Dumplings for Lunch

Jul. 3rd, 2025 12:55 pm
rolanni: (Default)
[personal profile] rolanni

What went before: Did some handwritten work; tomorrow I'll be typing. I still haven't figured out who XX are, but I'm sure they'll tell me bye-n-bye.

Coon Cat Happy Hour has been served up; I've got a couple more things to do, then I'll be pouring a glass of wine.

Everybody have a good evening; stay safe. I 'll see you tomorrow.

Oh. For some reason, this got kicked up by the photo program -- this would be me on my 61st birthday at The Lindsey House B&B in Rockland Maine. FWIW.

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#

Thursday. Sunny and warm. Thunderstorms called for, later, with hail.

Breakfast was cream cheese on an English muffin with grapes on the side. I am back from the chiropractor, and thought I was in for the weekend, but! There's a Dumpling Truck at the KMD Food Truck Court today, and -- it just might be that I'll have to go out again in a few. We'll see. I mean; it's not like I don't have food. OTOH -- dumplings.

Today, I do intend to devote most of my time to writing, dumplings or no dumplings. Tomorrow, Saturday, and Sunday will be more of the same. I know what I'm doing first off, so -- all good there.

I spent some time with my Garmin Watch this morning, and to hear it tell the tale, I live a Very Stressful Life. Which I'm supposing is not impossible, Given Everything. It's worth noting that the days when I'm, err, less stressed, are days when I'm writing, so -- I'm going with that.

Tali's fan club will be happy to know that I've finally found a brush that Tali likes; she was purring the whole time, and even turned over for me, so I could brush her belly.

In other news, I'm listening to Faking It by Jennifer Crusie. I'm having an OK time with it, but something about the narration itches at me. Maybe some books just aren't meant to be read aloud? Though Steve read it to me when I was being bathed in the energy of one thousand angry suns every day. OTOH -- I found Steve's voice soothing.

My reading is A Gentleman of Questionable Judgment, the 9th Lord Julian novel, which I had somehow missed, so now catching up.

. . . and, yeah; I'm for dumplings. I was going to have stir-fry chicken and veggies for lunch, anyhow. Dumplings will go great. And it's not like they can't be steamed and heated up for later.

See me convince myself?

So -- who has a long weekend coming up? Plans?

Sometime Later:  The chicken and mushroom dumplings are to die for.

And the lavender honey latte is good, too.

Yeah, I went crazy.

It's summer. That's my story and I'm sticking to it.

Here's a picture of Tali, post-brushing, and the boys, Judging me:

 


mbarker: (Burp)
[personal profile] mbarker posting in [community profile] wetranscripts
Writing Excuses 20.26: Gaming as a Writing Metaphor 
 
 
Key points: What's the difference between experiencing a narrative as a game or prose? Choice, direct agency? Narrative games? Energy and complexity? Games are simulations. What are the actions, what are the verbs? Buy-in! Between games and writing, there's a middle ground of control in games. Competence. Not all books or games are for everybody.  What makes a narrative game? Obvious narrative? Present me with a story, don't make me randomly discover it. Make room for the audience. Let them make their own interpretations, draw their own conclusions. How much do I love the characters? How much do I care what happens to them? What are the levers in your game or narrative? Invite the reader in... 
 
[Season 20, Episode 26]
 
[Mary Robinette] This episode of Writing Excuses has been brought to you by our listeners, patrons, and friends. If you would like to learn how to support this podcast, visit www.patreon.com/writingexcuses.
 
[Season 20, Episode 26]
 
[Howard] This is Writing Excuses. 
[Erin] Gaming as a writing metaphor.
[Howard] I'm Howard.
[Erin] I'm Erin.
[DongWon] I'm DongWon.
[Dan] And I'm Dan.
 
[Erin] And we get to talk about gaming...
[DongWon] Yay! Prepare for a six hour long episode.
[Erin] Yeah. Yeah, I know. I was like, this is actually sort of hard because there's so much that...
[Dan] Yeah.
[Erin] You can talk about when it comes...
[Howard] This play-through of Writing Excuses...
[Erin] Exactly.
[Dan] Kind of a speed run.
[Erin] Oh, my gosh. Yes. But I've been thinking about sort of what is it that separates the way that we game from the way that we write, the way that we experience prose narration from the way we experience being in a game. And the thing that I... the reason I really love games is I actually think that sometimes giving the person experiencing the narrative more choice and more direct agency over what happens, whether that's true or you just make them feel that it's true, changes the way that we experience story. And, for me, that's the big difference between them. But I'm curious, for you all, like, what makes you pick up a game instead of a book for that day? Like, what is the difference between having the same story as a television show versus a game that that show was based on?
[DongWon] Yeah, I mean, it's interesting. I love narrative, but I don't love narrative games a lot of the time, like, if a game is very story heavy, I'll often be like… Like I tried to play Last of Us a little while ago, and I just was like, I'm putting this down, I'm going to watch the TV show. Because it… The way it was giving me the story felt so slow compared to what I wanted in terms of my ability to consume a narrative, and then all the opportunities for player choice were so constrained to things that felt like they didn't matter, a.k.a., how I searched the drawers in this room versus the big narrative stuff I was interested in, which is, what do we do about this outbreak plague situation? Right? And so, I think, for me, when it comes to what am I looking for from game experience, I want something that's more energetic and more complex than you can get from somebody telling me a story. Right? So this is why I love FromSoft games so much, where I build the narrative by interacting with the world rather than them telling me what the story is.
[Howard] I think it was… It must've been 15 years ago now. I was at a convention and had the opportunity to go out to lunch with Steve Jackson. And he dropped a bit of wisdom that I have never been able to shake. He said, "All games are physics simulations." And I thought, now, that's not true. That's… Wait. Crap. Every game… Chess! Is a physics simulation, at some level, all games are simulations. And so, when I sit down, when I think of gaming or playing a game as a metaphor for writing, I often think, why would I want to play a game like Burger Time instead of working fast food? Why would I want to play a simulation of fast food restaurants instead of working fast food? Well, because I don't want to smell like hamburgers at the end of the day. But these simulations that we play can teach us things. And in many cases, they can teach us the same things that the job would teach us, only without the risk of smelling like [frieda?].
 
[Erin] And, I think that also they create a game play loop. So if you're writing a game, the main thing you have to figure out is what are the actions of the game? What are the things that the game lets you do?
[DongWon] What are the verbs?
[Erin] What are the verbs of the game? And so, like, in a… And it limits them. There are always less than the verbs that you can experience in life. Because a game is not going to be able to, like, do, like, and then I scratched my nose for three seconds for no reason. I mean, who knows… Maybe in the future. But it's hard to get to that level of granularity. And so, they then have to make those verbs things that you are going to want to choose. And, it's funny, I'm thinking back to, like, weeks and weeks and weeks ago, when we talked about second person and how second person requires buy-in. And games are often a second person medium, and, similarly, you have to get the player to buy-in to this is the situation I want to be in. These are the verbs that I want to be able to use to navigate that situation. Like, you may not like the… I love a narrative game. But where it feels like I don't have enough verbs to, like…
[DongWon] Yeah.
[Erin] Move this narrative forward. Whereas I'm like, oh, actually, for me, the listen, the experience, the watch it unravel is a verb that is one that works well for me. Which is why different people have different desires and loves of games. Like, some people like a puzzle game, like I do. Some people like a narrative, some people like I want to shoot the thing from a weird angle.
[DongWon] I mean, this is why tabletop can be so interesting too, because even in this case, buy-in is so important and difficult to get. So when you're trying to get someone to play a new game system they've never played before, just the lift of getting them to understand what the core metaphors and verbs of the game are can be three hours of sitting there and walking someone through the session or whatever it is. And so how you get that buy-in in terms of, like, what are the world building hooks, what are the character hooks, what's the setting hooks, to get them on board with the idea of these are interesting verbs I want to interact with. I think that can be such a challenge with really effective game writing.
[Dan] Yeah. Erin, I'm glad that you enjoy narrative games…
[Laughter]
[Erin] I'm buying them all.
 
