Author Archives: mary

What I Did (and Didn’t) Learn from Writing Fan Fiction (Part One)

Fan fiction has a mixed reputation because it is amateur writing.  That’s not a judgment of its quality, which can range from juvenile  to truly excellent, depending on the individual writer’s skill.  Merriam-Webster defines “amateur” as “one who engages in a pursuit… as a pastime rather than as a profession” (www.m-w.com) and that’s exactly what fan fiction is:  writing for pleasure, rather than for hire, or with the expectation of selling the finished product.

Fan fiction will always be amateur writing because, for legal reasons, it’s usually not sellable.  Fan fiction writers are borrowing other people’s characters and worlds, typically without permission, so fan fiction exists in a legal “grey area.”

One of the hardest things for me when I began to write with an eye towards publication (as opposed to for my own entertainment) was to largely give up fan fiction.  I simply don’t have enough writing time to be able to make good progress on my professional projects while supporting ongoing fan fiction series.  And, when I made that switch, I found there were some aspects where fan fiction hadn’t helped me develop as a writer, as opposed to other areas where I benefited greatly from what I learned while creating my reams of amateur stories.

What I did learn from fan fiction?

Voices and characterization.  As I borrowed others’ characters, I began to recognize when phrases or actions seemed out-of-character for them.  This skill helped me develop more individualized original characters.  Different people have different manners of speaking, different standards of behaviour, different motivations; once you know these things about a character, you can extrapolate what the character will do in any given situation.

Change comes gradually.  If you want to take a character in a new direction, or portray a relationship that’s not explicit in canon, you need to show the changes evolving in a manner that seems natural and logical.  Similarly, in my own writing, changes of heart needed to take place gradually and believably.

Tone, mood and theme.  When I made up original characters, I discovered that some fit the already-established tone, mood, and theme of the universe, and others really didn’t-even though they were great characters on paper.  Some of them even found homes in other stories, where they fit much better.

The value of a writing community.  In my early days when I was writing drek, I benefited from having a community of fans willing to take the time to read the drek and offer feedback.  I also shared tips with other fan fiction writers.  I saw how much more difficult it was to get an audience for original fiction by a beginner author.  Having a shared interest in a TV show, manga, movie, or other fictional universe gave me something in common with my earliest readers.  The feedback gave me motivation to keep writing until what I produced wasn’t exactly drek any more-at least, not all the time.

What I didn’t learn from fan fiction – coming next post.

Media Tie-In Writing

 

After over a decade of involvement in various fan communities, I’ve noticed certain misconceptions about writing tie-ins (books based on other intellectual properties, such as movies, video games, and TV shows) that seem to repeat themselves on every message board and convention question and answer panel.

Plenty of fan fiction writers think it would be great to spend all day telling stories about their beloved characters and getting paid for it.  The most junior mistake is to find addresses for people already involved in the franchise, and send them the fan fiction so they can see how good it is.  Unfortunately, even the best fan fiction won’t get read-and not because the recipient is “mean” or even just too busy.  For legal reasons, professionals working on an IP avoid reading fan fiction.  Otherwise, they open themselves to lawsuits from fans claiming that ideas or concepts were “stolen” from fan works.  True or not, these allegations require costly legal support and can delay production.  For professionals, reading fan fiction isn’t worth the risk.

Intellectual property companies don’t go to fanfiction.net when they’re looking for a new writer for a tie-in novel.  They go to published authors who are already writing in the genre and style they’re looking for, and ask if they’d be interested.  They want to work with professionals:  people who’ve already proven that they can produce a novel with both the quality and the appeal to be accepted for publication.

So, setting out with a dream to write tie-in fiction for a particular beloved franchise is a challenging prospect.  You would first have to write an original novel, get it published, and then-through circumstances largely outside your control-wait in the hope that someone working for that franchise would invite you to write for them.  The important quality for a fan is loving the franchise; the important quality for being a tie-in writer is being a professional writer.  If you are working to be a professional writer anyway, tie-ins can provide good income and mass exposure; but you don’t know what jobs might come along.  If all you want is to write about your favourite series/movie/comic for a living, think again.

Professional tie-in fiction isn’t fanfic.

