swan_tower: (*writing)

You would think I’d notice when I’m doing something horrible to my characters — but sometimes the penny drops quite late.

The context for this post is the scene I wrote for Chains and Memory last night. There’s a detail I put into Lies and Prophecy that seemed like an interesting twist, an additional layer to an aspect of the world that the characters hadn’t realized was there. When I started planning out this book, I knew I was going to add another component to that detail; the adding happened a few days ago. And then last night, writing a follow-on scene, I finally realized what I’d done to Julian, by tossing in that little detail so many years ago.

I can’t get more specific than that without massively spoiling things, but I can give a different example of what I mean: Nicholas Merriman, an NPC in my game Memento, which is the campaign that ultimately gave rise to the Onyx Court series. Nicholas is nowhere in the novels, so there will be no spoilers for the Onyx Court if I tell you I may have been more cruel to him than any other member of the Merriman family save Francis. (Who did appear in the novels, so if I tell you his role in the game was pretty much the same except it ended a little bit worse, you’ll have some scale for comparison.)

Memento was a Changeling game about a group of faeries reincarnating in mortal hosts over a period of centuries, trying to create the Philosopher’s Stone. They were assisted in this process by a faerie-blooded human family, the Merrimans, who passed down the knowledge of their quest through the generations . . . but lost bits of it along the way, because seven hundred years is a long time to keep that kind of thing alive. Nicholas, living in the modern day, had only the fragments he’d gleaned from his Alzheimer-afflicted grandfather, and almost no connection to the faerie world whatsoever.

Under the mechanics for fae blood in that game, Nicholas was permitted one single “fae gift,” i.e. an ability inherited from his changeling ancestor. It could be a powerful ability, but he could only have one. I chose Parted Mists. In Changeling, the Mists are a metaphysical force that causes human beings to forget about magical things: to come up with “rational” explanations for them or dismiss them as mere fancy or just forget them entirely. Parted Mists allowed Nicholas to actually remember his interactions with the PC changelings, which was pretty necessary to make the plot go; ergo, my decision seemed like simple common sense.

So they meet Nicholas and realize they were doing something important and go through a process that causes them to remember their past lives, which takes up the bulk of the campaign, with them flashing back to previous centuries (and previous Merriman helpers) before finally snapping back to the present day and finishing what they started.

By which point I had realized that I had been horrifically, unthinkingly cruel to Nicholas.

Because he remembered.

Here’s the thing about Changeling: in that setting, there is a magical layer to the world that we can’t generally see. Changelings can see it; children can see it, but lose the ability as they grow up; adults can be temporarily enchanted to see it, but the Mists make them forget after the enchantment fades.

Nicholas did not forget.

After he met the PCs, Nicholas knew that he was living in grey, dreary Kansas. He knew Oz was right there, all around him: a fantastical world filled with color and magic and wonder. He knew the PCs lived in that world, and he’d been permitted to visit it a few times. But every time, the magic ended, and he was back in black-and-white Kansas — remembering precisely what he had lost.

I did not mean to be so cruel to him. But I was, and it took me months to realize I had been.

And that’s more or less what I’ve done to Julian. Not the same flavor of cruelty, but the same failure to notice until an embarrassingly long time later. The good news is, I have noticed, and that means I can make story out of it; that’s what I was doing last night. Not only that, but in writing up the problem, I realized it had a whole second layer to it, so that he’s asking Kim the question she hears, and also a second question she won’t hear until it’s almost too late.

If I’m lucky, readers will hit this part of the story and think “oh, wow, that’s a really awesome thing Marie Brennan set up there.” They won’t realize how much of it was an accident, that I only just caught at the last second. :-)

Originally published at Swan Tower. You can comment here or there.

swan_tower: (gaming)
I haven't run a lot of games. (In fact, I've run precisely two: Memento and the ongoing Once Upon a Time in the West, plus one almost completely rules-free LARP session.) In the case of Memento, going into that game, I had a large amount of familiarity with the LARP mechanics for Changeling (i.e. what sorts of things their powers did, though there were occasional points of massive discrepancy between the two sets of rules), and a similarly large amount of familiarity with basic World of Darkness tabletop mechanics (i.e. how combat and such worked, though certain Changeling-specific rules were new to me).