[Dan] Because I'm with DongWon on this one. And I find that I don't like the way games tell stories often. Which is strange to me, and I'm trying to figure out why, and I don't know if I can articulate it. But, relating this back to writing, I… There's an interesting middle ground of control. And we talked about this a little bit. Whereas I'm going to just go and work in a burger restaurant, then I have control over what I'm doing. Maybe not as much, because I am an employee. Right? Where is if I'm going to read a book about that, I have no control whatsoever. And games exist in that very intriguing middle ground, where there's a lot of interaction, there's a lot of input from both sides. And that's… Writing for that is very different.
[Erin] Yeah. I was just thinking about, like, the competence thing as well. Like, we people love a competent character. If you want people to love your characters, one way to do it is to show them being really good at something. Because for some reason, we like it. We like feeling competent. And in a game, like in a burger… There's a game that I play on VR called Star Tenders, where you are tending bar for aliens. And the entire game is just like increasingly complex drink orders, that you have to try to make before your customers get mad…
[Chuckles]
[Erin] And wander off in an alien type way. And so what I like about it is, like, you're not expected to master it the first time.
[DongWon] Yeah.
[Erin] It's like learn… You get to learn a skill and then they add a little bit more. They had a slightly more complex thing, and all of a sudden, like, the verb that was hard for you in the beginning is one of a much larger sentence that you're able to manage. And that gives us a feeling of competence that really makes us feel like we are able to advance. But I think it's hard to do in prose. Like, you can show a character going through that journey, and have you really relate to that character, and therefore you go through that. But in games, because you're the one who has to make the physical motion, it often feels like in that physics simulation, like, you got a chance to level up.
[Howard] I had a friend tell me years ago. It was the very first of the Batman Arkham games. And he said, "Oh, my gosh, this game was so good." And he described this one scene that plays out. And he says, "And I was Batman. I got to be every bit… I got to do all of the Batman. I did all of the moves, I used all the tools, I used all the whatever." And I played that game and realized, I do not get to be Batman. I was not good enough. I did not learn fast enough. And I got tired and I moved away from it. And that's fine. You play a game for a little while, you decide it's not for you, you play something else. But the idea that the simulation of whatever can map out players differently, where a player gets to have an experience that they've been dreaming about their whole life and maybe didn't know it. My friend Joey, a Batman book would not have made him feel the same way that game made him feel.
[DongWon] Well, and I think that kind of ties into what makes Hades such a big success, is the way they tied narrative to failure. Right? When you fail, you get a little more piece of story, you get a little more piece of interaction. And then you repeat the loop. Right? Like, they were able to build the storytelling into the road like nature of the game. As you go back through it, you learn more about the world, you learn more about the characters, deepening your investment in the character and in their relationships when you do fail. So where something like the Rock City game kind of falls down is, if you fail at being Batman, now you just don't get to progress. You don't get more Batman because you were a bad Batman. If you fail at being [Zacharias], then you're… He's a failure. That's the whole point of the story. That is, you engaging with it and getting more of it as you build those skills and learn. Right? So, like, whether it's your aliens walking away from you in an alienating way because they're upset, or it's being spotted by the criminals because you're a bad Batman, like, the way in which we participate in the stories has to be fluid in that way, or has to be a rewarding experience in that way, or our buy-in starts to break down.
[Erin] I was laughing when you said that because I remembered the time I tried to play Grand Theft Auto, and there's a tutorial quest where you just get on a skateboard, and I don't drive…
[Chuckles]
[Erin] And I'm not good at driving related tasks. I could not finish. Like, it's a thing that they mean for it to take three seconds…
[DongWon] Yeah.
[Erin] And, like an hour and a half later, I was like, obviously, this game was not meant for me because I can't even get a car…
[Howard] I have decided that my… I should not be stealing automobiles.
[DongWon] I think that comes back to books in that way though, because not… Books unfold… Not all books are for everybody. Right? Like, what makes sense to you and what you have buy-in for and what is an engaging world building character narrative to you will be really different than the next reader. Right? In the same way, that a game about stealing cars is probably not for someone who has never driven a car before. Right? And I think that can be true in fiction as well. And understanding who your reader is is also really important there.
[Erin] All right. I'm going to interrogate you about narrative games and yellow boxes, but first, we're going to press pause.
 
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[Erin] And now we're back. And so… Un-pause.
[DongWon] How was that load screen for you?
[Erin] Hope you enjoyed it. So [garbled] interested in is I'm like people who don't like narrative games? I must find out why? As somebody who enjoys writing the narratives of games. And I think it's interesting, like, the wanting to tell a story versus how much gamers experience it is fascinating. If you write for games, you know that you're writing the item description that, like, 89 percent of people will just be like, nope. X out. It's like you're writing the dialogue that people are trying to skip in order to get to their next action. But I'm wondering, like, when you say I don't like narrative games, I'm wondering what makes something a narrative game? Is it just how obvious it is in its narrative? Is it an outside category? Like, what does that mean for you?
[Dan] Well, I don't think it comes down to the obvious nature of it, because I, for example, really don't like Hades because it is not presenting me with a story. I mean, that's not the only reason. But it's a story you have to discover. And that's a place where DongWon and I diverge, because I don't like that in games, I enjoy being told this is the story that we have to fulfill, go do it. Here's what this is about, go do it. And the idea that I have to just randomly discover what the story is by talking to people or by reading books that I find laying around the environment always just rubs me the wrong way.
[Howard] Sorry. I'm giggling over here. Railroad Tycoon, The Linear Narrative.
[Chuckles]
[Howard] I… No, I totally feel you here. One of the things that I love about games where a lot of the story is in front of you, but there's a lot of open space is that… And no, fair listeners, I'm not going to become a streamer of games… But I will often talk back to the characters on screen and say stuff that is just funny to me and is sort of in universe or not in universe, and I get joy out of that. Even though the story is maybe a little flat, I enjoy fluffing it up a little on my own.
[Erin] And thinking about this as a metaphor for writing, it's interesting, because it's, like, how strong… How, like, is the power of the narrative? Like, how much is the narrative saying, like, a story is happening here?
[DongWon] Yeah.
[Erin] How much is it making you discover it? Because there are prose pieces where the story is not, like, a very clear, like, plot point to plot point type of thing.
[DongWon] Yeah.
[Erin] But it feels a little more like you're kind of wandering through and story is occurring. And it's interesting thinking about, like, how much are we guiding, how much are we controlling our readers? I mean, we're always controlling everything, but how much is that control felt by them versus is it just feels like they're having to put it together for themselves?
[DongWon] Well, I'm getting on my soapbox for a second here of my obsession with FromSoft games. Right? And so, these are the Dark Souls games, Blood-Borne, Elven Ring, and the reason I love these games so much is they're deeply authored experiences. Like, there's no question that there isn't a very specific point of view behind those blows and that they are creating an experience for the player that has thematics and characters and all the things we expect from story. But you're just getting that story in big cut scenes, where people are talking to each other and there's story being told to you. You're having to discover that story by doing things like reading the item descriptions, by piecing together, like, oh, I thought this boss. This boss was like… Said this one thing that's related to this other boss. Like, you're trying to, like, weave string theory together, the world building and the plot. And I recognize that it's not for everybody, and completely understand why. But what I love about it is I think it gets something… Or gets at something that's really true about all storytelling that we do, which is you have to make room for the audience. Right? And this is a thing I talk about a lot as I'm putting together an actual play show and things like that. One thing I talk about with my players and with the rest of my cast is we need to make room at the table for the audience. There is a fifth seat at the table here, and it's the audience who is here participating in this with us. And it's why I love actual play shows like Dimension 20 or [What's My Number?] or Friends at the Table, because they understand that I am also a participant in this story in an active way. Right? And I think that's true of a book, too. When you write a book, you're writing a book for someone. You have to understand that the reader is there picking it up and interacting with it. Now, their verb is limited to turn the page and continue reading. They have one verb, which is keep reading, don't keep reading. Right? How they feel about that, how they engage with it on a moment to moment basis can change and evolve. But the more you make space for them to make their own interpretations, to engage in a certain way, and to draw their own conclusions from stuff, I think that's where interaction with fiction can be so exciting and so deep and rich.
[Erin] It's funny, thinking about, like, the verbs of games, I'm reminded of… So I used to do writing for Zombies Run, which is a game with only the verb run.
[DongWon] Yeah.
[Erin] And so, years and years and years of narrative, of, like, small scene of, like, people talking and then something has to happen at the end of the scene to force you to run. And to go to the next thing. Which is like… Was really interesting in figuring out what are the ways to continue to get audience buy-in. Because, if you think of tabletop games, some have extraordinarily complex mechanics that will take you…
[DongWon] Exactly.
[Erin] 10 years to figure out. Or, like that boardgame, where you're like, our first eight hour session…
[Chuckles]
[Erin] Is going to be figuring out…
[DongWon] Yeah.
[Erin] How this boardgame works. And then, eventually, we'll become experts. But thinking about, do you need that level… Like, how much complexity is too much? Like… And that can be true in a game, but also in a narrative. How much just becomes distracting where it becomes about the experience of the narrative as opposed to the narrative itself.
[Howard] When we look at audience buy-in, it's useful to look at improvisational theater, where the audience is literally shouting suggestions at the stage. And if the audience is not engaged, the show falls flat pretty quickly. By the same token, comedy acts on stage in comedy clubs, the audience is buying in by laughing. They make noise. If the audience does not make noise, we say that the comedian is dying. Because that's what that experience is like. And if the audience is making noise, if there laughing all the way through, the comedian is killing. Why is it so violent? Probably because public speaking is the thing we're all scared of the most. And so we tie it to death this way. But the sense of audience buy-in is very, very visible in improvisational theater and in comedy clubs. And if you think about how important the audience participation is to the performers, and then look at what an audience means to you as a writer, that contrast might change the way you think about what you're writing.
 
