Category Archives: Writing Progress

Eidolon: I Actually Did A Thing

My time off from my full-time employment is rushing toward a close. I have less than six weeks remaining before I head back, and I feel like I don’t have a lot to show for it. My intention was to write my next two books in the ten months I had off. Instead, I’ve got two partially-written first drafts, neither of which is close to being finished. I don’t know if I’ll make significant progress on either of them before I have to rejoin the daily grind.

At the beginning, I was working extremely well. The first couple of months were easily my most productive — maybe even more productive than the entire period after them. Then I had some recurring issues with my chronic depression playing up quite badly, which threw me off and it’s been an extreme struggle to try to get back into basically anything at all. On top of that, I had to move house in the middle of things so there were other things that delayed and stressed me and just sort of made everything a lot harder.

I did manage to write five short stories, all of which are available for free on this site and others. Some of them I’m honestly not overly fond of, and some of them I actually think are reasonably good. Even so, they’re fairly small things and I don’t really consider them significant accomplishments.

Just today, though, I stopped working on an actual Thing that is now basically finished.

A while ago, I’d been talking to my sister (an actress who graduated from the New York Film Academy a little while back) who mentioned that there aren’t a lot of scripts around for small, local directors who are looking to produce things, and suggested that if I wrote a script, she would be able to pass it around her contacts and we could all maybe do a thing together. I had a bit of a think about it and set down some base guidelines that I thought would be important if what I wrote was ever going to get filmed — I’d need to write something that would be cheap to produce, used minimal sets and actors, etc. An idea sparked right away, but it took a while for me to actually do some serious work on it.

I went through a couple of drafts, sent it through to my normal set of beta readers, did some reworking, and a week or so ago I sat down with a few people and we did a proper table read of the script. I made more edits based on feedback received from my ‘actors’ on the day, as well as going through the recording of the table read several times and making even more changes based on that. Now I think I’m basically done with it. I’ve sent it off to my editor for another read, just to catch any typos or other small mistakes that may have slipped through, but once he gives it the all clear I’ll be passing it along to my sister, who has some directors she’s planning on approaching with it.

I don’t want to share too much of the contents, except to say it’s a horror script that should turn out a film about 15-17 minutes long. I wrote a very short blurb because I am in the habit of doing that with anything that I write these days, thanks to the short story competitions I’ve been entering, which I’ll also share:

No-one believed Allison was innocent. Her fanciful story about her parents being murdered by a monster from her childhood imaginings was a delusion at best; or a poorly thought-out lie at worst. That’s what the jury decided. They were wrong.

I don’t think it’s a great blurb, but it gets across the gist.

So yeah. I did a thing.

I have no illusions about the likelihood of it actually being picked up by a director, but it is a Finished Thing I can add to my list of other Finished Things and feel a bit better about myself. On top of that, writing a script was very different to writing a novel or a short story. Dialog works differently and you have to take a much more visual approach but also cut everything right back and not have any more description than is necessary. I’m glad I spent the time writing it, and feel like I learned some stuff along the way.

 


 

I’ve got one other side project that I have a fairly firm intention to complete before returning to work. I’ve talked about it on here before: Blackened Hearts.

We had the original first playtest way back in June, which I was exceedingly happy with. There were a lot of changes that I wanted to make, most of which I’ve now made, and I wanted to package it up in a professional-ish quality set of documents — again, most of which I’ve written and done. There is one major part I need to do still that will probably be quite a lot of work, but the bulk of the project is actually done. If I worked on it with any sort of real regularly, I would have been done by now.

As it stands, I need to (1) finish reviewing the character role descriptions and re-organising the item and power cards, (2) write some short, basic examples in the GM section for the end-of-game denouements, and (3) come up with new powers for more than half of the characters [this is the big one].

