Category Archives: Critiques, Theories, and Random Thoughts
This is the miscellaneous category, covering whatever happens to be prancing about in my mind at the time.
A while back I posted a list of ten commandments I think all DMs/GMs should follow to run a great game. It occurs to me, though, that while I focus a lot on the GM side of the table when writing about gaming here on this blog, I haven’t really spent much time talking about how to be a good player. I think it’s important that I do so, since the players are responsible for most of what actually happens in a game. The GM, while essential, is the referee and guide, but they absolutely cannot play the game without players and they absolutely cannot run a successful game without the players doing most of the work. If you look at my commandments for GMs, almost all of them are oriented around getting players to trust you and giving players the opportunity to make the game great. It is time, then, that we talk about the other side of the equation.
As mentoned in the other post, I have been playing or running tabletop RPGs for (now) 27 years. I have played or run almost every system you could name, played with scores of different people over the ages, and played in almost every conceivable setting. The rules I set out here are how I try to play a game when I play, and I don’t always live up to them. However, I do think that the better everybody lives up to these statutes, the more fun everyone will have. So, here we go:
#1: Thou Shalt Show Up
The first, the most basic thing you need to do is to be present. Now, when you’re a teenager or even in your twenties and you haven’t got shit else to do, this is a low, low bar – the game is set, you go. As life gets more complicated, though, this gets tougher and tougher. You have a more demanding job. You have kids. You’re married or in a committed relationship that takes up a lot of time. Things get crazy and the game can easily slide by the wayside.
Now, I am not saying the game should be more important than your kids, your spouse, or your job – no, not at all. But what I am saying is that a game can’t work if you’re not there. If you blow off a session because you’re too tired or whatever, then everybody’s fun suffers. Sure, sometimes this has to happen, but you owe it to everybody you play with to make sure this happens as little as possible. If it happens all the time? You should bow out of the campaign and just play in the next one, when you’ve got a little more time and things are under control.
A good GM should give you a very solid idea of when they’re planning to run the game, how often, and for how long. After that, you need to wrestle with your own schedule and carve out time if you want to play. If you can’t, don’t play. An empty chair at the table disrupts everything, and you should avoid doing so.
Oh, and show up on time, too. And prepared.
#2: Thou Shalt Buy In
Be enthusiastic about the game. Play because you really want to play, not because you feel obligated or can’t think of anything better to do. When the GM tells you the concept for the campaign,
you should be hyped to be part of it. You should want to contribute to that vision and make it work. If the GM says “okay, the game is set in 1930s Germany and you’re monster hunters fighting Nazis,” your response should not be to make a character, play the game, and then the first time you slay a Nazi werewolf you say “monsters are lame – I want it to be more historical.”
Buy-in is essential because it makes the game vastly more fun for everyone if everybody is playing the same game. It’s not like one of you is constantly on their phone and only half paying attention. No – you guys are totally into it. You are planning what to do in your free time! You are deeply invested in your character and the world the GM has described. You contribute to that world by offering cool details and fleshing out subplots that tie into the main plot (a good GM will let you do this, BTW). TTRPGs only work if everybody works together. Buy-in is how that happens.
#3: Thou Shalt Play Thy Character
Characters in a roleplaying game should be played as a role. As I’ve said numerous times before, I dislike D&D (or really any TTRPG) as a purely tactical enterprise. I mean, sure, if that’s what you and your friends want to play, then have at it and disregard this. However, assuming you want to play an RPG and not a strategy or resource-management game, playing your character as a character is extremely important to the game as a whole. Your character sets up a series of expectations for the DM (your choices on your character sheet are saying “this is what I want my character to be and what I want to struggle with”). The DM builds the campaign around those choices and tries to give you opportunities to struggle and shine at the role you’ve chosen. If you blow off your own character concept because you’d rather not make things complicated, the whole narrative structure of what you’re doing can fall apart very quickly.
Consider this: if you are playing a game where you are merchant explorers in a Age of Sail setting and you decide that your straight-laced lawyer character wants to commit an act of piracy because it would be convenient, you have to understand that what you’ve done is totally violated your own character concept and that either the character must now change fundamentally (and change the entire trajectory of the campaign, possibly) OR nothing in the game makes sense anymore. That’s on you, not the GM – the GM was presenting you with a legal bind because they knew you’d made a lawyer and is giving you the opportunity to lawyer your way out of it. Now you’ve blown it out of the water, and what follows is chaos. This doesn’t mean you can’t come up with innovative solutions to problems, but those solutions ought to be made through the lens of your character, not the lens of “this will cost me the fewest HPs”
#4: Thou Shalt Get In Trouble
A close tie-in with #3 is this: get your character in trouble. Trouble, contrary to popular belief, is good. Trouble breeds conflict, conflict breeds adventure. The harder your work to prevent any kind of trouble occurring, the less fun things are likely to get. I tell you truly that the most fun anybody ever had is when things do not go to plan and everyone needs to scramble to overcome unexpected obstacles.