[Dan] I've been sitting here trying to think about what narrative is in games I enjoy. And it comes back to a lesson that I have learned for my own writing, which is, how much do I love the characters? How much do I care about what happens to these characters? Because there are plenty of games, and I apologize for continuing to rip on Hades…
[Chuckles]
[Dan] Because it's a beloved game that everyone other than me adores.
[DongWon] You're alienating our whole audience.
[Dan] I know. I could not possibly have cared less about any of the characters in that, and so…
[DongWon] [gasp] Dash…
[Dan] I know. And so, playing the game didn't really hold a lot of appeal for me, after the basic gameplay loop, I figured out the narrative side of it didn't work for me. Whereas something like Cyberpunk 2077 and this… So much of this comes down to personal preference… Those characters I fell in love with. And I wanted to spend time with them. And so when I am doing my own writing, I… That's what I keep coming back to is the lesson I learned, which is, I'm asking my readers to spend however many hours it takes to read this book, to invite this character into their brain and spend time with them. It has to be somebody that they love and care about.
[DongWon] Well, it's so interesting, because I played Hades because I love the characters and I played a billion hours of Cyberpunk 2077… I really love that game, I play that game not for the characters but for the world. I find the characters… They're fine, I enjoy engaging with them a lot of time, but mostly, what I want to do is run around that city stealing and driving cars…
[Chuckles]
[DongWon] And…
[Erin] No!
[DongWon] Getting…
[Dan] Yeah.
[DongWon] In fights with weird criminals. Like, that's the thing that I really… Like, mechanically and vibes-wise, being in that world… To me, Cyberpunk is a game that's all about vibes. Like, the aesthetics of it, the culture of it, all of that are things that I really, really enjoy, and so… I think it's, like, also [garbled] the lesson when I say make room for your audience in terms of crafting your narrative experience, whether that's a game or novel or short story or a film, it's… You also can't predict what part of your story that people are going to attach to. Right? I know people who play Hades and have never read a single piece of the text… They just like the combat. They enjoy the mechanical aspect of the combat. And I know people who have never played an action game in their life that somehow saw credits on Hades, the thing that I, who play a lot of action games, have never been able to do, because they just love the characters so much that they just kept playing this thing and learned a whole set of skills that they never had before in their entire life. And so, watching what your audience will connect to is something you can't necessarily predict. Right? And you can't control for that. You can have guesses, you can have focuses, but that's why you kind of gotta chase your own interests as much as anything else.
[Howard] I… Dan, I remember a comment you made on the Borderlands games years ago, which was, yeah, this is cute games, and one of them is really fun, the one where you run around shooting things and exploring the world. And then there's the game of comparing red arrows and green arrows on your gear, and I don't like that game at all.
[Dan] Yeah.
[Howard] And…
[DongWon] 100 percent.
[Howard] And I love that principle, that there can be a thing that we just love that is inextricably fused to a thing we despise, and are we going to play anyway? Are we going to continue to consume or are we going to look for something that doesn't have the up down arrows game in it?
[DongWon] This is me and Destiny's death grip on my brain, but… Yeah.
[Chuckles]
 
[Erin] I think one of the reasons I really love games and game writing is because there are all these different levers you can be pushing in any narrative.
[DongWon] Yeah.
[Erin] You can be pushing the character lever, you can be pushing the world lever, you can be pushing the what are the actions lever, which is often a plot lever. But it's like in games, they're all sort of… They are more discrete. They feel more discrete from each other. Like, in a prose narrative, you can really weave in… Like, the world is happening, what the characters, with the action is all at once. But the way that games are designed, like, someone makes the world and then they sort of put characters in it who have their own set of actions. And they can't 100 percent control how you use those actions and that character to experience the world. And because of that, there are intersections that will happen that they will never be able to anticipate as public… Emergent gameplay is here. Somebody is having a gameplay experience you did not intend.
[DongWon] Yeah.
[Erin] But they were able to find those connections in interesting different ways. And I think it's nice when we think about our stories to think about how are all the levers that we're pulling different? And, like, how… If we separate out the way that were talking about lenses, it's sort of a version of doing that, of thinking about what are all the different lenses, what are all the different levers, and how are we combining them in really interesting ways to make stories?
[DongWon] And also just letting… Learning to realize that you don't have full control over the audience experience. Right? And that they are going to bring their own lenses, they're going to bring their own verbs, the going to bring their own ways of interacting with the story to that experience. And once it's out of your hands, you don't get to tell people you're reading this wrong. Right? Or you can try. Sure. But, like, you're going to get…
[Howard] Feel free to say that. It's probably not going to work out the way…
[Chuckles]
[DongWon] And so I think one of the things that I found really exciting about this topic of gaming, not just because I clearly love games, as do we all, but because it is this thing that I think is really, really hard for people who create prose to wrap their heads around, is learning to… Not just, like, ease off of the control, but actively invite in the reader into making this experience with us. And I think learning how to do that is a thing that can really take your fiction from being exciting to truly connecting with a huge fan base.
[Erin] And with that, we're at the end of this game session. And we are going to move to the homework.
 
[Erin] And for the homework, I'm going to challenge you a little. There are probably folks who are listening to this who are like, I only… Last game I played was tag. But I would like you to think about… Take a project that you're working on and imagine that someone is making a game of it. And figure out what would that game be. What would be the actions that the characters would be doing? What would be the parts of the world that the game would be focused on? And just write out sort of, like, a here's the game of my amazing work of art. If you need help with this, you can look at things that are games that were made from things like Lord of the Rings game. Just read a description of it, see if anything comes to you. And then as you're writing that out, is there anything you've discovered about your story that was unexpected?
 
[Howard] This has been Writing Excuses. You're out of excuses. Now go write.
 

Under-caffeinated writer rambles

Jul. 2nd, 2025 09:53 am
rolanni: (Default)
[personal profile] rolanni

What went before: Oof.

I wasn't feeling 100 percent when I got up this morning, late but not rested after a very mixed sleep. My knee hurt, my back hurt, my hands hurt, yada, yada, poor writer.

Anyhoots, I thought I'd shake it off, and went, slightly groggy, about my business, including going to the grocery store, and getting gas, and visiting the local pet store. Came home, put everything away, made something -- oh, veggie stir fry -- for lunch, and still felt lousy.

So, I picked up Rookie, who happened to be on my lap, and carried him with me to the bedroom, where we had a lovely and refreshing two hour hap.

I cannot praise Rookie's nursing skills enough. He immediately donned his professional aspect, walked around the top of the bed, laid down on my stomach to make sure I was flat to the mattress, then came 'round and snuggled into the side of my neck, purring until I went to sleep.

I feel less achy, and I've done the dishes and other chores, so the plan is to go to the needlework group, come home, serve up happy hour and my own supper, go to bed early, and see if I can't do some writing tomorrow.

