Showing posts with label how-to. Show all posts
Showing posts with label how-to. Show all posts

Tuesday, January 6, 2015

A Writer's Vengeance: How to Get Away With Murder

I have a T-shirt that reads, "You're dangerously close to getting killed off in my novel". Killing real-life people off in effigy by way of a character you've written is the best therapy for an annoyed writer, as it typically leave no mess, no clean-up, and if done properly results in no lawsuits against the author.

Admit it, writers--you've done this. Heck, I did it when I first started writing fiction in grade school. Was it childish? Yes. I was twelve. Was it amateurish? Yes. I was twelve, and had not yet gotten the hang of things like changing names to protect the innocent. I wrote thinly veiled vengeance fantasies that today would be termed hate-fics, and not one of them has ever seen the light of day. It was my therapy, and it was my way of coping with the difficulties of life.

Doing it this way as a professional writer can be dangerous, though. M. Night Shyamalan is reported to have done something like this with one of his critics, writing a thinly-veiled version of him into his Lady in the Water as The Guy Who Is Wrong About Everything. Michael Crichton, too, wrote a critical reviewer into his novel NeXt, as a politician with the same name and from the same college, only with a small manhood and an accusation of having raped a four-year-old. Both Shyamalan and Crichton came off as childish and petty with these character assassinations, even (especially) if the characters bore only the vaguest passing resemblance to the originals.

The trick to doing this properly is not to just drop your target into your book without even a name change, even (especially) if you write him as The Worst Human Being In The History Of Civilization. If you write speculative fiction, this is a bit easier, but still, step carefully. Get creative with the name changes, not just changing a couple consonants at the beginning of the surname. Make your target realistically obnoxious, so the sympathy is all on your protagonist (you do have a relatively sympathetic protagonist, don't you?) Then, when the pot is well-stirred so that your chosen victim is recognizable only to you, have fun.

That jerk that cut you off in traffic? His car gets stepped on by the monster of the week. The co-worker that nobody likes who's decided you and he are best buds? A stampede of a chase spills his coffee, wrecks his laptop, and covers him in grime. Your ex? Riddled by arrows while trying to attack the hero's army. Your current squeeze's psycho ex who is determined to ruin your happiness together? Eaten by something horrible. A  narcissistic acquaintance for whom ruining your entire life is considered an average Tuesday? Eaten by something even more horrible, or taken for study by something from beyond sanity and vivisected alive if you're not feeling merciful.

Doing this is the writer's equivalent of coming home from a rotten day, plugging in a first person shooter, and mowing down wave after wave of virtual enemies. If done well, it can be seamlessly therapeutic, relevant to your novel, and equally satisfying to your reader to see That Jerk get their comeuppance, even if they don't know That Jerk from Adam beyond the story. Done badly, though, it comes off as a tantrum in text, and could get you in serious trouble. So get your therapeutic deaths out of your system, writers, but step carefully. Bad writing is still bad writing.

Tuesday, December 2, 2014

Designing an Alien Species for Fun and Profit

For decades, science fiction writers and scientists alike have speculated about life on other planets. The possibilities they've come up with range from funny-looking humans (Thanks, Star Trek!) to completely incomprehensible horrors from beyond the limits of sanity (Thanks, H. P. Lovecraft!). This offers modern authors a wide range of possibilities to choose from, which can be liberating and terrifying all at the same time. On the one hand, the possibilities are endless. On the other hand... okay, where do I start?

Intelligence

 If an alien species is going to be a meaningful part of diplomatic negotiations (successful or otherwise), it's going to have to be at least as smart as humans. If it's going to be the one who seeks us out, then unless we already have FTL technology by the time of whenever the story is set, they're going to default to smarter than us. Why? Because the nearest galaxy is maybe a dozen light years away, and your alien species will need to have determined that there's something worth checking out on our insignificant little planet, or else they wouldn't have bothered.

That's not to say that individual aliens within your species can't be idiots. You get those all over.

Appearance

As indicated above, this can range from really really human to really really not. Many early aliens in visual media looked human simply because there was no such thing as ILM. In the Star Trek universe, most of the sympathetic aliens resemble humans with accessories because the Progenitor seeded a butt-ton of world with genetic material, and let evolution do the rest. Star Wars, being set in a space opera universe with a bigger budget, has a wide variety of aliens, made even more diverse with the addition of motion-capture and fully CGI sharacters. In written media, of course, you have a lot more freedom to make your aliens look like whatever the heck you want, but be cautious with aliens that are obviously not humans with weird makeup.

Non-humanlike aliens can even resemble familiar Earth species, like cat people (a favorite, for some reason), lizard people, or even insects. In general, the less mammalian they look, the harder it is for we humans to relate to them. Give them weird senses and a corresponding lack of familiar anatomy, and the average first contact team is going to be cautious, if not initially afraid of them. Once you start getting into the more mind-bending aliens like sapient colors (I have seen this played for laughs and for horror), it gets harder and harder to comprehend them, until you get the sort of things that should not logically follow the same laws pf physics, let alone biology, that we do.