This is a tough one to adhere to because players are inherently risk-averse. You don’t want your character to die, so you aren’t going to walk down that dark corridor by yourself in the middle of the night because you know this is a horror game and there is almost certainly a monster down there. But consider this: if you don’t walk down that corridor, then no monster is discovered. This is a bad thing for a horror game! You want dangerous monsters! If you didn’t want that, then why are you playing a horror game (see Commandment #2)? So yeah – play your character! If your character is curious or arrogant, they’re going to walk down that corridor, monsters be damned. And then when the monster grabs your ankle, well, that’s when the fun begins!
#5: Thou Shalt Not Be An Attention Hog
I know, I know – there you are, on time, having bought totally into the game concept, excited about your character, and more than willing to cause trouble and you just can’t wait to express your million ideas to the table…
But wait. There are four other people there. They also want to have fun. They also have ideas. They also are part of the group.
Remember that RPGs are a collaborative exercise. You are there to work together to make the best game possible, and sometimes the best way to do that is to shut up and listen to what the other people at the table have to say and weigh their ideas with the same consideration you’d give your own. I would even go so far as to say it is part of your responsibility to make sure everybody has a chance to contribute – if somebody at the table is shy, ask them their opinion, see if they want to contribute. The GM should be doing this, too, but the GM is just one person and needs your help to make this work. This isn’t a solo affair, it’s an ensemble piece.
#6: Thou Shalt Know Your Own Rules
We all know that the GM is the ultimate rules arbiter in any given game, but you can’t reasonably sit at a table and expect the GM to keep straight every stat on everybody’s sheets. It’s unreasonable of you to expect so. So, as a courtesy, learn how your character works and remember the basic mechanics that apply to them. When the GM asks you “what’s your Armor Class” you should know where to find that info on your character sheet and also know what they mean when they ask it. Failure to do this slows down the game and interferes with play and can knock everybody out of the scene while the GM needs to flip through a rulebook.
#7: Thou Shalt Respect the DM/GM
This commandment does not mean kissing the GM’s ass or thinking everything they do is pure gold. What it does mean is that you need to respect the work the GM has put into the game and allow them the opportunity to show off their work and be appreciated for it. This means not laughing at them when they read a piece of fluff text you happen to think is lame. This means not shouting over them when having a rules discussion. This means not holding a grudge against the GM for something that happened to your character or accusing them of cheating just because you don’t like how something went. They are the GM because they wanted their friends to have fun so much they spent nights and weekends preparing this cool adventure for you to go on. They like you. They are not your enemy (hear that GMs? You are not their enemy!) and if you treat them as such, the game can go sour very quickly.
#8: Thou Shalt Go Along With It
This is both related to #2 and #7, and what it basically means is that you will allow the game to move on rather than stall it just to satisfy one esoteric desire of your own. Okay, so maybe you want to open up a shop to sell dry goods to miners, but everybody knows that the point of this game is to go slay a dragon, so maybe you let your little dry goods idea ride for a bit in favor of everybody else’s primary concern about going along with the adventure.
This also applies to those tedious “we all meet in an inn” scenarios. Yes, we all know they’re cliche, but can you just play along so the party can meet and things can move forward? Nothing is worse than having the whole party paralyzed in the first 10% of the adventure because one player just won’t stop hitting on the barmaid and you have to roleplay out their whole stupid date and all of this is before they’ve even met any of the other players in-game yet.
Just move it along. Please.
#9: Thou Shalt Work As a Team
This is closely related to #3, #4, and #5. Unless specifically told otherwise, no campaign is about screwing over the other players or torpedoing their plans. Sure, you need to play your character, but you also need to not be an asshole. Would it be funny if your character, while drunk, stole the Paladin’s holy avenger sword and tossed it in a lake? Yes, yes it would. But it also needlessly delays the storyline, creates pointless tension both in game and out of it, and we all know you did that just to be a dick, not because you were just “playing your character.”
You need to understand and support the fact that your fun is equally important to everyone else’s. Not better, not worse – equal. If you do something you think is hilarious but everybody at the table is glaring at you, you done screwed up. That doesn’t mean there won’t be opportunities for you to cause mischief for other players or that everyone won’t sometimes find that sort of thing funny, but it needs to be set up in a way that everyone sees it coming and is okay with it. If you’ve been playing a cowardly wizard for the whole campaign, nobody is going to be surprised if you spend the big fight against the Hydra hiding in a corner and not casting fireball at it – fine – but they will be rightfully pissed if you don’t do anything to help the party at all. Play your character, but still contribute in some way.
#10: Thou Shalt Talk With the GM and Fellow Players
Ultimately, fun is the goal here. If you aren’t having fun, you need to let the GM know. If a player is irritating you, you need to tell them (politely) to knock it off. Fun cannot be guaranteed, but it certainly can’t happen if you keep it all bottled up inside. Talk with your GM and players and work out your differences. Be open to having such discussions yourself when confronted by other players or the GM. As mentioned, this is a collaborative effort, so collaborate.
