Showing posts with label World Construction. Show all posts
Showing posts with label World Construction. Show all posts

Thursday, March 21, 2013

Strange fictional holidays


Whacking Day - May 10th, when one beats snakes to death with a club - The Simpsons

Shoe Giving Day - you exchange gifts of shoes - Hyperdrive

Dogbert Day - a holiday designed to replace all holidays-and be incredibly bothersome while doing so - Dilbert

Robanuka - robot day of leisure including dance and Jewish-style music - Futurama

Scotchtoberfest - version of Oktoberfest created by Skinner - The Simpsons

Soul Cake Days - a cross between Hallowe'en with trickle-treating and sticky toffee rat on a stick, and Easter, when wizards roll boiled eggs down the Tump and the Soul Cake Tueday Duck lays chocolate eggs - Discworld


Everybody Hide the Corn Day, Hay Day, the Day of the Princess Pig, and the Day of the Wheat - Rose Nylund reminisces on St. Olaf holidays - The Golden Girls

Garlic Tuesday - a day to celebrate all that is smelly - The Legend of Dick and Dom

Do Nothing Day - Nobita uses one of Doraemon's magical gadgets to declare Do Nothing Day - Doraemon

Beethoven's birthday observance - Schroeder creation, celebrated December 16th - Peanuts

Feast of Maximum Occupancy - Homer's creation, based on a sign at Moes - The Simpsons


Kwanaza - Futurama

Clam Day - Family Guy

Hogswatch - New Years and Christmas combined - Discworld

Flying Car Parts Day - Marvel Mash Up

Festivus - including a customary “Airing of Grievances” followed by a “Feats of Strength”. Festivus only ends when the head of the household has been wrestled and pinned to the floor - Seinfeld


Verdukian Holiday Of Mouth Pleasures - 30 Rock

Saturday, February 2, 2013

Developing super powers for your character


When creating your super character, there are many mental powers to choose from but the fields they fall within are limited. They are limited by what is usually referred to as the mind, body, soul divisions. For those who don't believe in souls but rather a form of mental spirituality then the use of power by the unconscious of the universal nature can take the soul's place. To keep this category understandable though, I've called it all spiritual powers. There is also another category whereby a character can enhance or gift a power to someone else while enhancing or detracting from their own. They can act like boosters or suppressors but as their power is considered more passive then the others characters with such powers often appear on the sidelines (unless physical contact is required for powers to be passed on).
When choosing mental powers it is quite feasible to assign a character strong powers in one or more abilities and weak in others. Sticking to sets of 2-3 powers maximum though, makes the character more understandable. This is particularly so if their weaknesses are easily discernible  What makes a character sympathetic is a weakness or two that need overcoming and are hopefully being battled. This is why near invincible or invincible characters are interesting only for a short period of time. Attempts at sympathy and empathy wane after a while as characters prove impossible to connect with. No human is without weakness so an understandable super hero or villain must be too.
When choosing the powers to use you should also be aware that many powers already have aspects of two or more types of powers, eg, mental powers such as mediumship have a spiritual aspect and physical powers that are energy based can be considered as spiritual or mental manipulation of the body. This is especially the case for mental and spiritual powers as there is a constant argument over the mind/body split and whether there is a soul in society. The argument leads to an inability to accurately categorise a power unless personal opinion in included in the character and world construction. As this will happen anyway, I see little drawback in not being able to define powers more objectively.
Once you choose a power, disassemble it to understand just what your character will do with it, how they will use it and what the weaknesses inherent in the ability are. From there you are part way towards characterisation and plot development, particularly if you are set on playing on your character's weaknesses.

Mental powers
When thinking of mental powers most come up with telepathy and telekinesis straight away. They are the two main mental powers, after all, and effect someone else's mental state or physical state. Often enough, anyway. But there is little interaction between the mental and the spiritual with these two abilities. 

Includes: psychic weapons, possession, mental projection, mediumship, omniscience, cross-dimensional awareness, psychometry, memory manipulation, mind control, precognition, empathy and many more abilities.

Spiritual powers
Powers of this nature draw on the unconscious mind, higher level thought, the emotions and the unknown spiritual elements of the world to be constructed. Once you open a character up to spiritual powers there needs to be a source or overarching world construction that allows for spiritual powers. This could mean gods or it could mean that all living beings, including the earth, has a spiritual side to their nature (like mana to magic systems). If these types of worlds are undesirable then having the powers be purely mental is the way to go. In doing so though, you will need to explain that there is no mind/body split, however you see fit. If the mind is the body then the need for a spirit is no longer there and the use of mental powers can be directly linked to any number of physical powers.

