as a way to embrace the unreliable narrator, but I am suggesting that is works as both an intentional narrative tool and as a way for fans and future writers to engage wroks, especially franchises.

 

As an example, consider the Prequel Trilogy for Star Wars. Ignoring whatever flaws one may consider those films to have as actual entertainment, they definitely change the nature the universe of the original Star Wars films. This can be explained as casting the Original Trilogy as a sort of post-apocalyptic setting, where everything gets square and textured (compared to the Prequels’ glossy appearance), but I think there is a better explanation: the Prequel Trilogy is actually the story that Obi Wan tells Luke on Degobah (as a ghost) to keep Luke focused on the mission to kill Vader. After Vader outs himself as Anakin, Luke had a crisis of faith  and Obi Wan knew that he needed to hear a story that both jived with what Vader told him but also maintained the narrative that Obi Wan, Yoda and the Rebellion had already sold. It explains why someone so vile as to murder “younglings” could “still have good in him” — in other words, Anakin never murdered the younglings (the Emperor likely did) and Luke could sense that, which allowed him to draw out the last vestiges of good in Vader. Many of the other aspects of the Prequels were likely fabricated or embellished by Obi Wan as well, because at the time Luke was still a hot headed youth who needed to hear those kinds of stories. By the start of Jedi, Luke had grown beyond the need for those “childish things” and was beginning to doubt what he had been told by both Obi Wan and Yoda. Luke may have never learned the truth, but the reality of the lies dawn on him when he visits Yoda for the last time.

 

Again, more fan wankery, but you see my point. Some stories work very well as stories within stories and actually make the properties better. It is a narrative tool we, as writers, can use intentionally and one that we, as fans, can play with to help us get more out of our favorite franchises.

Plot to Prose Ratio

Or, “Tell Me The Goddamn Story, already!”

 

Over the last week, I had the good fortune of going on a relaxing vacation with lots of time to read. I picked up a half dozen paperbacks to take with me, including Glen Cook’s The Silver Spike, Barbara Hambly’s Dragonsbane, Stephen R. Donaldson’s Lord Foul’s Bane and a few others. On the recommendation of a friend, I started with The Silver Spike. I won’t review it here other than to say, hot damn I loved it and will be looking for more Black Company books in the near future.

 

When I finished The Silver Spike, I picked up Dragonsbane next. From the outset, I found myself having difficulty getting into it. I thought perhaps it was too big of a shift in tone from the bloody, gritty Spike, so I put it down in favor of trying Lord Foul’s Bane. I knew by geek-culture osmosis that LFB was a more cynical novel with an unlikable protagonist, so I thought it might be a better fit right off Spike. Although the tone was, as I suspected, closer to what I wanted, I was still having trouble getting really immersed in the story the same way that I had fallen into Spike. After 100 pages or so (I can be a slow learner sometimes) it struck me: neither Dragonsbane or LFB was Telling Me The Goddamn Story, at least not at the pace I wanted.

 

In other words, the Plot to Prose Ratio was way off.

 

Let me start by saying, emphatically, that the Plot to Prose Ratio (PPR) is entirely subjective. Not only does every individual person have their own preference, but any individual’s preference changes from story to story as well. That said, I also think it is universal: every reader has a PPR they prefer, even if they don’t consciously recognize it. I did not, until I was presented with back to back stark examples of works with very different PPRs.

 

The Silver Spike is a fast paced crime novel that happens to be set against a high fantasy weird fiction sword and sorcery backdrop. Relative to the actions of the characters, very little word count is given over to meticulous description and historical exposition. That is not to say Spike lacks for world building; it doesn’t. But that world building is secondary to the struggles of the characters and serves the needs of the author more than it serves the desires of the reader. That is, the complex and strange world that Cook has created is the vehicle for the story, not the other way around. In this way, the PPR of The Silver Spike is heavily weighted toward Plot. Most every word on the page moves the story forward.