That isn't the case with OTW, and man, is this an eye-opening experience.

With all due respect to certain readers of this journal who were involved in the design of Scion, there are some honking big holes in the mechanics, which I mostly find when we fall into them headfirst. For example, there's a first-level Justice Boon which allows you to accuse somebody of a specific crime and know if they're guilty or not. The rules specifically tell you that the roll isn't contested by the suspect's player. So, in theory, a brand-new Scion of Tyr could walk up to Loki and say, "Loki! You arranged for Baldur to be murdered!" And know immediately that Loki was guilty. Erm, no: I respectfully submit that a trickster god should not be so easily caught, unless he wants to be. Also, there are a truckload of Manipulation knacks that have no mechanic for resistance; you could just say to Loki, "Tell the truth!" and he would have to obey, at least briefly. This seems unbalanced to me.

But the interesting thing to me -- and the point where I diverge from some of the attitudes I saw expressed on the Forge, back when I was reading their forums -- is that I don't think house-ruling is necessarily a sign of failure on the part of the game designer. I do think the examples I've just given are things that would have been better fixed before I got my hands on the book, but that isn't true of everything. For example, I prefer to have Legend increases (which are kind of like level increases) happen at narratively appropriate points, rather than whenever a given player saves up enough XP to buy the next dot. Ergo, our house-rule is that I announce when the PCs all go up in Legend, and in return they don't have to pay for it. That's a personal choice, not necessarily a flaw in the original design.

Then there's the stuff that isn't broken, I just have to learn how to use it. Boy howdy, does it make a difference how familiar you are with a system before you start running it: things like "what difficulty should this roll be?" and "will this opponent be somebody the PCs can take down?" and so on are tricky enough when you're trying to remember which of the eighteen different White Wolf dodge mechanics this system uses, and a good deal harder when you start throwing in system-specific powers that can really change the odds. Scion has a particularly brutal setup on that front, I think, because of the way epic attributes scale. I think the scaling is appropriate -- we're talking about characters on their way to becoming gods, after all -- but it makes me remember that the one thing I like out of D&D mechanics is the nicely mathematical formulae for calculating challenge ratings.

And yet, I wouldn't want to run D&D, because I find its rules too confining for the kind of game I want to run. (Or for that matter, play in: most of my D&D experience was in a game that was really just a Forgotten Realms game, a world for which D&D happened to be the system. We regularly threw the rules out the window, and got by on group consensus.) It all just hammers home to me that whatever some die-hard fans preach, there is no such thing as a perfect system: there are systems better or worse suited to what you want to do; there are systems you know well or poorly and navigate accordingly; there are systems with more or fewer obvious mechanical holes. Only that third aspect rests in the hands of the game designer.

And that's why we don't live in a world where every game runs on GURPS or d20 mods. But I admit, there are times when I think about how much easier my gaming life would be if I only had to know one system. :-)
swan_tower: (gaming)
Not counting a one-shot LARP, I've run two games in my life: Memento and the Scion game currently in progress.

The year I ran Memento was the year I did not write a novel.

If there's a causal relation there, it goes in the direction of "no novel, ergo free time for a game." I was in negotiations with my editor for what I would write next, and reluctant to commit to a spec project just to fill time, when odds were good that I'd have to drop it halfway through in order to do something contracted instead. The causality was not that running a game ate the energy which would have otherwise gone into a novel.

(And the negotiations ended up settling on Midnight Never Come anyway, which grew directly out of Memento. So.)

But it is true that I did not write a novel while running that game. This year is the first time I've tried to do both at once, and the result is . . . interesting.