Includes: mediumship, possession, empathy, astral projection, omnipresence, summoning and more. 

Physical powers
These powers can be unconsciously controlled by a character, can occur to their bodies without conscious control asserted, or have some elements of mental control but come more directly from the body or impact the body more than the mind. As there's often a mental aspect to physical powers these two categories are worth exploring together.

Includes: body part substitution, animal mimicry, healing, duplication (physical or temporal), bone manipulation, invisibility, superhuman longevity, fire breathing, poison generation, sonic scream, x-ray vision, heat vision, wall crawling, water breathing, shape shifting, elasticity and more.

Boosting or suppressing powers
Basically as above. Through touch or mental control a character can manipulate the powers of others and sometimes themselves by pairing or absorbing powers.

Includes: power augmentation, power bestowal, power mimicry or absorption, power negation, power sensing.

Technology and powers
Aside from powers that stem from the body, mind or spirit there are powers that come from technology. These technological powers are usually ones that can draw, however unbelievably, from physics. Light, heat, sound, radiation manipulation are all possible through technology as well as plain old physical powers. Invulnerability or nearly so through the use of a suit or force field can be similar to invulnerability through an innately strong physical form.
Technology offers an obvious weakness when you consider the possibility of the technology breaking down but there remain the more basic weaknesses that come with being overly strong in one area at the cost of another. A suit will often inhibit movement while tech-enhanced light sensitivity would need to be shut off if a blast of extremely bright light came towards the character (and so on and so forth). Don't just stick to technology failing because if you consider the other weaknesses there to be drawn on you can also create possibilities for character and technological growth and development.

So when developing super powers for your character consider world construction, plot development, power pairing and weaknesses. Whether working from a weakness to world construction or plotting to characterisation, all these aspects of a story need to be considered carefully. Choose your super powers wisely.

Wednesday, May 2, 2012

On writing what you know

There is a piece of advice often given to new writers that goes like this: "Write what you know".


Does this make you feel limited? Probably so, as you're wondering just what you know well enough to write about anyway.
Any less daunted? Not really, as you don't know yet how to construct a book properly because you haven't yet done it so how do you know about any of it anyway.
Wondering if you know anything well enough? Probably.
Feeling suddenly stupid and worthless? Likely.

Oh, the self defeating thoughts do go on, don't they. It is just one of those things humans are particularly good at. 

But having such thoughts isn't something you should ignore Just as the advice of writing what you know isn't something you should ignore. Your self defeatist attitude is just another piece of writing fodder so store it away and look into yourself for what else you've experienced.

What you know from the very start that can be used to write a book will be a list something like this:

  • You know yourself enough to know you want to give writing a go. 
  • You know you friends and family enough to deal with them (I say deal as not everyone gets along fabulously).
  • You know the animals around you enough to deal with them too. 
  • You know your history.
  • You know pain, love, fear, desire, logic and a lack of logic, the complexity of life, hunger, greed... etc.
  • You know how people normally react in certain situations.
  • You know basically what rules of the universe can and can't be broken.
  • You know beauty and ugliness.
  • You know what it feels like to dream and to wake. 
  • You know what it is to be a victim.
  • You know what it is to be a winner.
  • You know what it is to be adventurous or foolhardy, to take risks on a whim and ignore advice.
  • You know the balance between bravery and terror, between self-defeatism and rebellion, love and hate.
Again, the list could go on. And it doesn't even include any of the skills you've built up over your years of studying and life experience. When appreciating the advice of write what you know always start at the foundations of what it is to be human. If you remember that you are constructing humans or understandable beings out of words then you should be able to get started in constructing characters.


Also, don't forget that you don't have to write exactly the circumstances you experienced to gain any of this knowledge. As with most fictional writing, it is that you express these emotions through your characters and express your understanding of the world that is important. Not the grounded realism of the event or circumstance. Readers want to look into the soul and mind, not read a list of this happened and then that happened.

So everything you've ever experienced is fodder. Make your characters do whatever they need, move about on their own logic (not the narrator's or yours), see the world through their own ideas with their own mental restrictions. And you can do it because you know what it is to be blinkered and not know everything that is going on around you. You should be able to construct an appealing character just by applying these vulnerabilities.