In conclusion, it is my fairly well-considered opinion that these rules will lead to long, healthy, and greatly enjoyable adventures for all. Go forth and happy gaming!
Hey, everyone! I’ve got a new short story out (well, a flash story – it’s very short) out in this July 2019 issue of Galaxy’s Edge. I’m in a great issue, too, alongside such brilliant writers as Robert J Sawyer, Nancy Kress, Kevin J Anderson, Gregory Benford, and more! The best part is this: for this month only, you can read my story and others for free online! Just go to the website and check it out!
My story is my take on the zombie apocalypse and it is like, maybe, 1500 words, so you have no excuse not to read it. Go and check it out now!
So, Readercon this past weekend was a lot of fun, even though I was only there for one day. I saw two very interesting and engaging talks, one by Graham Sleight about Instrumentality and Science Fiction (is SF useful as a predictive tool for the future) and one by Austin Grossman about the origin of genre. Both fascinating, both mixtures of things I didn’t know and things I did, and both of which I’ll be chewing over for a while.
I was on a panel about World’s Worst Jobs that was great, great fun and I heard a bunch of crazy stories (and got to tell one, too). I gave a reading from Dead But Once that had a small audience, but was well received. To wrap it all up, I went to the launch party for Max Gladstone and Amal El-Mohtar’s This is How You Lose the Time War, which just sounds like an amazing book you should all go out and buy right now.
So, overall a great experience at another great Readercon!
I continue working through the summer on not just one novel, but two. Well, in truth, the first draft of the first novel I wrote this summer crashed and burned last week and I need to let the wreckage settle while I consider how to make another attempt (probably not until after Christmas). So I’m working on a second one now, which I won’t have time to finish before the Fall Semester kicks in, but I’m hoping I can at least get a sizeable chunk done. What kinds of books are they? Well, the first is a gritty space opera full of bizarre aliens and no humans whatsoever and the second is a more humorous thing set in a modern mall involving mythical creatures. So, in other words, totally different things. Is this good? Bad? Unwise? I don’t know. My agent seems to think it will be fine, but one wonders nevertheless.
In any event, onward and upward! Talk to you folks soon!
The inevitable “Who Would Win: Star Trek Vs Star Wars” conversation I find endlessly tiresome these days. Oh, yes, back in my younger years I’d debate phasers vs turbolasers and Klingons vs stormtroopers all you’d want, but now I’ve come to understand that the argument is fundamentally pointless. Since none of the things introduced in either universe are real and any technical specifications given to them are essentially made-up numbers, there is quite literally no point in debating who would win in an “actual” fight, since there is no “actual” to be used and Trekkies and Star Wars fanatics simply cannot agree on common assumptions in order to have a reasonable argument.
Even as I write this, whole legions of people are out there in the darkness, sharpening their sticks to come for me if I don’t declare their faith the winner.
But I’m not here to argue this (again). I’m just not. The side which wins is whichever side the plot is on, ultimately. And anyway, my favorite answer is “Neither – it’s the Imperium of Man of Warhammer 40,000.” On that score, pretty much anybody whose spent much time delving into 40k lore are forced to concede the point, if only because the Imperial Navy of the 40k universe is RIDICULOUS in scale and destructive power and everything else.
And, of course, even as I write that, there are those people out there, sharpening their spears and baring their claws, ready to pounce.
So I’m here to do something totally different. I’m going to suggest that Star Wars, Star Trek, and Warhammer 40,000 all exist in the same universe. Don’t buy it? Okay, but listen to this:
The Galactic Empire
The Star Wars universe is described as being a long time ago and in a galaxy far, far away. This means they can easily exist in the same universe, but the odds of them every crossing paths with the Federation or Imperium are exceedingly unlikely.
Compared to Star Trek, vessels in this galaxy are much faster than those in the Star Trek universe. Hyperspace is clearly a superior FTL system – more than just a warp drive, it is something that actually punches through the material universe of spacetime into a hyperspace dimension, enabling speeds that would make Mr. Scot insanely jealous. Their weapons technology is comparatively crude, but very powerful – turbolasers and blasters, in terms of their effects on targets, seem to have a lot in common with disruptors or phasers. Blasters even have a stun function (if rarely used).
Shields and armor are less sophisticated than the Star Trek universe and many ships suffer from glaring design flaws, but the ability for the engineers in this universe to build macro-structures (like the Death Star) cannot be underestimated.
And then there’s the Force. The people of this galaxy are connected by some interstellar energy field, indescribable and extremely powerful. Those who can commune with it can navigate ships through hyperspace, move things with their minds, even transcend death. Star Trek has very little comparable with this, but this is because they are a galaxy of much younger spacefaring species, as will be made clear soon.
