claudeb: Abstract art suggesting an eye that reflects a racetrack or corridor at speed, with a space-like feel. (game-eye)
2023-10-01 09:33 am

On language in fantasy writing

Eight years ago, in 2015, I wrote an epic rant about the use of language in fantasy. Unfortunately it was buried in a newsletter about game development, so after a while I couldn't remember where that was anymore. But what is buried always comes out again sooner or later. Here it is, still as relevant.

Let's start with faux-Shakespearean English. TVTropes has an entire article about it, but the tl;dr version is, peppering your characters' speech at random with old verbal forms misremembered from King James' Bible does not count as "medieval flavor". For one thing, the Middle Ages officially ended over two centuries before Old Will's time. (Now, if you're going for a quasi-Renaissance setting, that's different, but how many fantasy writers do that?) Second, you most likely don't know the rules of early 17th-century English, let alone older dialects, and you're making a big ridiculous mess of it.

So what is there to do? One good idea is to do nothing in particular. Just like Captain Picard speaks modern English (because most people can't begin to guess what we'll talk like in a few centuries), your medieval characters can stick to the language of their audience. Of course, you'll want to avoid ultra-modern words such as psychology, but for the most part you should be good. Another would be to read older books — but not too old; 19th century should do fine — and see how writers used to word things back then, because it's more than just a matter of vocabulary. You want to pick just enough mannerisms from times past that your readers might feel the fingers of days long gone clinging to the edge of your utterances. Just don't overdo it, because readers will mock you.

The other issue is imposing on your readers the boring cosmology of yet another Standard Fantasy Setting. How many different ways can you tell people that blah blah orcs, blah elves and dwarves, blah dragons? Don't get me wrong, exposition can be great. It's a tool in the writer's arsenal, and anyone who tells you to avoid it is a fraud. But exposition should give the reader useful information. What is unique about your setting? What does the reader need to know right now that can't be shown through a bit of action down the road?

Speaking of that, the Standard Fantasy Setting is a useful trope. It's the perfect shortcut — the reader will instantly figure out the basic rules, and you can get right on with the story. But that's yet another argument for avoiding lengthy introductions that say nothing new. On the flipside, all the weight now rests on the characters. If they fail to capture the reader's interest and sympathy, there's no sense of wonder to fall back on. Are you a good enough writer?

That is the question (still).

claudeb: A white cat in purple wizard robe and hat, carrying a staff with a pawprint symbol. (Default)
2022-06-07 03:33 pm
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Why I like and use the Translation Convention

At some point in the early 20th century, sci-fi started taking place in the future more often than not.

From there to people thinking sci-fi is about the future was just one step.

So it happens that in the silver age of sci-fi, characters had names seemingly made from a random jumble of syllables. Note however that they still always had a first name and surname, in this order, and very pronounceable in English.

The Star Trek TNG episode Ensign Ro shouldn't have been so remarkable simply for bringing up this very real cultural issue, but there you have it. The now-famous text Falsehoods Programmers Believe About Names wouldn't exist for another two decades.

It's the same with other things we used to get in sci-fi back then: bizarre fashions. Bizarre dances. What was the point? One of the things that made Star Wars remarkable was the use of real-world architecture from African countries that most people, myself included, would never have seen otherwise. Much better than everyone filming at that one university from Canada. You know which.

Funny how real cultures that exist right here on Earth often seem alien to us.

That's just it, you see: sci-fi isn't about distant worlds from the distant future, or by the same token for audiences from those distant future worlds.

Read more... )
claudeb: A white cat in purple wizard robe and hat, carrying a staff with a pawprint symbol. (Default)
2021-12-09 11:44 am

Coding, writing and make-believe

No, this isn't about fictions we construct about the world through software and stories alike. That's a whole other can of worms. This is about work.

When I first started coding, everyone was telling me to draw a flowchart first, and/or write pseudocode. I dutifully tried doing that, but it didn't seem to help me get any code written afterwards, let alone better code.

Later the UML craze started. The only thing I ever managed to do with UML was tie myself into knots with an overly complex class diagram that never became code either.