I've been thinking for a while that I need to find a way to build some downtime into my noveling process. The usual way of things is that I work virtually every day for three or four months straight, and at the end of it I have a book. But that's exhausting, and after two months or so I start getting really bitter about not having weekends or days off.

One idea I've toyed with is giving myself a break on Thursdays. That's the day I run the game, and it turns out to be singularly difficult to get anything done then -- especially since I have physical therapy appointments Thursday afternoons, too. So I spend part of my afternoon at PT, and the rest of it prepping for game; since I am not a morning writer, that leaves me with only the time after the session ends to do any work. Which requires a rather massive change of gears in my head: game and book may be only about nine years apart temporally speaking -- 1875 and 1884, respectively -- but one's in the Western frontier and the other's in London, and their vibes are VERY different. Last week I managed 733 words after game because I knew where the scene was going, but last night I did jack, because the scene needed chewing and my brain already had its mouth full.

I've built in enough margin of safety that I could afford to take Thursdays off and still finish the book on time. But it does eat a large portion of that margin of safety: if the book runs long, or I miss days for reasons of backtracking or being sick or whatever, I'll still end up with some crunch time -- though hopefully not as bad as it was for Ashes and Star. On the other hand, once PT is done, odds go up substantially that I'll be able to do at least some writing during the day, so I can then give my brain over to Scion with a clear conscience. So I think what I'll do is this.

Until PT is done, I have permission not to write on Thursdays. I should, however, try to make up that lost ground in subsequent days, if I can do so without too much trouble. After PT is done, I'll try to write something every Thursday before game, even if it's not the full quota; if I manage that, I'm not required to play catch-up afterward. Put that together with the more complicated background math (involving certain things that add to the word total of the book, but don't get counted toward quota, etc), and this should work out.

But yeah. Unsurprisingly, running a game eats many of the same processing cycles in my brain that book-writing does. (Moreso than if I'm just playing in a game, by quite a bit.) I do believe I can do both -- I will certainly try -- but this is going to require some awareness and planning on my part.
swan_tower: (Default)
I've mentioned Avery Liell-Kok before; she's the artist who did (among other things) this portrait of Invidiana, this painting for my game Memento, and the webcomic My Name Is Might Have Been.

She's just launched a new website, and is actively seeking commissions. If you've always wanted a sketch or painting of something from one of your books (or works in progress), or a game, or something else entirely, drop her a line.
swan_tower: (french horn)
[livejournal.com profile] arielstarshadow (edit: got it wrong the first time; so sorry!) asked in comments to this post how I go about making playlists and soundtracks for writing. At this point I've become a bit more systematic about it, so here, in case it's useful to anyone else, is my system.

I wasn't always this organized. )

Here's the interesting thing about the process. Some authors, as a revision tool, outline their book after they've written it; that helps them figure out just what they're doing with their story. This? Is my equivalent. Deciding what deserves to have a song, I've realized, is a form of outlining, and then the actual selection of music forces me to think about what exactly I'm trying to convey. This is somewhat true of the character-related selections, but especially true of the ones that soundtrack specific events; I use a lot of film scores, which means I'm listening to various pieces trying to find the one that really matches the arc of that scene. No, I want something that sounds creepier at the beginning, and then builds in a slow crescendo rather than going loud really suddenly, and then it needs to cut off right after the climax, without a long denoument -- I learn a lot about my story by going through this process. And sometimes, yes, I'll listen to a piece and decide that while it doesn't match the scene I have, maybe the scene would be better off if it were more like the music. Mostly the soundtrack gets matched to the story, but not always.

I will, as requested, post more about specific instances of the relationship between music and my work, though not tonight. It's going to be a bit tough, since the discussion won't mean much if you can't hear the song in question; I'll have to see what I can find online. But we'll see what we can do.

avalanching

Sep. 8th, 2009 03:09 am
swan_tower: (love blood and rhetoric)
5008 words for Labor Day.

It isn't labor if you love what you're doing.

