Category Archives: The Fictorians

Three-D Writing: Part 2 – Taking Risks with a Cauliflower

A guest blog by Karen Traviss

On Friday we looked at ways to boost your storytelling by reworking your manuscript as a comic or a movie.  This week, we move on to cauliflowers.  Talking cauliflowers.

I’m not immune to the ruts and barriers of writing even at this stage of my career.  If you’ve followed my blog, you’ll know that the ability to spontaneously create sentient vegetables in a story, without apology and actually making it work, was a gift I envied, so I set about trying to acquire it.  That was easier said than done.  It wasn’t that I wanted to write fantasy per se, but that I watched how effortlessly manga and anime just went for it and made the utterly bonkers somehow seem perfectly reasonable.

For some of you, that’ll be how you write anyway, you lucky people.  My natural habitat, though, is realism.  That’s inevitable after careers in news journalism and related school-of-hard-knocks trades, and I’ve built a business on it.  My readers like authenticity and I’m known for doing nose-bleeding amounts of research for the smallest detail or even for the background awareness that never makes it into the book.  But the other side of rigorous realism is an inner censor: the disapproving mental voice that speaks up when it encounters a wild thought, and says, “Don’t be so bloody daft, that would never happen.”

We don’t need self-censorship.  We already have too many external censors trying to tell fiction writers what they’re allowed to do and trying to prevent them from publishing what they don’t approve of.  Censorship kills fiction: it makes for cookie-cutter stories built from tick-lists, and – perhaps worse – it removes an important safety valve for society.  Fiction is where we can say the unsayable and make sense of what we see without enacting it in the real world.  “What if?”  Those are the most important words in fiction, and we don’t need a zampolit to give us permission to answer the question.

What some of us need, though, is a way to be equally defiant of the inner censor.  For me, that meant risking falling out of love with anime and manga by analysing it.  (Later I extended that to live action drama.)  Usually, I have to choose between creating or consuming, because once I pick a side I can never switch back to the other again.  But for some reason, this time I managed it.  The Japanese – and the Koreans, I later found – take risks in fiction that we often shy away from in the West.  Maybe I don’t see their taboos in the gaps because I don’t understand enough about their societies, but what I do see is a healthy sense of abandon to uncertainty.  They really go for What If.

Genre lines seem not to exist.  Random and incongruous is the order of the day, and they dip in and out of other cultures and mix nationalities without apology or apparent fear of “appropriation.”  There are some consistent character archetypes, but nobody’s guaranteed to survive, win the love of their life, or even succeed in their quest.  Happy ever after seems quite rare: but there’s plenty of suck it up and make the best of it.  There’s often a massive reveal at the halfway point that changes everything you thought about the first half.  And then there are the techniques like timeline loops and flashback reveals which can look odd to western writers who’ve been taught that you can’t hide things from the audience.  (Okay, that’s still a big challenge if you write very tight third POV.)  Somehow, the Japanese and Koreans make it all work magnificently.

So, having watched more Japanese and Korean TV and movies than I thought was physically possible, I felt I had a good grasp of what they were doing and how they did it.  (And boy, did I enjoy it.)  But recognising what they’re doing isn’t the same as being able to do it yourself.  If I sat down and tried to force something wackier or more random onto the page, I just ended up doing what I always did: extrapolating, based on reality.  That’s how I tell a story. I take the environment, work out the type of characters most likely to be there, shove them together, and let them run like a computer model.

Characters need to behave like real humans, but nothing else needs to be real.  I still struggled with creating the unrealistic and the un-sensible.  Eventually, the first glimmer of a turning point for me was when someone pointed out that I was often surreal and off the wall on Twitter, so why couldn’t I do it in a novel?

Because Twitter is a series of throwaways, the equivalent of a casual chat in the pub.  That’s why.

My inner censor – even if I do apply common sense and a healthy wariness of getting sued – is off duty on Twitter. I don’t expect to have to do anything long-form or smart with a random observation, or have my career hinge on it, so I let it loose.

That realisation taught me that I have to be prepared to grab the loony thought and hold on to it, write it down, and ignore the voice that tells me to be sensible.

Over a lifetime I’d learned not to listen to the free association that was my brain doing what brains are made to do – trying to create patterns, even when those patterns are misleading and don’t exist.

I’m working on it.  Some days I get a glimpse of what’s possible, but it’s still not how I think naturally, and maybe it never will be.  But if I can detach enough from my own self to think like each character that I create, and believe what they believe and see what they see while I’m in their heads, then I should be able to detach a little further from the real world.

In the meantime, I’ll keep gorging on anime and sit glued to the latest Korean supernatural police procedural comedy thriller romance series (yes, all in the same show) and hope some that breath-taking ability to ignore risk rubs off on me.  When my inner voice says, “You need a talking cauliflower there… ,” I shall be ready to listen.

About Karen Traviss:
KT
New York Times best-selling author Karen Traviss is a former journalist and has also spent way too much of her life around politicians and police. Going Grey, the first in her new techno-thriller series, and the sequel, Black Run, are available now.
Website and newsletter sign-up: www.karentraviss.com

Twitter: @karentraviss

Three-D Writing: Part One

A guest blog by Karen Traviss

Some day – maybe not today, maybe not tomorrow, but soon, as the man said – you might find yourself wondering why suddenly nothing you write seems to come alive on the page.

