Category Archives: The Writing Life

Where the Rules Come From

My love affair with board games began when I was a small child. Every once in a blue moon, our family would gather around the dining room table and play a board game. When I say “blue moon,” I mean it. It hardly ever happened, and I think the scarcity of these occasions was part of the draw. I was also fiercely competitive, which hasn’t changed much.

Back in the late 1980s, as I was coming of age, the first Nintendo console was brand new. Hot off the assembly lines. I thought Duck Hunt was fun, but oh my God was I bad at it. I always blamed it on poor hand-eye coordination, the same excuse I gave for being so dismal at baseball, football, soccer… well, any sport really, right down to miniature golf. (Turns out I’m not terrible at curling, only middling, but that’s a whole other post, which sadly will most likely never appear on this blog due to being so wildly off-topic as to be side-splittingly hilarious.)

So where was I?

Oh yeah. Nintendo. I was bad at it. I was one of those guys who struggled to get through the first world of the original Super Mario Bros. Those damned killer flower vines always crawled up at the worst moments, and don’t even mention the bottomless chasms. No matter how narrow the holes, I sent Mario and Luigi careening straight into them every time. It’s like riding a bike and trying to avoid hitting a tree while you’re staring right at it—harder than it sounds, trust me.

As I got older, gaming platforms got more advanced, but my aforementioned hand-eye coordination didn’t. I sat back while at my friends’ houses and watched Goldeneye tournaments drag on for hours. When they asked me if I wanted a turn, I politely declined, saying that really, no, I preferred to spectate.

What a crock.

So it was board games for me, but it was hard to find anyone willing to play them. And the selection wasn’t particularly sophisticated; on the top shelf of our hallway closet was a collection of ramshackle Monopoly and Payday boxes, the edges torn and the playing pieces scattered.

It wasn’t until college that I discovered board games could be awesome. My friend Tom invited me over to a games night one evening, and I learned about Settlers of Catan. I loved that game right from the start. I’ve played it probably a hundred times since—and only won twice, which is an ego bruiser, to be sure, but it never stopped me from coming back for more punishment. Today, I get together with my board-gaming buddies about once a month, and we’re always trying out new releases from overseas. It’s a bit pretentious and snobby, yes, and that’s how I like it. And sometimes I even win!

There’s a point to all this beyond a sprawling personal history, I swear.

For as long as I dabbled with games, I also dabbled with writing, but never did the two meet. They were unrelated activities. One had nothing to do with the other. After all, games had rules, and my gestational stories did not. It was years before I discovered structure. Half of the fun of writing was finding out what happened at the end. I suppose some writers still work this way, though at least they usually impose structure after the fact.

Well, games and stories had a lot more in common than I thought. If they’re not quite siblings, then at minimum they’re first cousins. They have beginnings, middles, and ends. They have characters (actual characters sometimes, at other times just players, though the two are analogous). They have probabilities, conflict, and suspense. They have surprises and twists.

Without gaming, I’m pretty sure I would have discovered the importance of narrative structure, eventually. But it would have taken me a lot longer. I’ve now been told that my handle on plot and structure is one of my greatest strengths as a writer, so maybe all those wasted hours watching my friends play first-person shooters weren’t quite as wasted as I initially thought!

In fact, I know they weren’t wasted. For me, games were a catalyst. They were the bridge carrying me from thinking of plot as just the things that happened in a story to seeing them as intentional machinations. The main difference between books and games is that as an author the rules aren’t imposed on me anymore. Now I get to make the rules, and it’s the sweetest revenge.

Can you imagine how good I would have been at baseball if the team with the most strike-outs won the game?

I can.

Barbie Queen of The Prom: A Cautionary Tale

The Barbie Queen of The Prom board

I’ve always been a big fan of board games.  Although my taste in board games has become more refined with the likes of Dominion, 7 Wonders, Agricola, Age of Empires III and more, I had to start somewhere. And I started with Barbie Queen of the Prom (BQP).

