What I Learned From The Unwritten (Part III)

Having gone through the first four volumes in Part I, and the next four volumes in Part II, I finally arrive at the end. Just when the heroes seem to be at their strongest, rescuing a whole host of characters from Hades, Tom gets whisked off to another world entirely, leaving the others behind on an Earth that’s rapidly falling into a chaotic maelstrom of stories and reality.

Sometimes a Crossover is Less Than The Sum of Its Parts

The ninth volume of The Unwritten is a crossover with another (and arguably bigger) Vertigo series: Fables. I have only read a couple of the Fables books, so I know the basics. The Fables are castaways from fairy tale worlds, with the main series focused (at least initially) on a group living in modern day New York. Having not read the whole series, I had to make some assumptions about what’s going on in this crossover.

From what I can tell, Tom finds himself in an alternate version of the Fables universe where pretty much everything has gone to shit. One of the protagonists has become an antagonist here, and another is imprisoned. All the Fables are on the run from an evil that has nearly succeeded in taking over all of their worlds, with his seat of power in the hollowed-out shell of New York city.

Of course, this could also just be much further down the O.G. Fables timeline than I have read. I don’t know.

This illustrates an inherent problem with crossovers. Your target audience is people who enjoy both of these stories, but many people will only be fans of one. They will have little or no background in the other story. You can’t make assumptions—you have to explain everything that matters to the crossover story, and ideally try to avoid boring your core audience who already understands.

However, an even bigger problem than not knowing is not caring. I haven’t read all the Fables books because the ones I did read didn’t make me excited enough to go buy more. I was excited about The Unwritten. All I really wanted out of this story was to see what happens to Tom. However, Tom spends a good chunk of the crossover storyline stuck in his wizard alter-ego, Tommy Taylor, which was always intended to be a Harry Potter pastiche. The story is mostly a Fables story, where the “real” Tom gets one big confrontation and one big revelation at the very end.

As a result of all this, I found Volume 9 to be the least interesting to me, personally. Everything Tom got out of this storyline could be summarized in a few paragraphs in the next book. In fact, it is. I have no doubt that die-hard Fables fans find much more to enjoy, but for me it was one big aside to the main story.

Don’t Give Characters a Breather

As authors and as readers, we sympathize with well-written characters and often want them to be happy. But they can’t be happy. They always have to be in a tug-of-war; they always have to be struggling. Whenever they succeed, there has to be a new challenge waiting in the wings—preferably a bigger challenge, or the momentum of the story begins to peter out.

As Wilson Taylor says, “Nobody ever lives happily ever after, Tom. If that were to happen, the story would have to stop. Because it’s sustained on the endless agonies and exertions of the hero. The twists and turns of the plot resemble a maze. But they’re the very opposite of a maze. There are no wrong turnings. Just one way through, and one end point. At the close of each book, we promise…a respite. A moment’s peace, and a moment’s all it is. But believe me, lad—that’s as close as you’re ever going to get to a happy ending.”

The End is Never Really The End

And on that note, the very last page of The Unwritten is a title page. It has the credits listed, like the start of any other issue. And then you turn the page, and it’s done. Armageddon has more-or-less happened, and nearly all of the mainstay characters have disappeared. Only one is left. But rather than end on this note of “victory, but at what cost?” we get a title page. The tantalizing expectation of something more. Our last character is heading off in search of the others. It’s the beginning of a new adventure that we don’t get to see.

It’s a bold move, and one that clearly annoyed some people, going by the reviews. It worked for me, because I don’t mind ambiguous endings. In stories and in real life, the beginnings and endings are all a matter of where you choose to start and end the story. The characters were around before the first words, and at least some of the characters, the world…something…will continue on after the last words.

As authors, we tend to think a lot more about the backstory, the bits that happen before the first words. Those inform everything that happens in the story itself. But it’s also worth thinking about the post-story, the epilogue, even when it doesn’t get written. The trajectory of the characters and world after the events of the story inform the story as well. The real world didn’t magically appear the moment you were born, and it won’t disappear into the void when you die. A good story will feel the same way, like things are going to keep happening, whether the reader is there to see them or not.