 

Lord Foul’s Bane by contrast (which I will use as a counter example, since I put Dragonsbane down too early to make a fair assessment) leans more heavily toward the Prose side of the PPR. Donaldson spends a lot of words on immersive description, world building and the internal life of his anti-hero Thomas Covenant. So much so, in fact, that even a hundred and a half pages in to the novel very little has actually occurred. A trek across a wooded valley occupies thousands of words in LFB, where in Spike a sequence of similar narrative importance might have consumed a mere paragraph. In instances like these, I find myself distracted from the story in wondering how much longer before the next actual thing that matters happens.

 

Again, one’s Plot to Prose Ration preference is subjective. Some readers adore words and have a robust tolerance for long passages that enhance immersion or delve deep into character or setting. Obviously, me preferences lean the other direction, toward the flow of the narrative and the development of characters through action rather than description. I want to the author it to Tell Me The Goddamn Story.

 

None of this is to suggest that I do not appreciate well crafted prose. Rather, well crafted prose, for me, should also move the plot forward. My favorite example of this is The Last Unicorn by Peter S. Beagle. I cannot think of a more beautifully crafted novel as far as the prose itself is concerned. Beagle has a give for description and narrative device that is sadly all too uncommon. At the same time, he never wastes that talent on unnecessary padding. Each wonderful paragraph serves the larger story and not only embellishes his world and characters but propels the reader ever forward in the narrative. J. R. R. Tolkien writes similarly in The Hobbit but leans more heavily toward prose for prose sake in The Lord of the Rings.

 

When I wander into the book store (an increasingly rare occurrence, granted) and I see shelves sagging under the weight of Big Fat Fantasy series, I find myself recoiling. Having found both Robert Jordan’s The Wheel of Time and George R. R. Martin’s Song of Ice and Fire too concerned with Prose and not concerned enough with Plot, I tend to shy away from long series of thick novels. That is too bad, because I am sure there are plenty of series in which the individual books are fast paced, plot heavy narratives (as I discovered with The Silver Spike and previously found with Jim Butcher’s Dresden Files.)

Where the Hell is Superman?

 

A deranged pilot points an passenger jet at a mountain and murders 150 people, each one waiting helplessly to die before the end comes. An army of terrorists raze villages, leaving literally thousands of men, women and children dead in their wake, all in the name of God. A hateful young man goes from classroom to classroom, gunning down six year old children in a bid to make a bigger splash on the front page than his “hero.”

We live in a world in which these things happen all to often, a world in which villainy and evil goes unchecked until it subsumes the 24 hour news cycle and fills our feeds and our walls and our streams. In this world, the one in which we live, the one to which we have been sentenced, we are left to fend for ourselves against the most hateful and vile of our own kind.

But there is another world, a world of our imagination, where someone is there for us. He is a savior and a hero and he stands for truth and justice in a never ending battle. For us. For peace and life and liberty.

In that world, he flies in at the last moment and puts all his might against the engines of that passenger jet and brings it safely to a landing in the Alps. In that world, he moves at the speed of lightning, pulling Ak-47s and machetes from the hands of Boku Haram militants and freezing them with a breath. In that world, he hears the gunfire as it blasts through the front door of Sandy Hook Elementary School in Newtown, CT and he is there, bullets bouncing off his chest, blazing eyes melting lead. In that world, Superman is there to save us from the worst of ourselves.

So where the hell is Superman in this world? In a universe of limitless possibility, where man can break the firmament with his scientific knowledge, where the power of the atom bends to our will and where we can hurl spacecraft millions of miles across space to land on other worlds, where is Superman? In a world that many believe allows for miracles, where angels deflect oncoming traffic and where gods provide winning lottery tickets, where is the Man of Steel when we so desperately need him?

Superman is the creation of our collective desire for hope in a hopeless world, for justice in an unjust world, for peace where sometimes it seems only war and pain and death surround us. He is the latest in a long line of fantastical heroes that embody not just might, but the truest virtues of the people that created them. Gilgamesh and Heracles and Karna and King Arthur and John Henry are all iterations of this hope.

