Category Archives: Frank Morin

Exploring Story Concepts Prior to Writing

Slot canyonThis month we’ve discussed great games that inspire, games that highlight effective storytelling, or that identify pitfalls in the creative process.  We’ve also discussed some of the dangers of trying to port game scenarios directly into book form (review that excellent post here).

I’m going to visit that topic from a slightly different angle and discuss the effectiveness of finding avenues for creative input.  It’s hard to build a great story, and harder still if we try to do it in a vacuum.  Utilizing creative input sources can prove effective in developing foundational concepts for your story.  The goal is not to try writing a book directly from a game scenario, particularly if it pulls in any material that may be copyrighted elsewhere.  However, it is possible to utilize a RPG or other creative input source to explore some of the general concepts you might be kicking around as the foundation of a story.

For example, if you want to flesh out a new magic system, inviting your gaming friends to utilize that magic system in a game scenario can really help.  They’ll try to break the rules, and they’ll try to use it in ways you never expected.  The experience will force you to think deeper and broader than you might have on your own, and lay down rules and boundaries you had not realized you needed.  This is particularly useful if you don’t have someone who makes a good sounding board to brainstorm ideas and plumb the depths of your new concept.

You can also explore other aspects of the world building in a game.  What are the nations and races that exist in this world?  Do they get along?  What motivates them?  What do people eat?  What kind of money do they use?

diceIn my family we play a customized RPG that utilizes only one 20-sided die for all decisions.  It removes a lot of the technical hassle of similar games and relies more on the storytelling skill of the person leading the game.  It’s also an excellent creative workout routine.  I rarely plan out the details of a game beforehand, so am forced to come up with each element in a just-in-time delivery sort of way.  I’ve found it helps break down creative barriers and triggers some exceptionally creative moments.

I’ve used this process as a way to explore multiple story concepts.  Many of them prove mediocre or uninspiring, so we drop those and try something different.  A few have resulted in ideas with lots of potential.  Those I set aside for later exploration, or launch secondary game scenarios to consider further.

Once I’ve got what I need, I throw away the specifics of the game, including the characters, and start building my story from scratch – drawing upon the foundational concepts we explored through the game.

Storyteller
The Boyhood of Raleigh by Sir John Everett Millais, oil on canvas, 1870

But RPG gaming is not the only creative input I use, and it’s not even my most productive.  Even better is good old storytelling.  In our family we tell a lot of stories, and I’ve used that verbal story time to develop magic systems and explore plot concepts with my kids.  It’s proven highly effective.  Kids (2 of mine are teen-agers now) provide instant feedback, and they are brutal critics.  If an idea isn’t working, I know about it instantly.  On the other hand, if a story generates lots of enthusiasm from them, I might be on to something.

The danger there, just as with using RPG games, is to recognize that the novel you write will not be the same as the game (or verbal story).  A couple years ago, I spent a lot of time developing a story line with my kids.  They actually came up with the original magic system idea, which I then fleshed out and used to launch into a series of stories where we explored many other aspects of the world building.  The resulting story proved so engaging that I decided to write a book based on all the material we produced.

At first I tried to follow the story line we’d developed, since we were all so enthusiastic about it.  However I quickly ran afoul of the hazards lurking down that road.  After those hard-learned lessons, I threw away that unproductive plotline and made a hard break – the story would not be a novelization of our hours of storytelling.  Instead, I would craft a novel from the ground up, building upon some of the foundational elements we explored in that storytelling, but the plot and characters were entirely new.  The resulting novel is a YA fantasy titled Set In Stone, which is now in the hands of my agent.  Hopefully we’ll find a home for it soon.

Take Away:  Use any creative avenue available to you to explore creative ideas, but remember the limits of what you can accomplish.  Take the foundational elements, strip out the rest, and go build a great novel.

Where else do you turn for creative input to explore story concepts as you begin working on a new novel?

Pirates of the Caribbean – The Curse of the Black Pearl

Pirates - IMDB imageI love this movie!  What an enjoyable tale.  Of course it’s a pirate movie and, like most people, I like pirate movies.  There’s something that stirs the blood at the mention of pirates, and this one delivers all the tropes we expect in a pirate flick:  tall ships, great battle sequences, swashbuckling heroes, a kidnapped governor’s daughter, and lots of pirate treasure.

But this movie rises above other pirate films for several reasons.  First, I love the fact that the treasure is cursed, and the pirates’ mission is more than just pillage, plunder, and loot.  They are seeking redemption, looking to undo the terrible curse that’s befallen them.  That’s a great twist that deepens the plot tremendously.

More importantly, this movie has something none of the others did:  Captain Jack Sparrow.