How's Tuesday treating everybody?

#

Wednesday. Cloudy and going to be warm. Feeling much better today.

Breakfast was half an anything bagel with cream cheese and a side of grapes. Drinking my first cup of tea. Lunch will be something to do with chicken breasts.

The only hard thing on the schedule is a visit with the chiropractor in about an hour. Nothing after that until... Monday? And of course Tuesday is the Gala Celebration of Rookie's Gotcha Day.

In theory, therefore, I have four-and-a-half days to write. That sounds promising, even -- exciting. I have a couple scenes, as yet unconnected, that I want to sketch in, and also a continue on the narrative as it stands. This book could be more complicated. OTOH, this is more or less how Salvage Right went together, so the nut hasn't fallen far from the tree.

I've thinking off and on about the conversations I've had recently about colleagues who have resorted to reading genre romance in order to up the romance in their sf/f novel, or! to figure out What Women Want, in terms of a hero -- and why that makes me ... uneasy.

And, I think I've finally figured that out. The problem is that genre romance has its Conventions, as does sf/f. One of those is: The Relationship Drives The Plot. The characters may have other problems, other friends, and, yanno, A Life, but the primary problem that must be solved is how are the lovers going to (1) get together and (2) go forward. You don't, mind, have to SEE them go forward, but it has to be implicit in the HEA that commitment has been achieved and the partners will be going forward together.

A romance writer who is doing her job, therefore, makes certain that the Love Scenes (be they hot or be they sweet) move the characters toward their HEA. They are not only tied to the plot, they are drivers, and there's a reason they unfold as they do.

SF/F has a long-held Convention that states the Big Problem must be solved at all costs: love and life not being exempt. Love scenes still ought to happen For A Reason, as all scenes no matter the genre ought to happen For A Reason, but the romance and the resolution of the relationship are very, very seldom the primary problem, and the relationship is often used to make more poignant the victory. And because the pacing of sf/f novels and romance novels are so VERY different, the inclusion of Love scenes is also different.

(At some point, someone is going to ask me how they're different, and I'm going to tell them to go read a swath of Romance and another swath of SF and get back to me. So just be aware.)

Then there's the vexed question of What Women Want in a (Male) SF Hero. The answer to this has been answered many times in sf/f. I offer the Liaden books as one example, and because they're handy -- but there are many, many others.

In quick sum-up: Men who are strong, but emotionally available; who protect kittens, but who also realize that kittens have claws for a reason, and to deny them the opportunity to use their close is to damage the kitten's nature. Men who laugh, and who cry, and who aren't afraid to say, "I don't know." Men who are willing to learn, and to teach, and to play. Men who are people, I would say, though I've been accused of meaning when I do say that, "Men who act like women."

So. Long-Winded Auctorial Ramblings R Us.

What's everybody having for lunch today?


I Dare

Jul. 1st, 2025 10:02 am
rolanni: (Default)
[personal profile] rolanni

Thanks to Kristine Smith for the link that appears at the bottom of this dispatch, which was the first thing I saw when I opened my mail this morning.

The link is to a TED Talk about the importance of creativity, and that everyone creates -- even if it's just that nonsense song you sing to your cat, or deciding to try this instead of that in a recipe. Creation -- varying from the so-called "norm" -- is what makes us human, even more than laughter -- though that's important, too.

How can you tell that these things are important? You already know the answer to this -- Because Someone Is Trying to Take It Away From You.

How do you know your backlist isn't worthless? Because your publisher won't revert the rights. How do you know that having fun is important? Because people are shouting at you to Stop Being Frivolous. How do you know your despicable little bit of money is important? Because somebody is trying to rob you. How do you know that your voice is important?  Because somebody is trying to shut you up.

Really, it's a Universal Test. If someone is trying to take something from you -- follow it back and find out why.

I gave a shout-out to the importance of fun in my Heinlein Acceptance Speech, but you can only do so much in four minutes. And I have, as I've mentioned here before, lived a life of Almost Unremitting Frivolity -- writing silly little scifi and fantasy stories; choosing a partner whose gift was making joy, and not so much with the money; indulging myself with cats, and stuffed animals, and music, and baking.

Making art is joy -- your body treats it that way. Make art for half an hour and your stress levels drop. People have been studying this -- obviously slackers who are looking for a way to justify their need to play, to make, to *have fun.*

I'll stop here and go get some breakfast while you listen to Amie McNee


The day in review

Jun. 30th, 2025 07:41 pm
rolanni: (Default)
[personal profile] rolanni

What went before: Monday. Sunny and already hot.

Breakfast was oatmeal and walnuts. Lunch will probably be a salad, because -- easy and cool.

I remembered something I wanted to add to the scene I wrote yesterday, and wound up writing a quick 300 words. Much better now. "Cory Robersun," indeed. Oh! And now I know why that's going to be important -- makes note. Yeah.  That's good.

So! getting ready to go out to see the chiropractor, then back to do chores, eat lunch, and then out again to meet friends for a catch-up.

What's everybody else doing today?

#

Where are my mariner/weather radio experts?

I have here in my hand a CCrane Skywave AM/FM/WX/SW/Air radio. I want to listen to the weather radio, in particular the polling of the lighthouses off the Maine coast and the report from Mt. Washington.

I know that the weather bands range from 162.3625 to 162.5875 MHz. My little radio has seven possible channels under the WX setting: 1 (162.400 MHz); 2 (162.425 MHz); 3 (162.450 MHz); 4 (162.475 MHz); 5 (162.500 MHz); 6 (162.525 MHz); and 7 (162.550 MHz). One of these has in the past been the correct channel, but all I'm getting on any of them is static.

My assumption is that I'm doing something wrong, but such is the scope of my ignorance, that I don't know what it is.

Could someone please educate me? I'd really like to listen to the lighthouses.

Spanish Aunts.

#

So took a couple bags of fiction books including a number by some scifi writers named Sharon Lee and Steve Miller to the library for the book sale. No sense them cluttering up the basement until it's time to clear the house and they end up in the dumpster, after all.

Met my friends, and had a lovely catch-up.

Came home to find that Maximus Medicare has decided Martin's Point made no error in deciding well after the fact that the treatment they told me was covered, wasn't, and I am liable for the entire bill. No one seems to care that this does not particularly make me willing to trust Martin's Point ever again, and I suppose they have a point. If I need a medical intervention, I'm probably going to have it done and worry about being bankrupted by medical bills later.

Coon Cat Happy Hour has been served and devoured. Trooper is sitting on my lap. Tali is lounging on the edge of the desk. I have poured a glass of wine.

Tomorrow, I'll go to the grocery early, I think, then come back for a solid several hours of writing before it's time to go to the needlework meeting.

I think that's it for the day. I'm glad I got in a tiny bit of writing before the day started.

Everybody stay safe; I'll see you tomorrow.

Here are the coon cats, ignoring me and my silly, leafy lunch

 


Rebuilding journal search again

Jun. 30th, 2025 03:18 pm
alierak: (Default)
[personal profile] alierak posting in [site community profile] dw_maintenance
We're having to rebuild the search server again (previously, previously). It will take a few days to reindex all the content.

Meanwhile search services should be running, but probably returning no results or incomplete results for most queries.

