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Playing Your Way to a Plot 6 January 2012

Posted by Camille Gooderham Campbell in Advice For Writers.
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5 comments

Some of us play a few rounds of solitaire or sudoku before settling down to write. A ritual? A focusing technique? Procrastination? Whatever you call it, some of us need to do it and can’t get started writing without it. I’m much more of an editor and publisher than a writer these days, but when I do write, whether it’s fiction or non-fiction, copywriting for hire or a project of my own, I simply can’t get started without a round or two of something calming (usually solitaire for me, but sudoku will do, or Minesweeper or Bingo Blitz — anything seems to work as long as it’s pattern-oriented and not too complex). I don’t think this need is uncommon, and most writers who admit to it don’t seem overly embarrassed about it. After all, it’s just a matter of routine, like needing your tea or coffee in a particular mug, adjusting your chair for comfort before settling down, or putting on your preferred “writing music”. Creative people are supposed to have quirks — something to admit to in an interview once you’re wildly successful, as your secret to the brilliance you put on the page: “Well, I always have my round of solitaire before getting started, but just one, you know?”

Many writers are also gamers who take their MMORPGs and quest-based games very seriously. Although I think the character and story elements of those games have a lot to do with why writer-gamers enjoy them, there’s also enough game-culture and respect out there that dedicated gamers don’t tend to be embarrassed or in denial about their enjoyment. One can have a rich engagement with a MMORPG character and world (my World of Warcraft paladin has plenty of backstory and personal life) but it doesn’t tend to do much in the way of idea-sparking and plot generation since serious games come already fully fleshed out with complex worlds and quests and so on. Unless your goal is to write media tie-ins, and there’s nothing at all wrong with that, you honestly do NOT want to have a warrior, a hunter, and a priest setting out from a Goldshire-like village to… well, you know.

Writers are much less likely to confess to playing (and enjoying) social and app-based games that don’t fit the “ritual” model or a big-name gaming franchise — we’re supposed to be much too busy and creative to be entertained by FarmVille and its ilk. However, I suspect that many more writers do enjoy these sorts of games than will admit to it… because they are essentially world-building games, and that’s what writers do.

When you build your village, your farm, your castle, or whatever else the build-it game of the moment has to offer, aren’t you — as a writer — actually imagining a whole lot more into it than is there in the game? Don’t you start to find it boring and quit as soon as the game stops introducing new plot-worthy elements?

Instead of cringing at the admission that you (sort of) find the latest sim-whatever fun, ask yourself what it has to offer you as a writer. (And if you’re a scoffer at these types of games, give one a chance and see what it can do for you.) Literally, play your way to a plot.

I got an iPad for Christmas, and subsequently discovered Tiny Tower by NimbleBit LLC, which I think may be the best-ever idea sparker available for writers. And it’s free, even. All you need is an iPad or iPhone (though from a creative point of view it’s more inspiring on the iPad as the graphics are bigger and you can see more detail), and apparently there’s a version for Android too. Best of all, it’s not a “social” game, so you don’t have to annoy your friends with it.

Basically, you build a tower, floor by floor — here, have a look at mine. You choose whether the floor is going to be residential, food, retail, recreation, service or creative, and then it generates the details for you (with the option to edit background colours and business names, but that’s it). My first food level came up as a coffee shop, my second came up as a sushi place. My first retail floor turned out to be a toy store, and my second was shoes. The residential floors work the same way, with widely varied and random decor; the selection I’ve seen so far includes ghastly 70s with macrame flowers, trendy safari decor, budget student place with cardboard boxes, pretty New England beadboard wainscoting, and more.

Then the characters, called “bitizens”, move into your residential floors and you put them to work in your shops and offices. Everything is pixellated just enough to leave your imagination room, but drawn clearly enough to spark ideas. The bitizens are generated randomly enough to please any writer, from a full complement of skin tones and hair colours, with an assortment of facial hair and eyewear details, and accessories from Alice bands to hard hats — and I’m not sure the random generator thing altogether differentiates male from female accessories, as I definitely saw one with a mustache and something that was either a hair bow or cat ears. There are also some costumed ones — I’ve seen a mime, a Star Trek red shirt, and the Phantom of the Opera — most of which just travel up and down the elevator, but I had a female in a pig costume move into one of my apartments. A pig costume. There’s a plot starter if I ever saw one… why would anyone be wandering around in a pig costume? Oddly enough, her dream was to work in women’s fashion.

Yes, the bitizens all have dream jobs, names, varying levels of employment skills/preferences, and they even come with birthdays. So you get your tower going, and you look around for a protagonist. Reginald, working at the coffee shop and dreaming of owning his own diner? Tracy, who’s found perfect happiness at the laundromat, even though she’s not very skilled (could she have a disability to account for her low scores)? Wilma the paintball enthusiast, working at a comedy club to pay the bills? Jesse who works at the bank and wishes he were a private eye? Tiny Tower has offered me all of these possibilities and more.

And then there are the plot cards. At least, I call them plot cards. A little blue square randomly pops up at the bottom of the screen asking you to find a particular resident because… his long-lost sister is looking for him! There’s a singing telegram just arrived for her! The president has been kidnapped and he’s the only one who can help! (The plot cards pop up fairly frequently, so you can either go with what you get or wait until you get one that piques your writing interest.)

