Adventures in Storytelling 4

Entry 4, Carpe editorem, occide…continued.   

In my last entry I outlined four points that needed addressing in P1. I left off in the middle of my second round of editing and highlighted that I use my own tools to help identify my strengths and weaknesses. I made a list and focused on the nuts and bolts, things like -ly words and passive voice.

I want highlight one of the other two issues identified: lore/worldbuilding mistakes and inconsistencies; and, there are some things I simply don’t like.

I’m going to start with the first—lore/worldbuilding—because it’s easier to answer.

There is no end to the discourse regarding “worldbuilding.” There are endless books and articles on the topic, various charts and step-by-step guides on how to “build unique and imaginative places.” And that’s great, sometimes people need a guide.

Once you’ve come to understand the need for worldbuilding and mastered the concepts, your next step is to debate endlessly about when and where to use it, what qualifies as worldbuilding, and when its really just an infodump?

I’m not going to bore you with a lengthy discourse. I believe thoroughly that if you are writing, you are worldbuilding. Every sentence is an opportunity to build and deepen the unique flavor and culture of a world. It should be done in every kind of story, regardless if the setting is New York City or some far-flung elfland.

The danger with worldbuilding lies in the fact that sometimes it is an infodump.

In P1, I found that I didn’t really have a problem with infodumping. I killed that problem in one of my first drafts, working and reworking paragraphs and conversations to move information in a smoother way. I classified lore and worldbuilding information into two categories: absolutely necessary, and trivia.

Lore that is absolutely necessary is lore that is needed in order for the plot and the character’s actions to make sense. It is necessary to suspend a reader’s belief. For example, P1’s co-protagonist, R, has a background before meeting protagonist E. R’s background includes connections to an organization with an extensive history. That history must be told for R’s actions to make sense. Without that lore, R’s movements and thoughts become schizophrenic—unmoored from the reality of the story.

Lore classified as trivia is the nice little accoutrements that make a story unique, pretty, realistic. It’s the way someone styles hair or takes their tea. It’s how the road shunts to the left or how the flowers were blooming late in the mild spring. Fine details, those little things whose inclusion adds color but absence results in no serious loss to the central action of the story.

The issue was just how much lore I had.

If you recall from Adventures in Storytelling 1, I started P1 because a sense of overwhelming vastness that plagued my first abortive attempts at putting Project Paisley on paper. I knew I had something; I just wasn’t sure where to go with it. P1 was started to help me congeal—so to speak—my world.

In that, I would say I was successful. I believe the world I’ve created is colorful and realistic. Is it perfect? Of course not! But I think I have a world that is interesting and engaging. It’s made up of several counties, each with their own unique cultures.

That said, I didn’t start out that way. While writing, I spent a lot of time thinking about P1’s setting.

The main setting of P1 is an island-bound city, at the risk of oversharing, when thinking about this city I had two real cities in mind—London and Paris. I wanted to capture the things I liked about both cities. I thought deeply about how the ocean effects a city, it’s culture, government, etc. What considerations does an island-bound nation have to make regarding security? How does the sea change their food culture? What kind of jobs would their poor city-folk work? What of the prosperous?

In the end, I found myself asking, what would Paris be like if was actually on the coast of Normandy? What about London without the Thames?

My first draft was missing many of the key elements that I feel make this setting (as it’s written now) interesting. While I muddled through various technical problems, I found myself filling in the blank corners. Ordinary English idioms were rewritten to better relay the culture of a seafaring people, food became fish heavy, the peasantry became laborers and fishermen. I began to add these little details.

And that was just a single city. The religion of this world was terribly atrophied. I used a placeholder name for the main deity until a better name struck me in the middle of a slow work day. That bit of inspiration was just pure luck, the rest I had to force myself to sit down and think about.

When I began writing P1, I already had a small booklet that I jotted ideas in. It was in no way comprehensive, but it was helpful and allowed me to keep track of my thoughts.  

I’d written several notes about the religion of a particular civilization that acts as the “national antagonist” if that makes sense. This nation is in a strained relationship with the other nations. They’re less an actual threat and more a looming, invisible darkness that hangs over the characters like a Sword of Damocles.

With them, I had to ask myself, how weird am I willing to be? How strange and foreign do I go? I wanted to create a religion that would repulse all modern sensibilities. Something in the way of a mystery cult with elements of ancient fertility cults. I confided in some friends and the answer I got back is the same advice I would give to any writer. Be weird. Write what you want. Weird is where the fun is.

There is only one way to solve lore and worldbuilding inconsistencies. If its trivial, you can drop it. If it’s necessary, you alter it. Its perfectly possible for you to like the mistake more than the original idea. I’ve changed things to better match up with the mistake I made.