Books read in 2025

Jun. 30th, 2025 01:43 pm
rolanni: (lit'rary moon)
[personal profile] rolanni

37  Copper Script, K.J. Charles (e)
36  The Masqueraders, Georgette Heyer, narrated by Eleanor Yates (re-re-re-&c-read; 1st time audio)
35  Everyone Here Spoke Sign Language: Hereditary Deafness on Martha's Vineyard, Nora Ellen Groce (e)
34  Miss Pettigrew Lives for a Day, Winifred Watson, narrated by Frances McDormand (re-re-re-&c-read; 1st time audio)
33  The Wings upon Her Back, Samantha Mills (e)
32  Death on the Green (Dublin Driver #2), Catie Murphy (e)
31  The Elusive Earl (Bad Heir Days #3), Grace Burrowes (e)
30  The Mysterious Marquess (Bad Heir Days #2), Grace Burrowes (e)
29  Who Will Remember (Sebastian St. Cyr #20), C.S. Harris (e)
28  The Teller of Small Fortunes, Julie Leong (e)
27  Check and Mate, Ali Hazelwood (e)
26  The Dangerous Duke (Bad Heir Days #1), Grace Burrowes (e)
25  Night's Master (Flat Earth #1) (re-read), Tanith Lee (e)
24  The Honey Pot Plot (Rocky Start #3), Jennifer Crusie and Bob Mayer (e)
23  Very Nice Funerals (Rocky Start #2), Jennifer Crusie and Bob Mayer (e)
22  The Orb of Cairado, Katherine Addison (e)
21  The Tomb of Dragons, (The Cemeteries of Amalo Trilogy, Book 3), Katherine Addison (e)
20  A Gentleman of Sinister Schemes (Lord Julian #8), Grace Burrowes (e)
19  The Thirteen Clocks (re-re-re-&c read), James Thurber (e)
18  A Gentleman Under the Mistletoe (Lord Julian #7), Grace Burrowes (e)
17  All Conditions Red (Murderbot Diaries #1) (re-re-re-&c read) (audio 1st time)
16  Destiny's Way (Doomed Earth #2), Jack Campbell (e)
15  The Sign of the Dragon, Mary Soon Lee
14  A Gentleman of Unreliable Honor (Lord Julian #6), Grace Burrowes (e)
13  Market Forces in Gretna Green (#7 Midlife Recorder), Linzi Day (e)
12  Shakespeare: The Man Who Pays the Rent, Judi Dench with Brendan O'Hea (e)
11  Code Yellow in Gretna Green (#6 Midlife Recorder), Linzi Day (e)
10  Seeing Red in Gretna Green (#5 Midlife Recorder), Linzi Day (e)
9    House Party in Gretna Green (#4 Midlife Recorder), Linzi Day (e)*
8    Ties that Bond in Gretna Green (#3 Midlife Recorder), Linzi Day (e)
7    Painting the Blues in Gretna Green (#2 Midlife Recorder), Linzi Day (e)
6    Midlife in Gretna Green (#1 Midlife Recorder), Linzi Day (e)
5    The Goblin Emperor, Katherine Addison (Author), Kyle McCarley (Narrator) re-re-re&c-read (audio)
4    The House in the Cerulean Sea,  TJ Klune (e)
3    A Gentleman in Search of a Wife (Lord Julian #5) Grace Burrowes (e)
2    A Gentleman in Pursuit of the Truth (Lord Julian #4) Grace Burrowes (e)
1    A Gentleman in Challenging Circumstances (Lord Julian #3) Grace Burrowes (e)

_____
*Note: The list has been corrected. I did not realize that the Gretna Green novella was part of the main path, rather than a pleasant discursion, and my numbering was off. All fixed now.


larryhammer: floral print origami penguin, facing left (Default)
[personal profile] larryhammer
For Poetry Monday, after an influencer of Pound, Pound himself—at least in part:


The Sole Survivor, Rai San’yō, tr. Ezra Pound

A force cut off
Fighting hard,
Shut around.

I burst the bonds,
I alone,
I returned,

Fleeing by night
Through the crags of the border.

My sword is broken,
My horse fallen.
The hero drags his corpse to his native mountains.

Rai (1780-1832) was an Edo-period historian and poet. In November 1915, Pound attended a London performance of sword dances by Itō Michio (1892-1961), some of which were accompanied by songs sung by Uchiyama Masami (I can’t find good dates on this guy), one of them being this. This translation (made with Uchiyama’s assistance, credited as “from notes by”) was first published in the Dec 1916 issue of Future without naming the author. The original title was “Kogun Funto,” which more literally means “exhausted warrior,” and the original form was a single four-line stanza.

—L.

Subject quote from Anti-Hero, Taylor Swift.

Winding down the weekend

Jun. 29th, 2025 05:43 pm
rolanni: (Default)
[personal profile] rolanni

What went before: SNIPPET!

"You are such a smart ass," she said, sadly.

He raised an eyebrow. "I thought that had been well-established."

"Some days, it just shines brighter," Miri said.

And back to work we go.

#

We're at an awkward hour; the hour wherein Google assures me that there is No Chance of Rain until Thursday, and yet -- that does appear to be water falling out of the sky. It is also the hour wherein I have finished a scene, which adds, in addition to action! adventure! and pathos! to the WIP,  +/-1,295 words, for a Grand Total of 46,435. More or less.

It's early in the day yet, but I've made the Conservative Decision to not try to plunge into the next scene, but to gently wind down the day, and the weekend, here. I am pleased with progress made these last couple days. I have a kind of Swiss cheese day tomorrow, so likely there won't be much writing done, but Tuesday is free until it's time to go to Group Sewing, and the rest of the week is free, except for brief visits to the chiropractor. So, it looks good for more writing getting done in a reasonable manner.

There had been an appeal -- somewhere (here are the wages of mirroring my posts everywhere) -- to describe what goes on at Coon Cat Happy Hour. These things of course are confidential, but you look like a trustworthy bunch.

Coon Cat Happy Hour begins about an hour before 7 pm with Trooper announcing that his throat has been cut and this dire wound can only be healed through a proper application of gooshy food to a plate, right NEOW!

At 7, I arise, open a can of gooshy food, split it four ways, arranging each portion artistically on its own china plate. I serve the ladies first, as Miss Manners would have me to do; and then the gentlemen. The ladies tend to share their portions; the gentlemen view imbibing as a competition, to see who can finish his plate first, then horn in on the ladies. The ladies have lately been managing to eat their portions, daintily and without fuss, before the Huns descend from the mountains.

After the dishes are shining clean, I pick them up and put them in the dishwasher.

I then pour myself a glass of wine and join the coon cats in their after-Happy-Hour-Club on the couch, where we read or watch an episode of (lately) Dr. Who until it's time for me to get my evening meal together.

And on that note -- everybody stay safe.

I'll check in tomorrow.

Napping happened this afternoon, and I have proof!


Thunderstormin'

Jun. 28th, 2025 07:11 pm
rolanni: (storm at sea by rainbow graphics)
[personal profile] rolanni

So, I had a good day. I can tell you right now that I'm not going to break 50,000 words this weekend. After sorting through my notes and writing a couple of short scenes, the WIP stands at +/-45,140 words. Tomorrow, I believe, will be a day like unto this one.

Outside my windows, the weather was cool and rainy, and briefly thunderstormy. Tomorrow, we'll see temps start to climb again, settling in for the rest of the week around the mid-80sF, and giving the Fourth of July Celebrants a lovely, warm, sunny weekend.

I should say that lunch was so-called "Greek chicken and lemon soup" from the co-op, and it was Good, along with a salad, and a third of the mini-brie (also from the co-op), and bread. I have enough left over for tomorrow's lunch, too, should I wish to go in that direction.

Coon Cat Happy Hour is coming right up, after which I do believe I'll pour myself a glass of wine and watch an episode of Dr. Who.

For those interested, it looks like the cross-posting of my daily rambles is, if not a hit, then at least enjoyable to the majority, so I'll continue doing that for as long as FB makes it easy for me.

For fun during a break, I looked at houses for sale in Northport/Belfast/Lincolnville, which also got me Isleboro, because Geography. Hah, I say. And again, I say -- HAH.

So! What did y'all do today?


Internet Lite

Jun. 27th, 2025 07:37 pm
rolanni: (Default)
[personal profile] rolanni

So I managed to do most of the mundane tasks that had piled up on my desk. I haven't, for instance, spoken to Fidium about maybe going with a less-expensive option, now that there's only one Power User on-site, because -- has Fidium's number been hijacked by some scam offering people who call in a free!Free!FREE! wearable call button? Cause that's all I get when I call them -- and what I really want is a sales rep.

I also did not arrange for an extended warranty for the LG washer and dryer because the site is scrod. I have until October, so maybe I'll try again sometime later.

I had a bad few moments when I realized that I'm on the last pack of checks that has Steve's name and mine name on them. I really don't want to have checks that just say "Sharon Lee," not because I think Steve's going to be writing checks anytime soon, but because I actually feel safer with his name on the checks. I guess I'll go over to Checks Unlimited and see if they still have me on-file. The bank clearly doesn't care; they've been cashing the checks with no complaint.

I may not be around much tomorrow or Sunday, because Plans to Write.

And on that note -- everybody stay safe. I'll check in as can.

Here's another picture from Saturday Cove to tide you over (see what I did there?)


