Dishonor Your Idols Respectfully

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

Serdar wrote on how one gets outside of copying influences to find your own way.  He shares his own experiences, and it’s a journey you’ll appreciate.  In turn, I want to share some of my most formative experiences because they’re about learning what doesn’t fit you.

When I returned to fiction with A Bridge To The Quiet Planet, Sir Terry Pratchett’s was the obvious influence.  Whereas he took on fantasy and cultural tropes, I evolved a fantasy setting into the information age, exploring what that said about both the genre and people.  Combined with my love of worldbuilding, it was a romp through a techno-fantasy world, more serious than Pratchett but also reveling in deconstructing tropes.

When my editor got back to me, I realized I also came off wordy as hell.

Now, Sir Pratchett can be pretty wordy, so the influence is evident.  The thing is, what worked for him didn’t work for me – I worked better with a tighter style.  Sometimes you grow out of an influence by finding what parts fit you and what doesn’t – if one doesn’t fit, throw it out.  Sir Pratchett had to decide to do his own thing as well, and it worked for him.

(As a note, I have revisited Robert Aspirin, my early “funny fantasy” influence, and his tight prose may help me out in future writing).

My second formative experiences as a writer started with Agile Creativity.  I was getting tired of Agile being so bog-standard IT stuff, or seeing applied half-baked to writing or art.  I decided I’d write a book applying the core of the Agile Manifesto to creativity in general.  I was going to explore hardcore Agile and hardcore creativity and do both right.

It got several sales, including one bulk order, and for a time was my most-requested presentation at conventions.  I’ve had very good reception on it, and take great amusement that it uses Agile standards, while being for cosplayers, artists, and so on.

This only led to ideas for other books on Agile, which I’ll be working on in 2022 and possibly 2023.  These will get into the psychology of writing and Agile, and another that let us say will have an attitude.  I stepped away from multiple, stale (to me) influences now I’ve got more places to go – and take my audience with me.

What can I say?  I’m an explorer, I’m the guy that gets weird as a way of doing things better.

Don’t fear giving up on your influences, or winnowing them down, or saying “screw it, I’m doing the opposite.”  Those moments are a critical part of growth as a writer.  I can assure you every influence you have probably had many similar moments, and that’s how they became good enough to influence you.

Honor your influences by deciding when to stop listening.

Steven Savage

The Writer’s Game: Wildermyth

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

Wildermyth (released 2021, Worldwalker games) took the computer gaming scene by storm even after nearly two years in Early Access.  It was well-praised by many, and I can personally attest that it was both fun and gripping.

In the game, one takes a series of generated characters through various adventures, facing monsters and challenges.  Your party faces enemies tactical battles with enemies, wanders the land scouting and rebuilding towns, and engages in unique story moments.  Characters may become legends and be used again in other games – or even reappear randomly – and become more powerful and famous.

It is a game of making legends and remixing them – much as humans do anyway.  It also provides many lessons for writers.

Nail The Feel

Wildermyth ensures it feels like a you’re experiencing an epic tale.  The game’s graphics look like storybook art – on the battlefield, characters and scenery look like paper cutouts.  Appropriate moody music plays throughout your adventures.  Character appearances change, sometimes radically, as mythic powers and experiences change mind and body.

Wildermyth communicates with you by having the proper aesthetic.  Every part of it says “storybook legend.”  Storytellers – whatever their media – need to set the mood as well.

Wrap The Mechanics

As mentioned, in Wildermyth, you save characters after successful adventures and other actions.  This lets you reuse them, “remixing” heroes old and new in adventures and even improving them for later games.  The game portrays this as a “Legacy” of stories that is remixed – like our own Arthurian legends.

Of course, this is just a classic “Roguelite” mechanic of past adventures paying off for later play.  But Wildermyth cleverly wraps the mechanic in a kind of “meta-story” that works with the feel of the game.  Sometimes in writing, “recasting” a common idea differently both enhances a tale, but also ties into the aesthetic you’re aiming for.

Wildermyth contains other familiar mechanics as well – grid-based tactical battles, choose-your-own-adventure options, etc.  But all of these work in service of the game’s aesthetic and goals.

The Moments Count

As one plays Wildermyth, small “plotlets” emerge – partially randomized, partially due to character traits and situations.  A character may find a hidden gem, befriend a forest creature, or have an idea how to ambush an enemy.  Choices may make combat easier, change a character, have them fall in love, etc.

All of these “plotlets” add up over a game session, evolving the characters and their stories.  Your characters are not just an epic quest; they’re composed of these moments, evolving them into someone else.  They may even seem to take on a life of their own as you play.