Once I’ve done that and put together everything in a convincing-looking package, it’ll go to my editor for checking. After that, I’ll be looking for someone else to run a playtest of it. Honestly, I might even just release it then if I’m happy enough with it, and once I manage to organise someone to run a second playtest I can always update/reupload the PDFs later if there are more changes/tweaks I want to make.

I’m not ever going to be super happy with how much work I’ve gotten done this year, but having at least a couple of big Finished Things under my belt at the end of it (and the short stories as well, I guess) will at least go a long way to making me feel like it hasn’t been a complete wash.

This afternoon I’m at least going to make an effort to get some more Blackened Hearts work done. We’ll see how I go.

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LARP Playtest Successful

A couple of days ago I ran the initial playtest for Blackened Hearts, the parlour-style LARP scenario I’ve been working on. While there were a few hiccups here and there, overall the night was a pretty definitive success. The players all enjoyed themselves and I got a lot of positive responses (it feels good when people like/enjoy a thing you did!). As the GM and writer, I noted several things throughout the night that I wanted to add or fix in a revised version, and I got some valuable notes on individual characters by distributing a short feedback survey after the game.

A fair few characters need very little work except for polishing. The ones that had the most potential issues flagged in the feedback survey were ones I already had my eye on in my pre-playtest notes, so it was nice to have some of my own suspicions confirmed. There are one or two things that I’m not sure a single playtest can adequately inform — one character is a cursed spirit possessing a member of the crew and their player said they found it almost too easy to create havoc and spread their curse without any suspicion falling on them, but that might have just been a lucky break for them with other players just not picking up on hints or sharing information. I’m probably going to leave that plot completely as-is for now and see how follow-up playtests go to see if its an actual recurring issue or a one-time thing.

A big thing that I’m still not fully decided on is a replacement for the REFRESH mechanic. One thing that sort of bugged me in Sunset Claws and its sequel was the way the single-use powers are hoarded until later in the game — barely anyone will use a power in the first hour because what if you need it later? My solution in the first draft of Blackened Hearts was to mark most “single-use” powers with REFRESH. When you use a power card, you fold it in half and crease it to show it had been used. If it was marked with REFRESH, for 15 minutes after the GM calls the half-way point you can turn it in to the GM to get a new one. This encourages players to use these powers during the first half of the game, without them missing out on having them in the second half.

There’s an obvious problem with this re: GM access, but in actual play it wasn’t as difficult to manage as I’d worried. The biggest issue is a queue forming as people line up to get their cards switched — even though when I made the half-way announcement I asked that people not queue up, a couple of people still did. I had a discussion after the game with a few of the players who pointed out the issues with it, and I tend to agree. It only took a minute or two to sort everyone out, but it was an undesirable interruption in the action.

Then again, the only alternative that I can see actually working properly during play is to have time-specific power cards — i.e. have duplicate power cards that specifically can only be used in the first or second half of the game. However, the problem I see with this is (combined with the pretty consistent feedback that most characters need an extra power card) … I’m worried that each player having four or five power cards instead of two or three will be a bit of a card overload, and there is a potential issues around mixing up which card you can currently use.

At this stage, I really want to go to Steve D, who wrote the mechanics that I based mine on, and see what his opinion on the whole thing is. I’m just not quite sure what to do at this stage, but I don’t want to abandon it entirely as I think pacing the use of powers throughout the LARP is a desirable outcome.

I’ve still got a long way to go on it, but my road map going forward looks like:

  • finish making a full list of all of the changes and additions I want to make;
  • write a proper introduction, a guide to pre-game preparation, and GM notes on how to run the game;
  • construct an actual vaguely professional-looking draft document to import the original stuff into;
  • work on actually revising and adding to the bits I’ve already written;
  • do a quick once-over to make sure I haven’t missed anything and to catch any minor errors; and
  • submit it through to my editor for a proper review, then make any changes based on his feedback.

