October 2010

Prairie Chickens, Ghost Towns, and Writing the West with Boggs, Sweazy, and Van Pelt

On my first trip out West, my brother Matt and I drove into the Arizona desert where we discovered what we thought was an abandoned farm.  The corrals were empty sand, the windmill lopsided with missing blades, and the farmhouse floor was littered with bottles and hypodermic needles.  It reminded us both of the old houses overrun by scrub and swamp that we’d explored in our home state of Florida.  The sort of place filled with mystery and danger and ghosted with evidence of past events.

Outside, we kicked at the sand, leaned on a fence, and plotted where to go next.  Matt suddenly stiffened, nodded toward the far side of the corral.  A man and two boys had materialized from the rippling heat.  They were armed with rifles.  The sun burned brighter.

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Overwhelmed, Outrun, and Torn to Pieces: Marcus Pelegrimas on Writing Horror

 

Marcus Pelegrimas writes horror under his own name and Westerns as Marcus Galloway and as Ralph Compton. 

 

With the release earlier this week of Vampire Uprising, the fourth installment in the Skinners series, Pelegrimas returns to a world gone horribly wrong.

 

“The Skinners books are about monster hunters [the Skinners] who came together to fight werewolves and other shapeshifters,” said Pelegrimas. “They also deal with things ranging from vampires and Chupacabras to nymphs and (more recently) gargoyles. I’ve always loved monster stories, so that’s my key element. My books are the sort of fun and exciting mix of horror and action that I’ve always enjoyed ever since I was a kid.”

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Get a BookLife, Now!

When did you first set out on your dream to be a published author?

Just about three years ago, following the birth of my first daughter, I decided I better get my act together and starting living the dream I held in my heart. For me, there would be no integrity in raising a daughter to follow her dreams if I failed to show that I believed in the concept! Since that time, another daughter arrived along with a dog and a job outside the home. And, YES! I am a published writer of nonfiction (even penned a few short stories).

What got me that far is a set of guidelines I call  The Writer’s Five Ps (Passion, Perspective, Priorities, Process, Present-mindedness).  The Five P’s keep you focused, help you navigate through the storms that rise in life and make it possible to manage all the things that are important and special in your life without feeling burned out.

The Five Ps have kept my writing center-stage on a day-to-day basis. (For many aspiring writers, that’s half the battle). Still, I’m not quite where I want to be with my writing dream: to publish fiction.

In the pages of VanderMeer’s BookLife,  I heard my own voice call  to me:  “I want a book life, now!”

Not surprisingly, my  inner critique (The Burglar) answered, “How’s those FivePs workin’ out for ya, now?”

Contrary to Burglar’s modus operandi, I didn’t need to abandon the Five Ps. I just needed to rethink how I put them to work. BookLife helped me put the Five Ps to work strategically. Rather than just using the Five Ps to navigate my way through family life and get my butt in the chair everyday, I integrated VanderMeer’s approach with the Five Ps to put me on the path to my book life. In the three weeks since I began, I’ve done the following:

  1. wrote a stronger mission (artist’s statement)
  2. set more concrete long and short-term goals (achieved the following specific goals)
  • my website is being redesigned
  • a short story is under review for publication
  • gained clarity on plot for a stand alone novel and developed concept for 3-book series
  • secured a new column in a west coast magazine

I am a happier writer, still ranking high on the parenting chart (ask the kids) and I am more effective at change management.

I’m confident that my book will be in print or on an e-reader before the end of 2012  (I figure, if the world does end, or the great white light shines upon us, why not go out with a bang!).

You can do the same. Don’t let your inner Burglar rob you of your dream or cause you to abandon methods that have been working for you. Do use the voice of that inner critic to assess how your methods are working for you and what else you may need to get where you really want to be– to get a book life!

