Thursday, August 20, 2009

Johnny Jordan <3<3

Found in the bathroom at the cafe where I do my lesson planning, written on the wall in black permanent marker:

"Your soul was made for eating," said Johnny Jordan at midnight. He'd lasted a long time without eating souls and he was very happy about himself. He was also stupid. Very, very stupid.

Johnny Jordan <3<3

I wish I had a digital camera so I could capture for you the true strangeness of this moment, but you will have to make do with my meagre efforts at reproduction.

Who is Johnny Jordan? The closest I could come was an English former professional soccer player named Johnny William Jordan, and I can't imagine that's who our enigmatic graffiti artist was talking about. English soccer players don't eat souls, right?

Right?

H.P. H.P. Hurray for Lovecraft Day!

According to Wikipedia (and blessed be its name), today is the birthday of the immortal (for "that is not dead which can eternal lie / and with strange eons even death may die") Howard Phillips Lovecraft. That makes today... Tentacle Day? Lovecraft Day? Extra-Galactic Horror and Hatefulness Day? The geeks of the world have not yet united behind a single vision of how to celebrate the life and works of Howard Phillips Lovecraft, but I'm sure we will. Soon. The revolution is coming.

To do my part to spread the Lovecraft, here are a few links you might find titillating (or terrifying) (or both):
  • A list of lovecraft quotes I found, just now, looking to confirm the exact wording of the "death may die" quote above.
  • The Drabblecast's newest episode features some H.P. Lovecraft poetry and a Lovecraft-inspired story.
  • A Pseudopod story from some weeks ago that pokes gentle (and loving, I'm sure) fun at Lovecraft's Yog-Sothoth.
  • To toot my own horn: a rather silly (musical) Burning Zeppelin post from quite a while ago, a Call of Cthulhu character posted on my blog as part of my (currently suspended) project to make a character for every game I own, and another blog post (I think) from Rabbit Hole Day 2007.

* * *

Seriously, though, what is it about H.P. Lovecraft that we (ok, I) find so compelling?

The first is, simply, that Lovecraft is the father of a subgenre, and there's something kind of nifty about that. Despite never achieving much commercial success, despite honestly not being a very good writer, Lovecraft managed to touch a nerve. He tapped into something we thought we'd forgotten - some primal fear of the dark - and made art out of it.

But you know what? You've heard that already. If you're reading my blog, you know all about H.P. Lovecraft and how he came out of nowhere after his death and redefined horror and blah blah blah blah blah. You want to know what really inspires me about Lovecraft?

First of all, Lovecraft had balls. Huge writerly balls. Lovecraft made up words left and right, wrote the absurdly dense and flowery prose that he felt best served his fiction, and told stories that were far ahead of their time. As China Meiville said in a recent I Should Be Writing interview, (paraphrased) there's something to be said for tight, sparse prose, but there's also something to be said for lush, vicious, enticing prose that draws you in, sucks out your brain, and gives it back backwards.

Secondly, Lovecraft turned his life into art in a way that I admire. He was afraid of shellfish, so he wrote stories about tentacled horrors from beyond space and time. He loved Providence, Rhode Island, so he wrote stories in which the beauties of Providence were sufficient to draw the gods of earth from the rightful thrones to cavort among its steepled roofs. He was a vaguely racist, nativist, eurocentric weirdo, so he wrote... ok, let's leave that one alone. The fact remains, however, that Lovecraft wasn't afraid to mine every last thing in his life for inspiriation, and I like that.

So let's here it for Lovecraft! What the world needs now is Lovecraft! All you need is Lovecraft! Make Lovecraft, not war? Um...

Lovecraft,
Mark

Wednesday, August 19, 2009

Stuff It!

Most fantasy writers I know and know of have a love affair with stuff. Much like our love affair with invented vocabulary, I get the feeling that a lot of us know we shouldn't indulge, but we do it anyway. We build these fantastic worlds, and we want to show it all to you, not just the narrow corridor of the main characters' experiences and histories. So, we write extraneous stuff, appendices of history, pronunciation guides to our imaginary languages, huge, lovingly crafted maps, descriptions of noble houses and mercantile organizations and their intrigues. We don't want oto keep it to ourselves, we want to share it. We want to put it in the finished book. We want to send it to the publisher, so he can enjoy it, too.