Once all that is done, I’d like to run a second and third playtest — we had an almost full group for the initial playtest (14 players), so I’d like to stress-test it with the minimum (8) to make sure its still fun with fewer people. Then I’d want to do a final playtest, again with as many roles filled as practical. I’d want few (if any) of the original playtesters in these subsequent tests, so maybe if an upcoming convention coincides for when I want to run it that would be a good option. Otherwise, I’ll have to do some networking and see who I can find who’s interested. Ideally, I’d like to be able to hand off the draft revised version to another GM and get feedback on my GM sections from someone running it, but I don’t know if that’ll be able to happen… maybe I can ask around on RPGnet.

All in all, I’m pretty happy with Blackened Hearts so far and I think it’s already comparable in quality to the scenarios that inspired it. I really want to take it that extra step forward and make it into something I can really be proud of.

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Upcoming Deadlines

I’m reorganizing myself a little and trying to focus on a couple of deadlines that are looming large on the horizon. I’m still working on game development stuff in Unity and struggling to make headway on my next novel, but the below are additional projects with real world deadlines that will impact me negatively if I miss them.

 

Blackened Hearts (10 June 2017)
I’ve organised an initial play test of Blackened Hearts, the pirate LARP I’ve been writing, to occur on 10 June. I don’t want to be writing the damn thing right up until the day of the event, so my deadline to entirely finish the play test documents is a week prior. Currently:

  • 10 out of the 15 character roles have been written up and had an initial editing pass, so they’re pretty much play test ready, and the other 5 are still in varying stages of completion;
  • the rules document that is to accompany them is about 66-ish% done — I did the initial write-up ages ago and have edited it since then, but there is now some extra stuff I need to add to it and I want to include a section on pirate gambling games that people can play during the LARP;
  • the item cards are 90% done and ready to print, there’s just a few last-minute additions I need to make to finalise the document;
  • the power cards are woefully underdone… I’ve got basic one-line descriptions written for about 75% of what I intend to include, with no actual cards finished yet.

Immediate goals: Today I intend to finalise the item cards and finish up at least one character role. Then, I’ll be angling to finalise another two character roles by the end of Friday and make a start on the power cards, with a view to completely finishing the LARP by the end of next week.

 

The Big Issue Fiction Edition (5 June 2017)
The Big Issue is accepting public submissions of short stories of up to 3,000 words for their next Fiction Edition — this is a paid gig if you’re accepted, so I’d really like to make it in. Submitted stories need to be previously unpublished, which means I can’t just use one of the ones I’ve already written and posted here. I need to work out what I want to write about and write the full thing. They only accept submissions by post, not email, so I don’t want to be writing right up to the deadline. Even if I don’t get accepted, it’ll at least give me another story I can post up here.

Immediate goals: Today I am going to read last year’s Fiction Edition, so I can see what sort of things they tend to accept. I’ll try to have a full concept and outline hammered out by the end of next week. Then I’ll try to finish it the week following.

 

Not Actual Deadlines

On top of those, there’s a couple of other things I’d really like to do in the upcoming weeks:

  • An as-yet-unnamed script for a short horror film I’ve bee working on (about a third of the way done) that I’d really like to finish off before my birthday (18 June); and
  • I want to commission some cover art for the short stories I’ve published on here so that I can package them as freebies on Amazon’s Kindle store as well. As they’re just going to be free, I’m not looking to spend a lot of cash on the art — I’m thinking minimalist, simple covers (Google minimalist book covers if you want to see the sort of thing I mean). I’ve got professional artist friends, but I don’t think what I’m looking for is worth their time or rates so I might just grab an artist off Fiverr. Again, I’d really like to do this before my birthday.