A Tiny Bit of Review

As I’ve said before, I’m not very interested in writing traditional reviews. Instead, I prefer to look at a story and see what useful ideas I can pull from it. But I’ll indulge a little bit here.

I really liked The Unwritten. I read through the entire series, and then I went back and skimmed through a lot of it as I was writing these three posts. Even on cursory examination, I picked up on things I had missed the first time. I look forward to letting the story rest for a while and giving it a thorough rereading in a year or two.

It’s not without its weak points. It dragged for me in the Fables issue, and there were definitely a few plot points that worked on an emotional level and made a nicely-shaped story, but didn’t make logical sense for me when I stopped to think about them. Overall, they don’t detract much from the work. This is my second-favorite Vertigo series, after the incomparable Sandman, and in my top five favorite comics series of all time.

I guess I’m just a sucker for a “Power of Stories” narrative. I already think that stories have the power to shape the way we see the world, and in The Unwritten, stories have that power literally as well as figuratively. The universe bends to the story and the ways we interpret it. It’s a sort of mass hallucination. One that I’m happy to partake in.

What I Learned From The Unwritten (Part II)

Last time, I took some lessons from the first four volumes of The Unwritten. This time, I’m going to look at volumes 5-8. These volumes encompass some interesting turning points in the series. The heroes seem to have defeated the “bad guys,” even if it does come at a high cost. The mysteries deepen, a few new major characters are introduced, and some old characters come back.

What really makes these volumes great is that they don’t just continue the story that was started in the first four. They take it in new and unexpected directions. Each question that gets answered introduces yet more questions. All in all, it sets up the last three volumes so that you really have no idea what to expect as the story comes to its conclusion.

Moving the Goalposts Can Be Exciting

The first few volumes set up a shadowy cabal as the villains who cause all sorts of trouble for the protagonists, especially their chief henchman, Pullman. All of the bigwigs in the cabal are largely interchangeable and never characterized in much detail. It’s Pullman who is causing trouble on the ground for the heroes while the leaders of the cabal are safely hidden, and he’s the one they have to worry about. But Pullman is also the one villain who is given a back-story, revealed in drips and drops.

When the heroes actually have some success bringing the fight to the shadowy cabal, it might seem obvious that Pullman is just a Man in Front of the Man trope. But his motives turn out to be quite different from a “standard” villain. Almost exactly halfway through the story, the entire direction of the plot turns in a new direction.

Tropes are dangerous. If the reader thinks you’re just retelling a story they’ve heard before, they’ll quickly lose interest. However, tropes can be useful building blocks if you want to subvert expectations.

Tropes are just story elements that show up over and over again. They’re the canyons gouged by the flow of stories over the centuries, the comfortable shapes that stories like to fall into. A savvy reader will see parts of a trope and anticipate that the rest is forthcoming. However, you can make them a little less certain by including some elements that break the trope. Eventually, you can tear the trope apart in some unexpected plot twist, and it can be immensely satisfying. 

Sometimes these twists seem obvious in hindsight, but as a reader it’s very easy to get pulled into those deep currents that tropes provide. It’s a great way to disguise where the story is going.

Exposition Can Be a Reward

The Unwritten is great at introducing characters right in the middle of something. Tom Taylor’s dull life is turned upside down within the first few pages of the first volume. Lizzie sets those events in motion, but not in the way that she hoped. And Ritchie meets Tom in a French prison right before it explodes into chaos. The story forces the reader to hit the ground running. First, it shows you who the characters are and makes you care about them. Only then, and slowly, does it start to reveal their back-stories and the paths they took to get here.

By making you care about the characters first, the story makes exposition exciting. We want to know more about these people. How the heck did they get in these situations?

If these parts of the story were told in sequential order, they would be less interesting. They’re the lead-up to the exciting action that makes up the bulk of the story. But by withholding them for a while, they become a reward for the reader. Even better, they offer an opportunity to understand why the characters are the way they are. Learning about the events that shaped them provides new context to everything they’ve done so far in the story.

