Category Archives: Authorial Trust

The Trouble With Series

Guest post by M.L. Humphrey

Writing a novel is hard. Few who set out to do so actually accomplish that goal.

But just when you think you’re in the clear–you’ve actually written and published a novel—you find out that writing a novel was the easy part. Because writing a series is about ten times harder than writing a standalone novel.

First, there’s the continuity issue. You told a story in book one and now that story has to continue in some way, shape, or form in book two. You can’t change your mind and decide to go in a completely new direction. You set down rules in book one and now you have to follow them.

Book two no longer belongs exclusively to you. Because the readers who are going to read book two are presumably the ones who enjoyed book one. And they have certain expectations. They want a continuation of the story they already started.

Of course, part of the challenge is, what story was that? Did they like your world-building? The playful banter between your two main characters? The way you explored that important scientific concept? The fact that your story included dragons?

I’m here to tell you, what you think you wrote is likely not what readers thought they read. I still remember a throwaway comment Peter Watts made on his blog about one of his novels. He thought he’d written a complex story involving cutting edge science. A large part of his audience for that book turned out to be teenage girls who thought he’d written a cool book about starfish. They were not pleased with book two.

So with book two you have to write a story that meets your readers’ expectations. Whereas book one was a clean slate and you could’ve gone in any direction, book two has a path it’s now on and needs to follow. (At least to some degree.)

There’s also the style issue. If book one was in first person, you should seriously consider writing book two in first person. If you wrote with short, clean sentences, you’ll want to keep doing so. If your first novel had long gorgeous phrasing that was like eating a ripe peach (you can tell I’m not that type of writer), you’ll want to continue with that. Because, again, readers have expectations based on book one that need to be met in book two and three and four and…Ugh. (This is why I write trilogies.)

Now, just when you were thinking this doesn’t sound so bad. It’s easy to continue that story you started in book one—that was the point after all—and that your voice is your voice is your voice, there’s one more obstacle to overcome.

Books two and three and four, etc. should also be different somehow. Your readers want more of the same, but not the same. If in book one your character climbed to the top of a mountain, found the sacred chalice, and saved the village, book two can’t have them climbing to the top of a mountain, finding the sacred sword, and saving the village.

(Yawn. Been there, done that.)

But have them wade through a swamp to find that sword and you’re all good.

So you have to mix it up. But not too much. Just enough to keep them guessing. While still giving them the same kind of experience you did with book one. Got it?

Easy, right?

Yeah, sure it is.

 

 

M.L. Humphrey is a self-published author who writes non-fiction, fantasy, and romance. She finished her first fantasy series, The Rider’s Revenge Trilogy (published under the name Alessandra Clarke) in 2017. You can find her talking about self-publishing (particularly AMS ads) and life in general at www.mlhumphrey.com.

Make me care – the two sides of Bioware storytelling

I am an avid gamer, as many folks are. Over the years I’ve come to focus primarily on strategy games and role playing games, with the draw of both being the story that unfolds out as you play.

This is especially true for the role playing games produced over the years by Bioware. Bioware has a knack for combining winning gaming systems with engrossing stories that has kept me involved in their products for more than twenty years now.

For the purposes of this post, I’d like to highlight two of their most famous game series and how the writing for those series helped me become a better writer myself. Ironically the big lesson for me lay in studying why Mass Effect, one of my favorite games of all time, failed to get me emotionally engaged with the main character.  

Mass Effect is the story of Command Shepard, a player-created character who embarks on a mission to save the galaxy from the oncoming threat of the deadly Reapers. The story spans three games, each of which can take hundreds of hours to play through completely. Mass Effects world building is peerless in its industry, and to this day it is my favorite science fiction universe created in the past twenty years. From one corner of its galaxy to the other, the mythos and lore of Mass Effect pulled me in deep.

