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Snippet: Villa Encantada

Parking lot and vegetation
Yellow lines stretched across the parking lot, marking out the zones of the Great Game.
Excerpt from Villa Encantada (working title), an urban fantasy short story set in Villa Encantada, a condo complex on Lake Sammamish. For those familiar with “Eagle-haunted Lake Sammamish” or “Legends of the Gone,” it’s the same complex.

The doorbell rang as soon as Simone’s hands were covered with dirt from repotting primroses. That was how it always was lately. She wiped her hands on a dish towel, regretting the dark smears as soon as she saw them. The dish towel landed in the sink; she hurried to the door.

As abrupt and perfumed as a magazine advertisement thrust in her face, a broad-toothed woman in red polka-dots that shouldn’t be chic, but were, atop a teeter of matching red heels.

Presenting her hand in a direct overhand shake, “I’m Cherry Abramson, Unit #8.”

Simone wished she’d washed her hand instead of just wiping it, but she shook anyhow. Cherry’s face remained set in the same smile, but somehow Simone was sure the other woman had noted the half-moons of dirt underneath her fingernails, the scatter of dirty dishes visible in the sink, the cloth across them like a soggy wick.

She squared herself in the doorway. No way was she asking this woman in for coffee. She didn’t want that appraising blue eye noting the stack of boxes, the unfolded laundry heaped on the sofa, already marked with a cat-shaped divot.

“I’m still in the middle of unpacking,” she said.

“I saw you out on the balcony on my way over,” Cherry said. “Of course, you want to make sure they all have saucers or some other water catching dish underneath them,” she said. “Otherwise you’ll get marks and the Board will fine you.”

Her tone was edged with unfriendliness. It surprised Simone and she hovered in the doorway at a loss for words. Then Cherry’s smile re-shuttered her face. “I’m sure you will, but I’m on the Board and need to mention things like that.”

“Sure,” Simone said.

“I wanted to invite you to our next board meeting. We always need new voices in the community. You’re an owner, right? Not a renter?”

“That’s right,” Simone said. “Got a good price and it seemed like time to settle down.”

Cherry nodded in tight satisfaction. “That’s what I thought.” She looked at the hallway mirror past Simone’s shoulder. “Well, I see you’ve got plenty of work to do.” She turned and trotted down the stairs.

Simone felt the bounce of her steps. The two-story building was several decades old; you could always tell when someone was coming or going via the cement planks leading down to the courtyard between buildings.

“Bitch,” she said, half to herself as she closed the door. Turning, she stooped to pet the cat winding itself around her knees pretending not to be investigating the door’s opening.

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"(On the writing F&SF workshop) Wanted to crow and say thanks: the first story I wrote after taking your class was my very first sale. Coincidence? nah….thanks so much."

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Clans in a Roleplaying World

by Cat Rambo (Sanvean of Armageddon and Krrx
This article originally appeared in the March 2000 issue of Imaginary Realities.

Lately, I have been contemplating how clans fit into role playing muds–particularly in getting players acclimated to the mud and helping them survive in that environment. The following conversation takes place between myself and a staff member of Armageddon mud who revamped a defunct clan, the T’zai Byn, and transformed it into an active and well-loved clan. The Byn is perhaps one of the best clans for new players, as well as an experience praised by the vast majority of its participants. (This is the first of three musings on the nature of clans, and what being in/running one means to a player/immortal, with the second discussing a cultural clan, where players begin the game having been born into the clan, and the third outlining some conclusions and problems with clans on role playing muds.)

Sanvean: First off, why were you interested in reviving the Byn, and what sort of clan did you want it to be?

Krrx: Probably the key thing is that I have a passion for the concept. It started when I played in the T’zai Byn a few years ago. I enjoyed playing in a fighting unit where you and your comrades faced death regularly, and had to work together to survive. While I have had very enjoyable times in other clans, I would still rate the Byn as the highlight.

Sanvean: What was the first step in getting them restarted?

Krrx: I outlined what the clan would be–what role and ‘flavor’ it would have. Of course, this was all documented. As the concept developed, the documentation changed. The documents today are quite different from how they were at first. I had ideas about what I wanted the clan to be like, but they didn’t ‘fit in’ as well as they could have with the game world. Nessalin had a big influence on how the clan turned out. The Byn are a lot more low class than I first planned, and the documents reflect that.

Sanvean: How did Nessalin change your intentions?

Krrx: My original vision was of an elite mercenary unit, with a lot of ‘high class’ things. Nessalin encouraged me towards a low class, gritty, down-and-dirty vision of the clan, which fit in better with Armageddon’s overall flavor.

Sanvean: As I recall, you were worried at first that they would not take off.

