The Raven's Mutterings Wherein Carl Cravens talks about geeky stuff

31Oct/09

Have roleplaying games crippled my storytelling?

I've been preparing to start a 50,000 word novel for NaNoWriMo, and I've been struggling with finding a plot. I have a notebook full of story "starts" but very few where I know how I want the story to both start and end.

When I started looking for a plot idea that would lend itself to 150 pages and just 30 days for a rough draft, I wanted something simple, but every idea I looked at, I couldn't come up with an ending. Just recently I realized that I was looking for endings without knowing what the central conflict of the story was supposed to be. I was, quite literally, trying to solve the "problem" of the story before I'd determined what that problem was.

And I find myself wondering… has years of playing roleplaying games, both in the player's and gamemaster's seats, crippled my ability to tell a story on my own? As a player, I've learned to create "starters"… ideas for characters and starting situations, without any strong pre-conceived notion of how the story should progress, let alone end. As a gamemaster, I've learned to set up situations and antagonists, and often have some idea of how things might end, but I've learned to be vague and unattached to any particular story path or outcome.

In short, I've learned to quite deliberately not tell the story on my own. I've learned to create story elements, but then refrain from turning those elements into a story until I sit down to engage with four other people who will bring their own elements, and then together the flesh out the story through our roleplaying interaction.

That's a weird thought that, when I've read so many books on writing fiction and screenplays in an attempt to improve my roleplaying, my roleplaying experience would get in the way of trying to write fiction.

30Oct/09

NaNoWriMo: A story skeleton leads to a plot

Back in 2004, Jim Butcher, author of The Dresden Files series, started a blog about writing. He only made a double-handful of posts, spread out over four years, but he said a lot of useful stuff. The one thing that stuck in my head was this simple but useful tool. The story skeleton boils your novel's plot down to its most basic elements. If you can't fill in the blanks, you don't have a story yet.

*WHEN SOMETHING HAPPENS*, *YOUR PROTAGONIST* *PURSUES A GOAL*. But will he succeed when *ANTAGONIST PROVIDES OPPOSITION*?

Let's try this:

After running away from home and stowing away on an interstellar cargo ship run by smugglers, 9-year-old Nathaniel just wants to get back home. But will he succeed when the smuggler's ship is hijacked by aliens?

I keep trying to figure out how my stories end before I've figured out the central conflict. I think the story skeleton helped with that… it doesn't ask how things end (the climax), it insists on knowing who gets in the way of the main characters goal (the antagonist) and why he's an obstacle (the conflict). You can't have a story without conflict, and apparently I've been trying to come up with a resolution to a conflict without knowing its nature first.

There, my book has a plot. Looks like I'll do some outlining tomorrow.

30Oct/09

NaNoWriMo: Has he decided what to write yet?

I really need to do that, don't I? The one crazy thing about NaNoWriMo is that, while you can't start writing your novel until midnight, November 1, you can do all the planning you like. Write an outline, take notes, write character descriptions, and so on.

But here I am, having decided to do this just a week ahead of time, and I don't have any of that preplanning done. In some ways, I think this is a good thing. I tend to over-plan, and I'm afraid that the planning process would actually discourage me from writing. As writing day approaches, I'd get worried that I'm not adequately prepared, and I'd end up quitting before I ever started the writing.

So in some ways, I'm blocking this out of my mind… I'm putting off all the heavy lifting until November 1, because the whole point of this (for me) is to dive into the hard part with guns blazing. The hard part is getting started, and a "soft start" of doing pre-planning when the schedule is squishy just gives me time to waffle and think too much. And thinking about it is the killer.

But it's Friday, writing starts on Sunday. That "9-year-old stowaway on an interstellar freighter" actually has some legs, now that I've had time to think about the plot.