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You Should Read This: Walt Kelly's Pogo

Image of Pogo the Possum, created by Walt Kelly.
Reading idiosyncratic dialogue like that of Pogo and his peers is key to learning how to craft that kind of dialogue yourself. If you're interested in a workshop aimed at helping with dialogue, check out my online classes.
Pogo the Possum was created by Walt Kelly in 1943, continuing on for 32 years (two year past Kelly’s own death). It’s a lovely cartoon, involving the denizens of a swamp: possums, skunks, turtles, squirrels, mice, alligators, and more. They live their lives, which sometimes oddly echo our own, or rather the politics of their time in which they were written, commenting on J. Edgar Hoover, McCarthyism, and muckracking.

What: Pogo is a comic strip. You can find plenty of compendiums for sale or you can seek out samples on some of the online sites devoted to Walt Kelly’s work.

Who: Writers interested in twisting language to their own ends should seek out Pogo, in whose pages it is beautifully wonderfully made coherent gibberish that delights the ear and cries out to be read aloud. Here, for example, is a Christmas carol that’s been Pogo-fied:

Deck us all with Boston Charlie,
Walla Walla, Wash., an’ Kalamazoo!
Nora’s freezin’ on the trolley,
Swaller dollar cauliflower alley-garoo!

Don’t we know archaic barrel
Lullaby Lilla Boy, Louisville Lou?
Trolley Molly don’t love Harold,
Boola boola Pensacoola hullabaloo!

Bark us all bow-wows of folly,
Polly wolly cracker ‘n’ too-da-loo!
Donkey Bonny brays a carol,
Antelope Cantaloupe, ‘lope with you!

Hunky Dory’s pop is lolly,
Gaggin’ on the wagon, Willy, folly go through!
Chollie’s collie barks at Barrow,
Harum scarum five alarum bung-a-loo!

Dunk us all in bowls of barley,
Hinky dinky dink an’ polly voo!
Chilly Filly’s name is Chollie,
Chollie Filly’s jolly chilly view halloo!

Bark us all bow-wows of folly,
Double-bubble, toyland trouble! Woof, woof, woof!
Tizzy seas on melon collie!
Dibble-dabble, scribble-scrabble! Goof, goof, goof!

Why: Read it because of the way gentle humor, sharp political insight, and sometimes grave disappointment in the state of America have all been combined in the lives of a cast of characters that manages to combine charm and cynicism.

When: Read it when you want some new characters to people the chambers of your head: earnest Pogo, the scowling Porkypine, too ingenious for his own good Albert the Alligator, and wanna-be trickster Churchy Lafemme.

Where and how: Read it somewhere that you can laugh freely and smile to yourself or even read a scrap (maybe more) aloud just to hear the cadences.

#sfwapro

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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."

~K. Richardson

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You Should Read This: An Appreciation of Andre Norton

Cover for Voodoo Planet by Andrew North/Andre NortonMy high school years were steeped in reading from several F&SF authors. Among them, the most influential was quite probably Andre Norton. In arranging my book collection in those early days, Norton was always satisfying, because she wrote a gazillion books and I had most of them. In fact, I know three fantasy landscapes well because I wandered them so often as a young reader: Narnia, Middle Earth, and Norton’s Witch World.

The book I’m working on right now, (working title CIRCUS IN THE BLOODWARM RAIN) tries to get at the feel of some of those books: a protagonist moving across a mysterious landscape laden with both treasures and perils from the past, along the lines of Breed to Come, Forerunner Foray, or Star Man’s Son, 2250 A.D.

Norton, the first female SFWA Grand Master, wrote both fantasy and science fiction, both awesome, but I have a particular fondness for her science fiction, like Moon of Three Rings, Judgement on Janus, and Sargasso of Space. Her Free Traders have a gritty feel that predates many other works with a similar feel, like Star Wars or C.J. Cherryh’s Chanur series.

The problem with talking about Norton is that she’s both prolific and consistent, making it hard to find stand-out books to recommend. So here, rather than a single book out of her 314 titles, are several possible entrances into her work.

