The Decemberists and the Tale of the Tale

I’ve talked about music once  before on this blog, but today I’d like to talk about some music in particular. I want to talk about one specific band: why I enjoy them, and the lesson that I’ve learned from their music.

I’m talking about the Decemberists. Have you listened to them? They’re fucking ace.

It’s funny; I got a Decemberists CD from a friend some years ago, back in the ancient days of high schooling. It was Her Majesty the Decemberists, I do believe, and–well… I didn’t like it. That’s right. I thought it was pretty boring. If you’ve read my other posts, you’ll recall that I once mentioned that I don’t typically listen to music for the lyrics. I’m usually all about the music itself unless it’s something like hip-hop, for which the focus is much more obviously placed on the lyrical content. For me, lyrics were all about having something slightly coherent for the melody to sit on top of.

Well, I’ve very recently started appreciating lyrics more, and it’s all thanks to the Decemberists. Why? Well, when it does come down to lyrics, the Decemberists write almost exclusively one of my favorite varieties of song. That is, they write story-songs. Their catalog is lousy with the things. There’s a song retelling Shakespeare’s tempest. There are fairy tales about a man who transforms into a fawn by day and falls in love with a forbidden young maiden. There are tunes about all manner of events historical and fictional, realistic and fantastic. And holy shit, do I appreciate that.

Story songs are something that has fallen out of favor in modern music for the most part, and I think that’s a shame. Songs used to be all about storytelling, you know. There are plenty of well known traditional examples to prove this. The Railroad Boy, Whiskey in the Jar, Greensleeves… American folk music is also filled with story-songs. So why have they gone out of fashion?

Well, normally I’d answer that apparently rhetorical question in the next paragraph. But the truth is, I don’t know. Songs about abstract concepts and boring love songs seem to be more popular these days. Even old-school dancing tunes, when they did have lyrics, were usually stories. Nowadays they’re usually about… I don’t know, dancing? They seem to even be about dance songs. You know, that seems pretty meta now that I think about it. Like a movie about the making of the movie itself. Or a TV show in which the main character writes the script for the next episode. Whoa… This is turning into some stoner shit right here.

The thing is, story songs have probably fallen out of favor because people focus less on the lyrics of music than they used to. Even the Beatles, man. The Beatles were an amazing and influential group, but let’s be honest–a lot of their lyrics were complete and utter balls. Mostly vapid love songs. One of the best songs lyrically is Eleanor Rigby, because it tells a tale. And even that is a bit abstract. You get the idea that some of the lyrics are less metaphorical and more, well… malarchy. And the idea that lyrics should get more appreciation makes me rethink my previous feelings about music. Sure, I still do like the sound of music alone. But the lyrics aren’t just there as fluff. They shouldn’t be, I mean. As stupid as it sounds, lyrics should speak to the listener. And they usually don’t. When is the last time you heard a Kesha song (I refuse to write a dollar sign in place of the “s”) and thought to yourself, “Yeah! She’s right! This place is about to blow!” Exactly. What happened to our musical tastes that we accept that kind of shit as lyrics? It’s empty, meaningless… It’s Kesha, God damnit.

The stories that the Decemberists tell aren’t all the sort of realistic tales that I like to write in the form of prose. Some are dark, some are uplifting… but nearly all of them, even the love songs, tell a tale of some kind. There is something about the sweetness of a touching melody that allows even a simple story to move us. The perfect high note can make that pleading cry for love that much more touching. The heart-wrenching dissonance of two distorted guitar tones fighting to overcome each other can help drive the accompanying lyrics into your heart and your mind to stay. They don’t have to be complex lyrics, you see, because they have the music to help them, and music speaks to people in a way that words alone cannot. So why has popular music been largely unable to tell even simple stories in what seems like such a long time? Maybe storytellers are just being driven underground, I don’t know.

I appreciate story songs for another reason. As a would-be writer of music (I dabble), I find them easier to write. Thinking of melodies is hard. But sometimes the melody will just find your song after you’ve got some words for it to cling to. The natural rhythm of words works that way. Whenever I’d think of a melody first and then try to stick some words on it, they were utter shit. They still usually are. All vague ideas and empty “messages.”

The point is, I wish that songwriting would follow the tack of the Decemberists and lean back towards storytelling. It’s not as if the concept is inapplicable in modern music. Nas did it, and that’s why he kicks so much ass, or used to, anyway. Don’t you even dare tell me that Nas didn’t used to kick ass. Shut your mouth.

We all like stories, is what I’m saying. In any case, aren’t you tired of hearing autotuned party-boppers tell you what a club looks like? I sure as hell am. Bring back the stories, man. It’s time for a revival.

Peace, friends.