If you don't know or understand yourself and others in this way then writing isn't your art. There are other arts out there, other crafts and ways to be creative that will likely suit you better and make you happier than slogging away at making your characters real when you can't grasp enough information to base them on. All value in creativity does not lie in writing, in fact it might be far more useful to humanity as a whole to be creative in math or science.


The reason why this advice is so useful to those starting out is it doesn't just advise you on character construction but also world construction and on genre. This is the bit that involves your skills and knowledge, the bit that had you feeling quite miserable.

If you have absolutely zip of an idea about basic science then please, whatever you do, do not try to write science fiction unless you are completely prepared to learn a lot through research and apply it. Without adequate scientific knowledge your world construction will not be believable enough for the avid fans of the genre. If you cannot imagine fantasy scenes in other people's works and dislike the illogical flights of fancy then please do not write fantasy as in fantasy you will have to explore in-depth all that you didn't understand and dislike. Your dislike and inability to connect will transfer through to the tone of the text and destroy all the good work you put into it.

Writing what you know in terms of skills doesn't just mean write on what you have studied well but also write on what you appreciate and understand. Usually, you will find an indication of your interests in the types of books you read. Now, not everyone reads only one or two genres. Sometimes a reader reads multiple genres.


I myself have read and continue to read from these:
  • Fiction
  • Literature
  • Horror
  • Fantasy
  • Science Fiction
  • Biography
  • History
  • Historical Fiction
  • Alternate History
  • Crime
  • True Crime
  • Mystery
  • Popular Science
  • Comedy/Humour
  • Comics
  • Manga
  • Plays
  • Poetry
  • Romance
  • Classics
  • Theses
  • Journals
You probably now understand the problem I faced when deciding which genre I should write in. But to jump start you ahead of where I was, look at the books you have collected. Which ones are your favourites? Which ones do you understand the most with regards to back stories, genre trends, plot devices and character construction? Which type of book have you collected above all the others?

For me it ended up being fantasy, science fiction and horror with a fair smattering of crime, true crime, mystery and popular science. So what else was there for it but to chuck them all in a blender along with bits and pieces of a few others and see what came out?

The only problem you will face when writing a book without a distinct genre is that many publishers won't know what to do with it. But you can still write it and hope a publisher will pick it up. One way to encourage a publisher to pick up your work is to make sure you directly and unwaveringly target a specific audience. Don't write while you are unsure of how it will sell or read if you want it to be bought and read by the masses of readers out there. Do if you don't mind taking the time to test yourself and cut your teeth on something, saleable or not.


If you only come up with one or two genres to pick from with regards to your favourites and most collected then you should find it easy to start writing. An audience is already out there that appreciates just plain crime, romance or horror, for example. There are also pre-prepared audiences for paranormal romance (fantasy combined with romance), science fiction and fantasy blends, science fiction or fantasy combined with crime and so on. Between two genres most blends have been successfully explored and sold so an addition to these shouldn't be hard to sell to a publisher as long as it is appealing and well written. 

Side note: Don't blame the publisher for their not picking up your work as they run a business based on continual high-stakes gambling and will generally only pick those books they believe will give them a good return on their investment. They won't publish just anything in hope of a sale. As with most forms of gambling there are methods to make sure you come out even or on top and these methods are applied by publishers, and not just through pickiness. It is up to you to provide them with a fantastic piece that's also saleable.


As to world construction, familiarity with not only a subject but with what it is to be human should allow you to build a complex world for your complex characters. To start out the world is best constructed from your knowledge on a subject, whether you gathered it recently through research or through years of study and experience. Just as your characters become the most life-like and appealing if they reflect your own experiences. Genre is easily governed by the world you've constructed through knowledge and preferences even if you cannot pick which genre to approach before constructing a world.

From here, the writing, editing, submitting, rejection, rejection, rejection and possibly finally acceptance falls on you. It isn't anyone else's fault what you write, how acceptable it is, if it is unaccepted, if it is but doesn't sell well or anything else. It is yours (unless the publisher is one of those dodgy ones designed to take an author's money and do little else - yes there are dodgy little companies out there so watch out). But the good thing is that even if you fail you can dust yourself off and keep on going to find success, as long as you haven't managed to offend everyone about you in the process of being rejected. So be nice and keep writing.