The Federation of Planets
Meanwhile, in a galaxy distant from the Star Wars world and many ages later, a new (nascent) series of starfaring species are seeded onto many worlds throughout this galaxy. These beings more-or-less achieve interstellar civilizations at about the same time, astronomically speaking – within a few thousand years of one another – and spread out, come into conflict, make alliances, and so on. Their method of FTL travel – called Warp Drive – is a more primitive version of hyperspace, in a sense. It warps spacetime, but does not puncture it; ships glide along the wave made by the dilation effect (subspace).
Ships in this environment are small in comparison to Star Wars. Given that these civilizations are very young and there is no purpose (yet) for larger ships, this makes sense. Their weapon systems are similarly effective as those in the Star Wars world, though their computational, sensory, and command systems are vastly superior. Shields are better, targeting computers are better, and so on. If a battle were to occur between the Galactic Empire and the Federation, individual battles would be determined by the commanders involved. However, the sheer scale of the Galactic Empire and the vastly superior interstellar speed of its (more numerous) fleets would eventually crush the Federation, almost inevitably.
Then there is the matter of the Force. The Federation has no weapons to combat this since they are scarcely aware it exists. They don’t know it exists because they have yet to puncture spacetime in a way that would lead them to become aware of it. However, such powers do exist in the Star Trek world: the wormhole aliens of DS9, the “subspace predatory” species from another dimension described in one episode of TNG (can’t remember the title – the one where they discovered some aliens were kidnapping crew members and dissecting them without anyone’s knowledge), and even the empathic powers of the Betazoids. These can be seen as certain manifestations of “the Force” being used in material space. Psychic powers.
Parts of the Warp…
The Imperium of Man
Star Trek is set in the 23rd-24th centuries. The Imperium of Man exists from the 301st to the 400th centuries. Yes, that’s right – as much as 37,000 years in the future. Humanity is an elder starfaring race – they have, at this point, forgotten more about space travel and technology than either the Federation OR the Galactic Empire have ever learned. The Imperium rules a million worlds, possibly more, and is engaged in deadly, existential-threat-level wars on all sides at almost all times.
Their means of FTL travel? They enter what they call “the Warp” – a vestige of the ancient term bandied about by early humanity’s conquests in the age of Star Trek. But this is not a simple dilation of spacetime – they rupture it entirely, traveling into a kind of hyperspace. However, this hyperspace is now full of the psychic shadows of all the creatures who have lived before and been perverted by their thoughts and ambitions and dreams. In other words: the Force has long since fallen massively out of balance. There were no Jedi to keep the peace or, if there were, the Sith long ago rose up and destroyed them utterly. Now, hyperspace/The Warp is a realm of pure, terrifying chaos. It can, however, blink fleets across vast distances at speeds even the Galactic Empire cannot duplicate. Alternatively, it can devour fleets whole or send them lost and spinning through the mutating swirls of a hell dimension for millennia.
Star Trek exists in what the Imperium’s historians refer to as “the Dark Age of Technology,” where humans achieved dizzying heights of power and progress, but never realized that the Warp was as dangerous as it was. Eventually, they were cut off by warp storms and their civilization collapsed. The Imperium rose from the ashes, fighting every step of the way. It has blighted entire planets at a rate that would make the Death Star blush. It has access to technologies that would baffle any Starfleet engineer. Their elite soldiers are genetically engineered soldiers that would make Khan look like a designer baby intended for a photoshoot, not a firefight.
The Imperium obviously wins any battles with those other settings. They have psychic soldiers and psychic hunters the equal of any Jedi (the Culexus Temple, anyone? The Grey Knights?), they seem to have actually assimilated the Borg at some point in their history (Servitors), just as Q predicted (“you will surpass us”). They have gone so far beyond exploration that now they are the moldy remnants of a once great species in a way the Federation could scarcely comprehend. Humanity did it – it conquered the stars – only to discover that the stars are a terrible, cold place where war is unending and death assured.
And all of that is part of the same history of the universe – the Galactic Empire, in the thousand years before their time and ours, doubtlessly fell to the same conflagration that threatens to devour the Imperium of the Federation’s far future. The refugees of the Star Wars universe possibly seeded the very galaxy where humanity was born. Star Trek is the placid island in between two war-torn eras, where humanity still sees endless potential and hope for the future. But sooner or later, the daemons of the Warp will twist the hearts of mortals, and the Fall will begin anew.
Haven’t posted here in a little bit – been busy, starting new projects, editing old ones, and keeping up with the day job, etc.. I also had a little conversation with my agent recently that kinda knocked me on my ass, because I don’t really know how to respond to it.
Basically, in discussing my next novel, he made the comment that I’ve proven that I can write in a wide variety of styles and, furthermore, that I am able to write convincingly in all of these styles. But then he asked me this:
I’m just curious what an Auston Habershaw novel would sound like if it didn’t sound like something else.
What whooshing sound you hear is my self-esteem escaping through a crack in the door.