Interview with DeWanda Wise

Jun. 27th, 2025 09:13 am
marthawells: Murderbot with helmet (Default)
[personal profile] marthawells
For Murderbot Day, a great interview with DeWanda Wise, about playing NavigationBot in The Rise and Fall of Sanctuary Moon:

https://www.nexuspointnews.com/post/interview-dewanda-wise

I had worked with Paul on Fatherhood. He literally texted me and was like, "do you want to play a murderous robot?"

Thursday, with puffin and marble

Jun. 27th, 2025 09:38 am
rolanni: (Default)
[personal profile] rolanni

What went before:  Well, as a guy named Steve Miller once said to me, "Lady, we sure can waste some time."

And he wasn't wrong.

As planned, I betook myself to the Searsport side of Belfast and picked up puffin and marble. Returning to Belfast, I shopped at the co-op, including picking up a tuna fish sandwich on whole grain bread, which I took down to the public boat landing and had a picnic.

I wrestled with the question of going down to Ducktrap, and, as reported earlier, I lost. I count it a win that I didn't continue down the coast. I credit the fact that I had food in the cooler for that (smol) bit of common sense.

After I had refreshed myself at Lincolnville Beach (which is in the Village of Ducktrap; it's possible that this may not be something Universally Known), I turned back to Belfast, taking only a VERY minor detour through Saturday Cove and Bayside, picked up Route 1 again, returned to Belfast, and came home via Route 3 until I got in the vicinity of the Old Neighborhood, where I Deviated from the Route to take a couple corner-cutting back roads that I haven't been on for years, by reason of no longer living in the Old Neighborhood, and so to home, where I put away my spoils, had a fourth of what I'm told is a single serving of Shaw's carrot cake with a smear of ice cream as a coming home present, and now? I Address The Internets.

By the time I put the house back together -- which I didn't do before I left, and which includes putting the sheets back on the bed -- it'll be Coon Cat Happy Hour, so!

I'm taking the rest of the day off.

So...Friday? Friday. Sunny and cool. And that's fine.

Rook and Tali are taking turns knocking each other over and practicing their T. Rex yells. I'm not sure T. Rex was that high on the scale, but who knows, really?

Breakfast was an anything bagel from yesterday's foraging at the co-op, with cream cheese and a side of cherries. Trooper is expressing his disappointment with management, and Firefly is sleeping on the box on my desk.

This morning, I have an appointment with the chiropractor -- who gave me an exercise to do because my shoulders are frozen. Does anybody here know "Wall Angels?" Ow. By which I mean to say, OW. Also, it's humiliating not to be able to get my arms over my head. Getting old sucks.

My Grand Plan for the day is to clear the pile of RL stuff on my desk, and finish up a couple of other chores, including the Grand Changing Out of the Cat Boxes and attendant sweeping up of the basement, then go internet-lite tomorrow and Sunday to try to get some work done. I'd like to break +/-50,000 words, so we'll put that as a Goal.

I also need to figure out a better schedule; the one I'm sorta keeping to was the schedule in force when Steve died, and it worked well for the necessities of the house at that time. I'm feeling like I'm scrambling to keep to outline, so to speak, which creates stress, which creates more work for the cats. And NOBODY wants the cats to work more than they already do, poor creatures.

It's time to give Trooper his morning gooshy food, and see if I can take care of one or two of these silly pieces of paper on my desk before it's time to go out.

How's everybody else doing? Keeping to the schedule?

There were a few pictures from yesterday.  They may be viewed here


Word forms

Jun. 26th, 2025 10:00 am
rolanni: (Default)
[personal profile] rolanni

What went before: Coon Cat Happy Hour fast approaches. I wrote about 500 new words today, total WIP now +/-44,230.

I need to print something out so I can take it with me back to Steve's room to work on while Ashley's here. After she finishes, I'll head out to Belfast to pick up my glass, and to visit the co-op. It is still promised to be significantly cooler tomorrow, so, yanno -- yay.

So, some of you may know there's a fannish word: "gafiate," off of another fannish word: "gafia." Gafia means "Getting Away From It All," and initially "it all" was the Real World and Mundane life. Gafiate is the verb form. After awhile -- before I stumbled into fandom, actually -- the meaning flipped and this was a possible exchange between two fans at a con: "What happened to X? I haven't seen them in a while." "Oh, they gafiated." -- which is to say, "it all" was then known to be fandom and the business of fans.

The above reflection is brought to you by my recent introduction to "eremition" -- to retire from the world. Off of "eremite," a recluse or hermit.

You're welcome.

Everybody stay safe; I'll check in tomorrow.

Thursday. Sunny, and said to be less ambitious in terms of breaking record temperatures.

The house is picked up in anticipation of Ashley. While she's here, I'll get myself around to the heat pumps and clean the filters. That way, if I fall and break my head, there will be someone here to call 911.

After Ashley has left me, I'll be going to Belfast to retrieve my glass, do some shopping at the co-op (co-op onions are the best!), and wend my way home. I'll try not to go down to Ducktrap, but -- no promises.

That's it for me.

What've you got?


mbarker: (MantisYes)
[personal profile] mbarker posting in [community profile] wetranscripts
Writing Excuses 20.25: Writing Confrontation (LIVE Aboard the WX Cruise) 
 
 
Key Points: Why are your fight scenes boring? Just blocking is boring! Four parts of a reaction, focus, what the character notices, physicality, thoughts, and actions. Is the problem using all four tools at the same time, or is it using all four tools every time? What's new and different for the character, that's what they notice? Fight scenes that work well contrast the character's history with their anticipation. The idea that confrontation will reveal aspects of character is a good reason to have a confrontation. Confrontations and fights should have emotions, character reveals,  something that matters, changes. Think about ways that strengths can become weaknesses. That's not a nail!
 
[Season 20, Episode 25]
 
[Mary Robinette] This episode of Writing Excuses has been brought to you by our listeners, patrons, and friends. If you would like to learn how to support this podcast, visit www.patreon.com/writingexcuses.
 
[Season 20, Episode 25]
 
[Dan] This is Writing Excuses.
[Mary Robinette] Writing Confrontation Aboard the Writing Excuses Cruise.
[Dan] Fif… I don't know what to say now.
[Mary Robinette] Just your name.
[Howard] Your name.
[Dan] Ah! I'm Dan.
[Mary Robinette] I'm Mary Robinette.
[Erin] I'm Erin.
[Howard] And I'm cueing Dan.
[Chuckles]
[Howard] I'm also Howard.
 
[Mary Robinette] So, we are aboard the Writing Excuses cruise in front of a live audience.
[Applause]
[Mary Robinette] And the first thing that happened on the cruise, one of the first things, was that Dan taught a class called why your fight scene is boring. I went to the class because I would also like to know why my fight scenes are boring and realized, as he was talking, that it actually applied for every form of confrontation that your readers… Your characters go through. It's not just the physical confrontation, it's also the verbal altercations, it's facing off against a dragon. It's… Well, I guess that is a fight scene. But, point being, it applied to a lot of other things. And we thought that it might be fun for you all to listen to how we come up with lesson plans and what… How we react to new material by coming up with something on the fly for you.
[Howard] And in the interest of explaining a little bit of the overall Writing Excuses meta, this happens all the time.
[Mary Robinette] Yeah.
[Howard] We start… Yes. We are podcasters with radio voice. We sound like experts.
[Mary Robinette] Ha ha!
[Howard] Which we're not. We learned so much from each other every day. We come on these cruises, we learn things from our students, we learn things from each other's lectures. It's such a wonderful place to be, being just smart enough to figure out that you don't know enough and you have to learn something new.
[Dan] I gotta say, I do love it when we start episodes with how smart Dan was that one time…
[Laughter]
[Mary Robinette] Yeah.
[Dan] I was going to say, we should do that more often, but that requires me to be smart more often, and I don't know if I can do that.
[Mary Robinette] Yeah. Yeah. 15 minutes long, you know.
[Dan] Yeah.
 