    The Witch World series: Like a lot of Norton’s works, this hovers somewhere between science fiction and fantasy, but ends up sliding pretty firmly into fantasy. There are predecessors, long gone, who have left behind objects of great peril and power, and rival factions with differing degrees of what is either magic or technology that amplifies psychic powers. Technically, the series should start with Witch World, where Simon Tregarth of Earth finds himself transported to that world, but my own suggestion would be to back into the series the way I did, starting with Year of the Unicorn and its sequel, The Jargoon Pard, (the overall series is made up of a number of sub-ones) which will give you the flavor of the world before explanations begin.

    The Solar Queen series: The Solar Queen is the name of a Free Trader spaceship. these are early Norton, many originally written as Andrew North. Look to the earliest ones — Sargasso of Space, Plague Ship, Voodoo Planet, and Postmarked the Stars — later cowritten ones lack some of the energy of the early books.

    The Beast Master series: Norton often uses animals in her writing, sometimes as protagonists, but also as helpmates, as with the genetically altered animals that companion and assist telepathic ex-soldier Hosteen Storm. Like the Solar Queen series, the earlier ones written by Norton solo are stronger.

In an earlier post, I mentioned Robert A. Heinlein as someone to read not just because so many of his works are classics in the field but because he’s problematic at times. Norton, on the other hand, never is (at least to my memory). Many of her protagonists are strong females, while others are representative of minorities not found elsewhere in YA F&SF of the time, such as The Sioux Spaceman.

So…I salute you, Alice Mary Norton, and deeply regret never meeting you. You’re one of the people that shaped my writing, and you did that to a significant degree. Here’s to your stories, and all the readers who will find them in the centuries (or so I hope) to come.

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You Should Read This: A Theory of Fun for Game Design by Raph Koster

Cover for A Theory of Fun for Game Design by Raph Koster
One of the many nice things about the book is the illustrations, which are both informative and quirkily entertaining. Highly recommended for anyone who likes games on either the design or playing side of things.
There are some books I loan reluctantly or not at all; this is one of them. This is because it used to be hard to get (nowadays you can find it in both electronic and hardcopy form), and it’s such a charming, useful little book for thinking about game (and narrative) design.

A Theory of Fun for Game Design is written by an author who deeply loves games, understands how they work, and believes in them as an art form. As the forward by Will Wright notes, Koster brings a multi-disciplinary method to the examination of games, pulling out basic concepts and breaking them down in a way that is both easy to understand and enjoyable to read. Accompanying his pithy observations are cartoons illustrating each concept, such as the illustration accompanying “Stories are powerful teaching tools in their own right, but games are not stories,” in which one student says to another, “I beat the last level of Ulysses last night. I had to use god mode for the end boss. Molly is really tough!”

A listing of the chapters provides a good sense of the book:

  1. Why Write This Book?
  2. How the Brain Works
  3. What Games Are
  4. What Games Teach Us
  5. What Games Aren’t
  6. Different Fun for Different Folks
  7. The Problem with Learning
  8. The Problem with People
  9. Games in Context
  10. The Ethics of Entertainment
  11. Where Games Should Go
  12. Taking Their Rightful Place

With Gamergate still brewing merrily on Twitter, those last few items seem particularly important. “The Ethics of Entertainment” contains all sorts of useful stuff, including a passage about end user experience typical in Koster’s wry, succinct summations:

The dressing is tremendously important. It’s very likely that chess would not have its long-term appeal if the pieces all represented different kinds of snot.

He goes on to say something that resonates with recent discussions:

The ethical questions surrounding games as murder simulators, games as misogyny, games as undermining traditional values, and so on are not aimed at games themselves. They are aimed at the dressing.

Koster extends that even further, saying directly “Creators in all media have a social obligation to be responsible with their creations.”

Despite Koster’s correct insistence that games are not stories, for writers, Koster’s book is well worth reading. A lot of the material overlaps with the ways people enjoy stories, particularly the section about the brain.

The book may also change the way you perceive games when playing them, mainly because Koster talks about them in terms of an art form, like a story or a painting, rather than the trivial pursuit label that sometimes get slapped on such entertainments. Koster believes deeply in the evolution of games to something as immersive and enlightening as any other media.

#sfwapro

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