Culture

Admit it. Coming up with a completely alien culture is hard as hell. Most fictional cultures will have some aspect of a familiar human culture, even if it isn't practiced openly, locally, or currently. This can be a good thing, if you want to use this fictionalized culture to make a social statement, but you will need to tread carefully and change things up. Transplanting an earth culture into your story wholesale can smack of lazy writing (no matter how awesome lion-folk Spartans would be). In general, your fictional species' culture needs to be an organic extension of the sort of environment they developed in, what they find important, and what they're naturally skilled at. That means you will need to build the heck out of their home-world and come up with a history for them, even if your human characters never find out much about it.

Mentality

Aliens are weird. They're supposed to be. Even familiar-looking behaviors and rituals can be performed for reasons that come completely out of left field, and understanding why can be a major part of the story (see Speaker for the Dead by Orson Scott Card for one example). Then you have the critters whose sense of morality is so completely divorced from ours that we have a hard time predicting what they will do any why, and they might have no concept of why what they did was wrong. Trying to weed out malicious behavior from attempts to help can be fun and horrifying by turns, depending on how you swing it. Try taking a quality and turning its importance3 up until the knob breaks, and see what that does to your creation's mindset.

In Conclusion

Creating a completely new alien species can be either piles of fun or an exercise in hair-tearing frustration. There's a lot of thought and world-building that can go into it if you want to have a meaningful first-contact scenario, but if you really get into it you can have almost as much fun working out the details of your species as you do writing a story featuring it. If you have fun writing about it, chances are your audience will have fun reading about it.

Tuesday, August 26, 2014

Handling the Damsel in Distress

The damsel in distress is a very old trope, dating back to Greek mythology and beyond. You have a girl that needs rescuing, and this drives the plot. Simple, right? Well, in modern media the unqualified damsel in distress has become less popular, due to the rise of various shades of action girl and self-rescuing princesses. Even Princess Peach, the quintessential damsel of the Super Mario Brothers games, has taken a role in ensuring her own safety from time to time (though she still gets kidnapped more often than not).

As a result, the modern damsel in distress must be handled very carefully in order to avoid accusations of one-dimensionality, bad writing, or misogynist subtext. However, not every female character can be Xena Warrior Princess and get herself out of a pinch. Let's explore the reasons why a damsel might be put in distress.

  • Simple Kidnapping. Yes, this old chestnut. The villain might need to take custody of your impending damsel for a series of reasons, whether it's for financial gain, to force another character's hand, or because the villain has a serious crush on her.
  • She Has a Plot Coupon. Some damsels might possess an item (or know how to access it) upon which the plot hinges. This could be a tattoo that happens to show where the thing that everyone's looking for is, it it might be a book with an encoded message that tells how to get to the thing. In either case, get the damsel, and eventually you get the thing.
  • She Is a Plot Coupon. The damsel has a certain ability or set of abilities that will allow her to get to the thing, or access the thing herself, or otherwise solve the plot's main problem. Or maybe she's the heir to the kingdom and everyone in the land is squabbling for the right to marry her--and then someone just cuts to the chase and makes off with her. (That someone might not even know she's a plot coupon when the absconding happens, only that she's pretty or important or what have you.)
  • She Happened to be Handy. The damsel of convenience in these plots can offer the perfect opportunity to set up epic amounts of ass-kicking if the villain grabbed the wrong damsel out of the crowd. Whether this is foreshadowed before the throw-down happens is entirely up to the writer.
This is by no means an exhaustive list of why a damsel might be in distress, but it covers most of the basics. Of course, now that your damsel is in distress, let's explore reasons that she might not be able to get herself out of distress.

  • Physical Restraints. Again, a classic. This might mean she's tied to a rock or locked in a room or tied up on the metaphorical railroad tracks. Barring any established skills as an escape artist, this is often a perfectly valid reason for the damsel to remain in her predicament and need rescuing.
  • Geographical Restraints. The next best sting to tying her up is putting her someplace secluded where the hero can't get to her right away. She might be locked at the top of the tallest tower or parked in a stronghold on a secluded island or in the middle of the villain's stronghold with thousands of guards between her and the hero. In many cases, the hero might have to find her to rescue her, and him finding out her location can make up the bulk of the plot.
  • Guarded by Something Scary. This could be anything from a trained Bengal tiger to the villain's trusted assistant Moe to a fire-breathing dragon, but in any case the scary thing provides a really healthy incentive to not try to run off.
  • Drugged or Hypnotized. If the damsel is not able to properly get her bearings, obviously she can't make a valid effort to get herself free. Part of the plot might be her trying to clear her head and meet the hero in the middle, bot not always.
  • Physical or Mental Handicap. This needs to be navigated carefully, lest one be the target of accusations of insensitivity. However, certain neurological conditions can make a damsel of either sex unable to properly defend herself from harm, or even recognize danger. A blind damsel might be able to use her senses to evade the bad guy, but that's still a form of distress.
  • She's Naive. DANGER WILL ROBINSON! You better have a really good reason to use this one (like a sheltered upbringing) and it must be handled very carefully lest your prospective damsel be branded an idiot. I know as well as any that there are dingbats and airheads in the real world who wouldn't know a dangerous individual if he pointed a gun at their face, but if this keeps happening repeatedly without her learning her lesson or taking measures to protect herself (that's called character development, for those of you following along at home), eventually the audience is going to brand her an idiot and throw your book against a wall. If your damsel seems to exist solely to have the plot happen to her, you might want to consider heavy rewriting.
While the damsel in distress may have waned in popularity in recent times, she can still be an effective plot point if handled carefully. Just watch out that she doesn't become nothing more than a cardboard cutout with "LOVE INTEREST" written on it in Sharpie and give her motivations of her own, and you will be well on your way to having an interesting, sympathetic damsel.