But for all Superman’s super-strength, his super-hearing, his superiority, the true greatness of Superman is his super-humanity. Superman is not “Superman.” Nor is he “Kal-El” of Krypton. For all his godlike power and his alien origins, Superman is Clark Kent, the son of middle American farmers who cares deeply for people, who understands that his power, his ability to stop crashing airlines and half genocides and stop the senseless massacres of children do not exist as Deeds in and of themselves as the heroes of old might have viewed them. Rather, the deeds of Superman are merely reflections of a devotion to the Peace, to Justice, to the Good of All.

So where the hell is Superman? If we allow him to be, he is within each of us, he is an agnostic symbol of Hope, of Justice, of Peace and of true Goodness in a world that so desperately needs him. Superman is not real, not in the physical sense. But if we allow him to be, he can be real enough.

Interactivity and Entertainment:Thoughts on Telltale’s Game of Thrones

I’ll open with Full Disclosure: I have not read George R. R. Martin’s A Song of Ice and Fire. At least, I have not ead all of it. I did read A Game of Thrones and get halfway through its sequel, A Clash of Kings, before my interest in Martin’s characters and world building was overcome by my impatience to see the story told. Therefore, my familiarity with the series is primarily rooted in the HBO television series — which is good, because Telltale Games’ Game of Thrones adventure game exists in the television universe, rather than the literary one.

 

The first episode (we’ll get to that in a moment) is titled Iron from Ice. My intent is not to review it — there is a good one here at GameSpot for those who are interested — but suffice it to say I very much enjoyed it and found it compelling enough to write this post based on my experiences with it. I played it while on a four hour flight home from San Juan, entirely in one two and a half hour or so sitting, which makes it about as long as one might expect a film to be but it felt just about the same length as an episode of the television show.  Just a note: I played it on an iPad 2, which meant it did not look great and the frame rate was a little choppy, but I do not think it impacted the experience too negatively. I plan on purchasing the complete series for either my PS3 or my gaming PC, so neither of those issues should be a concern for future episodes.

 

Before I continue, I encourage you, if you have not played the game itself or read a thorough review, to go to the GameSpot review linked above and give it a read before continuing — or, better yet, head over to Steam, the App Store or other game retailer of your choice and pick it up and play through it once. First of all, I do not intend to recap the story in detail (though there may be more than a few SPOILERS for the game in the rest of this post) and second, I am responding to the nature of adventure games in general, Telltale games in specific and this one in particular when I am discussing “Interactivity and Entertainment.”

 

That all said, let’s get right to the core of the matter: Telltale’s Game of Thrones Episode 1 – Iron from Ice is  a story which the audience experiences both passively (just like the television show, for example) and interactively (like a more traditional video game). I know that is a little controversial to say, but allow me to explain : Iron from Ice is a story because it has all the qualities of a story (a plot, character, setting, themes, mood, and so on) and while the interactive elements are compelling, they ultimately only have a superficial impact on how the story plays out. The story elements, while mutable to an extent, still exist as prescribed by the creators, so the “game” aspect of it is mostly an illusion. This is true of most adventure games, though most adventure games rely less on story on more on discrete puzzles to engage the player. This is also true of many games that do not even fall within the genre of “adventure game.” A game like the original God of War, for example, is mostly a linear series of set pieces that must be solved in a specific manner (aka puzzles) and a specific order, with frenetic combat thrown in to make it seem more like what we usually think of as a “game.” By contrast, something like The Elder Scrolls V: Skyrim is more game than story. There is a main quest line, of course, and a number of subplots all prescribed and populated, but all of those can be ignored in favor of looting dungeons, hunting dragons, collecting books or a million other things. While the game-story dividing line is broad and blurry (with even Skyrim only just on the “game” side compared to something like Pong) but Iron from Ice very clearly rests comfortably on the “story” side of the line. If you disagree, I encourage you to let me know in the comments or on the facebook page where we can discuss it further, but for now I am going to move forward with this definition in mind.