[Mary Robinette] That's the length of smartness we need. Okay. So. There were a lot of things that you talked about, but one of the things that I was struck with… One of the students asked a question that then made my brain go, oh! The student said something along the lines of, so you're talking about how if a fight scene is only blocking, it's really boring. Which is, like, correct. So how do you get the reactions on the page without stopping the fight scene, without slowing things down. And you gave a whole series of answers. But my brain then started unpacking things into thinking about what reactions were. So here's what I've got, and I wanted to toss it around to see if there's something there. That there are four parts of a reaction. There's the focus, the what the character is noticing. There's the physicality of it. There are thoughts. And then there are actions. So, let's say you want to slow down a moment, you would use all four of those. So there's the I see the sword. There's the description of the sword, the sword is long and with a basket hilt handle. And then there's the physicality, the way the sword feels in the character's hands. That there is a weight to it. Then there's the thoughts. Yes, this is the sword that belonged to my father that he made for the six fingered man. And then there's the actions, which would be the slashing and the cutting. And that often, what happens when we are s… When we are… When things bog down is that we are using all four of those at the same time, but we don't need all four of those at the same time. That they can… That we… Sometimes we're only using one aspect, that the only thing the reader gets is the focus. And that's another way that things can go bad, we're just describing the way things look without hitting any of the other pieces of interiority or the character's looking at the wrong things and noticing the wrong things. Like, let me describe in loving details this sword while vamps are coming at me.
[Howard] It can also… I mean, yeah, you bog it down when you're trying to do all four of those things in sequence in turn. Compressing is super useful. You can use the same words or one phrase to cover two or more of those things. The familiar weight of the sword… Well, now I know how I feel about it and I've described that it is an object with mass. Okay, so I haven't said very much, but it's…
[Laughter]
[Howard] But you see where I'm heading with that?
[Mary Robinette] Yeah.
[Howard] And that's the sort of trick that we've been using forever, which is you put a line on the page, make that line do as much lifting for you as you can.
[Mary Robinette] Yeah. And I think, for me, the thing that I'm excited about is that this is a… When you say this is the sort of thing we've been doing forever… The thing that I love about doing these episodes, and to refer back to an episode that just happened on the stage, but for our listeners, was several weeks ago, teaching, it forces me to line my toolbox up. Like, podcasting forces me to figure out what are the tools that are actually in there, and how do I use them? So, this is why I was like are these tools here? Have I found a set of tools that I can articulate that…
[Chuckles]
[Mary Robinette] Makes something that I do unconsciously easier to do on purpose?
 
[Dan] Yeah. I think that's interesting, and I'm wondering if the issue is, are you using all those four tools at the same time, is that what bogs it down? Or is it using all four tools every time and that's what makes it so slow and ponderous? It could be that you need one moment that really gets attention… Like you said, magnify that, and draw it out, and then the others could just focus on one? To seem much quicker?
 
[Erin] I also think… I was wondering, do we use… I was thinking about fighting with swords. So we were in Scotland a while ago, and we got to actually do some sword fighting. Which was quite fun for me. And it turns out that I'm very aggressive with a fake sword, which was a fun thing to learn about myself. What's interesting is, like, I'm thinking back to the moment that I was sparring, and I'm thinking, even though I was reacting a lot in that moment, I actually did not have… Like, I could not have thought in that moment…
[Mary Robinette] Yeah.
[Erin] Because it was so new to me that thought was, like, beyond me. Like, I mean, maybe I'm sure on some subconscious level, like, I had to think, to, like, move my arm forward. But I wasn't having a deep thought.
[Mary Robinette] Yeah.
[Erin] Because I was just like, Go. Ra. Kill that man. But the guy who I was fighting against, a trained swords person, might have had time. He was, like, oh, I thought about the technique that you… He would slow down and say, like, oh, your technique is a little off here. Because for him, the physicality was so ingrained that he didn't have any time to spend on that and could spend more time on the thought. So, I think, what's interesting is thinking about, like, in a reaction moment, what is coming so naturally to your character that it's not worth putting all that space on the page, because it's just a familiar weight. And there's not much more you need to say about it. And what's the thing that's new, that's different about this situation? That is the thing that your character can lean into.
[Mary Robinette] I love that. You have just… And this is the thing that I love about talking to you all is that you just… What you said just combined with two other thoughts. One was the memory of doing that. One of the things that we asked them to do was to teach our writers what it feels like to have a sword. It's not… We weren't trying to learn how to fight. We were trying to learn enough to be able to write about it. And so we asked them to disarm us. And the thing that I remember was that I had about enough time to go, oh! Our swords hit each other, and I was like, oh, I could… And then the sword was out of my hand. And he had me in a headlock.
[Chuckles]
[Mary Robinette] It was so fast that all I was left with were sensations that I could not register until after the moment, that my hands were stinging, and that there had been a poof of air as he went past. And that was all the time I had. And that just combined with the puppetry memory, which was, we did this show called Pied Piper and it was the hardest show I've ever done. When we started doing this show, we could not get through the entire show in rehearsal, because we were so winded. And, by the end of the show, it's like, I would come off the stage and I put the puppet down, I'd stretch a little bit, have a glass of water, and then I'd picked the puppet up and go back in. And that's my experience of it. But a friend of mine was watching it, and was like, you never stop moving. I'm like, what are you talking about? I took this whole little stretch break. And he showed me video that he'd taken from backstage. My movements are so fast and so economical and I'm not thinking about them at all. That's all I'm thinking about is the newness, the, Ah, I can have a stretch here, I can have a little sip of water. And I think that that happens… That must happen in fights.
[Dan] It probably does.
[Mary Robinette] Sorry…
[Chuckles]
[Mary Robinette] I was so excited about this. I'm like…
[Dan] No. This is cool, I'm trying to think of how this newness applies to non-physical confrontations, like, you were saying in the beginning. To a conversation or to an argument. And it certainly happens that we get into arguments. Often, with my children, that I have had this argument with you so many times before, and you already know that you have to go to bed at night. Why do I have to convince you every single time? And so, yeah, there are certainly ruts that we fall into. But I'm not sure…
[Mary Robinette] I think… Maybe the… That moment where you're like, that was a strange facial expression. What's going on there? Like, where they have a reaction that you weren't expecting.
[Howard] Yeah. Years and… Many years ago, I was commuting to work one morning and there was black ice on the road. And I can relate the story in a very… Very descriptive, blow-by-blow of everything that happened. But I've driven past that point several times and realized that I can no longer imagine how there was enough time for me to think about what I was doing and what I did… What I ended up doing was driving on the wrong side of the road in order to avoid a pileup of cars at the bottom of the hill. And I looked at this, and I thought, where did I even find the time or the room to do this? I don't understand it. Did time compress for me? Did it expand for me? Or was I just reflexively aware enough as a driver to automatically put my vehicle where things weren't going to kill me? I don't know. But I fall back on that experience a lot when I'm writing action, because it's fun.
[Erin] Speaking of finding the time, I believe it is time for us to take a break for our thing of the week.
 
[Mary Robinette] Our thing of the week is a TV show. It's on Hulu. It's called Death and Other Details. Mandy Patinkin solving murder on a cruise ship. It is so good and it is so twisty. It's 10 episodes, and one of the things that I love about it, it's… I just… I want all of my writer friends to watch it. It is nonlinear in the way it tells the story, because they will tell the story and then they will jump back in time. It is talking about the malleability of memory and how that affects crime and your… How it affects the difficulty in solving crime. There's this scene where he's trying to get someone to remember a scene, but he's also trying to point out to them that their memory is not entirely reliable. And so what you see is the character reliving the scene. She's like, okay, so there was this… The room. And then there was spilled ketchup on the floor, and something else. And then… And then it cuts back to him, and he is waving a French fry with ketchup under her nose. And that has caused her to imagine ketchup on the floor. It is so good. And I want everyone to watch it, because it also… And it also to… I'm going to keep talking about this. It's also talking about the narrative, the stories that we tell each other, and the stories that we tell ourselves. It is so good. Please go watch Death and Other Details, so that I have someone to talk about it with. I see two people in our live audience who have watched it. I will meet you in the bar.
[Chuckles]
 