 

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Tabletop Role-playing: Revenge of the Worldbuilding

 

Oh, tabletop role-playing games… You have brought me back to my roots. Back to the pure, unadulterated joy and excitement that I first felt before ever I became bogged down in the drudgery of writing complex characters and interesting plots. Or the successive disappointment I experienced when I realized that my plots and my characters were pretty shitty after all. But oh, role-playing games! I find myself once again reliving my salad days: drawing maps, doing write-ups of city histories and regional lore, imagining political and religious conflicts…

Yes folks, I’m talking about worldbuilding, undeniably the most fun part of writing a book and, luckily for me, the largest part of creating a module for a tabletop RPG. Now, I know that to most people a lot of that stuff up there doesn’t seem very fun. Political and religious conflicts aren’t exactly the stuff of daydreams. At least not for normal folks. But I’ll tell you why it actually is fun, and also why you’re wrong if you still disagree. Why do you always need me to convince you, reader? You’re really starting to piss me off, you know.

Er–well. The point is, the worldbuilding is fun because it is the sole reason that most of us got into writing fantasy in the first place. When we all read Tolkien for the first time, those of us destined to write in his genre were struck by a few things: his languages, his cultures, his histories, and his beautiful, beautiful maps. But most of all, we were impressed with his creativity. And that’s what worldbuilding is–pure creativity. That’s why we got into books, right? That’s why we’re fantasy nerds and not just people who like to read.

Or wait.. I’m the fantasy nerd. I keep assuming that you and I are the same, reader. But you probably wear cool European clothes and read Noam Chomsky, and you’re only reading this blog until you inevitably discover that other people know about it too, at which point you’ll toss my paltry words to the wayside proclaiming, “I read Discipulus once in a bar with, like, five other people.”

Anyway, I’ve been doing my worldbuilding nonsense. I’ve been just creating. Not worrying about the structure of the writing, but just recording made-up facts, drawing maps, and relishing every moment.

So. A status update. At this stage in our journey to Tabletop-Gamingtown I’ve written six pages of material. I’ve drawn a city map of our starting location. I have come up with a number of potential quests. I’ll share with you two revelations I have had about the process while doing these things.

Firstly, it is hard to avoid clichés. I have a bit more sympathy now for people who design video games. Perhaps I’ll complain a little less the next time I have to do a fetch quest or escort some wuss without any semblance of artificial intelligence through a dangerous sewer. These clichés happen, I now realize, because of the restrictions of a story-telling game. Namely, if you want your characters to fill out much of the story for themselves (and in tabletop RPGs especially you do), then your options are limited. It boils down to: I can have my characters go somewhere to collect something, I can have them escort someone, and I can have them go somewhere to kill something, plus any combinations of those three quest types.

It’s the background of your tale that makes these simple types of story compelling. So the realism with which you portray your world has a serious effect on how seriously your players will take the quest. Fighting might be fun, but if all of your fights are against mere goons then people will stop giving a damn after a while. Some of this comes down to your live storytelling skills, but a lot of it has to do with how much effort and thought you really put into your world. A play that takes place on an empty black stage might impress a few theater snobs, but it’s hard to argue that the experience isn’t a hell of a lot more immersive when the actors are surrounded by a spectacular set, and their lines and behaviors reflect their surroundings and their times.

The second revelation is this: that I have no clue how a city is organized. Drawing a map of a city (the first time I’ve done something with this level of detail) was an eye-opener. “Wait… where do the churches go? How much of the city is walled? How much open space is there within the city, again? Wait… where do the markets go?” During the creation of this map I probably spent more time staring, drooling, and scratching my head than I did actually putting pencil to paper and sketching.

But in the end I like the way things have turned out so far. So now I need to meet up with my fellow GM, the man who will run the numbers while I tell the majority of the story, and hammer out the details of how to get this thing started. More to come on my descent into the heart of dorkness in future episodes!

Farewell, gentle reader.

Dialogue: Friend, or Foe?

Today we answer the question laid out in the post title. As a writer, is dialogue your friend, or your foe? The answer is foe, of course.

I’m just kidding. The answer is obviously friend. I’m sure you know, learned student of the written word that you are, that dialogue is an incredibly important aspect of a book. And I’ll be honest here, it’s also one of the things that I just can’t seem to get right. I struggle regularly to write convincing dialogue, especially on the first time through a story. It just sounds stilted and, well… is shitty too strong a word? No, I think that shitty is quite an apt description, actually. I write shitty dialogue. Now why it’s shitty is a question that demands an answer.

I often find that I’m just writing dialogue for dialogue’s sake, and that’s a problem. Dialogue is a tool. One of many tools at your disposal as a writer. And as a tool, it needs to be used properly. Writing dialogue just to have quotation marks on your page is about as useful as using a hammer just for the sake of swinging one around. Yeah, it’s neat at first–hell, it might even end up being a lot of fun. But in the end you’re just going to be surrounded by a bunch of broken, messed-up shit, and no good explanation for how or why it got there.