First, some background. Growing up, I primarily lived with my dad and my brother. I had to sit through countless hours of He-Man, college basketball, pro basketball, G.I. Joe, golf, and occasionally baseball. While I do appreciate all of these things, let’s just say I paid my dues. So every now and again, my dad and brother let me pick out which board game I wanted to play, and I would almost always choose Barbie Queen of the Prom. And I’m just going to write it now so the embarrassment for them is over quickly: my dad or my brother almost always won. They always got to be queen of the prom! *Folds arms, grumpy face*

The dreamboats.

Anyhoo, something funky was going on with BQP.  I had the re-boot version of the 1960’s board game, and apparently the rules weren’t any clearer in the 90’s than they were back in the 60’s (kind of like actual prom – ZING!). The basic premise is this: you start out with some Barbie bucks and with those you accumulate a dress, a hairstyle, a ride to the prom, and a boy to take to the prom (you didn’t have to pay for the boy, thank goodness). Then, when you got to the prom, you spin (sometimes over and over and over) until somebody gets to be prom queen.

But here’s the weird part – when you got to prom, if you landed on a friend tile (a token with one of Barbie’s friends on it), you picked it up. But the rules were extremely vague about what you actually did with this token. Before this point, every token accumulated was used in exchange for something. After some careful speculation, my dad, brother and I could come to no other conclusion but you could trade in one of your friends for an extra spin – that is to say: another chance to become queen of the prom.

What. The. (Youknow.)

All social conditioning from the first part of the game aside, what’s up with this trading in your friends thing?! That’s so not cool, man.

The moral of my story is this: when things aren’t clear, people can’t help but assume. In writing and in life, if you don’t make things clear, things will start to go awry.

Also, if something doesn’t ring true, people will notice.

All games take a bit of imagination and fantasy in order to come alive. Make sure that whatever you develop rings true and leads the audience in exactly the direction you want them to go (even if that direction is misdirection), or they may just start trading in their friends for a chance to be queen of the prom.

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Kristin Luna is a Marketing Consultant by day and writer by break of dawn. She prefers to wear t-shirts. Kristin, a descendant of the infamous Dread Pirate Roberts, is currently working on a Young Adult fantasy trilogy. When she isn’t contemplating marketing campaigns or writing, she’s crocheting, playing board games, figuring out yoga, teaching her cats sign language, reading, or getting in cabs saying, “To the library – and step on it!”. She is kidding about only two of those hobbies.

Killing Your Muse with No Saving Throws Left

A guest post by David Boop

I have a writer friend, James, who in his early days used RPG character sheets to list out all the traits of his protagonist, antagonist, and major supporting characters. That way, when he went to write his novel, he’d have a resource to look back on for continuity’s sake. This, in theory is a sound idea. I’ve known other authors who’ve used similar mapping techniques for their characters, settings, equipment, and so forth. You’d think an ADD+ positive author like myself would prescribe to such a theory. After all, I have to look up the names of my characters in my own stories.

Repeat. My own stories.

Kind of sad, eh? Once I’m done with a piece, I move on. Sort of like gaming scenarios.

In my time as a GameMaster, I rarely ran the same mission more than once. Why bother? It won’t come out the same and that first time can be magic. The players, in their desire to outthink me as GM, rise to the challenge and present me with ideas they think I won’t predict. Sometimes they have, but most times they are puppets dancing to my invisible strings. The few times I have been ill-prepared for their creativity are some of the best games I’ve run. It’s at those points where the story becomes cooperative.

Characters in novels can be that way, too. Once, I had a supporting character (a squirrel, if you must know) jump up off the page and tell me he needed to die. Mind you, I loved this red-haired, bossy curmudgeon and had the intention of letting him die. He insisted, and so I wrote the death scene just to please him. The little rodent bastard was right. He needed to die. The story was so much better for it. Now, before you call the white coats to take me away, I’m not crazy. I’m an author. I’m paid to do what the voices in my head tell me to do. If you’re not, if you’re trapping your creativity in charts, character sheets, and drawings of your mecha, you may be locking your muse behind a wooden door no lockpicking skill is going to help, no matter how many skill points you’ve put into it.