Epilogues Can Be Prologues Too

Almost every volume of The Unwritten, each major story arc, ends with a seemingly unrelated episode. After seeing the latest exploits of Tom, Lizzie and Ritchie, we might be transported to the Winnie-the-Pooh-inspired Willowbank Wood, to meet Pauly the lovable rabbit, who sounds a lot like a New Jersey mob thug and seems a bit out of place. We might be taken back a century or three to see the exploits of various famous storytellers and how they became entangled with the cabal. Or we might meet Daniel, a directionless young man with a degree in literature who finds himself taking a job that involves reading books all day with hundreds of other people in a featureless underground bunker.

Each of these little stories is an abrupt jump to a new time and place, with new characters. Each one eventually ties in to the main plot, but when the reader first encounters them, they seem like non-sequiturs. In this quiet lull at the end of an arc, when the story has just answered some questions and provided a small, satisfying conclusion, a brand-new big mystery is introduced. Namely, “who are these people and what the heck is going on?”

The next volume invariably jumps right back into the story of Tom et al., leaving these epilogues hanging unresolved for a while. Later on, when they tie back into the main story, there’s an “aha!” moment. These parts of the story are made more exciting simply by being told out of order. They’re also a great way of keeping up the tension in the parts of an episodic narrative where tension has just been relieved (at the end of an arc).

But Wait, There’s More…

The Unwritten is a big series, and I have one more post in me before we get to the end. Next time I’ll be covering the last few things I learned from the final volumes: 9-11. See you then.

What I Learned From The Unwritten (Part I)

The Unwritten is a Vertigo comics series published from 2009 to 2015, written by Mike Carey. I picked up the first few trade paperbacks by sheer chance, when my wife found them at a garage sale and thought they looked interesting. After devouring those four, I bought the remaining seven books in the series.

The Unwritten takes place in a world similar to ours, and follows Tom Taylor, whose father published a massively best-selling series of books starring a boy wizard named Tommy Taylor. Tom makes a meager living on the convention circuit by virtue of being the character’s namesake. Early in the story he becomes the target of a secret society that uses stories to manipulate and control the world, and finds out that his father was somehow involved with them as well.

The Unwritten is a modern comics masterpiece that intertwines its own original story with real history and dozens of famous works of fiction. It starts with the classic idea that stories have the power to change the world, and then asks what would happen if that were literally true.

This is a big series of books, so I’m going to cover it in a couple posts. First, volumes 1–4.

Everything is a Gun on the Mantle

Callbacks are powerful, and The Unwritten makes liberal use of them. Characters  are often introduced in short scenes where it’s not entirely clear what’s going on. The story steps away, only to revisit them later and explore them more deeply. Scenes from the Tommy Taylor novels and from other works of fiction are shown early in an episode and become relevant later on. And some ideas keep coming back again and again, like the vampire, Ambrosio, never quite being dead for good.

These callbacks use the principle of minimum necessary information to pull the reader along without bogging down the story. But they’re not just one-and-done. In Damn Fine Story, Chuck Wendig calls this “echoing.” The gun on the mantle need not be thrown away as soon as it’s fired. It can be fired again and again. It can turn out to have historical significance and emotional significance. This layering of narrative makes the reader feel rewarded for simply paying attention, seeing these through-lines keep building and building.

The Unwritten covers a lot of history, back to the very first stories and ahead to the end of the world. But that history is doled out carefully, in small helpings. It takes most of the series for the reader to finally see the whole picture. Each new plot twist seems inevitable, because the groundwork was laid for it by the elements that came before.

Leave Breadcrumbs

I skimmed through the books again as I was writing this, and I immediately discovered several tiny references that I had missed the first time around. These were little clues about what was going on, and which mysteries would become important later. Missing them didn’t hurt my enjoyment of my first read-through, although I’m sure they’d add to the experience of a reader who caught them. Perhaps it’s even better to catch them on a re-read, and discover that I can still find new things in a story whose shape I already know.