(Thanks, Jeff, for inviting me to share my experience as a Writing Parent on her way to getting a BookLife!) KMR

Karen M. RiderKaren M. Rider is a freelance writer specializing in holistic health and metaphysical subjects. Her interviews with visionary thinkers such as Caroline Myss and Wayne Dyer have been published in regional and national publications. Karen also contributes to The Writer magazine. She is an accomplished advertorial copywriter serving holistic /healing arts practitioners and “soul entrepreneurs.” She resides in Connecticut with her two spirited daughters and  (one very patient) husband. Karen is working on her first novel- a story of metaphysical suspense set at Gillette Castle in Connecticut.

Infinite Conflicts: Allen Varney on Gaming & Writing

Allen Varney is a freelance writer and designer living in Texas.  He’s worked on everything from Dungeons & Dragons (TSR) supplements in the 80s to Paranoia (Mongoose) in the OOs.  His Executive Challenge simulation game is still used at the University of Texas McCombs Business School.  Role-playing games, boardgames, computer games, Varney’s done it all and below he talks about some of what games have taught him about writing.
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By Incremental Steps: Emiliano Sciarra on Gaming & Writing

Emiliano Sciarra is an Italian game designer best known for BANG!, a spaghetti western themed card game.

“When a man with a pistol meets a man with a Winchester,” reads the BANG! tagline, “you might say that the one with the pistol is a dead man… unless his pistol is a Volcanic!”  That is either a spaghetti koan or PR copy for a very cool card game.  Or both.
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The Idea of Playfulness: Greg Stolze on Gaming & Writing

Greg Stolze is a fiction writer and game designer best known for designing Unknown Armies, Meatbot Massacre, and Reign.  He developed the One-Roll Engine (a streamlined game mechanic using a pool of 10-sided dice) and pioneered the Ransom Model for funding his designs through patron support.  For more on Stolze (and if the previous sentence baffled you and piqued your interest), check out “Tea Leaves! Rat People!  Odin!” over at Kobold Quarterly.
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Fascinated by Narrative: David Millians on Gaming & Writing

David Millians is an elementary school teacher at the Paideia School in Atlanta, GA.  He has been playing role-playing games (RPGs), such as Dungeons & Dragons and Runequest, since the sixth grade.  These days, in addition to playing RPGs, uses them as teaching tools.  He gives seminars on the subject of games and education at conventions around the country. He also coordinates the gaming and education group for the Game Manufacturer’s Association.

Over the years, Millians has spoken widely and often about the value of role-playing and other games for teaching math, social skills, collaboration, history, and just about everything else in a non-competitive, interdisciplinary manner.  Here, he focuses on what RPGs have taught him (and, of course, his students) about writing.

David Millians contributed Appendix A: Games & Education to Family Games: The 100 Best.

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David Millians: Games have fundamentally affected the way I experience writing. I began playing and reading games in an active conscious way at around the age of ten and have continued to do so ever since. All games have a narrative, and pair and group games create stories, shared for the moment or for many years. I remain fascinated by these narratives and they ways they are experienced, recorded, and recalled.

My favorite kind of game is role-playing in a group. I am often the person running the game, so my interest in oral storytelling has grown over the years. This leads to considerations of plot, character, and such, but it also considers pacing and the live, ongoing response of the other participants. I have always been a reader. Some of these are easier than others to translate into games, depending on the goals of the games and the interests of the players. We all see this sort of thing when a favorite book is made into a movie. Often the result is disappointing, but sometimes there is a new, exciting creation. There are so many kinds of writers. Some prefer to work alone, but for those with collaborative inclinations, playing a role-playing game would be an interesting and valuable experience.

In the 1970s, when I was first playing role-playing games, the production value of published games was low. The same was true to a slightly lesser extent of some science fiction and fantasy books of the time. These various readings and my mother’s instructive grammatical comments effected a Darwinian improvement in my own writing mechanics. I wanted to understand these games and books, and the effort required actually improved my sense of quality writing, which I found more and more. I don’t know that I write any better, but I have benefited from countless encounters with excellent writers and their commendable editors.

Any sort of collaborative activity reveals new ideas to its various participants, and their interactions can lead to novel products none of them could have imagined on their own. This is one of the most enjoyable aspects of games for me. Through their play, I continue to learn and expand the possibilities I can see.