Then earn some coins, build some more floors, watch more characters move in… and off you go, with friends and foes and love interests galore.

So next time you’re stuck for inspiration, try Tiny Tower (or any build-it game) instead of solitaire, and see where it takes you.

Always Read The Contract 1 February 2011

Posted by Camille Gooderham Campbell in Advice For Writers.
1 comment so far

I just read a great blog post by Robert Swartwood. Go read it.

This is exactly why, when I talk to high school writing students, I always emphasize how important it is to read every contract, every time, even for respected and trusted publications. Especially when the publisher or the competition judge or the prize is extremely tempting and/or seems like a door you’d really like to have open for you, it’s easy to get so excited that you don’t do your due diligence stuff. But is any competition or publication so wonderful that you’d give away all your rights to a story forever?

Read the contract. Every time. And if you don’t understand the legalese, ask someone about it before you agree.

Professional Writers — How An Editor Can Tell 21 September 2009

Posted by Camille Gooderham Campbell in Advice For Writers.
1 comment so far

A couple of weeks ago, Robert Swartwood posed a question on his blog: “what is a professional writer?”

The various responses interested me, not so much because of the different arguments on how one determines professionalism, but because of what the responses had in common — they were all from the writer’s perspective. That is, all the responders were discussing either how they determine their own status as a professional or amateur, or else how a writer could hypothetically be pinpointed as one or the other. All assumed and required some inner knowledge of the writer’s life (a professional is paid to write, a professional makes a living at writing, a professional writes every day…), knowledge to which no one but the writer and maybe family and friends might be privy.

My own response to the question was instantaneous: professional behaviour makes a professional writer.

And this is why: it’s the only thing that the editor sees.

As an editor, when a story comes up on my computer screen, I don’t know if the author has ever been paid for his or her writing. I don’t know how many hours a day he or she writes, I don’t know if it’s a full-time occupation or a hobby (or therapy, or a compulsion, or a dream being chased, or some combination thereof). I can’t make a judgement based on those things. But there are writers I believe to be professionals, based on what I see.

Quite apart from the usual suspects — abiding by submission guidelines, submitting only their best and most polished work, and so on — there are certain things I notice that make me think, “that one’s a pro”.

One is regular submissions. Professional writers are constantly submitting work; they don’t pack up and go home after one rejection (or one acceptance, for that matter). So when I start to recognize a writer’s name because I’ve seen it in our slush regularly enough, I find that I start to take that writer more seriously — he or she is obviously committed to the craft.

One is attention to detail. Queries specify submission ID numbers, story titles, dates submitted. The submission form is fully and correctly filled out; the author knows what a byline is, has selected an appropriate genre for his or her story, and has included a bio. The word count is accurate.

And here’s a funny one: the author bio had better be in the third person. All of EDF’s author bios are in the third person — all of them, and it’s been that way every day since September 2007! — so when I see a first-person bio I think, “Well, here’s someone who hasn’t bothered to check out the magazine before submitting to it…” I have no problem with the goofy and humorous bios, the story-related bios, or the sparse and bare bios. But the first-person bios trip me up every time. On that note, bios which announce that the author writes as a hobby (or otherwise advertise a less-than-professional self-perception) do take away from the professional impression a bit.

A professional writer’s correspondence with editors is appropriately businesslike and even a touch on the formal side, unless we’ve published a number of your stories and have naturally moved to a friendlier level over time. And for whatever sweet sake you believe in, if you want an editor to think of you as a pro, don’t argue with a rejection notice!

A professional writer has a professional website. Now, technically I know that this may not always be true, and I’m sure there are plenty of well-respected technical recluses who refuse to cooperate with the information age, but we’re talking about perception here. A professional-looking website with regular updates (the “latest news” on the site shouldn’t be from January 2008) is virtually essential if you want to be taken seriously, especially in the world of online magazines. Bonus points are awarded for having your own domain name, a growing list of publication credits, and current news about recent acceptances and publications.

And finally, a professional writer always shows professionalism and restraint in comment threads and forum topics and other public places. Whether in receiving criticism on one of his or her own stories or entering into a discussion about someone else’s work (or a publication, contest, editor, book retailer, or anything else under discussion), a true professional will be aware that anything posted online can travel far and wide — participating with a degree of dignity, intelligence, and restraint shows that the individual has the ethics and responsibility to go with his or her creative skills. Whining, bitching, rudeness, gratuitous unkindness, holding grudges and slinging mud… that stuff just doesn’t scream “pro” to me.

So now you know what I look for, and what it says to me.

Record Keeping — It’s A Pro Thing 28 August 2009

Posted by Camille Gooderham Campbell in Advice For Writers.
1 comment so far

I am reminded once again of how important it is for writers to keep clear and precise records of their submissions, including pertinent details such as the date submitted and the title of the piece. It’s part of being a professional, of being serious about your work. A nice spreadsheet does the job quite well.

Writers, you do not want to be querying editors with phrases such as “I think I know which ones I might have submitted to you” and “this would go back 3-4 weeks ago”.

Accurate record-keeping also prevents inadvertent resubmissions of pieces that have already been rejected, simultaneous submissions where they’re not welcome, and querying before a publication’s specified timeframe has elapsed.

You may also want to back your records up. You’d be surprised at the number of queries we get where a dead computer is blamed for the author’s lack of specific information about his or her own submissions.

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