Breadcrumbs like these also give the reader an important sense that the author knows where the story is going, which is particularly relevant in episodic media like TV and comics. Many of us have been burned by stories like Game of Thrones or LOST where the authors threw down exciting mysteries and conflicts, but couldn’t come up with commensurate payoffs because they didn’t have a clear plan for the end. Breadcrumbs and callbacks let the reader know that the author is leading them somewhere. It’s hard to enjoy a story until you trust that the author is going to bring you somewhere interesting.

Form Follows Function

The Unwritten plays with a variety of different forms. News broadcasts show up in several places as a series of small TV stills with a ticker along the bottom of the “screen” and the voice-over text just below. There are also times when the characters are browsing the web, and pages of various sizes and shapes are shown shuffled and overlapping, to give the sense of time passing in a jumble of scattered information.

Stories from ancient and recent times are interwoven into the narrative, and are illustrated in different ways. The medieval Song of Roland has washed-out colors and heavier line work. The Tommy Taylor books-within-the-book are slightly more cartoony. Dickens looks like woodcut. The Winnie-the-Pooh-inspired fictitious Willowbank Wood is all pastel watercolors. The Nazi propaganda Jud Süß is black and white, with the red of swastikas providing the only color.

Beyond the visual style, the prose itself changes between these different types of stories. Even more interesting are narrative jaunts, like the issue that reveals Lizzie Hexam’s past. Rather than give the reader a definitive version of events, we get a choose-your-own-adventure story, and different branches paint the characters as sinister or sympathetic, in their own control or manipulated by others. The result is a character whose back-story exists in a quantum superposition of different states.

Sometimes, the way the story is told is what makes the story worth listening to. Memento just isn’t a very interesting story if it’s told linearly. House of Leaves would lose its punch without the multiple frame stories and the parts where the text starts wandering around the page and turning back on itself. The ordering of the narrative and the presentation are the layers of the story that the reader directly interacts with. Even if they aren’t the “meat” of the story, they are responsible for a lot of the flavor.

More to Come

Next time, I’ll dig into volumes 5–8.

The Read/Write Report

These past two weeks I’ve been reading a wide variety of things and doing more thinking about writing than actually writing.

Finishing Dune

First up, I finished reading Dune with my twelve-year-old at bedtime. His reaction to the conclusion was something like, “Wait, that’s the end?” It’s a fair reaction. The book does wrap up the plot quite nicely, destroying or subjugating all the villains while the heroes essentially take over the galaxy in a massive gambit. But this is also a book that is constantly looking into the future. Paul has his visions. The Bene Gesserit have their centuries-long plans. And nearly every chapter begins with quotations from a character who is only introduced near the very end of the book. It sets you up to want more.

Dune remains one of my favorite science fiction books. Its feudalism-in-space style gives it a timeless quality, and it addresses certain themes that still feel pretty fresh today.

Guards! Guards!

Moving on from Dune, we’re now reading “Guards! Guards!” at bedtime. This is one of Terry Pratchett’s “Discworld” books. There are 41 of them total, and I think I’ve read about half of those over the years. This happens to be one that I haven’t read, and I was excited to discover that it seems to be the first book to focus on the Night Watch of Ankh-Morpork. The books tend to follow a few different groups of characters, such as The Witches, The Wizards of Unseen University, and the Night Watch. I’m looking forward to reading the origin stories of a number of characters who show up in many of the later books.

Pratchett is truly a treasure, simultaneously creating an amazing fantasy world and also infusing it with brilliant British humor. My closest comparison is Douglas Adams, although he wrote science-fiction comedy. I always find it sad how few books we got from Adams, and I take solace in the huge number that Pratchett was able to write before his death (which still felt too soon).

Reading a new Pratchett book is comfort food. The only sad part is that someday I will have read them all, and I won’t get to have that experience again.

The Order of the Pure Moon Reflected in Water

Weeks ago, while cruising around writing Twitter I saw some recommendations for wuxia-inspired novellas. I bought the e-books on a whim, and now I’m working through them.

