Friday, August 14, 2009

Vienna, CA

I'm fresh home from a concert by my favorite musical artist, Vienna Teng (check out her website for music and information - more available at her myspace), and as usual, she blew me out of the water. This is the music that I dream in, the music that accompanies my prayers, and often the music I listen to when I write. More characters and stories have been inspired by Vienna Teng's music than I can count (and that's not considering Hope on Fire, the song that kept me going during the tough early days of the Oakland Teaching Fellowship's Summer Training Institute).

Better yet, Vienna Teng writes science fiction! Consider the lyrics to No Gringo, a song on her latest album (lyrics courtesy of elyrics.net):

Father says head down
We don't want them finding you
Mother says practice now
All the words you know

Oh Arizona's burning
They say the fence turned round
Now the razor wire keeps us out

Mother says with luck
We'll sleep under a roof tonight
Father says in the truck
We'll be crushed in tight

Oh Chicago don't forget me
As the miles between us grow
Keep the maple tree carved with the name of my love
The hills we would sled race down
Lake Michigan stay endless and painted in sky
Goodbye

Mother says years ago
The whole world was ours to rule
Father says let it go
Those days are gone for good

All the signs read no gringo
But somehow we'll find our way
Maybe waiting at dawn by the factory doors
Sunburnt and bent in the fields
Please don't turn us in
We'll be silent as the grave
As time

No gringo
No Gringo aqui
Words as levies against the flood
Hoy cerrado
There's too many to feed
Room for only our own kind, our own blood
No gringo, no gringo aqui
You have stayed in this land for too long
Tan amargo
But there's no time to grieve
You just pack up your things and move on

If you can't figure out how this song is science fiction, leave a comment and I or someone else will explain it. It's subtle and quite brilliant.

Finally, I like Vienna Teng's approach to creativity. A quote from her myspace page:

"These days I'm influenced by whoever intimidates me. I hear them, I'm astounded by them, I think daily about quitting music because I'll never be able to do it as well as they do. Then I try to steal from them without imitating. A tricky thing."

A beautiful sentiment, and one I could explore further. I won't right now, though, because I'm sleepy. I'll be certain to return later. In the meantime, however, I leave you with this: if you haven't checked out Vienna Teng already, you should.

That is all.

Thursday, August 13, 2009

Prometheus in Chains

Today I'm going to talk about my friend G.D. Crowley and how he has revolutionized my understanding of roleplaying in specific and creating in general.

G.D. is the prolific game designer no one has ever heard of. If you followed the short rise and precipitous fall of Shifting Forest Storyworks (of which no web presence remains), the company co-founded by G.D., you might have already heard of his work and maybe even played one of his games. Shifting Forest produced one-shot Live Action Role Plays - parlor LARPS as they are often called - in handy little books. The games were, generally, intricate, surreal, and dark, like Neil Gaiman on an absinthe bender. Unfortunately, after a promising beginning, the company vanished off the face of the earth and is unlikely to return.

This is a shame, because the man is brilliant.

Two of G.D.'s tabletop games - the two I have the most contact with - are referenced in the title of this post. The first, Prometheus, is something I'm playing right now alongside the Abigail. Our characters are two dyanic invidivuals - a Blake, a Byronic loner, and Natalie, an angry vigilante - attempting to guide about two hundred human refugees through the strangest alien invasion I've ever heard of. Chains of the World is an epic game of modern sorcery that takes a character through the transformation of the world. Both of these - and many of G.D.'s other creations - have been well-recieved by those lucky enough to experience them... but there's a catch.

G.D. has very little interest in commercializing most of his games. He talks about writing a game for publication one day - and I hope he does and eagerly await the prospect - but most of what G.D. writes, he writes for himself to Gamemaster and his friends to play.

The major advantage of this form of creativity is that G.D. can afford to be extremely idiosyncratic. Many of the systems aren't quite comprehensible to outsiders. They work extremely well in every way - they are atmospheric, stylish, and easy (in that I as a player interact with them, anyway) - but I don't really grok them yet, and I'm not sure I will. Prometheus, for example, relies on a complex mandala of playing cards - used kind of like a Tarot spread - which are determined to support either success or failure based on an arcane set of qualifications that include the chracter's traits and aspects of human (and alien) paradigms of thought. Chains of the World, on the other hand, relies on three twenty-sided dice, one representing power, which relates to the character's success or failure; the other representing weirdness, which can add or subtract a random degree of, well, random; and the third representing significance, which is a measure of how important the roll will turn out to be in the larger plot. I think most writers and designers will join me in acknowledging the appeal of idiosyncraticy. Imagine... producing evocative fiction without having to explain yourself... it's fantastic.

Similarly, G.D. doesn't have to bother actually writing a lot of his game material. They can live in his head, with only just enough external notes to provide a stable skeleton. Setting, system, chronology, and important NPCs... all of these only need to be written down as much as G.D. needs them written down. G.D. is no slouch. He's more than willing to write down what he needs to write down, but this is certainly less than he'd have to write down if I was going to run one of his games.

A more neutral, but fascinating, trait is the linear and directed nature of G.D.'s games. While there is always room for character choice, G.D. manages to write games that tell very tight stories in a way that I have never seen before. Other games that try to do the same thing - White Wolf's Scion and Orpheus (both brilliant games) for example - often come across as heavy handed. With G.D.'s games, however, this never seems to be the case. I'm still not exactly sure why this happens; I'll have to get back to you on this.