Almost done. Almost. It was five thousand because this was the climax; yesterday I wrote the first of the two scenes I've been wanting to write since I put together this proposal more than a year ago, and today I wrote the second. Ding, dong, the plot is dead, but the denoument lives on. There's a bit of work to be done yet -- at least one day's worth, possibly two. We'll see.

So very nearly done.


Word count: 130,090
LBR census: Blood and love, and some horrible, horrible rhetoric.
Authorial sadism: Memento people know I was never sure which Merriman I was crueler to, Francis or Philip. There's no Philip Merriman in this story, but Galen's taken his place. 'Nuff said.
swan_tower: (larping)
An exchange with [livejournal.com profile] kitsunealyc has got me thinking about one of the aspects I really love in Changeling: The Dreaming, namely, the fact that the premise incorporates reincarnation as one of its fundamental elements. The faerie souls are born into a series of mortal hosts, and sometimes they remember their past lives, which means you can have all kinds of fun with patterns and echoes and change over time.

Hell, that was the precise notion that set the ball rolling for Memento.

And it makes me wonder -- who out there has written fantasies that make use of this idea? Not just reincarnation, but remembering past lives, telling a story where the fixed and mutable characteristics of a soul are a central part of the tale. Katharine Kerr's Deverry books come to mind, and Jo Graham has started a series of history-hopping fantasies that appear to feature the same souls incarnating as central and peripheral figures in various periods (the Trojan War, Ptolemaic Egypt), but those are the only ones I can think of offhand. The Wheel of Time, I suppose, but that's one of a billion ideas swirling around in that series, and it doesn't get the exploration I'd like to see.

I had fun running the idea in Memento, and I had fun playing with it via Ree, my long-term LARP character. What's it like to remember -- in your early twenties -- that you generally don't live to see your twenty-fifth birthday? What does it mean for friendships and enmities when the universe hits the "reset" button on your lives? How can you take something that appears to be a fundamental part of your nature, on a metaphysical level, and work around and with it so you don't repeat the same mistakes you always have? I have no idea what kind of story I could use to explore those notions again, but I suspect I'll think of one eventually, because clearly my brain isn't done with it yet.

So where can I go to feed my brain? Kerr, Graham, Jordan -- who else?
swan_tower: (soundtracking)
I'm not sleepy yet, so you get another post about writing.

Or in this case, soundtracking.

I've had the habit of listening to specific pieces of music while writing since I got seriously going on what turned out to be my first complete novel. But it's generally been a small number of songs associated with each book: usually about two. (And by "associated" I mean "I listened to them most of the time while writing the book," which does, yes, lead to a terrifying number of repetitions.)

But since coming to grad school and getting involved in the local gaming community, I've picked up a local habit of making soundtracks for games: character soundtracks for the ones I'm playing in, game soundtracks for the one I ran. And I speculated, some time after I started doing so, that one day I might find myself making a proper novel soundtrack.

That day is today. Or rather, that novel is this novel; I knew months ago that Midnight Never Come would be the pioneer in this field.

The reason is obvious: as I've mentioned before, the novel grew out of one segment of that game I ran. I made quite a few soundtracks for Memento, and each segment basically ended up getting ten songs, which meant I had ten songs already associated with the seeds of this story. Not all of them are applicable, of course, since the novel is not identical to the game, but it gave me enough of a starting block that it felt quite natural to create a proper soundtrack for this book.

It's an in-progress thing; I haven't chosen songs for certain characters yet (like oh, say, Deven), and a lot of the "event" tracks are also undecided. But I thought I'd provide a sampler, so that anybody who recognizes these songs will have an idea of the mood of the book. (Mostly you need a good film score collection for this one; I'm not the sort of writer who can use a lot of modern pop music to inspire a sixteenth-century novel.)

The soundtrack to date . . . . )

Okay, sleepy now. Bedtime.
swan_tower: (London)
London, mostly. But also a jaunt up to Derbyshire to see Hardwick House. There's probably an Elizabethan manor closer to London, but I'm not sure I can pass up the chance to see Bess of Hardwick's actual house.