The first one I finished was The Order of the Pure Moon Reflected in Water. Although it’s a book that includes several fights and a little bit of magic, it is mostly a story that focuses on the tribulations and relationships among the members of a group of outcasts in the Tang Dynasty. It’s lighthearted and even funny in places without being straight comedy. It’s a fun read.

The author, Zen Cho, uses a fantastic trick that I plan to steal. Whenever the tension rises to a peak—an illegal sale goes awry or the group gets attacked by bandits, for example—Cho reveals one of the characters’ closely guarded secrets or a bit of their back-story, to the reader and to the characters. Not only are the characters in trouble, but their relationship is thrown into flux by this sudden addition of new information.

I think this is tricky to do in an organic way, but when it’s done well (like it is here) it takes an exciting scene and kicks it into an even higher gear. It also ensures that the characters have some new problems to work out as soon as they manage to resolve the mess they’re currently in.

I was a little disappointed by the end of the book; not because it was bad, but because it was short and it felt like it was only just getting going. The stakes never felt very high for the characters, and they never seemed to be in very much danger for very long. I was left wanting more of these characters and this setting, driven by a bit more danger and excitement.

What I’ve Been Writing

Not that much, if I’m being honest. I took a mini-writing-break, both from the blog and from my fiction.

I’ve got two short stories percolating in my head: one about using time travel for performance art, and one about the annoyances of reincarnation. I’m planning to work on at least one of those by the end of this week.

Of course, I also need to keep working on Razor Mountain, which remains my highest writing priority. Maybe I’ll try switching back and forth to stay fresh and motivated.

The Stanley Parable: Ultra Deluxe

I wrote about The Stanley Parable a while back, as an exploration of the strange, non-linear storytelling that can be done in games, and how experience and participation can affect the player’s perception of a story.

I’m bringing it up again, because The Stanley Parable: Ultra Deluxe has just released on PC and consoles, and I’ve had a chance to play a bit of it. Now I just have to figure out how to describe it in a way that doesn’t ruin all the fun.

What Is It?

First, let’s talk about the name—Stanley Parable: Ultra Deluxe (which I can only assume was purposely crafted for the abbreviation, SPUD). In a landscape plagued by remakes, remasters and sequels, SPUD has been cagey about exactly what it is. Something wildly new? Or a bare-minimum cash grab and excuse to release an old game on new platforms?

I fired up the game and discovered that it starts out exactly the same: the original experience with updated graphics. It gave me time to acclimate before I found anything new (or conversely, to wonder if the new content was really so paltry). I found myself squinting, asking myself, “Was that like that before?”

When I found the new content, there was no question about what it was. The game hit me over the head with it. “Look at this new content!” it said. “Isn’t it amazing?” It helpfully labeled doors “NEW CONTENT.” But was the new stuff very good? No, not really. Even the narrator was pretty let down. And then the game started over, because Stanley Parable is a game about

Rabbit Holes

What starts off as a little joke just keeps expanding. The game turns gags into running jokes into elaborate set-pieces, leaving you wondering whether you’ve seen the end of that particular through-line, or if you might turn another corner and pick up the trail again. It rides the line between absurdism and seriousness.

The silly bit about carrying around a bucket for comfort opens up storylines about addiction, murder, betrayal, and demonic possession. A standard video game scavenger hunt for pointless collectibles first gets a thorough mocking, then becomes an actual feature, then goes a little bit out of control.

SPUD is more of what was good in SP. As far as I’ve played, it doesn’t introduce anything radically new, but everything new fits right in. It’s happy to make fun of itself for being an expansion to a decade-old game. It realizes that its history comes with baggage, from awards and accolades to literal shipping containers full of negative Steam reviews. Eventually it shrugs it all off with a nihilistic sequence that seems to say “given enough time, the world will be ground down to dust, so maybe none of this matters that much.”

SPUD also brings some of the generic game sequel features like new achievements, while simultaneously making fun of those things. (The old game gave an achievement if you didn’t play it for five years. This one ups it to ten.)

Is It Worth Getting?