So let’s straighten things out.

Dialogue is obviously conversation between two or more characters–between two or more people. So let’s think. How do people talk to each other? And why? Well, the why is not always as clear as you might think. Often people will engage in conversation to discuss something important, that’s true. But more often people talk to avoid discussing something important. Sometimes talking is merely a way to fill silence. Awkward small talk, and empty conversation are important aspects of dialogue that should not be ignored in a book. Your goal is to write realistic characters, right? Too often writers have their characters speak only when it is expository to the plot. I am myself a victim of this trend. It’s tempting, because you want these bastards to move the damn story along. But remember, these are people talking. Their character and personality needs to show through in their speech. Here’s an example of plain old dialogue:

“Where are you going?” Betty asked.

“Out.”

“Out where?”

“Out. To a bar. I don’t know.”

“Ray, you can’t… Not now.”

“I’ve done everything you asked, Betty. I went to the doctor. I took the fertility tests. I don’t know what else you want from me. I’m going.”

“Ray!”

So there. That’s some straight dialogue that I just made up. It’s okay, I guess. But it needs more flavor, wouldn’t you say? Sometimes back-and-forth dialogue is good. Hemingway sure did plenty of it, and it worked for him. But the words are not always the focus of the conversation. If this written dialogue is supposed to represent two people talking, then we have to think about the way in which they might speak. Right now our selection reads like a bit from a play, and one with very little direction at that. In a play or movie, the actors and director bring a lot to the dialogue. Body language, tone of voice–there are a lot more factors to a conversation than just lines after lines of dialogue. So let’s try again, this time inserting a little bit of description.

“Where are you going?” Betty asked. Ray paused, his hand frozen on the doorknob, and looked over his shoulder.

“Out,” he said.

“Out where?”

“Out. To a bar.” He dragged a hand through his hair. “I don’t know.”

“Ray.” Betty reached out a hand and approached him slowly. “You can’t… Not now.” He slammed his hand against the door and it shuddered on its hinges. Betty recoiled.

“I’ve done everything you asked,” Ray growled. “I went to the doctor. I took the fertility tests.” His fingers squeezed into a fist, relaxed again. He sighed. “I don’t know what else you want from me, Betty. I’m going.” He twisted the knob and ripped the door open, and walked out into the darkness, not bothering to close the door after himself. Betty made it as far as the door frame before her feet refused to carry her any further. She stood staring out at the cold, black night, eyes searching through welling tears.

“Ray!” she cried, but he was gone.

Now see, I like that a bit better. Don’t get me wrong. Straight dialogue can be nice for circumstances in which the speech is the most important aspect, but more often than not that isn’t the case. When we speak, we say a lot more with our hands, eyes, and tones than we do with our words alone. I mentioned Hemingway above, and I often think of him when writing dialogue. I recall hearing once that he did not think much of descriptive dialogue tags. You’ll find his dialogue scenes rarely flirt with any language more complicated than “he/she said.” He didn’t think anything more was necessary. The man was adamant about this simplicity of language, and I admire him for that.

But he’s wrong. Or well… he’s not entirely right. You see, we don’t just say what we mean to say. People aren’t that simple. Sometimes the expression you wear when you speak reveals more about your words than the words themselves. But why write, “‘I really don’t know,’ he said. He smiled” when “‘I really don’t know,’ he smiled” is so much more to the point? And sometimes the tone and volume of your voice express what you really want to say, even when your tongue is unwilling to speak the truth. So obviously the meaning of the words “Please leave” is drastically different when the tag reads “he snarled” rather than “he pleaded.”

Beyond dialogue tags, there are lots of things that we do when we speak that affect the feeling of the conversation. This is where simple description comes into play. Nodding and smiling out of sincere interest is different from stiffly nodding while forcing your clenched jaw into a rictus grin. Staring out a window while you speak doesn’t convey the same feeling that frenetically pacing the floorboards does. Those things are important to the conversation as a whole, and you can’t afford to omit them or forget them entirely.

In addition to description and dialogue tags, you do have to consider the words being spoken. Rather, you have to consider the words not spoken. Would Ray and Betty say all of those things to one another? Would they mention the doctor and the fertility tests so explicitly? Either Ray or his wife is infertile. They know this, even if the reader doesn’t. Taking this into account is where the real atmosphere of your conversation is cultivated. There’s a certain satisfaction to discovering the topic of a written discussion rather than having it handed to you. Not only that, but if realism is your goal, then you must take into account the way that real people speak. Betty and Ray have known each other for years–I guess that they’re either married or in a committed relationship, though I wouldn’t put it past that bastard Ray to cheat on his poor lady. He really is a jerk. In any case, people don’t speak in completely expository sentences. They leave out details, because they both know the details already. Or they skirt around the details deliberately because they’re made uncomfortable by the topic at hand. So let’s change our little scene once more.