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[Erin] I wonder, actually, if I have an answer or a thought about something that Dan was asking before the break, which is, how do we take these same sort of reaction tools and use them at a time when we're not hitting people with swords, lifting heavy objects or… I'm glad that you avoided it, Howard, going into many trees and other cars. And I think the newness there is… Can sometimes be that in argument, we sometimes reveal things that we might not reveal in another way.
[Mary Robinette] You just reminded me of something else that Dan said that… He was talking about, and I wrote it down, that it is a lot of what we're dealing with in those fight scenes is the character… The fight scenes that work well is the character's history contrasted with their anticipation. So one of the examples in the class was out of Dune where Paul Atriedes is fighting Jamis and there's a lot of, like, little flashbacks, very very small ones. But I think when you're having that fight, that the verbal altercation… It's like, I know how these things go, and I'm anticipating the way… I'm anticipating the thing that you're going to say. You know how you… You have an entire fight with someone in your head before you actually start talking to them.
[Erin] And yet, the fight never goes that way.
[Laughter]
[Mary Robinette] And the fight never goes that way.
[Erin] Because, I think, like, also your emotions become heightened in confrontation. And, sometimes, like, you can become the, like, a worse version of yourself. Like, you become more strident, you become… You see is on some little detail and decide to use that to pick the person apart. And everyone argues a little bit differently. And so, I think, thinking about, like, how do we bring that to the page. Like, it's not just, yes to no. It's this person brings in lots and lots of facts, and figures. This person appeals to emotion. This person breaks down physically. Thinking about what those things are, whether it's, like, a thing you've seen a thousand times, where you're like, not you again with these facts and figures. Like, Ah, that's what always happens. I should have been prepared. Or if it's something new that you're experiencing. It really, I think, is a great way to get to a heart of character, because sometimes we forget to shield parts of ourselves that we might otherwise, when we are angry, and we are trying to like get a point across.
 
[Howard] This idea that the confrontation will reveal aspects of the character is a beautiful reason to have the confrontation to begin with. A bad reason to put a confrontation or a fight in a book is to say, well, I've reached the point in the scene where something needs to happen, so now they fight.
[Mary Robinette] Yeah.
[Howard] And we can tell, as readers, as moviegoers, as TV watchers, as whatever, we can tell when that was the reason for the scene. And we don't love it. Even if it's really, really well done, we don't love it. We want there to be emotion, we want there to be character reveals, we want something to matter, and we want something to change. And if those elements aren't the underpinning of the action scene of the fight, of the argument, of the car chase, the whatever… Then it's just a thing you put in because you felt like this kind of story has to have that in it.
[Mary Robinette] That was one of the things Dan talked about in his class.
[Dan] I know. This is great. I don't have to participate in this episode…
[Chuckles]
[Dan] Because we're all just quoting me the whole time anyway.
[Howard] For those of you…
[Laughter]
[Howard] For those of you who have not benefited…
[Dan] It's wonderful.
[Howard] From the video feed… There is no video feed… The smug smile on Dan's face…
[Dan] Oh, yeah. I just ate a canary, and there's nothing you can do about it.
 
[Mary Robinette] Something else that I was thinking about as we were talking… But I'm now interested to see if it can play into verbal confrontations. That… The idea that the character's strengths become their weaknesses because we over rely on them and they shape the choices that we make, even when it's not appropriate. In the example in the physical conflict was, again, the Paul Atriedes and his shield training, that he had been trained so carefully to compensate for the shield and slow down, that he kept missing the other person. And I think that that may also work in stories. Like, if there's someone who's, like, I am always very articulate and forceful, and what they actually need to be… That has served them extremely well in negotiations. But now they are talking to a loved one and it's like, no, actually you don't need to be extremely articulate and forceful, that is a weakness right now. You need to be quiet and listen.
[Howard] There are plenty of stories to be told around when all you have is a hammer, everything looks like a nail. And you've made a mess, because that's not a nail.
[Erin] That's not a nail is going to be the name of either my next…
[Laughter]
[Erin] Band or my autobiography.
[Howard] It's the label on the box of screws in my toolbox.
[Erin] Nice.
[Mary Robinette] Thank you all for letting me explore this new set of tools with you. I was extremely excited by Dan's class. There's a couple of more classes that are happening on the cruise that I'm also excited about.
[Dan] You should all come on the cruise.
[Mary Robinette] Yes. Because the cruise that we've got coming up has a whole different set of classes that I'm also excited for. But, I think it's time for our homework.
 
[Dan] Yeah. So, for the homework, I want you to do one of the things that I did in my class. Which is, go and watch an action scene in a movie, something that you really like, whether this is a Jackie Chan scene or whatever. And then, to kind of underline how different books are as a medium, transcribe it. Blow-for-blow and step-for-step, and see how long you can get into that before you want to tear your own hair out. Because it becomes extremely boring. Then, after you've proven that the blocking and the blow-by-blow doesn't work, rewrite that scene in a way that does. In a way that translates to and uses the medium of prose.
 
[Howard] This has been Writing Excuses. You're out of excuses. Now go fight.
 

Books read in 2025

Jun. 25th, 2025 10:01 am
rolanni: (lit'rary moon)
[personal profile] rolanni

36  The Masqueraders, Georgette Heyer (re-re-re-&c-read; 1st time audio)
35  Everyone Here Spoke Sign Language: Hereditary Deafness on Martha's Vineyard, Nora Ellen Groce (e)
34  Miss Pettigrew Lives for a Day, Winifred Watson, narrated by Frances McDormand (re-re-re-&c-read; 1st time audio)
33  The Wings upon Her Back, Samantha Mills (e)
32  Death on the Green (Dublin Driver #2), Catie Murphy (e)
31  The Elusive Earl (Bad Heir Days #3), Grace Burrowes (e)
30  The Mysterious Marquess (Bad Heir Days #2), Grace Burrowes (e)
29  Who Will Remember (Sebastian St. Cyr #20), C.S. Harris (e)
28  The Teller of Small Fortunes, Julie Leong (e)
27  Check and Mate, Ali Hazelwood (e)
26  The Dangerous Duke (Bad Heir Days #1), Grace Burrowes (e)
25  Night's Master (Flat Earth #1) (re-read), Tanith Lee (e)
24  The Honey Pot Plot (Rocky Start #3), Jennifer Crusie and Bob Mayer (e)
23  Very Nice Funerals (Rocky Start #2), Jennifer Crusie and Bob Mayer (e)
22  The Orb of Cairado, Katherine Addison (e)
21  The Tomb of Dragons, (The Cemeteries of Amalo Trilogy, Book 3), Katherine Addison (e)
20  A Gentleman of Sinister Schemes (Lord Julian #8), Grace Burrowes (e)
19  The Thirteen Clocks (re-re-re-&c read), James Thurber (e)
18  A Gentleman Under the Mistletoe (Lord Julian #7), Grace Burrowes (e)
17  All Conditions Red (Murderbot Diaries #1) (re-re-re-&c read) (audio 1st time)
16  Destiny's Way (Doomed Earth #2), Jack Campbell (e)
15  The Sign of the Dragon, Mary Soon Lee
14  A Gentleman of Unreliable Honor (Lord Julian #6), Grace Burrowes (e)
13  Market Forces in Gretna Green (#7 Midlife Recorder), Linzi Day (e)
12  Shakespeare: The Man Who Pays the Rent, Judi Dench with Brendan O'Hea (e)
11  Code Yellow in Gretna Green (#6 Midlife Recorder), Linzi Day (e)
10  Seeing Red in Gretna Green (#5 Midlife Recorder), Linzi Day (e)
9    House Party in Gretna Green (#4 Midlife Recorder), Linzi Day (e)*
8    Ties that Bond in Gretna Green (#3 Midlife Recorder), Linzi Day (e)
7    Painting the Blues in Gretna Green (#2 Midlife Recorder), Linzi Day (e)
6    Midlife in Gretna Green (#1 Midlife Recorder), Linzi Day (e)
5    The Goblin Emperor, Katherine Addison (Author), Kyle McCarley (Narrator) re-re-re&c-read (audio)
4    The House in the Cerulean Sea,  TJ Klune (e)
3    A Gentleman in Search of a Wife (Lord Julian #5) Grace Burrowes (e)
2    A Gentleman in Pursuit of the Truth (Lord Julian #4) Grace Burrowes (e)
1    A Gentleman in Challenging Circumstances (Lord Julian #3) Grace Burrowes (e)

_____
*Note: The list has been corrected. I did not realize that the Gretna Green novella was part of the main path, rather than a pleasant discursion, and my numbering was off. All fixed now.


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