In fan fiction, you’re free to do whatever you want.  You can kill off the main character.  You can break up canon couples and create new romances.  You can introduce new story elements, such as magic, or time travel.  You can make gay characters straight and straight characters gay.  You can do crossovers with other series.  You can cheerfully overlook any characters or storylines that don’t hold your interest.  When you’re writing for your own entertainment, there are no restraints.

Professional tie-in fiction, on the other hand, is overseen by the intellectual property company who needs to approve everything you write.  How much freedom you will have to tell your story will depend on many factors:  how much pre-existing canon there is; how flexible that canon is; the tone, themes and setting of the franchise; the needs of other authors writing in the same franchise.  Your freedom will also depend on whether the company has a particular idea in mind (ie. “write a novelization of our video game”) , a specific goal for the book (ie. “write a prequel for our movie to show how the characters met each other”), or something more open-ended (ie. “write a story about the Were-rats in the Shifting Breeds universe”-or perhaps even just “Write a Shifting Breeds story).”  Companies know that killing off a main character in a tie-in novel can have a major effect on their fan base; it’s done rarely, and with careful thought, for a reason.  Your “unrequited romance between the hero and the villain” might be your favourite daydream for the franchise, but unless it’s already part of canon, it’s unlikely that it would ever become sanctioned by the intellectual property owners.  The company wants to create a tie-in novel that will cause as many fans as possible to buy it, enjoy it, and come back for more.  It doesn’t want to publish a book just to cater to one person’s private fantasies-that’s what fan fiction is for.

Tie-in writing is hard work, often with tight deadlines, writing in a shared universe where the writer is only one of many contributors.  Because of those tight deadlines and mandatory cooperation, intellectual property companies look for established writers with reputations for professionalism and teamwork; people they can count on to get their work in on time and done with the best interests of the franchise as a whole in mind.

For those of you who think Star Wars would be better without Luke Skywalker, or if the prequel movies never happened, or if Leia and Lando got together, or if the Millennium Falcon took on the Starship Enterprise, or if Darth Vader were a dragon-rejoice!  Fan fiction is, and always will be, yours.  For those of you who would like to write tie-in fiction as part of your career-keep working on that original novel.

 

My love/hate relationship with roleplaying

 

Roleplaying has been one of my favourite pastimes ever since I went to university and discovered the internet (after growing up in a small town, ignorant of Dungeons and Dragons or World of Darkness).  I was thrilled to discover busy sites dedicated to people getting together and playing pretend, much like the games I’d played at recess in elementary school, only with adult levels of complexity and characterization.  The old World of Darkness sourcebooks describe their game as cooperative storytelling, and looking back, it’s not surprising to me that I resumed story writing-something else I’d done in elementary school and faded away from in high school-around the same time I began roleplaying.

Some people say that roleplaying is a good rehearsal for writing, and to a degree that’s true; a player is creating characters, worldbuilding, practicing description and dialogue, and crafting sentences to convey ideas and emotion.

But roleplaying’s easier than writing.

It’s easier because I have other people contributing to my story, inspiring me, steering the narrative in directions I’d have never imagined on my own.  Dice rolls throw elements of randomness into the tale.  I, through my character, am an active participant in the story, and I don’t know where the game will end up taking me.  This means I don’t have to script too far in advance-if I do, the game’s almost guaranteed to veer in an entirely different direction.

It’s easier because the only people who are likely to read my roleplaying posts are the folks I’m playing with.  They don’t care if I’m tired and making typos, or using the same phrase too often, or being less than precise about semicolons versus dashes versus ellipses.

It’s easier because I don’t care how long, or how short, a story thread will be by the time we reach the end; it doesn’t need to fit into short story/novella/novel format.  It doesn’t matter if the pacing’s off.  It doesn’t matter if the plot meanders about.  It doesn’t matter if the story doesn’t meet a satisfying resolution; there’s always another game in the future.

I have a friend who used to make a fanzine; she included roleplaying logs as well as fan fiction, art, and poetry.  I never found the logs as satisfying to read as the fiction-because pacing and structure and style and resolution matter to a reader.  It’s the difference between the reader as observer of the story, and the gamer as participant.