Yet as connected as I was to the world, I could never connect with Commander Shepard himself (or herself, as I did a second playthrough with a female Shepard). It took me a while to work out why this was, but over time I realized it was a lack of personal stakes for the main character of the story.

Shepard walks through the three Mass Effect games almost as a blank space with the whole world being colored around him. Shepard himself has no family, no background beyond a cursory few paragraphs and no real motivations beyond what the player might give him in their own head canon.

The game is more about the rich worlds Shepard visits and the amazing companions he meets along the way. Over the course of the games characters like Garrus, Liara and Mordin grew into friends to me and what happened to them became important. They grow and change, each going on story arcs that are deep and very impactful. Yet Shepard doesn’t change at all. He’s the same guy at the end of game three as he was at the end of game one. I guess this is why, while I love the Mass Effect series, the main character always left me cold. It was like watching a movie where they forgot to put in the main character.

For the most part, this is the modern Bioware model. The main character is a cipher by design to allow for player insertion. The plot and side characters flow around the MC, and while the player gets to impact the world in a very meaningful way, the game isn’t *about* him or her.

Bioware made an exception to this is the second game in the Dragon Age series, and this deviation is one of the main reasons this game is so divisive among the fanbase. Unlike all three Mass Effect games and the other two Dragon Age games, Dragon Age 2 is very much about its main character Hawke.

Right from the first scene we are given Hawke’s family, fleeing in terror from a horde of monsters destroying their home country. We meet his mother and siblings. Early in the story one of the siblings is killed and the rest of the family is reduced to refugees, begging for work in the streets of their new home of Kirkwall.

Through the course of Dragon Age 2, many of the standard Bioware tropes are still on display. Characters with deep and rich backstories come to your side, and Kirkwall gains depth as a setting as the game goes on.  The plight of Hawke and his family never leaves center stage though. Hawke’s fortunes change for both better and worse through the story, and at the end of the tale he is a significantly different character than who he was at the beginning.

I connected deeply with Dragon Age 2’s Hawke in a way I never did with Shepard in the Mass Effect games. The story was about him, rather than just how he impacted the story. Hawke had personal stakes – he wasn’t just a hero trying to save people because that’s what heroes do. He had family in the thick of things, and he had to sacrifice and change as a character in order to try and save them.

The difference between Hawke and Shepard is subtle but important to me, and it’s one I’ve tried to remember as I am writing my own stories. I try to give my heroes personal skin in the game, to make them more than just ‘good guys’ who rode into town to right wrongs but to have something on the line that is personal to them and requires them to grow in order to see things set right.

Role Playing as Story telling

Welcome to Agnara

Welcome to a story that has been growing, evolving and branching into new lands, new realms and new worlds for going on forty years now. Pretty much every part of this continent has been part of the story, as well as other continents and islands not shown here. But it’s all one story.

Yes, it’s a Role Playing Gaming campaign. But “campaign” is too small a word for it. It probably left “epic” behind a dozen years ago. Hundreds of characters have been created, lived, died and a few have become demigods in their own right.

It all started here:

If you look close, you can see a small black star that marks the location of both the first D&D session I ever ran, and the first story told in this world.

The thing is, that this story is not my story. It’s a story with dozens of writers, all working together to create a sweeping tale of triumph, tragedy and humor. But all of that follows a thread, and occurs on a stage that I did create, and continue to create to this day.

It’s a world with dark secrets, powerful and evil villains, and great heroes. The first campaign followed the near extinction of the entire race of dwarves, and the heroism of a now-legendary party who fought to the very gates of hell to restore dwarvenkind to the world.

But that was merely the start. From there the story spread across seas, and even across worlds. The great heroes are immortalized in legend, song, monuments, even the names of cities. Ceorl the half-elf wizard, Drax the Defender, Dane the Deadly, and finally Forkovr the dwarf, whose exploits were so astonishing that he rose into the ranks of the divine, and whose followers now rival the size of other sects.