In the end I learned to simply write code. Because that's what the computer understands. That's how I progress towards getting the machine to play a game, or solve a problem. Everything else is make-believe.

Planning is good, but it's not actually going out there in the field to do the thing you were planning for.

Read more... )

claudeb: A white cat in purple wizard robe and hat, carrying a staff with a pawprint symbol. (Default)
2021-09-13 04:03 pm
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(no subject)

This morning I came across a good forum thread about the Medieval Stasis trope. Obviously it applies to all writing, not just for games. And sure, it's not easy to give readers a sense of history in motion. Short of making up thousands of years' worth of fictional events, possibly spread across many nations, what to do?

Various techniques are discussed that can help, but my method is twofold: first, to write about a certain moment in time, but one of change, to remind the reader that the setting as depicted is already passing; and second, to focus on a small corner of the same setting, so I can describe it in lavish detail, including how it's influenced by the rest of the world, because nothing exists in isolation.

I'm reminded of an interview with Auguste Rodin, in which he was asked how he was creating his famously dynamic statues that appear to be surprised in motion, and not simply posing. His answer was, capture the subject in-between two acts, for example someone reaching to wave at a passing friend even as they're taking another step. Sounds about right.

claudeb: A white cat in purple wizard robe and hat, carrying a staff with a pawprint symbol. (Default)
2021-08-09 03:04 pm

Slow summer

Two three months passed without any post here at all. Not for the first time, either. That's what I get for making it mainly a writing blog and then not doing much writing.

Well, except for one thing. I've been working on and off on a wiki for my new sci-fi setting (caution: large file, requires Javascript). It's been slow going because I keep getting distracted, but also because often it feels very tiring to work on it even as it's also fun and rewarding. A curious contrast.

At least it helps my friends. It's not every day that your work gives birth to a shared setting. Believe me, I tried that on purpose once or twice. Doesn't work that way. All we can do is write, share and hope.

Otherwise, I've been enjoying summer. Getting air, seeing friends and relatives, being creative in other ways... You know, life.

See you around while we still can. Cheers, and thanks for reading.

claudeb: A white cat in purple wizard robe and hat, carrying a staff with a pawprint symbol. (Default)
2021-05-09 09:15 am

On the rarity of wizards in fantasy

Over on the RPG.net forums, there's a thread asking why wizards are so rare in D&D. Of course, as pointed out in the OP, the real reason is extradiegetic (out-of-character in plain English): to keep the setting from turning from faux-medieval into something quite different. But it's fun to consider in-world explanations as well, and plenty of people have pointed out some obvious, plausible reasons.

But my favorite one is by analogy with the real world, and it's so simple: why isn't everyone a programmer on Earth, in 2021? We all use computers all the time by necessity. The required knowledge and tools are free and easy to get by. It doesn't take riches, or a lot of time (though kids get started more easily), and even someone without much inclination can reach surprising levels of skill quickly enough. Yet programmers are very rare, and always in high demand. Why?

Whatever the reason, that's likely why wizards are rare in the Forgotten Realms, too. Or in my pet setting, for that matter.

(Note: we're not talking those settings where wizards are the special envoys of divinity, like Middle Earth, or need a genetic mutation like Harry Potter.)

Conversely, that begs the question of why wizards are so damn common in the Earthsea cycle, where most people know the basics well enough for practical use.

Sadly, the answer is education. We could be living in a world where writing simple scripts is a matter of basic (ha!) literacy. We actually started building that world back in the 80s. Then computing was hijacked by people who wanted these wondrous machines to be appliances, to make most of us dependent on them for software. And so they made programming into this mysterious dark art that only a few "chosen" can master, and even then only at the cost of their sanity.

Spoiler: that was all propaganda. Magic was in us all along.

claudeb: A white cat in purple wizard robe and hat, carrying a staff with a pawprint symbol. (Default)
2020-12-09 09:48 am
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Worldbuilding with humility

At the top of my reading page as of this writing is a very nice post about worldbuilding blunders in Harry Potter. By pure coincidence, these days I'm writing my first substantial piece of fiction in two years, which is way too long. And the story takes place in a brand new setting, because I couldn't make it easy on myself. Where's the fun in that?