Now, my agent said he did not consider this a criticism, per se – merely an observation. See, the book he just read of mine has a wildly different style from the Saga of the Redeemed. Part of this is because it is a first person narration, part of this is because it’s a time-travel caper and not an adventure fantasy, and part of it is because, to be honest, yes, I am a bit of a style chameleon. I can write in just about any style convincingly.
But what I heard from him when he asked that question was that he isn’t sure I have my own voice and, instead, I’ve been doing “funny voices” to entertain people. Like an impressionist. That I don’t have a style of my own – there’s no way for you to see me inside the words – and it felt (a little) like being accused of having no soul. I’m some kind of doppelganger, cursed to mimic others without ever being authentic.
I don’t think my agent meant it that way, but I’ve been wondering about what he said and also wondering if that is what it means even if he didn’t mean it.
Of course, I feel like I do have a style (you’re reading it). Everybody does, honestly – style is like a fingerprint in your work and you sort of can’t avoid it. Except maybe that I can. But wait a minute, though – if I’m embodying the voice of a character, shouldn’t I be obscured? I think so. But of course, I suspect my agent thinks so, too, since he went out of his way to point out that this wasn’t a criticism, just a question. He wants to know if I have some kind of natural voice inside me. He’s pushing me to be better, and that’s a very valuable thing. All that said, though, I can’t escape the idea that I might be derivative, and that I very much don’t want.
Hence my defensiveness.
So okay, let’s accept for the moment that I have a malleable style that mirrors other work very ably but is not distinct to myself. How does one even go about changing that? I mean, I have no real idea what it means to “be myself” when I’m writing from the POV of others. Who am I, and why would you listen to me, anyway? I want to take you on grand adventures, not putter around my study with a mug of coffee and a faded sweatshirt (note: I don’t drink coffee, but you get the idea. Another example of me not being me, maybe?).
Anyway, I’m not sure what to do or even if I should worry about it. I’ve resolved, for the moment, to just let it ride, keep working, and see what develops. Ironically, my current WIP is about a shape-shifting alien with a variety of identity and self-esteem problems, so that seems weirdly appropriate. Perhaps, in Faceless, I’ve found myself after all.
Time will tell, I guess.
For my money, one of the greatest tragedies in modern American storytelling was the complete failure of the Star Wars prequels to tell any kind of compelling story. They were pretty, they were fun, but they ultimately lacked pathos or human emotion, no matter how hard the actors tried to sell it.
The thing that kills me about it was that it had all the necessary pieces to make it work. They cast a brilliant Obi Wan (Ewan McGregor remains the finest part of that series by far), had a nigh-unlimited budget, had the goodwill of millions of fans, and had the perfect set-up: a good man becomes Darth Vader, the nightmarish villain. Even the Clone Wars – at that point a totally blank slate – were rich with possibility. Then they made Anakin a little kid (?), wasted a whole movie on Naboo, channeled an extremely stalker-y vibe into Episode II, confused the hell out of everyone with the Clone army, and then had Ani go from “whiny brat” to “child murderer” in about fifteen minutes. Oh, right, and then the entire Star Wars universe can’t seem to handle a complex birth and Padme dies of nonsense causes. But it could have been so good!
But it wasn’t. It just totally wasn’t. You can disagree with me, sure – whatever – but my critique stands. I’ve watched those movies a lot by now, and I say with complete confidence that they were Not Good and definitely worse than any other Star Wars movies made before or since.
You know why?
The first reason should be obvious: I am not a child. I understand that sometimes life is disappointing and Hollywood doubly-so and I just change the channel to something I like better. This is called being an adult.
The second and arguably more important reason is that I think it is essential that writers, directors, actors, producers, artists, and all creators across the full spectrum of entertainment and literature be allowed to tell the stories they want to tell, no matter what the audience thinks of them. Now, does this mean that I want garbage like The Sopranos finale? No, of course not. Does this mean I don’t think people have a right to complain about bad storytelling? No, absolutely not – complain away! But what I don’t think the audience has a right to do is demand the artist change what they did.
No, absolutely not. Don’t even ask.
Because the work that the artist/artists created is not yours. I’m going to repeat that:
THE WORK THAT THE ARTIST OR ARTISTS CREATE IS NOT YOURS!
They made it, not you. If you don’t like it, that’s fine – feel free to complain, feel free to boycott. But you can’t force them to tell the story you want them to, no matter how much theirs sucks. You sure as hell can’t go around threatening them or their livelihood because the fictional story they presented wasn’t what you wanted it to be. That’s completely insane.
Do you know what happens when storytellers tell the stories that everybody expects them to tell? Boredom. Repetition. Basically 75-80% of everything that comes out of Hollywood (or in book publishing, for that matter). The job of the artist is to try and give the audience something they didn’t realize they wanted. This is hard. It involves taking risks, working without a net, flying by the seat of your pants, etc.. Sometimes (often?) it doesn’t work. Better artists than you or I have failed in landing franchises half as impressive as Game of Thrones. If we ever want it to work, we need to let them try, though, without living in mortal terror of what the “fans” will do to them.