I'M GOING TO ENGLAND!!!!!

I realized a moment ago that I haven't been out of the country since 2002. Which necessitates the world's smallest violin playing for me -- oh, woe is her; she's twenty-six and she's only been to the British Virgin Islands, Costa Rica, England, Ireland, Israel, and Japan -- but it's a bit sad to trade approximately once-a-year overseas trips for multiple-times-a-year domestic trips, especially when the domestic trips mostly mean the hotel the conference or convention is in.

So, yeah. May 22nd to May 29th, flying out of Chicago, so [livejournal.com profile] buzzermccain, if you've got Internet access again, be warned that I'll be taking you up on that crash space.

I'M GOING TO ENGLAND!!!!!

Edited to add: Okay, so, trying to type a post while on the phone with [livejournal.com profile] kurayami_hime doesn't work so well. I should clarify that I am going to England as research for Midnight Never Come, not that you all probably didn't guess that anyway. I'm going for a week, and will spend most of the time in Central London, Westminster, and Southwark, with the aforementioned jaunt to Bess of Hardwick's house, and things like a riverboat trip to Hampton Court Palace, which still has some Tudor-period architecture left, though not much. (On the other hand, it means I get to float down the Thames. Yay!) Anyway, I'll post more details about my exact plans when I have them more concretely formed. Right now, I'm still giddy. ^_^

I'M GOING TO ENGLAND!!!!!
swan_tower: (Elizabeth)
When I announced Midnight Never Come as my next novel, I made some allusions that, for some of you, need expansion.

Or, to put it a different way, I need to apologize for (on the surface of it) committing one of the cardinal sins of fantasy writing: I'm writing up a role-playing game.

Generally, of course, that phrase indicates something along the lines of "an elf, a dwarf, and a ranger walk into a dungeon . . .," and in such cases it is rightly despised; god only knows how many bad queries agents and editors see that are thinly-disguised writeups of D&D campaigns, even when they aren't working on the Forgotten Realms. But of course game systems have come a long way since D&D debuted, as have the uses to which people put them, and this particular instance is about as far away from the dungeon scenario as one can get.

Last year I ran my first RPG, a one-year (okay, ten-and-a-half-month) tabletop game based on White Wolf's system Changeling: The Dreaming. In a very tiny nutshell, the idea of the system is that faerie souls have survived into modern times by taking refuge in mortal bodies, and that when the mortal host dies, they reincarnate. So I ran a game that went through 650 years of English history -- backwards -- going from 2006 to 1916 and so on back to about 1350, and then back to 2006 to finish up the plot. For structural reasons, I called it Memento, after the very intriguing Guy Pearce movie.

The 1589 segment of the game grew like kudzu. It didn't run any longer than the others (three sessions), but by the time I was done, its background and consequences stretched the entire length of the game, from the time of the Black Death through to nearly the last of our 2006 sessions. And at the heart of that web of action and reaction, folly and consequence, was Invidiana, Queen of the Onyx Court, who ruled the fae of Albion for a period of time mostly overlapping Elizabeth's reign.

Midnight Never Come is not really a Memento novel; the overarching plot that spanned all that time (which was basically a 650-year alchemical experiment) will be absent, and many of the outlying tendrils of Invidiana's plot will be pulled in, to make a more compact story. But she wouldn't leave my head, and neither would a lot of the characters surrounding her, and I gradually came to realize that it wouldn't be all that hard to file off the Changeling-specific serial numbers and make it an independent story about curses and dark pacts, lost memories and betrayed loves, Machiavellian intrigues and faerie/mortal politics. And while the proprietary ideas that belonged to White Wolf will be gone, those were never the central part of it anyway; the most important bits will still be there, and that's why I can make it a novel. It was very nearly standing on its own two feet to begin with. (Hell, I'd thrown in so many things that violated White Wolf canon, half of it was hardly recognizable as Changeling anyway.)

