Writing games. I avoided them for years because I was short on time, not ideas. Once I lifted my head from my page, I realized my focus was all wrong. This one-hour-a-week “game” held incredible lessons I couldn’t get anywhere else.
So why the reluctance? That’s the easy part. Take a first-born, type-A personality with a novel in its final draft, multiple short stories out on rejection””oops, I mean submission, numerous other half-written stories, and a second novel that’s itching for a conclusion, then disrupt that work with “games” full of nonsensical sentence prompts, and odd pictures, and you’ll find a non-believer who prefers to focus on “real” work.
I’d occasionally pop into the session, but more often than not, I’d log out as soon as I heard it was a writing game and not the story discussion or feral writing time I’d expected. If I had a deadline to meet, anything with the word “play” was dismissed automatically. Who had time for play? For five and a half years, fun writing seemed like an oxymoron.
...
Here’s a bit from the story I’m trying to finish up today, a young adult piece tentatively entitled “The Ghost Installers.” It actually came out of a dream that I had – a good reason to be keeping a dream journal.
We talked about that recently in a class – the need to listen to your unconscious mind, to pay attention to dreams and serendipitous slips of the tongue. To nourish it with a variety of arts and make sure its senses are satisfied. To give it space in which to express itself. Sometimes when I’m drawing, that’s when a story that’s mentally knotted begins to untwist itself and show me what my mind is trying to do with it.
The dream was just a moment, an image/situation that I won’t describe for fear of spoilers. Talking to Wayne about it the next morning, I found a story idea emerging, which we batted back and forth, applying the classic try/fail, try/fail, try/succeed algorithm, until it was fleshed out to the point that I jotted down a 250 word outline. Now I’m working through that from scene one till the end, but I think if I get stuck along the way, I might try moving to the ending and writing it, advice from this excellent post about writing process by Kameron Hurley that I wanted to point to.
...
This is not so much a you should read this particular book, as a you should read something like this, and you should read it in a very particular way.
What: 365 Goddess: A Daily Guide to the Magic and Inspiration of the Goddess by Patricia Telesco presents a goddess a day to take you through a year of them. Each is briefly described along with her themes and symbols and ways to remember that goddess during the day.
Who: Anyone searching for creativity should pick up this practice, whether or not you use this book. Find something that provides a daily seed — perhaps the I Ching, or Tarot cards, or inspirational poetry — and make meditation on it part of your daily practice.
Why: Because some daily touchstone like this gives additional structure and depth to your day. And, with this particular book, you will find fresh stories and influences.
When: Early in the day. Open it up to today and look to see what goddess is invoked. Reflect on what she stands for, her story, her associated colors, animals, fruits, flowers, and traditions.
Where and how: Read it mindfully, not skimming. If each day you focus on something like this, it will spur stories and ideas. You’ll notice things that you wouldn’t have noticed otherwise. If a figure pulls you, read further, deeper, wider about that goddess and see what stories she brings you.
#sfwapro
...
I’ve started tabletop playing again, although it’s via Google Hangouts rather than in person. My brother (whose excellent gaming and storytelling blog, Age of Ravens, you should check out) running a Changeling: The Lost campaign and it’s a great way to spend a little time with both him and my sister-in-law, along with meeting some new fellow players. I really love what he’s doing, which is using a system called Microscope in order to collaboratively generate the setting for the game, and it’s making me wonder about the possibilities of it for generating a shared world setting.
We went around the “table” first generating some high level concepts, such as vampires being very rare in this world, the existence of neon elementals, and some rule-specific stuff that kinda flew past my head, but which I’m understanding more as I keep going through the rules. The game’s set in Las Vegas, but successive rounds helped define the specifics of the world and some of the NPCs, like Wayne Newton: Werewolf Hunter or the Count, a bitter, twisted man who runs The Society for the Preservation of Vampires. Lowell’s blogged with more complete details here.
I really love this sort of session, because it’s so much fun to take someone else’s addition and riff on it. After the first round, the person starting each one had to come up with what’s called in Microscope terms a “lens,” something that each addition that round must reference. Ours were: guides, corruption, and alien abduction, and if you look at Lowell’s write-up, you may be able to trace where some of those items came from.
...
Want access to a lively community of writers and readers, free writing classes, co-working sessions, special speakers, weekly writing games, random pictures and MORE for as little as $2? Check out Cat’s Patreon campaign.
"(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."
(science fiction, flash fiction) When Bjorn and his fellows were selected to supply context for the alien overlords who kept insisting they were just there for the Earth’s own protection, he’d expected something different.
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. This site is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to Amazon.com.