“Where are you going?” Betty asked. Ray paused, his hand frozen on the doorknob, and looked over his shoulder.

“Out,” he said.

“Out where?”

“Out. To a bar.” He dragged a hand through his hair. “I don’t know.”

“Ray.” Betty reached out a hand and approached him slowly. “You can’t… Not now.” He slammed his hand against the door and it shuddered on its hinges. Betty recoiled.

“I did everything you asked,” Ray growled. “I went to see… him. I took the tests. I let that bastard poke his nose into my personal life.”

“He’s not a bastard, Ray. It’s his job to ask.”

“He’s a nosy prick who can’t mind his own business!” His fingers squeezed into a fist, relaxed again. Betty was looking at him with quivering lips and eyes wet with fresh tears. He sighed. “I don’t know what else you want from me, Betty.”

“I want to have a family,” Betty whispered. Ray felt his jaw tighten.

“I’m going.” He twisted the knob and ripped the door open, and walked out into the darkness, not bothering to close the door after himself. Betty made it as far as the door frame before her feet refused to carry her any further. She stood staring out at the cold, black night, eyes searching through welling tears.

“Ray!” she cried, but he was gone.

So instead of exposition, we have hints and little details that clue the reader in on what’s really happening.

You can go too far in realism. The “um”s and “ah”s of real conversation are often too much in written dialogue. The conversation on the page has to flow, so a strict sense of realism is out of place when it distracts from the importance of the dialogue itself. But overall, writing dialogue this way gives the reader a lot more than simple, direct words. Dialogue can’t exist merely to fill up space on a page. It has to tell the reader a lot of things at once. Ideally, it should drive the plot, build the characters, and set the mood of the piece or scene all at once. In most circumstances, it will only do two, or even just one of those things. But part of learning how to write well is learning how to say as little as necessary to tell the story you want. Economy of language means a lot to the efficacy of your writing, and dialogue is no exception.

Well, I think I’ve just given myself a few ideas, and hopefully this post did the same for you. You know when you try to explain something that you don’t know yourself, and find a suitable answer in the process? Well I’m about to go off and write some truly spectacular dialogue, then bask in the warm glow of my revelation. Peace, my children. May your conversations be ever filled with pregnant pauses, tense stares, and loaded questions.

Tabletop Role-playing – The Adventure Begins

 

I would apologize for my long absence from this blog. But the truth is, it was a calculated marketing move. You see, now my multitudes of fans are clamoring for my wisdom in my long absence, lost and confused without the soothing power of my words. I know. It was rough. But now I’m back, and I haven’t tired of talking about myself yet. So here we go.

I’ve recently become involved with a group of friends who enjoy role-playing games. Actually, my girlfriend is one of the players. (A word of advice to the fellas out there: if you find a hot girl who’s willing to role play without the reward of sex that most women would expect upon hearing that phrase, then you stay with her. Also, you steal her lunch money, because she’s a major nerd.) So we’ve been playing a pretty fun quest so far, and there has been talks of yours truly writing a module for the next campaign. And I thought, what an excellent idea for a series of blog posts.

So that’s what this is. The first installment in a series that will go on till the ends of time. Or for a couple of weeks. You’ll get to follow me in my process of being a story GM (that’s game master for you normies). We’ll work on constructing the world in which the campaign will take place. We’ll create interesting antagonists, a number of routs for our players to follow, unique NPC’s, and probably some giant spiders, because everyone hates giant spiders.

So what’s first?

Well, much of writing a tabletop RPG is just a visit with our old friend worldbuilding. The players are the characters, and they drive the story, so you needn’t write a protagonist’s personality into the tale. You also need flexibility, because nobody likes a GM who refuses to let the players have their way. That’s part of the appeal of tabletop gaming. There’s no graphics or exciting visuals, but there are virtually no limitations in terms of where the tale can lead. The GMs of the campaign I’m currently playing meet between play sessions to talk about where the story will go next, because sometimes the players want to read the mysterious note and follow your intriguing quest, and sometimes they just want to burn it without opening it and start a barfight that culminates in the destruction of the entire city. It’s your job as GM to adapt to their desires, while still imposing some sense of direction.

And it’s important to have a background for all of these shenanigans. That’s where the worldbuilding comes in. You need a well fleshed-out world in which to run the campaign. You need religions, politics, cities, towns, dungeons, and loads of sweet, sexy maps.

So that’s what we’ll be doing in a couple of days. We’ll begin designing our starting point, explaining the world, and I’ll talk a little about the place of RPGs in the realm of fantasy fiction.

Until next time, intrepid readers!