Krrx: Yes. When restarting the clan, it struck me that to achieve its goals effectively, the clan would have to have strict rules, and that people might not be able to handle it. One example is the regulation where members are not allowed into the ‘rinth, and are not allowed to leave Allanak unless certain criteria are met. The ‘rinth and the wilderness are two areas where a lot of new player characters die, because they insist on wandering in dangerous places alone. It thus makes sense, both in character and out of character, to have rules that limit going to those places.

Sanvean: Speaking of rules, one of the things you have done very well is making the Byn self-regulating. Did you plan on that?

Krrx: To an extent, yes. There are two points here. The first is that I have recruited clan leaders very, very carefully. The second is that because they are trustworthy players, they will help enforce the rules anyway.

Sanvean: When you are looking for players who will make good player character leaders, what do you look for, then?

Krrx: The key things I look for are: (1) out of character trustworthiness, (2) a very high standard of role playing, and (3) regular playing. Of course, it must be appropriate in character that the player character move into leadership. I can elaborate on those points if you like.

Sanvean: Please do!

Krrx: First, out of character trustworthiness. I have put a lot of work into this clan, and I will not put in leadership anyone who does not respect the work I put in, and is not willing to do likewise themselves. Another reason for this criterion is because I am not on-line 24 hours a day. If something happens, I need an honest, trustworthy viewpoint to rely on.

Sanvean: How do you know you can trust them?

Krrx: Trust is not something that can be guaranteed, but I do my best to screen players. I look at past player characters that the player has played. I chat to other staff members about them, particularly if the player played a player character in their clan. If someone is trustworthy, they tend to show it in the way they play the game.

Onto the second point–a very high standard of role playing. Armageddon is a role play intensive mud, with a very high overall standard of role playing. While many players entering the clan do not have this standard, it is a requirement for leadership. If people see leaders role playing well, they will tend to do likewise.

Sanvean: Good role playing seems to mean different things to different people. What is your definition?

Krrx: Good role playing? Thinking and acting in character. Immersing yourself in the role of your player character, and not just playing it like a robot in some shoot-em-up.

Onto the third point–regular playing. This does not mean leaders have to play Armageddon for 6 hours every day. I do, however, expect them to appear in the game fairly regularly. You can not lead if you are not around to lead. Common sense, really.

To sum up, one theme is that I have set limitations on the clan, with the idea that playing within those limitations actually gives players more freedom. It is why we have the law in real life. The law prevents idiots from ruining life for the rest of us. At face value, the law seems restrictive–you are not allowed to drive if you have drunk too much alcohol, for instance. But it is restrictive because: (1) it is logical and sensible, and (2) it protects the greater good–people generally do not like to get killed by drunk drivers.

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Class Notes - Week Two

Man Playing the Guitar Upsidedown
People watching is one of the best ways to come up with new characters. Watch (and listen) to the people around you and jot the things they inspire down in a notebook.
We talked last week about story shapes and arcs as well as what gets set up in the beginning of a story. This week we talked about characters and dialogue, and how the first shapes the story. One of the points made was that a character is not something you stick in a slot of a story – the character shapes the entire story. For example, the story of someone encountering a werewolf is very different if your protagonist is a little old lady who hates dogs because they’re messy than if that protagonist is an emo-teen determined to become a werewolf in order to get revenge on someone that wronged them.

The main character usually changes in some way over the course of the story, but that change must feel organic and natural. You can set up a big change of mind with foreshadowing and having them change on some smaller matter, showing that such change is possible, so it doesn’t throw the reader out of the story when it occurs.

We discussed approaches to learning more about your characters. I recommended the book Writing The Other by Nisi Shawl and Cynthia Ward, which talks about writing characters who are a different sex, race, or class background than yourself. I also recommended people-watching and reading pop psychology (or even more sciencey stuff, which will provide all sorts of story ideas.

One of the quickest ways to turn an editor off is with improperly punctuated dialogue, so learn the rules and use them. We went over things like speech tags, how to punctuate internal dialogue, why you don’t need to come up with a bunch of synonyms for “said,” and how to make voices distinctive. I suggested that people watch the wonderful adaptation of Terry Bisson’s “They’re Made Out of Meat” – here is the original text, and here is the film made from it.

If you really want to focus on dialogue, read good plays, which are pure dialogue. If you want to write in a particular historical voice, one of the best ways is to read deeply in that period so you absorb it. Doing so may make you aware how much what we read and watch creeps into our writing – that’s one very good reason to read some high quality stuff now and again.

Enjoy this writing advice and want more like it? Check out the classes Cat gives via the Rambo Academy for Wayward Writers, which offers both on-demand and live online writing classes for fantasy and science fiction writers from Cat and other authors, including Ann Leckie, Seanan McGuire, Fran Wilde and other talents! All classes include three free slots.

Prefer to opt for weekly interaction, advice, opportunities to ask questions, and access to the Chez Rambo Discord community and critique group? Check out Cat’s Patreon. Or sample her writing here.

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