This fantastic character, brilliantly played by Johnny Depp, drives the movie into uncharted territory, and rightly earned him many awards.  Captain Jack is not the hero, he’s not the character the story hangs on, and yet he steals center stage in every scene he appears in.  Jack Sparrow is a pirate, but it’s often hard to decide which side he’s on.  He’s crafty, clever, and usually obtains his goals without having to fight, although he’s an accomplished fighter when required.

Jack Sparrow is the spice in the movie that allows the serious, epic tale to contain a solid thread of comedy without becoming silly, but the story could only work if he had straight-men characters like Will Turner to play off of.  As Director Gore Verbinsky stated, “You don’t want just the Jack Sparrow movie.  It’s like having a garlic milkshake.”

In the IMDB Top 100 movie characters of all time, Jack Sparrow is rated 32.

And in EmpireOnline, he’s voted number 8.

Pirates of the Caribbean would not have worked nearly so well without Jack Sparrow, just like Star Wars would not have been so great without Han Solo.

The main swashbuckling hero, the blacksmith Will Turner, is the character we want to succeed, but we’re drawn to Jack Sparrow.  His complexity, his murky agenda, his fresh quirkiness, fascinate us.  He represents the carefree outlaw, epitomizing freedom from responsibility and any constraints.  It’s a powerful draw to audiences looking for escape.  Jack Sparrow can do anything, with no limits, while other characters are constrained by their employment, social status, or lack of confidence.

So, what are some things we can learn from this iconic figure?

First, a healthy dose of humor is possible even in an otherwise serious story, but it needs to be approached carefully and woven in as a secondary thread.

Second, great characters are complex, multi-faceted figures that require planning and care and a dash of brilliance to bring to life.  Without the actor pushing the limits beyond the initial parameters laid out by the writers, Jack Sparrow never would have taken flight like he did.

Third, people are drawn to larger-than-life characters that struggle sometimes to decide their moral code, sometimes falling on the side of good, and sometimes on the side of not-so-good.

Fourth, great characters often don’t choose the easy, expected path.  For example, when Jack duels Will the first time, he refrains from shooting him.  We’re left wondering about the cryptic reference to the bullet, and whether or not he really didn’t want to hurt the dumb kid who got in his way, or if something else is going on.

Take Away:  When crafting your characters, look for figures who can embody more than their limited role originally suggests.  Work hard, with attention to detail, and leave room for flashes of inspiration that can leap from the foundation you’ve laid, and imbue your character with greatness.

What are some other iconic characters you can think of, and what makes them special?

(References from Wikipedia and IMDB)

Werewolves and Vampires – Classic Monsters of Myth and Legend

Werewolves and Vampires.  Two favorite monsters that have scared and fascinated the world for centuries.

First:  Vampires – we have poems, stories, and plays dating back to the 1700’s, based on legends that date back even further. (one list claims there have been 197 vampire movies)

Vampire imageSome well-known stories and/or movies:

  • Bram Stoker’s Dracula (1897)
  • Buffy the Vampire Slayer (1997 – 2003)
  • Jim Butcher’s Dresden Files (2000 – 2011)
  • Interview with a Vampire (1994)
  • the Blade series (1998 – 2004)
  • The Lost Boys (1987)
  • Salem’s Lot by Stephen King (book:  1975, Movie:  1979)

Why so much focus on vampires, and why do they continue to appeal to generation after generation?

Anciently, vampires were always seen as creatures of gothic horror, little more than animated corpses often preying on their closest loved ones.  Then, starting as early as the 1800’s, vampires became sensual, seductive creatures, the living embodiment of forbidden lusts.  The classic Dracula by Bram Stoker is a great example of that transition period that dramatically impacted the entire field.

Later Vampire stories continued to evolve, many focusing on vampire hunters (Blade, Buffy, Monster Hunter International), and eventually portraying vampires less as evil incarnate and more  as objects of desire (Twilight).

I find the transition interesting.  It’s rare these days to find a classic vampire that just sneaks around at night looking for virgins to bite.  Far more often, the vampires are depicted as cool, rich, sexy, and desirable, with a hint of danger thrown in that only seems to increase the appeal.  People today seem to want to flirt with the danger rather than destroy it.

Then there are the Werewolves (or lycanthropes)

Werewolf imageWerewolf legends are some of the oldest and most widespread of all monsters, with stories from all parts of the world.  Werewolves are shape shifters, the living embodiment of the beast caged inside of man, released to savage across the world without restraint.

Early werewolves were often depicted as witches, who used various potions to turn into wolves, or required intricate rituals to affect the change.  The full moon, connected with madness in people for millennia, is generally associated with werewolves too.  Some werewolves can voluntarily change shape, others are cursed, usually after being bitten, and face a terrible fate of changing against their will and losing control.

Werewolves in the past century have generally been depicted as being vulnerable to silver, but highly resistant to other injuries.  Stories about werewolves abound, all the way back to Little Red Riding Hood.