Maybe because I’m ultimately a pantser (i.e. seat-of-my-pants writer), I prefer to see where the story takes me. That means occasionally, after I get an idea in the third act, I’ll have to go back and rewrite acts one and two to make the cool, new idea fit. And yes, that can take extra time, throw off work schedules, cancel events, and generally cause a dip in the Dow Jones for the day, but it’s fine. Writing is a collaborative process between my mind, body, and soul. The best stories come when one tries to outthink the other, pushing me forward toward the shared goal of an exceptional piece of fiction (if only in my own humble opinion.) I’ve been preparing for this challenge my whole life, thanks to ornery players who refuse to see the clues I so carefully lay out for them and choose to kill the kindly king trying to help them instead of just listening to him. Arg! Six hours of prep time wasted! Same with writing. I’ve changed the killer, the victim, and the motive of a crime from what I started with in some stories. And again, it’s costly, but I’ve always been happier with the results in the end.

That being said, I have outlined some of my novels by request. I’m glad I did, as they were complicated, multilayered plots, and outlining helped me in the writing process, even if I veered away from the outline once the writing started. It’s not my natural way to write, but I see the purpose of it, and why some choose to do it. Whether you do or don’t, don’t trap yourself like my aforementioned party did, when trying to flee the castle after killing the king. It usually requires some sort of sacrifice to the writing Gods (or GM in their case; and I just love Twizzlers) to get yourself out. Allow yourself backdoors to escape through, be open to changes in your character’s personalities based on what you’ve put them through, and most importantly, be ready to kill those most clever of ideas you thought were immortal when you first conceived your story.

As I end this, I’ll paraphrase words given by Nero Wolfe to his right-hand man Archie Goodwin (as written by the late, great Rex Stout): “You are to [write] in the light of experience as guided by intelligence.”

In other words, trust your instincts and free your muse.

Guest Writer Bio:
David BoopDavid Boop is a Denver-based single dad, returning college student, step worker and author. He has one novel and over thirty short stories across several genres. His media tie-in work includes Green Hornet and Honey West. David enjoys anime, the Blues and Mayan History.

Find out more at his webpage or at his facbook fan page.

His first novel on Amazon: She Murdered Me with Science

Halo: The Success of Story

I’ve played the first three Halo installments and still consider it to be the best video game I’ve ever experienced. I must admit that I had to hang up my blasters when time management became a challenge, but there are times when I consider breaking out the old Xbox and “blasting me some Covenant troops.”

There’s a reason I still remember Halo fondly. It’s the same reason that the franchise is still going strong, but it may not be the reason you’re thinking of.

I remember watching an infomercial for Halo 2 back in 2004. One of the developers at Bungie Studios said something that has stuck with me ever since. What he said was true, but I’m going to caveat the hell out of it to make a point about the success of the Halo franchise.

Basically, this techno-weenie (an incredible gifted one, I might add) said that if you can make 30 seconds of combat be fun over and over again in a video game, you basically have a winner. He couldn’t have been more right. If you look around you’ll find plenty of examples for this little business model, including Counterstrike, Aliens vs. Predator, and WoW to name just a few. But Halo is the bar in both popularity and raw monetary revenues that virtually all other video game companies strive for.

Most people would just say it’s an epically awesome first-person-shooter, and they’d be right. However, something set Halo apart—something intrinsic to the game that turned it into a multi-billion-dollar franchise still going strong after nearly fourteen years.

Story and character.

Halo is set upon a galactic stage of epic scale, with first humanity and then all sentient life cast in the balance should our hero fail in his objectives. What’s more, players really get a sense of tremendous scope as the storyline unfolds. There are fantastic, deep-space cut-scenes, incredibly detailed starships, and brilliantly created alien settings that literally suck you into the story before you know what’s happened to you. And it is upon this stage that players experience a truly fantastic story. It’s what they call in the literary world are real “page turner.”