Moreover, my modus operandi is to make it up on the go, according to the needs of the story (for reasons I explained repeatedly in the past, but briefly: Tolkien was a goddamn genius, and his insistence on building the world first still almost doomed LOTR; you're not nearly as smart, or a tenured college professor). Lacking both the skills and the inclination to do the math on everything, it would be easy for me to mess up just as badly.

The trick? Be humble! As a writer, anyway. Don't pretend you know everything about the world you're building. Who died and made you an all-knowing deity? Your characters are people, so look through their eyes. There's always going to be more of everything, just past the horizon. Leave room for it. Where else will they find mystery and adventure? Read more... )

claudeb: A white cat in purple wizard robe and hat, carrying a staff with a pawprint symbol. (Default)
2020-01-27 09:15 am

Write and build worlds, but how?

While going through my old browser bookmarks, I found a write-up on worldbuilding from many years ago. It's a very detailed checklist, reason enough to keep it around for all this time; but as it turns out, the advice contained within has aged badly.

At first I wanted to write a critique of the original text, but there's too much negativity in this world already, and after so much time, what's the point? So instead let me use it as the jumping point for some fresh, up to date thoughts.

(By the way, while the original is about tabletop games, most of the same techniques apply just as well to static fiction.)

First of all, conflict is an unfortunate reality, that occurs when individuals and factions with opposing goals meet. In real life, we do our best to avoid it, because it only ever brings waste and suffering. It doesn't "spice things up", it makes everything bitter. Treat conflict the same way in fiction, out of respect for all the people who are hurting somewhere right now.

For that matter, dare to imagine a world where people are tolerant of their respective differences. We need that kind of vision. And forget realism. The genre is called fantasy. If you can more easily imagine flying mountains than tolerant people, have a mirror.

Second, too many adjectives cheapen the text. Luckily, you need fewer than you might think. Consider:

The ocean stretched in front of the travelers, all the way to a horizon shrouded in haze.

Look, ma, no adjectives! Yet it could be an epic opening line for a story.

That said, don't avoid adjectives either, like other writers wrongly recommend. Just one, well-placed, can change your text dramatically. Contrast:

The ocean stretched in front of the travelers, all the way to a horizon lined with dark clouds.

This is why I love the craft of writing. Long fancy words matter much less. Read more... )

claudeb: A white cat in purple wizard robe and hat, carrying a staff with a pawprint symbol. (Default)
2019-07-04 05:24 pm
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The map is not the story

A recent tweet reminded me of this famous adage by J.R.R. Tolkien:

"I wisely started with a map, and made the story fit."

Only... that wasn't wise. Tolkien toiled for 12 years on Lord of the Rings. He struggled with it and almost gave up many times. His job suffered badly due to burnout from working on the book. I wouldn't be surprised if the only reason why he didn't give up was fear of the merciless teasing he would have gotten from his good friend C.S. Lewis of Narnia fame.

That's my headcanon, anyway. Fact is, even great men can be wrong. Or, as a friend quickly pointed out, a genius is often the wrong person to learn from. They have extraordinary ability levels, you see. That's why we call them geniuses. Try doing things the hard way like they did, you're much more likely to fall flat on your face, and not even know why so you can learn from the failure.

I tried, you know. Tried doing just what Tolkien advised. It only wasted my creative drive for years.

My first sci-fi setting started out with a (galactic) map, and a grand history of the future. I carefully placed there a variety of worlds, where all kinds of different stories could happen. The technology and politics, too, were designed with purpose.

Can you guess how many stories fell out of it? Read more... )

claudeb: A white cat in purple wizard robe and hat, carrying a staff with a pawprint symbol. (Default)
2019-03-19 03:49 pm
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Pour boiling oil on that old myth

You know how in the Middle Ages defenders of a sieged castle supposedly poured boiling oil on the attackers to drive them back?

You know how historians are pretty sure that's a myth?