The only downside to all this is really all about me: G.D.'s games lack something difficult to define. I contemplated it, turned it over in my head, and finally spat it out again.

G.D.'s games don't feel finished.

It came out in a conversation with the Abigail. I consider a story or a game finished when it's "marketable." Not "marketed" - I have no illusions that many of my creations that I'm most happy with may never actually be sold, much less actually make any money - but "marketable"; ready to be produced, sold, and presented to the world. I long for, as much as I fear, the moment that I let go of my baby and let it fly away. G.D., on the other hand, aims for ready to be presented to his friends, with himself as the presenter.

Ultimately, however, G.D. achieves much the same thing I attempt, with much more success. He creates cool and evocative fiction that touches people and changest their lives.

As a result, I am contemplating changing my definition of finished. Perhaps it shouldn't be "ready to be...", but just "ready." Ready for what? For whatever I created it for. Ready to be run for the Abigail. Ready to be given to Jon as a birthday present. Ready to be edited. Ready to be sent to an agent. Ready to be sold. G.D.'s flexibility has given him more success in game design than my rigidity has given me, so perhaps its time to consider changing my ways.

* * *

  • What alternate definitions of "ready" have you seen and toyed with?
  • What have you created with a goal in mind other than the obvious?
  • Have you ever played in a similar game, one that could only be run by its creator, but is still brilliant and evocative?

Fire From the Zeppelin, Lights in the Sky

I just got back from viewing the Perseids with the Abigail and our good friend Alan. If you haven't gone to see the meteor shower yet (and by some weird chance you're awake and reading this post) for God's sake, go do it. It's beautiful. It always is. Oddly, it reminds me of why I do this: why I blog, why I teach, why I write.

It's late and I'm tired - I'll write a longer post tomorrow - but I just wanted to check in with you tonight and let you know that there's fire in the sky, waiting for you.

Tuesday, August 11, 2009

Burning Update Experience: And We're Back!

Tonight I'm going to fire off a brief update - let you know where I am and what's going on with me and what the future of the Burning Zeppelin Experience is going to look like.

As to the first, I am a very happy, very tired man. I have successfuly completed the Oakland Teaching Fellowship. I've been hired to work at Frick Middle School way (way) out in East Oakland, where I'll (hopefully and probably) be teaching 7th Grade Life Sciences. This is a life direction that I am exceedingly happy with.

This doesn't mean that I'll be abandoning my writing or my blogging, though. In fact, both will likely get more important. Frick is a high-need school in a high-need part of a high-need city. Nearly 100% of my kids will be recieving free or reduced lunches - a common benchmark of a school district's poverty - and their neighborhood has a staggering murder rate. After a long day of working miracles, I'll need something I can do for me, and I can't always lean on the Abigail. She'll be starting work at the Homeless Children's Network at almost the same time.

That's the Abigail and me, living the Oberlin Dream: doing the most important work in the world for not enough pay, on not enough sleep, and loving it.

Furthermore, I'm convinced that my writing will get better because I have so much going on. There is nothing less inspiring than sitting in a coffee shop all day and looking for work. Conversely, if there's something more inspiring than working to expand the horizons of high-need kids and equip them to shake the world to its foundations, I don't know what it is. How will I find time for writing, you ask? Bah! Stuff and nonsense. You don't find time, you make it!

In any case, a counterpoint to my glass-half-full attitude is that I haven't done much writing or writerly-related things in the past six weeks. I've run and played very little in the way of roleplaying games, written very little in the way of stories, and gotten almost nothing done on my Rejection Letter Challenge. I did, however, finish one story, a neat little piece called The Weight of His Words. After I've had a chance to clean it up, it will join the others on the rejection letter front.

As to my various rooms - the Writing Desk, the Back Burner, and Threshing Floor - I don't even know where to begin. I'm going to do have to do some serious inner housekeeping. I can tell you that my first priority is creating short fiction so I can meet my goal of gathering fifty rejection letters. The Abigail and I have plans to do National Novel Writing Month again. Other than that... who knows?

Where is the Burning Zeppelin Experience going? I'd like to go back to posting every day, at least until August 31st, when school starts. After that... I just don't know yet. Continuing to post every day would be cool, but it might not be feasible.

We'll know when we know.

That's all folks. See you tomorrow.

Monday, August 10, 2009

Look, A Distraction! Part II: Black Hats

So, it looks like the Burning Zeppelin Experience's triumphant return will be delayed a day.

No, wait, tons of stuff has happened in the internet! I'm sure you can amuse yourselves while the Abigail and I take a practice honeymoon (because we've never been on vacation alone together ever! We're afraid we won't know what to do!).

In particular, Black Hat Matthew McFarland seems to have taken my advice (ok, the credit probably doesn't belong to me) and gotten a blog. The website I linked to in my previous post is defunct. You shouldn't go there anymore. God alone knows what will happen if you do.

That's it for today's relatively lame beginning to a glorious new empire of Zeppelin. I'll be back tomorrow with something more substantive.

Sunday, August 9, 2009

The Burning Zeppelin Experience...

Will return...

Victoriously...

Tomorrow...

Friday, July 24, 2009

That's Two

Thank you for offering your story to Orson Scott Card's Intergalactic Medicine Show. We're sorry to tell you that we will not be using it; you are free to submit it elsewhere.

Sincerely,

The Doom of Thraknar

Assistant Editor


Also, I'm still alive, just too busy to breathe.

I'll take a stab at editing and re-editing that story (once I start breathing again) and send it out again.

Also, this blog is still alive. I promise! Watch this space in August.