So there you have it: I am committing RPG novelization. I pray you all forgive me.
swan_tower: (Default)
I have several things I've been meaning to post about, and lucky me, they share a theme: how awesome my friends are.

Let's take them in chronological order, shall we?

First up: [livejournal.com profile] khet_tcheba. Some time ago, she created the mask you can see in my LARPing icon, plus a mask for [livejournal.com profile] kniedzw, because I wanted something very particular for the White Court game and suspected she would have the costuming-fu to create it for me (and then my boy jumped on the bandwagon, too). The results were spectacular. So, like a bad person, I e-mail her a month or so ago and ask whether she can make me a fore-and-aft bicorn for the Regency LARP, 'cause the only ones I can find for sale online cost several hundred dollars (I can only assume they're vintage pieces, not replicas). The photo of me from the game doesn't show it all that well, but keep an eye out for an upcoming post with links to other people's pics and you'll get a better idea. (The thing is freaking ridiculous, but the fault for that lies with history, not Khet.) So the Swan Tower Millinery Award goes to her, for adventures in felting.

Second: [livejournal.com profile] tooth_and_claw. Back when I was running Memento, she made a number of awesome sketches for the game, and I commissioned from her a portrait of Invidiana. I ended up getting two: a headshot and a full-length portrait. So if you want to have an idea of what the fae queen in Midnight Never Come looks like, there you go. (I'm hoping she'll end up on the cover, but I have next to no control over that; all I can do is suggest it to my editor.) The Swan Tower Illustration Award goes to her -- as if she hadn't already earned it with the Memento cast painting.

Third: [livejournal.com profile] unforth. I have a hardcover copy of Doppelganger! Y'see, she's a librarian, and she knows how to bind books. A while back she mentioned that she was looking for suggested rebinding projects. Until she delivered it into my hands, I had no idea she'd decided to make her first project a hardcover rebinding of my very own novel, complete with a wrap-around paper cover replicating the front, spine, and back of the original. Unless there's somebody else out there with her skills and deranged enthusiasm, this will probably be the only hardcover edition there ever is -- certainly the only hardcover of the first edition. For her, the Swan Tower Bookbinding Award.

So there you have it: I have awesome friends. Seriously, you all (not just those three) have a stunning array of knowledges and skills, and if I occasionally get depressed that there are a million and one things I'll never learn to do, I cheer up when I remember that I might know people who do. Keep up the random hobbies, folks; they make me proud to know you.
swan_tower: (Memento)
Memento players in particular might be entertained by news of the International Alchemy Conference, billed as "the largest gathering of alchemists in 500 years." Order of Purification, anybody? Let me know if they have a giant argument that results in one half going one way and the other half going another; it means we'll have the Philosopher's Stone in approximately 650 years.

(Either that, or Nicholas is calling them all together to let them know they can stop trying.)

(And hey look, it gave me an excuse to use my Memento icon!)

In totally non-Memento non-alchemy news, pandas! Click for cuteness. And be sure to scroll down for the rest of the pictures.
swan_tower: (gaming)

Apropos of my recent post about the end of Memento, I have received permission to share a photo of the watercolor Avery did of the four PCs and the major NPC I played. So, without further ado . . .

. . . I give you the painting.

(It's a fairly big image, so click to enlarge it if it looks all pixellated.)

And remember: she did that in one night. Repeat after me, Avery: I am ready to try and market my work.

swan_tower: (gaming)

At the beginning of this year -- long enough ago that there are more than a few readers of this journal who weren't reading at the time -- I began, for the first time, to run a role-playing game.

The idea takes shape . . . . )

I won't go into all the details of the game; that often turns into a "you had to be there" kind of endeavor, where it's fascinating for those who were involved, moderately interesting to those involved in the local, continuity-linked games, faintly interesting to those who play RPGs in general, and dead boring to everyone else. Also, for continuity reasons, there are certain details I shouldn't publicly divulge yet. But the game reached its conclusion on Saturday, and there are a few things I want to say, which require a bit more context. So please bear with me.