A lot of people still don't seem to know, especially in tabletop gaming, so let me give you a few reasons why historians are probably right:

  1. Until well into the Industrial Revolution, (lamp) oil was expensive. You couldn't afford to waste it like that, assuming you could even get a cauldron's worth of the stuff in one place.
  2. Firewood is a lot of work to gather, too. You can't do that work while your castle is under siege, either, and you need the fuel for other things. Doubly so as...
  3. ...Oil has enormous thermal inertia. You'd need a whole lot of wood to make it boil or almost, not to mention a lot of time. The battle may well be over by the time you can get your cauldron ready.
  4. Even if you can get it ready in advance, or the battle is long, that stuff would be incredibly dangerous to handle. The crew is more likely to die horribly in an accident than pour it on the enemy.
  5. Assuming they manage to safely get the cauldron to a murder hole, the people below are equally likely to be their own side, especially if the battle has made it inside the gatehouse by that point.

Last but not least, how many attackers are you going to get by splashing down the content of a, say, 20-liter cauldron? Fine, 40 liters. 80. A barrel. You could have spent all that time shooting hundreds of arrows instead. Flaming arrows. While using a lot less wood and oil. No. Just no.

Wait. How about water then? Maybe it was hot water they poured down instead?

Admittely, that makes marginally more sense. But just barely:

  1. Water is a lot easier to get ahold of than oil. But fresh water is still precious in a castle under siege. Still no.
  2. Water takes a lot less fuel and time to heat up, and can still cause crippling damage even before it nears the boiling point. It's still not enough of a difference to make it practical.
  3. You'd have to painstakingly carry it by the bucket first out of the well, somewhere below the castle, then up the ramparts. Among fighters engaged in a pitched battle, and other hazards. That's a long way at the best of times.

All right, wise guy. What would you give the rearguard of a castle to help out with the fight?

First of all, people in the rearguard would have their hands full in support roles, such as passing arrows and bandaging the wounded. That said, rocks. Rocks are readily found, don't take much space, and can easily crack heads when thrown by hand, let alone with a sling. Something a lot of people in the Middle Ages learned how to use, because it took relatively little training and had many applications, while being cheap and quick to make.

Speaking of which, you do know that medieval weapons were in fact pretty damn slow and expensive to make, right? But that's a story for another time.

claudeb: A white cat in purple wizard robe and hat, carrying a staff with a pawprint symbol. (Default)
2018-12-19 08:31 am

Musings on magitech

Some speculative fiction authors like high-tech. Others prefer fantasy. Quite a few write both. Not nearly enough combine them, for reasons I can only guess at. It's kind of silly, considering the two biggest franchises ever mix them together freely: Star Wars more blatantly with its Force ghosts and prophecies, Star Trek disguising its gods and spirits as omnipotent beings and energy-based life forms, respectively. But to each their own.

Recently I've been following a couple of fantasy webcomics that rely heavily on magitech. To spare you a trip to TVTropes, that's when magic is so commonplace and reliable it can provide all the modern comforts, such as smartphones and computers, while still being based on glowy runes and wand-waving. (Presumably they have refrigeration as well, not that fantasy authors ever seem to remember one of the most disruptive inventions in the modern era.) It's kind of Clarke's Third Law in reverse, though most such settings settle for less advancement. And something about it puzzles me.

Isn't the whole point of magic in fiction to be a mysterious, fickle force people may be able to use, but never truly master? If you want high-tech, why not use actual tech? Fine, so you'd rather not mix flavors (see Star Trek above), but when your fantasy characters carry glowy screens in their pockets they can use to chat across the planet and look stuff up in magical libraries... I'd say you've already mixed things up. Might as well own up to it.

Better yet, unless it's important for the story, why bother explaining what all those advances happen to be based on in your setting, one way or the other? I tried, and it wasn't at all hard to write the first two chapters of a story without once mentioning a technical or magical term. The setting did end up resembling Dune, not that anyone remarked on it, but I even managed to have obvious elves and dwarfs without using either word once.

For some reason, it's Japanese creators who usually come up with these "weird Earth" settings that are almost, but not entirely unlike the real world. And we only seem to notice the giant robots, or else the magical girls.