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Leaving the Clockyard

Today is the first day of my do-as-much-writing-as-possible-in-ten-months thing. Here I am, ready to leave the clockyard. It’s a bit exciting and a bit concerning all at once. I don’t think I should stress about it, because at the very least I have ten months off to just write and do whatever else I want, which is awesome. On the other hand, my brain being the way it is–what, with all the depression and anxiety and such–sometimes it’s hard to convince myself that it doesn’t actually really matter if I don’t manage to wrangle an actual liveable income from writing. I’ve got a huge pile of savings as a safety net and a secure job to go back to at the end of things. Intellectually, I know I should relax and just do what I can. Emotionally, it’s a hard thing to do.

Sitting here, it occurs to me that I really should clean up my computer desk. It’s a bit of an absolute mess. Maybe I’ll shuffle some of it off this afternoon when I have some spare time.

 

 

I took last week off so I had some time to relax after the stress of my regular job, but even then I still wrote and submitted an entry to the NYC Midnight Short Story Challenge 2017. Forget it Liu, it’s Lung Town is now available on here for free (check the Freebies section), if you missed me posting it last week. It’s one of my first attempts at writing any sort of comedy–I’m mostly happy with it, but I can see definite room for improvement. I learnt quite a bit while writing it.

Even though I’d been firmly determined to do the absolute minimum when it came to being productive during my week off, I still ended up doing a heap of work on Blackened Hearts (the pirate LARP I’m working on) and I even wrote the first draft of another short story. It’s been to my editor who tore it apart, so when I get some time I’ll go back over it. Once it’s finished, it’ll be uploaded onto here for free as well. Its working title is Morning Routine.

Speaking of routines, I’ve mentioned before that I tend to work far more efficiently if I tightly regiment my time. In the lead-up to today, I worked out a daily schedule that I’m going to stick to as much as possible during the next ten months. I’ve put a copy of it below, for those of you that are interested.

Yeah, I wasn’t joking when I said tightly regimented–the only thing that’s not on there are scheduled bathroom breaks. I’ve got a series of alarms set up on my phone to ping each segment as it begins, to keep me on track, and as you can guess, it’s just past 10am this morning so I am currently in the middle of my morning social media bit.

There are only four hours worth of solid writing in the schedule. This is because I’ve got a lot of other stuff to take care of (planning/outlining, editing, social media/marketing, etc, etc) and I’ve planned my weekly goals accordingly. I’ve tried to be as conservative and realistic in my goals as I can:

I can generally easily write between 500 and 1,000 good-quality words in an hour’s session, so in four hours, provided I know what I’m writing when I’m going in, I should be able to write at least 2,000 words a day without any severe difficulty. This translates to (with Wednesday working on other projects) about 8,000 a week. One of my novella-length stories is generally somewhere in the vicinity of 45,000 to 55,000 words. So I should easily be able to finish a draft of a story in less than eight weeks. Even if I literally get nothing else done, this means (with my 42 weeks off) that I should be able to fully draft up five novellas.

Still, my actual goal is only four. Considering that it took me three and a half years to put out two while also working full time, I think four in ten months is pretty damn good.

My initial half-hour writing session went well this morning–I wrote a hair under 800 words, so well over what I needed to. At the end of the day, I should easily have the 2,000 words I need to stick to my goals, and I should have plenty planned out so that tomorrow I can do the same. Wish me luck.

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Blackened Hearts: A Pirate LARP

I’m not a huge LARPer, but I do enjoy the occasional parlour-style game. One of my friends, the inestimable Steve D, designed an excellent Warhammer LARP a number of years ago called Sunset Claws (download here), which I really loved. I played it twice, in fact — once as part of a playtest, and I ran the final version for my birthday back in 2011.

Afterwards, I tinkered with the basic format of Sunset Claws to create a similar LARP for my own gaming group. It was basically a live-action session of Baker Street, the tabletop game I was running at the time (in 2012). Nathan, my editor and a regular gaming attendee who’d only played a handful of LARPs, then wrote and hosted one of his one in 2014 based on the same format, a steampunk murder mystery set aboard an airship. Nathan has been polishing this up a bit for eventual publication (if you’re reading — hurry up! 😀 ).