 

An interesting aspect of both The Walking Dead and Game of Thrones is that these properties are highly successful television shows (of course spawned from comic books and novels, respectively) with well established and consistent tones, atmospheres and styles. Both shows leverage not only the source material but deviating from the source material, and each uses surprise and even shock to enhance its storytelling (rather than to replace the need for good storytelling, as a lot of lesser shows and films will do).

Exhibit A — Reactions to the “Red Wedding” on the  Game of Thrones television show:

 

You do not get this sort of visceral response unless the audience is fully invested in the story, which in itself is a sort of interactivity in the fiction. It seems inevitable, then, that the next logical step is the more properly interactive, immersive and invested world of electronic games for these properties: it is no longer enough to gasp at the knife as it is drawn across the throat, but also to be responsible for it by choosing the words and actions of the character whose life now flows freely onto the cold stone floor.

 

In both Game of Thrones and Walking dead, the story that telltale creates centers not around the protagonists of the existing properties (though many of those characters weave in an out of the stories) and instead star new characters. These characters are carefully integrated into their respective worlds and, especially in Game of Throne, echo archetypes from the source material, but new characters provides both a sense of ownership for the player as they make choices for those characters, but also a sense of uncertainty important to their properties.  Both Game of Thrones and Walking Dead have made it clear that no one is safe. A new character otherwise unconnected from the source narrative means an unknown fate and, by that, potential doom at any point. After all, the game presents enough other characters — you control four in Iron from Ice and a fifth is strongly hinted at — that sudden death does not necessarily mean rebooting to the last save. All of this combined for a more immersive experience.

 

The interactivity fuels that immersion and is fueled by it. Often, when the player chooses dialog or an action for the character they currently control a little note appears in the corner, telling the player that this character or that noticed it or will remember it. It says to the player, “Your choices matter,” even if they really do not. And, ultimately, that the player thinks the choices matter is far more important to their enjoyment than that those choices do matter. The stories are so well crafted that the apparent choices seem to lead naturally to the outcomes presented, even if those outcomes are prescribed anyway. Therefore, the interactivity of it, the choosing it and being immersed by it and feeling connected to the characters and the world, is both the goal and the means to the goal. Yes, Telltale has a story to relate, but you are responsible for getting there and along the way you find yourself deeply connected to the events of that narrative.

 

I think there will always be a place for passive entertainment — reading a great book, watching a great movie or listening to a great album. But technology has finally gotten to a place where a whole new world of truly interactive, immersive entertainment — going for beyond simple stories and games, I think — sits before us. Telltale has managed to dare us to dip out toe into that future.

The Flash: Doing Super Heroics Right on TV

 

Full Disclosure: The Flash is my second favorite super-hero (Superman being my favorite) as well as the one that got me into reading comics. Way back in 1990, I was in love with the John Wesley Shipp Flash television show. During its run, I found a copy of Flash #50 on news stand of my local general store.

As you can see, that is quite the cover. Inside, I was not only introduced to the wonderful world of comic books (sure, I had read a few here and there, but I was a scie-fi, fantasy and gaming geek, dammit, not one of those comic book nerds) but given my first lesson in the rules of adaptation: that is, nothing is sacred. On television, the Flash was Barry Allen; in the comic, the Flash was Wally West. There was a relationship between the two, something familial, even fatherly, but I could not parse it from the limited information provided. Some support characters were the same, or at least had the same names, and the TV Barry had some things in common with the comic book Wally (needing lots of food for energy, for example) but it would be months before I figured out which were chickens and which were eggs. In the end, though, none of those details mattered: a comic book reading, super-hero loving geek was born! It was as if I looked at my D&D books and fantasy novels and thought, “Nope, not enough, there is still a chance I might accidentally get laid.”