 And now, for something completely different...

This week's progress report for Sheep's Clothing sales continues my slow and steady trend. Next month I will propose regular book-signings at the St. Louis Bread Company to see if I can do better there with more advertising and an expected crowd, and in October I plan to sell my books at Archon 38!

2.3%

Tuesday, July 8, 2014

The Fine Art of the Weird Western

I never really expected to write a weird western, right up until I decided to write a vampire story. I didn't want my vampires to be the beautiful elite sexpots that half of everyone was writing these days, and I didn't want them to be anything approaching love interests, like 90% of everyone was writing.

The obvious solution, of course, was to take them out of modern times and write a historical(ish) vampire story.

Then came the hard part: figuring out how to write a weird western.

Writing a weird western doesn't have to be hard. It can be complicated, mind you, because you have historical stuff blended with decidedly non-historical stuff, but if you keep a few elements in mind, you should be on the right track.

The Setting

This is one of two major things that makes a weird western what it is. The area of North America west of the Mississippi was one hell of a place. Nobody setting out to settle there had the least idea what to expect, and they often encountered lots of scary stuff, ranging from the wildlife to the natives to fellow settlers to outlaws who just wanted to kill you and take you stuff because they could. Because it was a great big expanse of unknowns, it lent itself well to ghost stories and legends and tall tales and all sorts of cool stuff.

Of course, if you want to do this properly, you need to do your research. There are lots of nonfiction books floating around that will give you a fair idea of what sorts of things were going on at that time and place, and reading any mainstream western novel will give you a pretty good snapshot of what life was like back then--wild, dangerous, thrilling, and everyone able to kill you. Not everyone was a gunslinger, but pretty much everyone able to walk knew how to use a gun.

Then again, your standard iron won't do much against a vampire, but that's there the horror bits come in.

The Critters

Take a look at the folklore of the day, and you'll find some pretty crazy stories in fairly short order. Shapeshifters, ghosts, boogeymen, vengeful undead of all shades, and that's just what the settlers cooked up. Native American folklore has even crazier stuff, with nature spirits and shapeshifting animals and things that we might call demons that will just eat your face if you don't handle them correctly or just stay the hell out of their territory. Vampires can be found in Native American lore (called Children of Jumlin, not apotamkin, which is a completely different critter), as can serviceable werewolves (not all of which are considered malevolent) and any number of things that roam around in the spirit world.

The Magic

The weird west genre always has some form of magical or supernatural element to it. This distinguishes it from its spiritual cousin, cattle punk, which tends to have science fiction elements like anachronistic tech levels. How you handle the magic and supernatural stuff depends largely on what rules you want to have apply to it. Is this something that anyone can learn (in which case your tale will swiftly become a monster-killing romp), or can only a few people use it, like shamans or whatever other Wild West wizards you want to have roaming around? Does it work well with technology, or not?

Basically, the magic goes hand-in-hand with your critters, because most wild west heroes are going to have to use something unusual to kill your beasties. Emptying a revolver into a vampire is just going to tickle him, but if you have a priest or holy man bless your gun, that's likely to get his attention a lot faster (making the guy with the blessed gun his next target, but that's how it goes). In Sheep's Clothing, my half-skinwalker protagonist Wolf was laid low and nearly killed with a silver dagger, because he's basically a werewolf from a different culture, and that's how werewolves roll.

 Lots of evil critters in folklore are repelled or harmed by good old-fashioned religious items, but that might largely depend on which banes you use on which critters. A Native American beastie might laugh at a brandished crucifix, for example, while a European monster might cheerfully set a Native American totem on fire. A significant chunk of your story might be a Muggle protagonist learning how these things work from a more experienced teacher, just in time for him to unleash hell on the supernatural threat in spades at the climax.

In Conclusion

A weird western, by its very nature, requires the writer to combine a lot of different elements that don't always go together. How much work you put into it and how you combine the different bits will determine what kind of weird western you have when you finish. The only real requirement is that you have a great time writing it, so that your enthusiasm shows in the final product.

And one more thing...

Here's a tiny progress update on my goal of selling 1000 copies of Sheep's Clothing:
7 / 1000 (0.70%)