I’ve played in and ran a couple of other LARPs over the years as well, but I keep coming back to the simple rules and format of Sunset Claws as pretty much my ideal style of LARP.

This year, I’ve decided to write and run a new Sunset Claws-style LARP I’ve titled Blackened Hearts. My intention is to run it around June this year, polish it up, and package it up as a freebie/pay-what-you-want download. I’ve been working hard on the basics, and while I’ve still got quite a bit of work to do on it I have a blurb and a more-or-less final draft of the character list. I thought I’d share:

It be a fine day for larceny upon the high seas indeed! The Devil hisself must have blest the crew of the Black Kraken with his own luck—how else could it be that you would happen upon the fat Spanish treasure galleon the Urca de Lima, separated from her escort and crippled by one of the worst storms that ever scoured the ocean? Then again, even in these most favourable circumstances, the Spaniards fought long and hard before you finally took her. The Urca de Lima now trails behind you, a small prize crew doing what they can to keep her limping along just long enough to get to the port of Tortuga.

It’s been clear sailing all week all the way back to port—almost suspiciously easy-going and peaceful, in fact—and without much to do the crew’s been going stir-crazy thinking about how they’ll spend their ill-gotten rewards. In fact, the Captain’s arranged for an early share of the loot to be divided amongst the crew. Those who aren’t needed to sail the ship are able to enjoy the rest of the evening with a little bit of early gambling and drinking, so everyone is in high spirits. All that’s left now is to enjoy the rest of the evening as you coast into Tortuga, and maybe swindle some of your fellows out of their share. Wait, what’s this about a curse?

Link: List of characters

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Not Tonight

I know I said I’d blog every day, and I’m posting so I technically am keeping that promise, but eugh do I not feel like writing anything more today at all. I barely eked out my 500 words on Porton, and now I’m gonna go play some Guild Wars 2. Deal with it!

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Sundered Roleplaying

I’ve been very vaguely thinking about producing a roleplaying game/setting based on my Tales of the Sundered Land series. (There’s only one book out at the moment, but it will be a series of at least four more books. Promise.)

I’m thinking a Fate Core game under the Creative Commons Attribution (CC-BY) licence, in a similar sort of style to Evil Hat’s Fate Worlds and Adventures series of releases. A bit denser on setting details than their releases, of course.

Fate™ is a trademark of Evil Hat Productions, LLC. The Powered by Fate logo is © Evil Hat Productions, LLC and is used with permission.

I feel like working on a project like this will benefit the series as a whole — sort of like a ‘setting bible’ that I can then use as a guide to help maintain consistency throughout the books. I’ll probably wait until after I finish up the book I’m currently writing, as I don’t want to overload myself, but if I get a spare minute here and there I might do a little work on it. In an ideal world, I might try to set up a proper Kickstarter once I’ve got a proper draft completed.

I’ve actually got a couple of other roleplaying projects on the backburner as well (one inspired by the Dungeon Keeper series and one inspired by games like Dark Souls and Darkest Dungeon). One day I’d like to sit down properly and do some real work on them all, but time is always at a premium at the moment with my full-time work and my current projects. Too many things I want to do, sigh.

Also, I’ve hit my writing goal today, and a little bit more besides.

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Radio Plays

Maybe six months or so ago, I started listening to old radio dramas/plays — there are a lot freely available on Archive.org via the Old Time Radio Researchers group. I haven’t been listening to any of the big ongoing series, just the one-offs. Some of them are really excellent — program-wise, I’ve so far been listening mostly to Escape! (adventure/suspense); Quiet, Please (horror); Lights Out (horror); Suspense! (suspense/horror); and X-Minus One (science fiction). If people want recommendations of specific episodes, I might do a blog post on that another time.