Now, maybe you’re right. Maybe you could tell a better story than that in your sleep. Hell, I encourage you to try. Go ahead – show them how it’s done.
But you’re going to have to get your own story.
A friend of mine was recently looking for advice on how to run a Dungeons and Dragons game, as he had never done it before. He had put together a pretty straightforward and workable adventure to get everybody started – everybody winds up in this town to join some mercenary company, has to figure out how to get over the walls of said town, then they meet in an inn, and then there’s a bar fight.
Now, while this is perfectly serviceable, I feel that it sort of misses a really important aspect of storytelling that is directly relevant and essential to a really great tabletop gaming experience, as well, which is motivation.
Basically, all storytelling involves two basic building blocks: Motive and Obstacle. The character wants or is seeking something (Motive) and there is something that prevents them from immediately achieving that aim (Obstacle). Without the motive, there is nothing driving the character to overcome any obstacles (whether they are internal or external). Without obstacles, the character just immediately fulfills their motive and no real story occurs. What makes a story interesting is how motive and obstacle feed into one another and basically drive the story forward.
I would argue, also, that these elements transcend genre or even historical and cultural concerns. Even in so-called “conflictless” stories (such as the Japanese Kishotenketsu structure), this still exists. There is always something lacking/missing from the character, even if extremely subtle (a man is making dinner, preparing for his relatives – this is a motive for making dinner). There is always something that is going to stand in the way of the immediate realization of that goal (the man has to go to the store to buy more fish). All that changes is the nature of these two elements and their relationships to one another. In the stereotypical Campbellian Hero’s Journey (gestures vaguely at the whole MCU), the main character has an irresistible call to adventure of some kind and then must overcome a series of escalating obstacles culminating in a grand ordeal and, once victorious, returns to the world they once knew with gained wisdom and power. Even outside of that structure, though, Motive and Obstacle have to be present.
In a gaming setting, assuming your game is narrative focused, these two elements still need to be there for it to all work. What is most commonly forgotten is motive – a player makes an Elven Wizard, her identity is…Elven Wizard…and her character’s goals are to cast spells and be an elf. Naturally, this isn’t enough and this is also why the whole “we all meet in a tavern” thing is so cliche – the characters meet in a tavern because they have literally no other reason to meet or interact. The obstacles, meanwhile, are assumed – the players are going to band together, go to that dungeon, kill what they find, and collect the loot. This is fine, I guess, if all you’re involved in is a basic resource-management exercise. But assuming you’re not, it is clearly lacking…well, story.
It doesn’t take much, though, to give the game a story. All you need to do as a GM (or as a player) is to ask the players a few questions. Suggestions might include:
- What happened to you the last time you were in that dungeon?
- What have the goblins of that dungeon stolen from you and why it is important?
- What do you need the money from this quest for? Why is it important?
By establishing some basic motivations, the players suddenly have a vested interest in overcoming the obstacle before them. The story is no longer contrived. Furthermore, if your players buy into the motivations they’ve established for themselves (and hopefully they have!), the obstacles suddenly become more engaging. Saying “you can’t jump across this pit” is fine, but saying “you can’t jump across this pit, but you hear your baby girl crying your name from the other side” is a million times better!
All of this goes for writing, too, of course. If a character doesn’t have a clear motivation for doing what they’re doing, the audience isn’t going to buy in on their struggle. This is a common problem with in medias res beginnings – we don’t know why the character is in this car chase, so it’s hard to care. But if it’s managed well, we are instantly engaged and love every second of it. Then, as the motivations solidify or change into larger and more complex ones and the obstacles likewise follow suit, you’ve got the audience/players on a wild ride they don’t want to end.
It occurs to me that I don’t quite spend enough time (read: hardly any) hawking my own wares, so this is just me reminding you all that the fourth book in my fantasy series, The Saga of the Redeemed, releases in e-book on March 5th (available everywhere fine e-books are sold). Books 1-3 are available via e-book or paperback from any online bookseller and in select bookstores.
I’m proud of these books. As my first published novels and (soon) my first completed series, I think they are good work. They’re fun, they’re exciting, there’s twists and turns. It’s a redemption tale, but a slow one – no sudden magical epiphanies making a bad guy good, no easy outs. There’s swordplay and magic, poison and sorcery, and even a big dog/human lady who eats people and has cute puppies she’s trying to protect. If you like fantasy, you’ll dig these books as likely as not. Go and buy them.
I guess part of the reason I don’t hawk my wares as frequently as maybe I should is because I don’t feel like it makes much difference if I do or don’t. I can sell a few books this way – maybe, optimistically speaking, in the hundreds (and that is being very, VERY optimistic) – but this little platform and my tiny voice doesn’t get me very far. I do interviews, I write blog posts, you can find me on social media, and I publish short fiction fairly regularly in a variety of pro markets. Of all of those efforts, short fiction by far gives me the best return, and that isn’t saying a whole awful lot.