But, the more you have, the higher the chance for error. As I read through my second or third draft, I realized that my timeline was, well, fucked. I couldn’t keep my pacing tight. Things were moving either too quickly to be believable, or too slowly. Fixing this is easier said than done. I haven’t completely fixed it.

Before my most recent draft I sat down and did two things.

First, I worked out a primitive timeline. I went event by event and found that a perceptive reader would quickly take note of the awkwardness of the pacing. Conflict was happening so frequently that despite my clear delineation of day and night, it didn’t feel like there was enough time between problem and resolution.

Now, of course, piling catastrophe on catastrophe is part of being a writer. The action happens in between conflict and resolution. Because my story has a high element of political chaos, it was necessary for the conflicts to coalesce, or the solution to become a problem later in the plot. But I couldn’t make the pacing feel natural. I had to sit down and write it out, event by event, piece by piece, until I understood exactly what I was looking at.

I remain uncomfortable with my current timeline; I am working on fixing the pacing.

The second thing I did was go through each chapter and take out everything I could find that was lore related. I placed it all in a master document. This list has become an augmentation to my original booklet. I refer to it as needed. Now, anything inconsistent or repeated is glaringly obvious. By listing each piece of lore/worldbuilding with the chapter it was found in, I am now able to refer and correct.

You’ll note that these aren’t really solutions. They’re more like guides. The tasks I’ve made for myself are monumental and they cannot be solved in a few short sessions. As I write this entry, I’m actively in the middle of these corrections. I’m not foolish enough to think that I can work a perfect draft. Eventually, I will have to give in and let the story escape.

It’s hard to pinpoint a lesson when you’re actively attempting to fix something. The only thing I could offer my past self is this:

Writing is work, but a good story deserves your attention. Even if you can only work small pieces at a time, keep chipping away. Every correction, every setback, every mistake makes you a better writer.

Above: a view from the Paris Catacombs. Consecrated in 1786, the Catacombs are the final resting place of countless Parisian dead. May the souls of the faithfully departed, through the mercy of God, rest in peace.

Four Letter Words

The following contains profanity.

Let me start this off by stating that I have no problem with curse words. I curse—too much, actually—but I’m not interested in shaming anyone. I am interested in the efficacy of profanity as it pertains to writing.

A long time ago I picked up a book on writing prose. I expected it to be a quick read, it promised a step-by-step guide to writing better, more dynamic prose. What I didn’t expect was for the author to immediately call me a bitch and then tell me to put the book down if I don’t like cursing because the author does a lot of it.

Okay, whatever. I said to myself. I got about a chapter in and realized that almost every paragraph had a swear word in it.

I put the book aside and haven’t picked it up since. I began to question if this was someone I wanted to learn prose from. Not because I don’t like cursing—I don’t, to be honest, but it’s habituated in the culture and I’m perfectly guilty of using cuss words so I’m not judging the author for using vulgarity.

I’m judging the author for writing prose so damn onerous it became tedious to read.

I don’t remember where I heard it, but I picked up a piece of advice regarding curse words and writing. The advice went something like this: “save it for when you really mean it.” I took that advice to heart. There is cursing in my writing, I’ve got no problem dropping a “damn” or a “hell.” Sometimes I even exercise my creative liberty with a “damnation” or a “hellfire.” But before I drop anything harder, I think about the impact of that word.

Words are powerful. There is a reason why some phrases, some sentences, some stories stay with us. Words make an impact, for good or ill.

The Harry Potter series is filled with colorful aphorisms: “Merlin’s beard,” “Merlin’s pants,” “galloping gorgons” the offensive “mudblood.” But the most famous, most powerful cuss said in the Harry Potter series is said by the least likely person, an all-caps piece of formatting art:

“NOT MY DAUGHTER, YOU BITCH!”

-Molly Weasley, Harry Potter and the Deathly Hallows

This was absolutely thrilling to my teenage self. It felt very grown up, very earned. Molly Weasley said what we were all thinking. We’d been on this journey with Harry and friends and Bellatrix Lestrange was one of the villains most in need of some violent correction.

There’s a lot of power behind the fact that this is really the only time a true “muggle-world” curse is used in the Harry Potter books. By saving this pejorative until the end, by having it said by a character no one would expect, by using it on someone who unmistakably deserved it, Rowling punches the word home. It does not become trite and tired, it remains forceful, meaningful. Bellatrix Lestrange was a bitch, she died like a bitch, and Mrs. Weasley is a bad bitch.