After listening to quite a few of these, I started to think that it was a pretty cool format for stories, and that — with the rise of podcasts — it was something that there was still potentially a market for. I already listen to a few ongoing story podcasts, like Welcome to Night Vale (also highly recommended), so I started looking around for something more in the style of the programs I’ve been listening to. What I found was The Truth. It’s a pretty excellent podcast, and I’m going to continue listening to the stories on a regular basis.

I’ve already had some thoughts about writing screenplays, and it occurs to me that writing a radio play might be a lot of fun. I don’t have a lot of time to spend on it at the moment, but when I do I’ve started knocking out the basics of a script. The way I’m writing it, I think it’d work equally well as a short film as well as a radio play. If and when I’ve got it into workable condition, I’m thinking about sussing out The Truth’s submission guidelines and seeing if they’re interested.

Today’s goal for my draft manuscript has been met. I’ve got just over 1,000 words down now, which was the goal for the weekend. By next weekend, I should be up to at least 3,500.

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The Start of a Draft

I’ve just finished writing my 500 words for the day.

Normally, I don’t deliberately stop at 500 if I still want to write more of the current scene. However, I haven’t yet built up my writing momentum, so from past experience I know that if I keep writing now until I finish this bit, I might not be able to pick it up as easily tomorrow. Right now, I’ll just finish the sentence then leave the rest until tomorrow. I know how I’m going to continue this scene, so I know that tomorrow I should have no problem with picking back up right where I left off. Like I’ve said before, writing is a momentum thing for me.

pexels-photo

I’ve got some other creative things I want to do today, so this won’t be all the work I do — I want to mess around with my housemate’s SLR and take some random photos for me to use on here instead of stock pictures, I’ve gotta record the news headlines for the faux radio station I’m running alongside my current roleplaying game, and there’s one or two other little things I want to mess around with.

Right now, I’ve hit my 5000 word goal and I’m happy with that. It’s a good start, and I’ll check in again tomorrow.

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To Write, You Must Write

This is some advice I read and heard frequently, but seemed a bit obvious and I didn’t pay that much attention to it to begin with: The most important thing to do, if you want to be a writer, is write.

It’s a pretty obvious piece of advice, right? If you want to do a thing, you need to do the thing. I found that for me, at least, it was a bit of advice that I actually found really difficult to internalise and act on. You need to actually write on a regular basis. It doesn’t matter what you’re writing, you just need to actually do it. If you’re stuck on a scene in your manuscript, just write a short story or random scene or literally anything else. It doesn’t matter, as long as you get into the habit of writing on a regular (daily/weekly) basis. Often, the hardest part of this is actually sitting down and opening up Microsoft Word.

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For me, I found that setting a daily word count goal was my best bet. I set a goal of 500 words per day, every single day. If I had something on and knew I wouldn’t be able to get the time to write, I made the effort to write more in preceding days, so at the end of the week I still hit my quota. This is how I wrote my unpublished first novella, it’s how I wrote Prometheus’ Daughter and it’s how I wrote The Flame’s Burden.

I’ve already said that I’m intending on starting on my manuscript for my next book tomorrow. I’m planning on re-starting up my 500 words a day goal. What this means for me is that I have a firm goal for when the first draft will be done. If I write 500 words a day, and the novella is planned to be 45,000 to 50,000 words long, that means it should take me no more than 100 days. Counting that out, my first draft should be complete on 5 September 2016.

With the predicted date of completion of the first draft being at the start of September, I am almost certain I won’t get it published by the end of the year. That’s a little disappointing, to be honest — my initial plan was to put out a book per year while I was working full-time. My own fault for spending four months doing very little writing. At least now I have a goal in mind and a plan for when it’ll get done.

I might still try for it. If I can get the draft done early and be disciplined about my editing work, and my editor isn’t especially busy, and I can get my artist started on the cover early… That’s a lot of ifs, so it’s definitely not my realistic goal at the moment. It’s a little bit of an extra motivator in the back of my mind, though.

Either way, I’ll report in tomorrow with my progress.

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