I don’t say this to complain, by the way. The market is what it is. I’ve seen the size of the boulder I’m supposed to shift and I know that I can’t shift it myself, no matter how I hustle. So I chip away here and there; I make friends, I write more stories, I publish on this blog. I hope more people like what I write and tell there friends (for serious now: TELL YOUR FRIENDS), but I’m one little droplet in a large ocean. Growing steadily, I hope, but trying to remain realistic for all that.
Maybe I should do more readings. Maybe I should visit more bookstores. Maybe I should do workshops at libraries. But guys, I’ve got a day job (which I need) and three kids and a marriage and so on and so forth – I only have so much time. Some guy on the internet recently was implying that a real writer quits their job and devotes themselves to their writing. And sure, yeah, in a perfect world I’d do just that. In the world we live in, though, it just strikes me as a uniquely privileged kind of madness. Want to make it for the long haul? Be honest with yourself. Be realistic. And keep working.
My book comes out March 5th. There is maybe just enough time for you to read the first three before it drops.
I’ve been (slowly) re-watching Star Trek: Deep Space 9 for the last few months or so and I just got to that episode in season 3 where Nog, son of Rom and nephew to that scoundrel Quark, declares to Commander Sisko that he wants to apply to Starfleet Academy. It was a subplot I had sort-of half forgotten about but then came raging back all at once – Nog’s struggles, his long journey, and his eventual triumph. I just love that subplot. In fact, it might be my favorite Star Trek subplot of all time.
Now that I’m watching it as an adult, this storyline has some extra resonance for me. Besides being an author, my day job is as a college professor – a teacher – and Nog and his quest represent a very important lesson we teachers need to remember. To look at Nog from a distance, the kid is obviously a fuck-up and a lost cause. He gets bad grades in school, he is always goofing off, he gets arrested by Odo on a semi-regular basis, and his uncle Quark is a known criminal and low-life who associates with known criminals and low-lifes. To top it all off, he’s a Ferengi! No culture is more opposed to what the Federation represents – they are greedy, dishonest, selfish, and cowardly. There’s just no way in hell a kid like that has any business wearing a Starfleet uniform.
Sisko knows this. Hell, Nog knows this! Nog knows nobody expects him to amount to anything. His father is a permanent, laughable loser and his culture would never accept him going to Starfleet even assuming he could get in! But you know what this kid does? As soon as he comes of age, he scrounges together what money he has, walks into Sisko’s office (Sisko – the most powerful person on the station by far), shakes his hand, looks him in the eye…
…and offers him a bribe.
Because of course he does! That’s how Ferengi society works! This, to Nog, is what being a man is all about. This is responsible, adult behavior. And Sisko – bless him – realizes this. Everything tells him to show this kid the door – it’s probably a trick, a trap, some kind of prank – but…he hesitates. Sisko does something that makes me love him forever: he gives this kid a chance. He decides to trust him. He gives him a day alone with a cargo bay full of valuable stuff and lets Nog prove himself.
And you know what? Nog earns his trust. He proves he’s the hardest working kid on the station. He wants to be taken seriously. He wants this.
What I take away from all of this – the person I identify with – is Sisko. As a teacher, one is often faced with students who are…well…less than impressive at first glance. They show up late. They sleep in class. They don’t seem to be taking their education seriously. But the thing that I need to remind myself of is that I just don’t know what this kid is actually capable of. I can’t judge them based on superficial characteristics. Yeah, maybe they aren’t much good in my literature classes, but this person could very well become an excellent doctor or nurse or scientist. Hell, they might even have within them to become a wonderful writer or artist. As a teacher, it is part of my job to give them that chance – to allow them the opportunity to prove themselves, no matter what they look like or even how they act. Will I be let down? Sure, sure – happens all the time. But if a kid who’s been goofing off all semester comes up to me and asks if I can help them clean up their resume or give them advice on how to bring up their grades or ask me to recommend books for them to read to improve themselves, I remind myself of Sisko, sitting in Ops, looking at that sack full of latinum from an eager young Ferengi…
And I say yes.
And, like Sisko, I am often pleasantly surprised.
As I’ve mentioned, my short story “Applied Linguistics” is currently for sale as part of the January/February issue of Analog Science Fact and Fiction magazine. As a companion to my story, I wrote a little blog post for the Astounding Analog Companion all about how language influences and even defines our sense of self and purpose. I’m fairly proud of it, and it’s always nice to get the opportunity to wax philosophical about what I’m trying to achieve or explore in any one of my stories. I thank Analog a lot for the opportunity!
Anyway, if you’re interested, go ahead and check it out. I now return you to your regularly scheduled internet.
Actually, just one more thing!
I’m going to be appearing at Boskone this February 15th-17th in my home town, Boston! Me and hundreds of other professional writers, editors, agents, and so on will be converging for what promises to be a great convention! I’ll be posting my full schedule for the event closer to the date, but I’d love to see you there!