Many movies have been made about werewolves, including notables like:

  • Werewolf of London (1935)
  • The Wolf Man (1941)
  • The Howling (1981)
  • Silver Bullet (1985) – based on a novella by Stephen King
  • Dog Soldiers (2002)

Unlike vampires, far fewer werewolf stories depict them as anything but horrific creatures.  We love to be scared, to see the face of destructive evil.

Werewolves vs Vampires imageThen there is the awesome juncture where vampires and werewolves meet:

  • The Underworld series (starting in 2003)
  • The Twilight series
  • Larry Correia’s Monster Hunter International Series
  • Van Helsing (2004) – one of my favorites
  • Even Abbot and Costello

So what continues to drive the fascination?  I remember years ago people saying, “Don’t write any more vampire stories.  That market is saturated and dead.”

Then Twilight took over the world, and spawned an entire new genre of paranormal romance.  Vampires and werewolves are still everywhere.

I think part of the allure is the fact that people know these monsters.  Sure, different stories twist facts around some but, for the most part when someone says “vampire” or “werewolf”, people immediately get a sense of what they’re talking about.

For vampires, they’re always tied to seductive evil, and audiences get a thrill flirting along that forbidden line.

Werewolves, savage and hard to kill, offer great power, and the loss of all restraint, all social norms.  They’re the animal we all hold within, the face of what happens when we cross the line and step to the far side of chaos.

Although I have no interest in writing a vampire or werewolf story any time soon, there are lessons to be learned by the great ongoing success of these stories, and the myths that give them life.  Are the monsters in our stories sensual, tempting, and savage?  Do they terrify and fascinate in equal measure?  Do they reflect the darkness lurking within the characters, and by extension, the readers?  Is there a risk the hero may fall to that darkness, even in their moment of victory?

If so, your own myths might prove to be legends in their own right.

Lovin’ Every Minute of it

Blog post image - 5-29-13I’ve really enjoyed the posts this month – the insights into the history and motivation behind why we’ve all chosen such a difficult, time-consuming, and not-yet lucrative focus for our time.  This month provided a rare opportunity for self-reflection, for looking back, and for reminding myself why I enjoy writing so much.

I love a good story.

It all boils down to that.  As early as third grade, I began devouring books way above my grade level in search for great stories.  I read widely, but gravitated toward science fiction and fantasy, reveling in foreign worlds, alien technology, and boundless magic.  Many of the great stories mentioned this month are ones I enjoyed too, but I thought I’d mention a couple of other favorites from my early days as an avid reader.

First there’s the classic Sword of Shannara, epic fantasy from before it was clear what made classic epic fantasy.  It’s one of the early greats ones.  It had everything:  the mysterious, powerful mentor; the young hero hopelessly in over his head; the faithful sidekick; the experienced fighter friend; and an ancient evil no one really expected anyone could defeat.  It also included spectacular battle sequences, terrifying monsters, magical talismans, and memorable moments of wonder and horror.  What’s not to love?  Many of the sequels were good, but for me, none of them surpassed the parent story.

Another of my all-time favorite series was The Mallorean by David Eddings.  The magic system was fairly simple, yet consistent, and the world well-developed.  Most importantly, the characters were awesome.  I loved how they interacted, how they each had a distinct voice, how even the minor characters had some interesting arcs, and important roles to play.  For me, this was a series that showed how to manage and utilize a big cast of characters.

There are many other stories I still cherish to this day, but these are a couple of classics that helped cement my love of fantasy.  I read so much, it became a problem in school and at home.  However, it wasn’t until I started role-playing games that I really started recognizing I had a talent for spinning my own tales.

As a youth, I played a spin-off version of D&D with brothers and friends that minimized the use of dice (everything was done with a single die), and focused more on the crafting of great adventures.  Through that effort, I soon discovered I had a flair for inventing great stories, for adapting quickly on the fly, and holding a group’s interest.

It was about that time that I started writing my own stories in earnest.  In high school, I plotted out a couple of complete novels, although I never finished writing any of those ginormous epics.  I wrote many short stories, some of which were actually pretty good.  At that time, I knew I wanted to be a writer, to craft long, epic tales that would thrill me, and hopefully a few readers too.

Unfortunately, I went to college and fell in love with computers, which were just becoming mainstream, and shifted focus to become a computer programmer.  That’s what became my career, what supported my family for over a decade until the desire, the need, to write began consuming me again.

Now I write as much as I can, and I’ve arranged my schedule to allow more time to write.  I’ve written and thrown away well over half a million words, and have completed three novels and a novella that are viable properties.  It’s a long road to become a competent writer, but it’s a road I’ve loved.  Soon I hope to reach the next big milestone:  publishing something, but that’s a different topic.

And I still play role-playing games, now with my kids and their friends.  I still find it one of the best ways to exercise my creative muscles, to keep my mind sharp, nimble, and focused on what’s important in stories.  It helps me stay in tune with what makes stories fun.

Because a fun story is a good story.