I don’t mean writer’s block.  You’re still churning stuff out, knowing where you need to go, but when you read it back to yourself it feels flat and lifeless, regardless of the amount of information that you’ve imparted to the reader.  It’s hard to put your finger on it: there’s nothing actually wrong with it.  All you know is that it just doesn’t fly.

Sometimes walking away from it for a couple of weeks is all you need to see it with new eyes, but you might not have the luxury of time, or it might be a symptom of a broader problem, that you’ve run out of creative juice.  It’s not that you don’t know where to take the story next: it’s just that you can’t see a better way of telling it.

There are always different ways to tell the same story.  Only you know whether your current version is “wrong” – trust your judgement the way a painter or musician does instead of assuming an outsider will know better – and one size doesn’t fit all.  But one way of finding alternatives is to learn from the techniques of other media.  Take your troublesome story, chapter, or scene, and see how it works as a comic, movie, or game.

I’m a visual thinker. I have to “translate” my books from mental movies into descriptions and transcriptions.  I write comics and games as well as novels, and when I get an idea for a story, my first question is which medium would suit it best.  But I’d take a guess that most novelists never write anything but prose fiction or essays, and many don’t read comics or play games, so they’re not used to applying images to story.  My advice probably sounds useless: how can you learn anything by doing what you don’t know how to do and don’t even consume?  But if you think of yourself as just a writer and reader, you almost certainly watch TV and movies as well.  You can use those instead.  You already know more than you think.

Take a scene or a few chapters of your manuscript and jot down a summary of what happens.  hen imagine that extract as scenes in a movie or pages of a comic.  (Grab a video or find a comic in a similar genre and take a look at it first if you’re not sure where to begin.)  Then sketch a storyboard of your novel excerpt – stick figures and lollypop trees will do fine – and see what lends itself to images and what doesn’t.  And fill those panels with every object you think will be there, even if you haven’t mentioned it in the manuscript.  Your brain will probably rush to fill empty spaces anyway.  It’s very good at show-not-tell.

You don’t have to get it right.  You’ll have clunky transitions, and panels or shots that you just don’t know how to fill, but those gaps will be equally useful in understanding how you can bring your story alive.  When you need images that grab the eye, you’ll realise that maybe you need to start the intro with a guy wandering around a museum and being moved on by the staff because he spends so long in there, and ditch the opening where he’s just sitting in his room while he ponders how much he loves history.  Just write in what you’re trying to convey in any gap and go back to it later.

Now take a look at the finished storyboard, gaps and all.  Does it turn out to be all talking heads because the characters aren’t anywhere specific or doing anything that adds to the story?  Do they move around in interesting and relevant settings?  Are there objects in their field of view that add information when examined, a portrait on the wall or a warning sign, like discoverables in games?  Does the scene end on a dramatic image with an implied “To be continued” panel like a comic?  Find your gaps and visually boring sequences, and from those filled gaps, more ideas will flow.

The opening line to this essay is, as I hope most of you know, from the movie Casablanca.  Whatever film you use as a crash course in visual grammar to pep up your manuscript, don’t pick that one.  The irony is that one of the greatest films of all time is, when you analyse it, almost all talking heads, very few locations, nearly all interiors, and almost no action.  But with a great cast, a cracking script, and a solid story, you can get away with it.  Just not this time.

Part II: Learning To Take Risks.

About Karen Traviss:
KT
New York Times best-selling author Karen Traviss is a former journalist and has also spent way too much of her life around politicians and police. Going Grey, the first in her new techno-thriller series, and the sequel, Black Run, are available now.
Website and newsletter sign-up: www.karentraviss.com

Twitter: @karentraviss

Flash Fiction-It’s Not About Barry Allen

I’ve always admired people who can write short stories. Packing everything needed for a good narrative into less than 10k words is a skill that I struggle with. Besides some success I’ve had with horror short stories, short fiction is not my forte. Plus, I always want to put a silly surprise at the end, which a lot of editors don’t love.

Last year I went to a conference and heard a couple of people talk about Flash Fiction.

Flash Fiction is a story in 1,000 words or less.

Yes, you read that correctly, 1,000 words or less.

During a session at the conference, the presenter gave us some randomly generated story parts (character, setting, genre) and then gave us twenty or so minutes to write a flash fiction story about it.

Can I just say that I loved it? It was liberating staring at a blank page, typing my “parts” at the top, and then trying to put them into a cohesive story that would only last 1,000 words.

I don’t usually struggle with commitment, but I tell you what, these little things are commitment free, and highly addictive. I was hooked after one, wrote a horror flash fiction for an anthology the next day, and then decided I would adopt the platform of Flash Fiction on my website.

Now I kind of stole the randomly-ish generated theme, genre, character…idea from the presenter. I came up with my own five categories, and filled them up. I then dig into my husband’s D&D dice bag and I see what fate has in store for me this week.

Voila, Flash Fiction Friday!

The great thing about it, is things have to connect, but not everything has to be explained. You don’t have time to go into a great deal of background, so to say the character is an angry mobster bent on revenge is enough. And the narrative is so short that it almost has to be a snap shot—a moment where something changes. Or when something should change, but it doesn’t. Get in, tell the story and get out all in less than two pages, single spaced in Word.

If you’re interested in writing, try it. If you’re having trouble with writer’s block, try it. If you’re looking for something new, try it. It’s like a cookie verses an entire cake. Take a bite and walk away.

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.