In a nutshell, Covenant troops are doing their best to wipe out humanity as part of a religious crusade, and it takes almost no time at all for gamers to become totally immersed in the conflict. The protagonist is Master Chief, a cybernetically enhanced and fully armored soldier, who must almost single-handedly stop them. The Master Chief dashes, tumbles, leaps, or flies from one firefight to the next… over and over again.

That’s what the techno-weenie was referring too. There’s an assortment of wicked-cool weapons and uber-awesome vehicles. The basic action of the game is fairly straightforward, but never gets old.

If the game had been left at just that, it would have been very successful, but as far as I’m concerned, Bungie took the whole thing to the next level. They did it not with CGI or harder levels or even any sense of “leveling” the Master Chief. They did what I wish all game design companies would incorporate. They created a story that rivals any epic sci-fi novel I’ve ever read.

To begin with, there’s a sense of discovery built into the storyline that appeals to what must be nearly the hundredth percentile of gaming geekdom. Behind all the action—behind the Covenant and traversing the galaxy—are the Halo rings. It’s this sense of mystery that makes Halo a step above other gaming storylines. Not only must Master Chief beat up on the Covenant—which is tons of fun, by the way—he must discover what Halo rings are, what they’re for, who built them, and why.

Which leads us to The Flood.

Bungie didn’t stop with just shooting Covenant. They decided to throw a real monkey-wrench into the works. The Flood is an alien, zombie-like life form that, if loosed upon humanity, could wipe us out indiscriminately. In just one cut-scene, the whole story takes remarkable sci-fi action and adds a horror element that ups the stakes considerably. Tension just oozes from the three-way antagonism inherent in the Halo universe.

That’s a huge part of why this game has been so successful. Bungie (and later Microsoft) has consistently upped the tension and scale of the story. There’s always something new—something exciting or horrific—just around the next corner.

GENIUS.

This is what good storytelling is all about—constantly upping the stakes and making it all plausible as you go along. And the Halo franchise does just that… in spades.

The last caveat worth mentioning here, and it’s a big one, is the characterizations within the story. For starters, the Master Chief is an exceptional protagonist for the story. He’s the nearly indestructible super-hero whose vulnerabilities leave just enough risk to keep things interesting. He’s the stoic, lone-gunman in space, who must face insurmountable odds over and over again out of a sense of duty. I mean, who doesn’t love the honor-bound hero who has no interest in monetary gains?

But Master Chief isn’t alone. He’s assisted by Cortana, a rather voluptuous AI who rides shotgun and scopes out some of the more technical bits of conflict that the Master Chief must face. However, she does serve one other critical function of a more literary nature. She’s easy-access to the deep back-story of the Halo universe, something that every good tale needs. Through her, the Master Chief discovers a lot of what’s going on behind the scenes. She is both his “right hand” and the “investigator” portion of the story. Cortana allows gamers gets quick info dumps about the history and scale of the universe that Bungie continues to expand upon, and does so without wrenching the player out of the storyline.

Again, GENIUS.

In Halo 2, Bungie even upped their game from a characterization perspective. They made the “first person perspective” not only that of the Master Chief, but also a renegade Covenant soldier who is committed to bringing down the Covenant leadership. In one fell swoop, they increased the level of storytelling, created a “sympathetic villain,” and expanded the scope of who and what the person behind the game controls experiences.

Bungie got literally everything right with this game. The nailed the action part, which hasn’t really changed much in the past 14 years, and created a compelling, intriguing and multi-perspective set of characters that make for hour after hour after hour of fantastic gaming experience.

The story, hands down, has some of the very best tools and tricks that keep readers/gamers interested. We are taught from the get-go that there’s always just a little bit more to learn. We come to expect these new discoveries, and thus far we haven’t been let down.

That is why the Halo franchise continues to be best in breed.

The success of Halo is something each and every writer should take notes from. Play this game, from start to finish. Pay attention to story and characterization. Watch how the chapters are laid out and how the designers/writers keep upping their game to keep you riveted to the couch and the controller in your hands.

And when you’ve done all that, apply it to your writing. If you do, you’ll be writing better stories with better characters. More importantly, readers will want to turn those pages till the wee hours of the morning to get to the end… and buy the next installment.