The Angel Is In The Action

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

We’ve often heard it said The Devil is in the Details, which is certainly true in writing. We can plot and outline all we want, but when one truly writes, that’s when we find out just how many unexpected details and findings can bedevil us. Writing is often overwhelming when we dive into a work because there’s so much we have to think about.

Worldbuilding is a prime example. No matter how much you plan, you’ll quickly ask questions, find holes, or create problems for yourself. Worldbuilding is challenging, and not everyone embraces it with the same (masochistic?) fervor as some.

Characters are another example. We’ve all had writing experiences where characters made up their minds to be different. These moments are delightful, but not so blissful is the realization 70% of your plans got tossed out.

Language is yet another example of bedeviling details when we write, in nonfiction or fiction. As you write, you keep putting yourself in the shoes of the audience – and we may find that we’re not wearing the right shoes. Creating something is a hellish chance to find that you’re not speaking to the proper audience, or you don’t know that audience as well as you’d like.

Our own outlines may cause us problems. We can see a beautiful map, a wonderful path, and then writing it down only brings out many confusing questions and issues. For some of us, the best laid plans don’t even get set down before they go wrong in our heads.

Any moment like these can derail us, confuse us, and make us despondent. We’re writing and our own writing is making us miserable.

A break may be in order, but let me suggest this – if the Devil is in the Details, then let’s keep going. The Angel is in the Action, as it were – moving forward we find salvation from our problems.

If we address the problems we find as best we can – even if taking a note to fix it later – we go on, accomplish things, and can revise work later. We may even find the problem can be revised elsewhere in our work.

If we keep writing, we’ll accomplish work, achieving both our goals and having a reminder of just what we can accomplish. By continuing to write, even when harassed by our own fear of details and fine points, we at least move forward and maintain our confidence.

If we work around our problems and fears and challenges, we may find we don’t even have to deal with them. Sometimes a retrospective reveals our fears weren’t an issue all along.

If nothing else, completing a work or a piece lets you revise it from a point of surety – even if you’re sure it’s not that good.

We don’t really learn something until we do it, and that includes fixing our stories or overcoming issues of missing detail. If we let the Devil hiding in the details get to us, we forget that it’s our work and we have the power to fix problems. Powering through, keeping going, lets us leave him behind, lets us find our Angel – be it a new idea, a solution, or a workaround.

Take action when writing frustrates you. Keep moving forward – even if it’s in circles. Maybe take a little break, but don’t let the Devil whisper in your ear you can’t do it. Find the Angel in your actions.

Steven Savage

Inspiration from Other Sources: RPGs

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

A few times I and my friend Serdar have discussed how we take inspiration for our writing from sources other than writing. Serdar often takes inspiration from music, I get inspiration from management processes, and so on. Lately I had a strange and interesting inspiration I wanted to share.

Role-playing games – but probably not in the way you suspect.

I began studying RPGs in depth lately for two reasons – first, to study them for my related works, and as I’d taken an interest in trying some game design. Pleasantly, I found inspiration for my fiction writing efforts as well, and I wanted to share my insights.

RPGs are sort of storytelling games – I say sort of because some games or groups have different preferences, such as having more of a tactical military game. But, overall, RPGs tell stories and many game systems in the last two decades or so have been storytelling focused, such as FATE, Cortex, or Forged In The Dark.

You have to turn writing into rules, make rules support story. Just a few examples from my latest studies and past experiences:

  • FATE literally makes character traits part of the game. You define Aspects, vital character traits, that could be everything from “Magical Powers” to “Really awful manners.” That made me think of how many times we don’t think about “what stands out with a character.”
  • The Forged In The Dark games constantly emphasize cause and effect and results and impacts. It’s meant to construct stories (and surprise players and GMs) and keep up a pace, and is a good example of interesting engagement with the story.
  • Among the FitD game, Scum and Villainy, their “Firefly-but-not” game system has various well-realized space western/space rouge archetypes that help me see how you can view archetypes. Probably my favorite is the Scoundrel (aka Not Han Solo But Is) who’s abilities include things like being able to do dangerous things and get special “gambits” to allow them to take more foolish risks. It’s a great example of turning concept into rules – and thinking about concepts.
  • The punishing CRPG Darkest Dungeon added intense psychology and madness rules, which meant generic characters quickly evolved personalities. Sure they were mechanics, but they added the feel of a story and a drama, a reminder of how such things should have impact in a tale.

Of course, as I write this I can see great lessons from older games:

  • Champions, that famous formative Superhero RPG made disadvantages and backstories part of the game. It made you think about characters, and almost forced characterization even if you tried to avoid it (hard to avoid your tendency to go berserk around blood).
  • Villains and Vigilantes, another venerable game, had the concept of points you used to invent things or solve problems – basically you had Brilliant Ideas you could spend. A good reminder of how characters have inspirations, suddenly turn the plot around, etc. – as a rule.
  • The venerable and abused Character Class idea is a good reminder about making characters distinct. From early D&D to the wild classes of Apocalypse World are reminders of how different is interesting.

I could probably make enormous lists of these – and I may if I can find a non-boring way to do it. Either way, that’s one of my latest inspirations – RPGs. If you’re looking for some new ideas or to think over your writing, maybe a break to play a game or at least examine one might unlock some ideas.

I’d love to hear your insights.

Steven Savage

Steve’s Update 9/8/2019

(This column is posted at www.StevenSavage.com.  Find out more at my newsletter.)

Hello everyone! Let’s get to the update of my projects – and as a reminder, if you want more in-depth issue there’s my newsletter!

August was a month far busier than I expected, and the end of the month involved quite a lot going on. I managed to keep up, but a few things slipped.

So what have I done since last time?

  • Way With Worlds: I got the News book back from the editor! Quite enthused with this one!
  • Chance’s Muse: The Seventh Sanctum book got sent off to the editor. As you can tell, my editor has been busy.
  • A School Of Many Futures: The sequel to “A Bridge To The Quiet Planet” plotting is in it’s final phase – I have a scene-by-scene document I’m now revising. It’s definitely evolving into something way more involved and fun, from the “double reverse Harry Potter” subtleties, to Commander Briar Lindel-Passen beating up someone in a library (they had it coming).
  • Seventh Sanctum: I have set up a new dev environment to help with the update middle of next year and outlined a few new generators while I focus on the book!

What’s next?

  • Way With Worlds: I’m going to edit the book, do the cover, and probably get it published in the next two weeks. I might outline the next book, the big challenge being too many choices.
  • Chance’s Muse: Don’t expect much on this front for another few weeks, waiting on my editor.
  • A School Of Many Futures: Finish plotting and start writing! I already have Chapter 1 very solid, what with the rooftop chases, scholastic bureaucracy, and an argument over trivia nights (Beacon isn’t allowed to participate in any one involving theology, as he remembers all 300+ gods).
  • Seventh Sanctum: Not quite sure right now, I’d like to do a new generator as I work on the new codebase, but I’m also pretty wiped out from August and the book took a lot out of my generator-wise. Still, will try to at least do something more!

Steven Savage