If you’ve never played The Stanley Parable, Ultra Deluxe is the perfect opportunity to play it. If you played the original and enjoyed it, you’ll likely enjoy this new iteration. And if you hate the game…well, now there’s even more to hate?

Stanley Parable: Ultra Deluxe is available for pretty much every major game-playing device. (To be specific, that’s PC, Mac and Linux, Nintendo Switch, PS4, PS5, Xbox One and Xbox Series X|S)

Three Things I Learned From Scott Pilgrim

I recently re-read Scott Pilgrim, a six-part comic series by Canadian author Bryan Lee O’Malley. It’s a silly slice-of-life about video games and indie music and trying to figure out how to be an adult. I’m pretty squarely in the target market for this nerd-comedy masterpiece.

As usual, rather than do a traditional review, I’m going to look at what we can learn from the series to use in our own writing.

1 – Tell Your Audience What They’re Getting Into Right Away

You can’t please everybody. If you’re writing something that hits home for you, chances are it will work for somebody else, but there will also be readers who just aren’t interested in what you’re putting on the page. The clearer you are up front about what the thing is going to be, the sooner your reader will know if it’s for them or not.

The first few quick scenes of Scott Pilgrim introduce nearly the entire (sizable) cast of the first book. The very first words encapsulate the inciting incident. It starts with dialogue that is pretty representative of the banter throughout the rest of the series.

Pretty soon, we get into running jokes, like labels when introducing people (“Scott Pilgrim, 23 Years Old, Rating: Awesome), labels introducing scene changes (“The Next Day or Something”). The band starts to play, and along with panels showing close-ups of instruments, there are tiny lyrics printed in the gutters and chords in case you want to play along.

It’s clear this is going to be a goofy story that isn’t afraid to be a little weird, about a bunch of young adults whose idea of a good time is hanging out and making fun of each other.

2 – You Make the Rules

Scott and his friends live in Toronto. Nothing special. Except in school you learn weapon proficiencies. And snacks and soda don’t have nutrition facts, they have stat boosts. Of course, America is a little different too—Scott’s girlfriend has to explain to him the standard American practice of traveling via subspace bypass (conveniently marked by doors around town with little stars on them).

Why not have a story populated by poor, mid-twenties indie rockers where someone occasionally punches a hole in the moon, or gets into an impromptu anime battle where the loser explodes into fifteen dollars (Canadian) in coins, and if you’re lucky you’ll get an extra life or power-up.

A lot of ink is spilled to talk about careful, consistent world-building in fiction. The truth is that sometimes you might just want to write something crazy, and that’s okay. Maybe it’s not entirely internally consistent. Maybe it doesn’t make a ton of sense. If it’s fun and entertaining enough, people will love it anyway.

3 – Write What You Know

These words get thrown around a lot, but I think Scott Pilgrim is a great example of how to do it right. It’s an absurd, unrealistic comedy that borrows liberally from video games and anime. It’s also set (mostly) in very real places near where the author grew up. In fact, the Scott Pilgrim vs. the World movie went out and filmed at a lot of the exact places shown in the comic.

Bryan Lee O’Malley pulled from those real settings, used real friends and acquaintances as templates for characters, and then threw in a heaping helping of his indie rock, anime, and video game influences.

It feels like a crazy, unique mish-mash, despite pretty much all the individual pieces being heavily inspired by other things. It works because it’s the crazy, unique mish-mash of things the author loved, and we all have our own unique collection of influences that we can impart into our own works.

How to Get It

Scott Pilgrim was originally a 6-part black-and-white series (with a tiny bonus episode for free comic book day). It has since been collected into multiple box sets, most of them now the colorized version, which I would recommend. They are not that easy to find these days, and a bit expensive if you’re not used to the prices for manga-style comics. They are also available in a pretty excellent e-book format for Kindle/Comixology, including a lot of bonus material that is apparently not even available in some of the newer box sets.

The Read/Write/Watch Report

No storytelling class this week, so I’m here with the low-down on what I read and wrote, with a bonus of what I watched.