 

Flash forward (I am SO sorry) 25 years and The Flash is once again on television and is once again fueling my comic book super-hero nerdity. I never stopped reading comics and I have maintained a pull list at the same awesome Cave Comics for well over a decade now. That said, for the last few years I have been estranged from the majority of super hero comics, including my beloved Superman and Flash (among many, many others). Long story short: the Event Treadmill that consumed DC Comics for years starting with Identity Crisis, moving through Final Crisis and finally rebooting the Dc multiverse entirely with Flashpoint wore me out. I just wanted good stories starring the heroes I loved, not universe shaking event and universe shaking event. After all those, I dropped DC Comics entirely, never moving on to the New 52. Marvel, which I had read only intermittently anyway, was in the throws of its own Event Treadmill, from Civil War to the Secret Invasion and beyond, so I decided to take a year hiatus from both companies. When I did return, I followed creators instead of companies, picking up Mark Waid‘s Daredevil and Indestructible Hulk as they debuted with new Marvel Now #1 issues, as well as the return of the amazing Astro City by Kurt Busiek.

 

But I am nothing if not a fickle nerd and first my pull box and then my “to-read” shelf started to fill up with unread comics. It is something of a pattern with me. I will cycle between geek preferences, from video games to table-top games to comics to prose sci-fi and fantasy and back again. This time, though, my time away from comics was longer than it had been for any number of these “cycles.” Judging by the number of Astro City books on my shlef, unread, it had been at least a year since I had read any of the books I bought (and probably longer if the number of Waid’s Daredevil issues were any indication). That is a long time and a lot of comics.

 

In the last two weeks I have cleared out my to-read shelf and even started looking for new and interesting super-hero titles to start following. Why? The title of this post may be a hint: The Flash on the CW.

 

The Flash is not the first comic book super hero TV show to recently attract first my attention and then my slavish dedication. I am a fan of the Marvel Cinematic Universe, as it is called, and therefore started watching Agents of SHIELD with great expectations when it premiered last fall. Also last year  I started watching Arrow, which I had avoided in its first season because it was a CW show (I watched Smallville for 6 seasons before the pretty people soap opera was too much to bear). I started watching Arrow exactly because it promised to introduce Barry Allen early in its second season, so I figured I could give it a few episodes just to see. Very soon, I was hooked, in no small part due to the depiction of Slade Wilson, aka Deathstroke the Terminator. Rarely has a comic book adaptation nailed a character so perfectly. Also, I just liked Arrow. It was the best Batman show we could hope for. (Come on, the main villain organization is Ra’s al Ghul‘s League of Assassins and it is about a revenge driven billionaire with mommy and daddy issues.)

 

All that said, neither SHIELD nor Arrow, or even The Walking Dead, reinvigorated that comics love. The back issues continued to pile up. (I did, however, seek out Walt Simonson’s Thor run after seeing Thor: The Dark World. Weird, that.) No, it was not until Flash premiered a few weeks ago that I got the super-hero big again and started burning through my unread comics, but also firing up my Marvel Unlimited subscription, which had sat largely unused for the better part of a year, to dabble in various series. (As an aside, if DC Comics would create a similar service, I would be an instant lifetime subscriber. There are so many great DC Comics not collected in trades from the 70s, 80s and 90s that it would take a lifetime to read through them all.) The strength of the show is its unabashed love of the genre. Where Arrow tries to bring super heroics down to the ground and revels in its gritty (dare I say, “Batman-esque?”) tone, The Flash on the CW is openly and proudly a comic book super hero television show, bright red costumes and villains with goofy code names included. But it is not a joke or a parody or even particularly self referential. It knows what it is, knows that its audience appreciates what it is, and treats both with both a wink and respect. By contrast, the other new DC comics inspired show, Gotham, is confused in its tone, part noirish Nolan-Batman and part weirdo Burton-Batman. (I love Gotham, too, but despite its tone, not because of it.) None of which would matter if star Grant Gustin did not infuse his Barry Allen with such charm and depth.

 

If you have not given The Flash a try and you love super hero comics and television, I implore you to do so. It really is a great achievement in the genre and for me at least, the shot in the arm an old comics fan needed to remember how grerat comics can be when they are about great characters in great stories, not just big events.