From my own writing, I wrote a character who was disgraced royalty. This character hid the effect of that shame by acting disgracefully, using curses, blasphemies, and unbecoming language to make it seem that the shame was a choice, not something forced upon them. The character’s business partner never used foul language and often chastised the other character for their uncouth behavior. Character B was well aware of Character A’s past and knew them to better than a common thug.

To get this theme across, I put a lot curse words in A’s mouth and at some point, during the editing process I heard that piece of advice from above. Suddenly all the piled up “fucks” and “shits” started to become repetitive. Annoying even, like clutter. My prose was overburdened with words that began to lose any semblance of meaning.  

A word loses its strength with every repetition. Psychology calls this phenomenon semantic satiation, where a word repeated temporarily loses all meaning. After the fifth of sixth curse in as many (or fewer) paragraphs, I found the curses to be like dirty laundry piled up in the corners of a room. Annoying, nagging, in need of a good wash.  

So, I took up the task to remove all but the most necessary swears. I found that this exercise was ultimately better for the work. I came up with charming little ejaculations not unlike Rowling’s “Merlin’s beard” that added cultural flavor to the world. Character B still reacted to these phrases with offense, but I peeled away the meaningless white noise that “fuck” had taken on in the story.

As a bonus, when I do whip out the above curse, it was suddenly and powerfully steeped in meaning. The scene is an airing of grievances. Character A accuses B of wanting to “fuck” and it’s meant in all the dirty, grimy, objectification that word entails. Greatly insulted, B turns the phrase around. This is the only time B curses in the story and it shocks A into silence.

All this is said with a big heaping spoon of it’s my opinion. Still, I think “save it for when you really mean it, when it will be most powerful” is pretty good advice. Perhaps if we all took this advice to heart, our interactions with each other would be less cluttered with nonsense expletives turned filler.  

Take the advice, or don’t, fuck if I care.     

Above: Illustration of Dante Alighieri’s Divine Comedy, the Inferno Canto XV. Gustave Doré (January 1832 – January 1883). French. Engraved Print.

Don’t forget to check out the crowdfunding pages for Anvil Issue 2, where my short story, Afflicted: Nourritures les Ver, will be published! For more info, click here.

Writer’s Review: The Secrets to Creating Character Arcs

Before I began writing these reviews, I had a simple criterion for selecting a how-to-write book: I judged the cover.

The cliché “never judge a book by its cover” is more like an aspiration, sort of like “reach for the stars.” No one is actually going to reach up and grab a star and no one is ever going to not judge a book by its cover.

I admit, it’s not a great method. But, when it comes to reading into a topic where you’re not really sure where to start, it’s a utilitarian method. I mean, how else are you supposed to select a book? Considering the books in this genre are designed for mass-appeal you just have to dive in.

Today’s book is one of those I selected based on the cover. I just like it, its simple and striking.         

The Secrets to Creating Character Arcs: A Fiction Writer’s Guide to Masterful Character Creation (Growing Authors out of Writers) by John S. Warner

I can’t tell you anything about John S. Warner. He has a Facebook and a Goodreads page, but it appears that everything he writes is how-to-write books. I have no problem with this, readers are the best at telling writers what they want to read.

The Secrets to Creating Character Arcs: A Fiction Writer’s Guide to Masterful Character Creation (Growing Authors out of Writers) is made up of ten chapters with an introduction and concluding remarks. It’s a little less than 200 pages, making it a quick and easy read.

Warner starts the book with a quick explanation of what he calls The Holy Trinity: Plot, Structure, and Characters. A good story, he writes, is made of this union. I can agree here, but this isn’t really ground breaking. It took a few more chapters for me to finally feel like I was getting something worthwhile from this book.  

Warner’s next step is to discuss the Trinity in further detail. He starts with plot. He provides some advice.

  • Your plot should provide a smooth flow to the story
  • The focus of your plot should be on the leading characters of your story
  • Your plot should have a clear insight into your protagonist’s psyche
  • The plot should start with a bang
  • Your plot should grab the emotions of your readers, but let go in the end

Again, nothing here that I wouldn’t call intuitive to the practicing writer.

However, once he begins breaking down what he means by plot points, I feel like we’re finally getting into some nitty-gritty. It was about here that I began to enjoy it. You see, this book falls into a category I would classify as a “beginner’s basics” or an “expert’s vindicator.”

What Warner begins to discuss now are the seven plot points.

  • Inciting incident
    • First point
      • First pinch
    • Midpoint
      • Final pinch
    • Second point
  • Resolution

He fleshes out each bullet point and then describes how the arrangement of these points is structure.