For writers, this is a reminder that character details matter – characters are composed of them.  It’s also a reminder that these details mean characters may surprise you unexpectedly.

Change Is All

Stories are about change of some kind, even if the only change is in the reader.  Wildermyth embraces change.

In Wildermyth, every battle, every “plotlet” changes the characters and the world.  Enemies get stronger, learning from defeat.  Characters grow in experience, fall in love, get married, become werewolves (really), and more.  In long games, party members retire and may even die, with their children carrying on their legacy.

This change gives the game both urgency and meaning.  There is an urgency to make every moment count, and meaning because every action has repercussions.  In short, it makes each game a story.

Wildermyth I is an example of how change both makes and drives a story – because you play through that change and experience it.

Living the Legend

Wildermyth is a game about creating stories.  Though there are familiar mechanics, the way they are implemented and combined makes the game, well, legendary.  With so much driving your adventure forward, it becomes gripping, personal – and a game writers can learn from.

Lessons for Writers

All works have a feel.  Aiming to achieve that is important to deliver your tale.

You can “re-wrap” familiar mechanics and elements in new ways to fit the feel of your story – and get away with standard but expected aspects in new ways.

Characters are composed of details and “plotlets.”  Being aware of that brings them to life in ways that can surprise you.

Change is what a story’s about.  A good story moves forward (appropriately), and change brings both meaning and grips the audience.

Steven Savage

Steve’s Book Roundup 1/4/2021

I write a lot and have quite a few books.  So now and then I post a roundup of them for interested parties!

The Way With Worlds Series

This is what I do a lot of – writing on worldbuilding!.  You can find all of my books at www.WayWithWorlds.com! 

The core books of the series will help you get going:

  • Way With Worlds Book 1 – Discusses my philosophy of worldbuilding and world creation essentials.
  • Way With Worlds Book 2 – Looks at common subjects of worldbuilding like conflicts in your setting, skills for being a good worldbuilder, and more!

When you need to focus on specifics of worldbuilding, I have an ever-growing series of deep dive minibooks.  Each provides fifty questions with additional exercises and ideas to help you focus on one subject important to you!

The current subjects are:

Fiction

Take a typical fantasy world – and then let it evolve into the information age.  Welcome to the solar system of Avenoth, where gods use email, demons were banished to a distant planet, and science and sorcery fling people across worlds . . .

  • A Bridge To The Quiet Planet – Two future teachers of Techno-Magical safety find trying to earn their credentials hunting odd artifacts backfires when they’re hired to put some back . . . on a planet where gods go to die!
  • A School of Many Futures – The crew is back, and finding having secrets and keeping them isn’t the same thing! Unfortunately they also find “very normal” is a cover for “anything but” . . .

Creativity

I’m the kind of person that studies how creativity works, and I’ve distilled my findings and advice into some helpful books!

  • The Power Of Creative Paths – Explores my theories of the Five Types of Creativity, how you can find yours, and how to expand your creative skills to use more Types of Creativity.
  • Agile Creativity – I take the Agile Manifesto, a guide to adaptable project development, and show how it can help creatives improve their work – and stay organized without being overwhelmed.
  • The Art of The Brainstorm Book – A quick guide to using a simple notebook to improve brainstorming, reduce the stress around having new ideas, and prioritize your latest inspirations.
  • Chance’s Muse – I take everything I learned at Seventh Sanctum and my love of random tables and charts and detail how randomness can produce inspiration!

Careers

Being a “Professional Geek” is what I do – I turned my interests into a career and have been doing my best to turn that into advice.  The following books are my ways of helping out!

  • Fan To Pro – My “flagship” book on using hobbies and interests in your career – and not always in ways you’d think!
  • Skill Portability – A quick guide to how to move skills from one job to another, or even from hobbies into your job.  Try out my “DARE” system and asses your abilities!
  • Resume Plus – A guide to jazzing up a resume, sometimes to extreme measures.
  • Epic Resume Go! – Make a resume a creative act so it’s both better and more enjoyable to make!
  • Quest For Employment – Where I distill down my job search experiences and ways to take the search further.
  • Cosplay, Costuming, and Careers – An interview-driven book about ways to leverage cosplay interests to help your career!
  • Fanart, Fanartists, and Careers – My second interview-driven book about ways to leverage fanart to help your career!
  • Convention Career Connection – A system for coming up with good career panels for conventions!

Culture

  • Her Eternal Moonlight – My co-author Bonnie and I analyze the impact Sailor Moon had on women’s lives when it first came to North America.  Based on a series of interviews, there’s a lot to analyze here, and surprisingly consistent themes . . .

My Sites