Join me at Boskone (February 15-17, 2019) in Boston, MA for New England’s longest running science fiction and fantasy convention. It’s going to be a fun weekend filled with discussions of books, art, games, film, music, and more. For more information, visit the Boskone website: http://www.boskone.org/
My wife and I just finished watching the first season of Fargo (the TV series). I enjoyed it immensely, especially the spine-chilling portrayal of assassin Lorne Malvo by Billy Bob Thornton. Much like in the Coen brothers’ film of the same name, the show juxtaposes the wide-eyed provincial innocence and “folksiness” of the people of North Dakota and Minnesota with the absolute horrors humanity is capable of. One thing I enjoyed about the show, though, was how much more thoroughly the series was able to explore this theme. (Spoilers below, obviously)
The central antagonist of the plot is the aforementioned Malvo, who moves through the small cities and towns of the frozen north with terrifying impunity. He can kill who he likes, he can do as he likes, and nobody is able to stop him. These back-country yokels are wildly unprepared to combat a menace of his dimensions. They can’t even imagine him in any real way – he is the boogey man, Lucifer, and Death astride the Pale Horse. Malvo’s every utterance is filled with malice and threat, to the point where everyone in Bemidji instinctually recoils from him.
This appears to give Malvo power. Likewise, those who Malvo corrupts also are afforded a measure of perceived power. Herein lies the tale of Lester Nygaard, hen-pecked loser turned murderer and alpha-male. Lester’s chance meeting with Malvo in the hospital changes him; Malvo demonstrates how the world as we know it – the world of rules and morals and laws – is an illusion. You can have what you want, Malvo implies, by just reaching out and taking it. Malvo even demonstrates how this is done by going out and killing Lester’s high school bully. Lester, taking these lessons to heart, kills his wife, covers it up, frames his own brother, and goes on to find himself a better wife, professional success, a bigger house, and his own name on a salesman of the year award. By leaving the rules of society behind, Lester achieves everything he ever wanted.
Molly Solverson – the only competent officer on the Bemidji police force – knows what Lester has done and even has almost enough evidence to convict him, but the bull-headed, dull, and plain old sexist police chief will not listen. His world is the traditional one, based upon commonly accepted values. He cannot accept Lester’s guilt because the crime exceeds his own limited imagination and won’t listen to Molly because of her status as a woman and as his inferior. This is all against “the rules;” things like this don’t happen in Bemidji.
One of the brilliant aspects of this show is that it makes you yell at the screen a lot. You are howling for Molly to press her case. You are terrified at the threat Malvo represents and so, so anxious that these people – these poor, good, stupid, guileless people – are totally, completely at his mercy. When Molly backs down and walks away from her poster board of evidence, it feels like a defeat. But then the show pulls another turnaround on us: it isn’t a defeat. It’s a victory. Molly made the right choice.
Fargo is playing upon our expectations as people living in an increasingly individualistic world. We see Malvo’s skill and Lester’s cunning and we think we have identified the true power in the story. But we’re wrong! This becomes clear when Malvo follows Gus Grimley home from his aimless investigation and sits in his car outside Gus’s apartment building, where he and his adolescent daughter sleep. They are in grave, grave danger, yes? Then there’s a knock on Malvo’s window – it’s the neighborhood watch. No one of great authority, no one of any actual power – just a concerned neighbor. He sees Malvo. He knows he’s up to no good. I half expected Malvo to kill him right through the door of the car, but he doesn’t. He growls something antisemitic, but he leaves and never comes back, warded away as surely as Dracula from a church.
And that is the true power in Fargo. Community, family, society – these things are juggernaut like powers in this film. Those who remain within the safe confines of a caring community are safe, immune from Malvo’s power. Those who choose to step outside the bounds of the “normal” are doomed. When the Supermarket King digs that money up and uses it to build his business, he is in metaphysical trouble. This trouble, however, grows exponentially worse as he gets further and further from the caring bosom of family and small town life. Isolated and wealthy, he is cosmically punished for his hubris and greed. As for Lester, his end – riding a snowmobile across cracking winter ice – is preordained the moment he refuses to accept responsibility for his actions. Indeed, when he denies the existence of any such responsibility. There is no one to save him not because those people don’t exist (Hell, the cops chasing him are yelling for him regarding his safety! “Come back,” they yell, “it’s not safe!”), but because Lester has left the fold and will not return.
Malvo, then, for all his pretensions, is not the powerful one in the story. It’s Molly, and always has been Molly. It’s Molly because she recognizes that going it alone leads nowhere good. No matter how stupid the chief is, he’s the chief. She gets married, has a family, moves on. When she tells Lester the story about the man running for the train and losing one glove and then dropping the second, in that metaphor she is the passenger and Lester is the gloves. She is saying “I cannot save you; you have killed yourself.” The arc of justice in Fargo is long, but it is inexorable. Those lone wolves? Those dashing villains and dramatic scoundrels? They die, are destroyed, and are forgotten. And Molly?
She gets to be chief.