What I Read

I’m still reading through Dune, out loud, with my oldest child. We’ve finished part two, and moved into the last third of the book. While “feudalism in space” can sometimes seem a little silly, it does lend the book a timeless feel. I think you could change the setting to the middle ages (or a fantasy world based on the middle ages) and very little about the plot would have to change. And there’s no retro-futuristic technology that makes it obvious that the book was written half a century ago.

Of course, that is a pretty good indicator that Dune isn’t very “hard” sci-fi, but that doesn’t bother me. I appreciate sci-fi that really incorporates the scientific elements and futurism into the plot, but I don’t mind a little space fantasy. And sometimes, I think the fetishization of hard sci-fi by a certain readership just results in books that are full of exquisitely detailed technology and populated by dull cardboard characters.

Keeping up the comic book kick I’ve been on lately, I also started rereading Scott Pilgrim. It’s such a weird mix of nerd culture and awkward young people and goofy fourth-wall breaking fun. It surprises you with the semi-serious arc of the titular main character thinking he’s a pretty great guy, only to slowly realize that he’s poisoned every romantic relationship he’s ever been in. Plus, it has a movie adaptation that actually works in spite of all that weirdness, thanks to the genius of Edgar Wright and his close collaboration with the author, Bryan Lee O’Malley. I might just watch that again once I’m done with the books.

What I Wrote

I finished the first draft of a short story, “The Incident at Pleasant Hills.” It’s about rich teens trying to rebel in an over-populated and under-resourced future, and the moral complications of pursuing your own happiness instead of actively sacrificing to make the world better.

It’s been a while since I wrote any short stories, and this one just flowed right out. As soon as I finished, I started thinking about some cleanup that needed to be done, including the removal of a couple side-characters that ended up not really having much purpose. I’m going to let it sit for a few days though, so I can come at it with fresh eyes for the edit.

What I Watched

I’ve really cut back on watching TV and films over the course of the pandemic, and I honestly didn’t have much to cut back on in the first place. However, my wife and I had a date night, and we went out to see an actual movie in an actual theater. It’s quite the thing. All of the theaters in our area seem to have converted into the kind that are a fancy, big-chaired, liquor-and-food-serving extravaganza. Which is a big improvement over the cheap, sticky and uncomfortable theaters of my youth.

We saw the movie Everything Everywhere All at Once, and it was the strangest and most enjoyable thing I’ve allowed into my eyeballs in quite some time. I wish we could cut 50% of the superhero movies, sequels and reboots and just fund deeply weird, lovingly-made things like this.

I don’t want to spoil too much, but the basic premise involves a middle-aged woman who is not having a great time in life, who finds out that she has the ability to connect her brain to other versions of herself across infinite universes. This lets her tap into her alternate-selves’ life experiences and skills, which is pretty necessary because she also finds herself in a fight against a big bad evil that’s rampaging across all these universes.

A lot of the fun of the movie is that it doesn’t shy away from the “anything is possible” aspect of infinite universes. You are going to see. some. things. The story also does a great job of tying the really big story of war across infinite universes with the small and personal story of this woman and her family relationships. It’s a fantastic illustration of one of the principles Chuck Wendig talked about in Damn Fine Story: the stakes can be incredibly huge, but it doesn’t matter unless they are also something personal to the characters, something we can all relate to in our own lives.

Four Things I Learned From “Damn Fine Story”

Chuck Wendig is a silly, silly man, who has written a number of bestselling books. My first introduction to Wendig was his book of goofy morning Twitter affirmations, You Can Do Anything, Magic Skeleton.

I recently finished Damn Fine Story, his book about storytelling (and yes, he calls out storytelling as a distinct craft from writing). The book delights in silliness, a sort of gonzo absurdism that lends flavor to the underlying soup of writing craft.

Wendig uses a handful of pop culture references like Die Hard, Star Wars, and Buffy the Vampire Slayer to illustrate and embellish his points, making the book fairly approachable. He also uses stories from his own life to illustrate a few of his points, proving that terrorists and lightsabers aren’t strictly necessary to craft an interesting narrative.