While heroes tend to come and go, the great villains are somehow never fully defeated, rising from the ashes again and again to threaten new generations of Agnarans.

I started this world around 1980, and it has hosted campaigns using several RPG rules systems. But the story goes on.

This isn’t all fun and games. Although it mostly is. I learned a great deal about story telling, about conflict, about character development and plot. Most of that works as well in novels as it does at the game table. I also learned how to create highly detailed, imaginative worlds filled with a diverse collection of races, political intrigue, economic systems and entire mythologies. My novels and short stories are much richer for the experience.

I like to tell people that running D&D campaigns was the best training I ever had to be a project manager. It was also great training to be a writer.

The story isn’t over. I’ll be starting a new chapter soon. Who knows where that will take the story? I don’t. That depends as much on my players as it does on me. But wherever it goes, it will become more history for some future campaign.

Sound like fun? Then let’s roll some dice!

Those Last Three Minutes of Casablanca

Author’s Note: If you haven’t watched Casablanca, do so immediately. This is the movie that changed the way Hollywood made movies and it’s something every writer should understand. There are SPOILERS below, but you need the explanation to really make my points stick.

Casablanca (1942) is a landmark film and one of the top movies of all time. What most people don’t realize is that this movie, specifically the way it was written, changed filmmaking forever. Before Casablanca, the prevailing sentiment in Hollywood was that telling a character-based story required a much longer film. Take Gone With The Wind (1939) with a running time of 3 hours and 58 minutes as a good example of this. Most movies of the time period were shorter, nearly devoid of plot or substance, and played to the audience on a purely esoteric level.

My two favorite movies from this period come from my love of big band music (I was born 50 years too late). Sun Valley Serenade (1941) and Orchestra Wives (1942) feature Glenn Miller and his orchestra. Each of these movies are around the standard ninety minute timeline of most Hollywood features of the 20th century. If you watch them (and I do recommend them – pure popcorn fun), there is virtually no substance. This was a standard practice during this time. Casablanca came along and changed all of that by focusing on the character, Rick Blaine played by Humphrey Bogart.

What Casablanca did was very simple. Rick had several things (goals) that he wanted to achieve. Despite being an ex-patriot, Rick wanted to stand up against the Nazis, he also wanted to win back Ilse, his former lover, and he desperately needed friends in the local area to survive (mainly Henri, the police chief). The movie weaves the story of the “letters of transit” which are basically a “pass” from Nazi-occupied North Africa. Rick obtains them and they essentially are the ultimate “get out of jail free” cards. He’s prepared to use them when Ilse suddenly comes back into his life – with her new husband Victor (a famous Resistance leader).

Ultimately, the story puts Rick in the unenviable situation of having the letters of transit and not being able to win Ilse back. He goes to the airport to meet her and her husband and all of the audience’s emotional involvement in the storyline comes to a crescendo in the last three minutes and forty or so seconds. In that time period, Rick gives Ilse and Victor the letters of transit (“We’ll always have Paris”). When the Nazi officer responsible for the area arrives and demands the plane stop its departure, Rick kills him in front of the police chief, Henri. Instead of arresting Rick, Henri tells his men that Major Strosser is dead and they should round up the usual suspects. Henri and Rick walk off into the darkness – “I think this is the beginning of a beautiful friendship.”

The movie ends right there – fade out, roll credits, end scene. It’s brilliant.

Instead of a four hour character drama, Casablanca did the same thing in ninety minutes and it became a benchmark for storytelling. Not to say that movies after it, especially in the 1940s and 50s didn’t try to hold on to the fun, no substance formula – they did, but Casablanca proved that a character drama could fit in the same amount of time given to those popcorn flicks.  How does that apply to fiction writers?

Very simple. Your book is likely going to be a movie in your reader’s head. Tie those emotional knots and deliver them to the reader as close together as possible for the maximum emotional response. If you’ve cried at the end of a movie, you recognize this. Try to do the same in your writing – your readers will thank you.