In yesterday's Deep Genre post, contributor, writer, and former slush pile reader Madeline Robins gives us some bad news: slush readers don't like to recieve stuff with our fiction. No maps, no pronunciation guides, no appendices full of extensive historical details. In short, all the really awesome stuff that we loved creating but couldn't fit into the story... has to stay out of the story.

There are apparently two reasons for this. The first is that apparently including stuff in a manuscript you send to a publisher is just a newbie error. The second is that including all this stuff implies to the reader (in this case, a publisher) that you have neglected the story in favor of tons of abstract worldbuilding. While this might not be fair - in A Knight of the Land I wrote a significant chunk of a fantasy language, and while the story isn't perfect yet, I certainly didn't neglect it - it's important to remember that one of the businesses we writers are in is sales, and in sales, appearances matter.

Robins goes on to discuss what brought this up, a particularly frustrating fantasy series. Although basically a quality read, the maps and pronunciation guide were vague enough to be frustrating and specific and complex enough to be distracting, respectively. I can imagine how this would be a bad combination. Spending half your time peering at vague maps and trying to figure out where the characters are and the other half of your time flipping back and forth between the text and the pronunciation guide to figure out how you are supposed to say what you're reading is no way to enjoy a novel.

The take-home lesson seems to be:
  • Don't include extraneous stuff in your submission to a publisher, even if it's stuff that you're sure the book will need when it's published.
  • When the time comes (and may it come for all of us, amen and amen) for you to put stuff into a finished novel, make sure that the stuff is quality, that it is actually essential to the experience of reading, not just nifty stuff you want to add.

Otherwise, stuff it!

Tuesday, August 18, 2009

A Drabblepost

Last night, my friend Jon introduced me to yet another podcast - the Drabblecast - and today, I am introducing you to it. Or, perhaps, I'm introducing the Drabblecast to you. I have to admit that I'm not entirely sure which has more reality. Me, too, if it's any consolation.

The Drabblecast is good for fiction - 500 to 2k word short fiction, shorter flash-fiction, and 100-word drabble stories, to be specific - and good fiction at that. The Drabblecast is also good for news. Many casts include news items viewed through a hillariously sardonic speculative fiction lens; the one I just listened to explored the discovery of immortal and adolescent jellyfish. Finally, the Drabblecast is good for excellent production values. The narrator, Norm Sherman, has a wonderfully flexible voice and intonation and he peppers his stories with sound effects and music clips, producing a truly engaging listening experience. This means that even those of you who complain that years of headphones and boring professors have produced callouses on the parts of your brain that process auditory input - and therefore cannot listen to podcasts - have no excuse.

Anyway, I heard there was a cream for that.

Most importantly, however, the Drabblecast pays. 500 to 2k word stories will earn you 1.5 cents a word, which is definitely below the professional rate. It's also definitely money, though, so I can't really complain. A 2,000 word story will still earn you $30 and a moment of internet fame which could blossom into a following. Stories below 500 words will get you the dubious fame, but not the money. Such is life. The Drabblecast likes fantastic stories that are funny, weird, gross, and badass, but foul language and truly dark, heavy, and disturbing themes are frowned upon. Also, an "insider tip" (from the website):

"Luke likes pretentious stories that make him feel smart for understanding them. He is pretty lazy and good for nothing though so he probably won’t get around to reading your story and it will wind up with Kendall and Norm in the first round.

Kendall likes stories about poop, superheroes and vapid, saccharine relativist philosophies. He doesn’t like stories about vampires, pirates or ninjas. Send them anyways though, because he’s fun to piss off. Goofy stuff that doesn’t take itself seriously will make his day.

Norm likes stories with aliens fighting each other. He likes other stuff too though."

I think that does it for today. Listen to the Drabblecast (I already do). Send your stories to the Drabblecast (I will, soon). And remember, we all like stories with aliens fighting each other. And we like other stuff, too.

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.