The biggest challenge, of course, is that the time I spend roleplaying is time not spent writing something I could sell.  I’ve deliberately chosen not to seek out roleplaying groups in my new city, but I do still play on a message-board style game; in the ten or fifteen minutes before work or between wash loads, it’s easy to pop on, contribute a post to a game in progress, and pop out again.  A fair concession, if you don’t count those Saturday mornings when several of my friends are all on at the same time and the next thing I know, it’s Saturday afternoon.

I love roleplaying, and I don’t want to quit completely.  I’ve made a lot of long-term friends via online games, and when writing’s coming hard, it’s good to go somewhere that makes wordcrafting fun again.  But I also need to remind myself that roleplaying is personal entertainment, not professional writing, and budget my time accordingly.

Black and White vs Grey Part 3: Through Alien Eyes

In my past two articles I’ve written about two groups of readers I’ve seen debating one another:  the “black and white team”, who enjoy stories where noble heroes defeat loathsome villains in a world of clearly defined morality, and the “grey camp”, who want their fiction to challenge them to think about the world and see situations from different points of view.  As writers, we may enjoy both types of story or we may prefer one over the other.  I feel there’s a market for both types of tale, or there wouldn’t be so many debates over which type of story is “better”.  Just as it’s hardly fair to say that science fiction is “better” than fantasy or horror is “better” than romance because different genres attract different readers, what matters most is how well the writer succeeds in giving the reader what she is looking for in a story.

A successful “black and white team” story will fulfill the reader’s expectations of a grand battle between good  and evil.  Writing a “grey camp” story can be challenging for the writer because it pushes her outside the traditional heroic narrative.  If a “black and white team” story runs the risk of entering cliché territory, where a Perfect Hero faces off against a Cartoon Villain for an inevitable victory, a “grey camp” story can devolve into a situation where neither side seems preferable to the other, leaving the reader confused.  Or, the protagonist can be so unpleasant that readers don’t want to follow him on his adventures.

A “grey camp” story demands that the writer be able to see the world through his characters’ eyes-both the protagonists and the antagonists.  Both sides need to have a coherent worldview in which the behaviours that put them into conflict are logical extensions of their beliefs, goals, and historical experiences.  Both sides will have flaws, and both sides will have positive traits.  But in a world of such grey morality, how can the reader choose who to cheer for?

One way of making an anti-hero appealing is to make his enemies even worse; but this technique alone will not guarantee that readers will want to follow him through the story.  It’s best if the anti-hero has at least one admirable trait.  If he is a clever thief, the reader will enjoy watching him outsmart the police.  If he is a gangster who overthrows his abusive father for control of their criminal empire, the reader will admire his courage and tenacity.  If he is an enemy spy who falls in love with the woman he seduces, readers will hope that their love can survive the revelation of his true identity.  There is a certain appeal to some audiences to read about characters who do things that would be terrible in real life, but can entertain in fiction, taking the reader to an aspect of the world far different from her own.

In other examples, the creator has chosen a main character that has only a vague similarity with the reader:  for example, a human fighting aliens.  Only as the story progresses do readers come to see that the “enemy” has a legitimate point of view.  Some may choose to remain on the “side” of the protagonist, while others might find themselves cheering for the “antagonist”.  Reader’s loyalties may come to lie with certain characters, but not necessarily with their causes.  The ambiguous worldview-what is good?  What is evil?-lays open the possibility of characters doing unpredictable things, unfettered by many of the constraints of the traditional narrative.

Grey protagonists, done well, can be interesting and challenging because they do things that a traditional “hero” wouldn’t do.  They often find themselves in circumstances where they have to make a choice between two difficult options.  It is left to the reader to decide whether their behaviour is justified given the circumstances.  That decision in turn will be affected by the beliefs and life experiences of the reader.

Some readers will prefer the traditional heroic narrative, where it is easier to decide who to cheer for, where they may not be forced to examine their own beliefs and worldview.  Others will seek out a story that exposes them to alternative points of view and challenges them to think.  Both types of fiction have pitfalls for the writer:  how to keep the traditional narrative fresh and interesting?  How to guide readers through a world where morality is in flux?  Rather than debate which type of story is “better”, writers should challenge themselves to create a tale that will deliver a satisfying story for their reader.