The idea acquires substance . . . . )

Memento ended this Saturday. And I've already told my players how fabulous I think they were, so I shan't embarrass everybody by gushing here . . . about that part of it.

Instead I'll gush about something else. ^_^

And then they all went crazy. )

So let all and sundry know: though it sucked my brain out and killed my short story productivity for much of a year, the only regrets I have about Memento stem from my obsessive perfectionism, which tells me I should have done more research and handled this a little better and put in certain details about that NPC. In other words, stupid things. The game was awesome, because I had awesome players.

And some day, I'm going to write a novel that covers centuries of London history -- whether forward or in reverse, I don't know -- and I'm going to dedicate it to the four of them, and also to their characters. It won't be the same story, but it will be a story that exists because of them.

swan_tower: (gaming)

Elizabeth Bear has talked on her journal about stunt writing: "Which is to say, playing a narrative trick that does more than serve as a narrative trick, something that really justifies its existence." (She specifies later that, to count as a stunt, it has to be difficult, too.) And it occurred to me last night that what I've been doing for the last nine months probably qualifies as the game equivalent, stunt GMing.

For those only now tuning in, we're talking about a weekly, tabletop Changeling game that is structured like (and named for) the movie Memento. After an initial few sessions in 2006, we began flashing back to the characters' previous lives in 1916, 1828, and so on, all the way back to the mid-fourteenth century. So while researching previous centuries (a new, or should I say old, one every month), I was also having to handle all the tricks of narrative and game backward: exposition in reverse, foreshadowing that was actually back-shadowing, use of backstory that was actually fore-story, character development that went in direct opposition to in-story chronological order. While the players were figuring out how to play nine different versions of the same people, I was coming up with nine guys to help them out, all members of the same family and with some similarities, but trying to make them individuals, too. And juggling the ever-changing question of how much they remembered of the past, balancing that against what it would be useful for them to know, and setting everything up so that they would arrive back in 2006 with the last pieces having only just fallen into place, half an hour and 650 years ago.

Oy.

Having just returned to 2006 during last night's session, I officially render my personal verdict, which is that the narrative trick of this game's structure did, indeed, justify its existence. Probably one of the best comments I got was Oddsboy's, who, upon me saying they were back in 2006, said, "Wow, I'm so not prepared for this." Which his character shouldn't be, having just remembered 650 years of his own past. Forgetting momentarily who the hell you are right now is an appropriate reaction. I think the mental and emotional effect of moving through it all backwards worked out, in a situation where they-the-characters knew what they were doing when they started but forgot over the centuries, so they-the-players had no idea what they were doing initially but found out as they went back, and in between knowing nothing and knowing everything both a lot of time and none at all elapsed. I'm pleased it worked, but I'm more pleased that I think I made the right choice, running it that way, instead of going through things in chronological order. It's nice to know I wasn't just being an artsy wank; I did, in fact, have good reasons for siccing on myself (and my players) nine months of heavy-duty mental work.

(That's my verdict. Said players can form their own.)

But I've got to say, I'm glad to be back in the present. From here on out (i.e. another month and a half or so), no more stunt GMing. I'm running a normal game, that will go in a linear fashion from where we are now to where we're going to end, rather than dancing around in loopy little time circles. Causes first, consequences second, all very straightforward, and man, does that sound nice.

swan_tower: (Default)

Just ran the second session of "A Conspiracy of Cartographers" in Memento, wherein I merrily threw out everything I didn't like about the merfolk and kept the bits I did like. This made me happy. High Seas Adventure! Or in this case, Underseas Adventure! Then I came upstairs and found that Talebones wants to buy "But Who Shall Lead the Dance?," which I'd really, really been crossing my fingers for. It's my second sale to them, and one of those submissions where I had a gut feeling that this was the place to send it. So, all in all, a very good evening.

swan_tower: (gaming)

One down.

. . . . some large number to go.

I survived running My Very First Game.

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