I then began to contrast what Warner was writing with my own personal techniques. I saw how they differed and how they overlapped. I realized that I didn’t need to read this book, but I wanted to. Warner’s book was simple enough that it was making me think about my own theories.

Warner calls it plotting—writing down the desired events of your story—I call it wish-listing. When it comes to ordering these points, we both call it structuring. These are just a few examples of our overlapping.

Warner dedicates a good chunk of the book to some quick outlines of various, popular structures like Save the Cat’s Beat Sheet and the Fichtean Curve. This a helpful for someone who is not familiar with these structural modes or for someone who wants a refresher.

Once Warner finishes up his explanations of the first aspects of the trinity, he moves on to the real red meat of the book: characters and characterization.

He begins with the bones of a character—what he calls the three pillars of characterization. They are Physical Characterization, the distinct physical details of your character like a scar, scabby knees, or left-handedness. Psychological characterization, those psychological details that help you build a character’s personality, their fears, biases, secrets. Lastly, social circumstances, your character’s place in a society, their school, profession, etc.

I appreciate that Warner writes on archetypes, but stays away from the traditional Jungian archetypes. He keeps it minimal, focusing on Protagonists, antagonists, mentors, sidekicks, and skeptics.

Warner finishes the book with several chapters on crafting characters. He provides questions, some basic tips, and outlines to help you write. There isn’t really anything here to write home about.

Final Thoughts

As much as I enjoyed Warner’s Creating Character Arcs, I can’t say that there is much here for experienced writers. There were many sections that I found helpful for formulating my own ideas on writing, but I can see how that wouldn’t be useful for every writer.

Certainly, if you’re a beginner looking for a more structured way to craft characters, Warner’s book might be a good starting point.

Skippable, but useful for certain purposes.   

Don’t forget to check out the crowdfunding pages for Anvil Issue 2, where my short story, Afflicted: Nourritures les Ver, will be published! For more info, click here.

Anvil Issue #2 is Funding Now

Anvil: Iron Age Magazine is no longer funding, but can be purchased “in demand” on Indiegogo. My short story, Afflicted: Nourritures les Ver, will be included in this issue along with a number of comics and shorts by other independent authors like me.

I can only speak for myself, but I am extremely excited about this magazine and my small place in it. I believe Nourritures les Ver will fit comfortably on the shelves of fantasy, sci-fi, and horror fans alike. I hope the blurb below whets you appetite for more.

Afflicted: Nourritures les Ver by Jaime Faye Torkelson

Amélia Mitre is Afflicted. Cursed by a pact of her own making, she is made to follow the Weird Way of Scealfe, God of Death of Decay. Summoned to the industrializing city of Beauanne, the Cursed Doctor finds herself investigating a disturbing disease that defies the laws of nature and therefore, the laws of her dark patron. She must discover the origins of the plague and punish anyone foolish enough to pretend rivalry with the God of Death.

If you choose to support Anvil, let them know I sent you. Your support, no matter how small, helps keep the flame of independent IPs alive and I cannot thank you enough!

My thanks, first and foremost, to God, who likes stories more than I do.

Secondly, the team at Iron Age Media has been great to work with. I highly recommend you check out their website.

And, finally, to the readers, who deserve good stories I hope my small offering fits the bill.

Above: a handful of worms in coffee ground compost, which makes excellent worm food.

Hail, Iron Age!

I’ll be featured in the 2nd issue of Anvil: Iron Age Magazine. Updates are to come, but I expect publication in Fall 2023.

For now, I would direct you to their 1st issue. It’s been fully funded, but you can still use the Indiegogo page to purchase the 1st issue or reach out to campaign directly. Publication for issues one is expected in July 2023.

Anvil promises to be an aggregator of indie IPs, especially drawing from the tradition of pulp fiction and comics. If this is the kind of writing you’re interested in, check out their website for more info.

I haven’t written much about my love of pulp, but when it comes to short stories, I draw much of my inspiration from the greats: Robert Howard, H.P Lovecraft, C.L Moore.

For this latest piece, I tapped into my inner C. L. Moore and wrote a female fantasy hero. But unlike Moore’s Jirel, I lean into the gross-out horror of 18th Century medicine. I want to see Amélia Mitre become a modern pulp hero worthy of my heroes.

Some exciting things are happening for me this year and I’m proud to share it with you. Further details are to come.

Update 07/24/2023: You can preorder Anvil: Iron Age Magazine Issue 2 here.

And, if you don’t already know, my short story, Egg, can be read in Cirsova 14, Spring 2023.

Above: Interior of an Ironworks. Godfrey Sykes (1825 – 1866) British Painter. Oil on Canvas. Housed at the Yale Center for British Art.

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