Hearing Bizarre Voices: Monica Valentinelli on Gaming & Writing

Monica Valentinelli is a freelance writer and game designer with an abiding interest in mythology, archaeology, and philosophy. You’ll see these influences in her e-book Queen of Crows, which is available from DriveThruHorror.com.

Valentinelli contributed an essay on Gloom to Family Games: The 100 Best. For more from Valentinelli, check out an interview I did with her over at Flamesrising a while back. Below, she talks about what gaming and writing have taught her.

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What has playing games taught you about writing (of any sort)?

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Monica Valentinelli: Whenever I play a game, I immerse myself in another world either through its visual aspects, like a video game, or through collaborative storytelling. Those aspects of the games I’ve played taught me how to value a story for its setting, the mood that has been created, and the story (or goal) that’s being represented.

Now, when I’m writing a story or designing a game, I ask myself how the reader will respond to what I’m working on. Can they experience a particular mood in that same, intimate way? Do they enjoy the story’s world? Can the story integrate these pieces without overwhelming the reader? These sorts of questions are important to me when I’m writing.

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Is there a game every writer should try?

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Monica Valentinelli: In Family Games: The 100 Best, I had written about a game called Gloom. This game is a stellar example of how a dark mood or story can be presented in a way that’s still funny without being tripe or obnoxious. Playing the game also allows a writer to hear the voices of these bizarre characters and their families out loud. In my mind, the design of the game offers writers a chance to see what great writing is all about. Exceptional characterization, good storytelling, and never a dull moment.

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In what ways does playing games enhance your creativity?

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Monica Valentinelli: My tendency is to be drawn to things that are visual or audial in order to find inspiration for what I’m writing. If I can’t use my senses – then a story doesn’t turn out the way that I want it to because I can’t “hear” the characters in my head or “see” what they’re going through. Playing games allows me to tap into a different aspect of creativity because it allows me to enter a character’s world from their eyes. That ability has proven to be invaluable to my writing in many ways.

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Jeremy L. C. Jones is a freelance writer, editor, and teacher.  He is the staff Interviewer for Clarkesworld Magazine and a frequent contributor to Kobold Quarterly.  He teaches at Wofford College and Montessori Academy in Spartanburg, SC.  He is also the director of Shared Worlds, a creative writing and world-building camp for teenagers that he and Jeff VanderMeer designed in 2006.

Always a Character: Larry D. Sweazy on Writing the West, Part 2

Always a Character: Larry D. Sweazy on Writing the West, Part 2

The prologue of Larry D. Sweazy’s The Rattlesnake Season is a real kick in the gut. In a few short pages the protagonist Josiah Wolfe and the reader go through emotional hell together. Wolfe staggers, the reader staggers, and a (hopefully) long-running series begins.

Sweazy’s Josiah Wolfe novels feature outlaws and Texas Rangers, a small family farm and vast distances.  The central character is a single father trying to balance grief and happiness, career and family.  The novels are fast-paced, full of action, and still very much character-driven.

Picking up where we left off in Part 1, Sweazy and I continue our conversation about writing the West with an emphasis on that which he does so well — characterization.
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A Well-Rounded Story: Larry D. Sweazy on Writing the West, Part 1

A year ago, give or take a few days, I picked up a copy of The Rattlesnake Season by Larry D. Sweazy. It was the day of release, the paperback original was fresh from the cardboard shipping box, and pulp still dusted the shinny cover. It was glorious!

 Honestly, I had not read Sweazy’s fiction before, but there were blurbs from the iconic Loren D. Estleman on the front and the iconoclastic Johnny D. Boggs on the back so I ventured past the cover.

 The Rattlesnake Season is the first in a series about Texas Ranger Josiah Wolfe. The series continues with The Scorpion Trail and the forthcoming The Badger’s Revenge. Sweazy also writes award-winning short fiction and poetry and the Wolfe novels benefit from an economy and precision of language. The sentences are tight, the imagery crisp, and the characters painfully real.

 And the story is exciting, too.

 

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