1 – Characters are the Nexus of Story Elements

If Wendig has a central thesis in Damn Fine Story, it is this: “Character is everything.” He makes a compelling argument that most of the elements of a story are derived or depend on the characters in that story.

The story starts with an interruption to the character’s status quo. Their main problem is this interruption, and it’s what drives the plot. Conflict and tension comes out of the character’s actions as they attempt to resolve that problem to their own satisfaction.

The plot should never control the characters. While unexpected things can, and should, happen to the characters, it’s how the characters act (and react) that makes the story. Characters must have some measure of agency, some ability to affect the world around them and fight for what they want. Characters fighting to overcome obstacles and achieve their goals is what makes plot happen.

2 – The Inner Emotional Story Drives the External Action

One of the key ways characters drive the story is through their own arcs. But a character arc is inherently internal. In most stories, the world around the character may change. The character may physically change. What really pulls the reader in and keeps them invested is the character’s own emotional inner journey. The character may come to grips with their own deficiencies and improve themselves, or they may discover that they’re not as good and kind as they thought, once push comes to shove. By overcoming adversity, they may discover that they had the strength in them all along.

The bigger the external stakes are, the more important the internal stakes become. Huge problems like galaxy-spanning wars and terrorist attacks make for exciting action, but they’re not something familiar and relatable. On the other hand, feeling like an outsider or wanting a more fulfilling job might be things that hit close to home for a lot of people. The inner conflicts faced by characters are often “smaller,” but that’s also what makes them relatable. A relatable inner journey coupled with a thrilling and extravagant external conflict can make for compelling fiction.

3 – Good Characters Are Relatable

Along those same lines, good characters must be relatable—not necessarily in every way, but in some way. None of us are space wizards (probably), so any space wizard you write needs to have some other aspect to their character or personality that feels more familiar to the reader. Maybe your space wizard is a young adult and eager to get away from the place they grew up. Maybe they’re unsure of themselves. Maybe they try a little too hard to be act cool, or to fit in with the cool space smugglers and furry aliens.

Relatability can come in the form of “good” characteristics, but it doesn’t have to. Foibles and weaknesses can be just as relatable. Each of us has a few weaknesses we’re all too aware of. Protagonists are often a mix of traits we can aspire to and less desirable traits we can recognize in ourselves. Even villains should be relatable, though they may take particular negative traits to extremes.

The craziest and wildest stories still need a core of understandable, relevant concepts that readers can map to their own lives in some way. When the story (and especially the characters) are too hard to understand, they’re impossible to care about. If the reader doesn’t care about them, then the story stops being interesting. The stakes don’t matter.

4 – Questions Keep the Reader Reading

As Lemony Snicket said, always leave something out. Every open question is a string, tugging the reader along. Every answer is a small victory. Scenes that end with a question or unresolved conflict keep the reader turning pages.

Wendig says, “Tease satisfaction, but be hesitant to deliver it…Reveal too little and the audience will feel lost. Reveal too much and the audience will feel safe and bored.” You have to ride the razor’s edge. Start with plenty of questions, then progressively answer more and more of them as the story goes on, with the most answers and biggest answers coming at the end. When you run out of answers, you run out of story.

More Wendig

Damn Fine Story is one of several books Chuck Wendig has written on the craft of writing. I enjoyed this one, and I’ll probably be checking out some of the others. If you’d prefer to try Wendig in small doses, you can check out his twitter. For larger, less frequent, and possibly more writing-related content, try his blog, Terrible Minds.

San Sibilia

I recently purchased the Bundle for Ukraine on Itch.io, which included a number of video games, but also contained an unexpected number of tabletop RPGs and other things. One of those things is called A Visit to San Sibilia.

A Visit to San Sibilia describes itself as

a solo journaling game in which you roleplay a character chronicling their visit to the city of San Sibilia. It is a city not found on any maps—San Sibilia is both part of and distinct from our world. The city manifests itself differently to every visitor.

I wouldn’t exactly call it a solo TTRPG. It’s more like a semi-randomized writing prompt. The game starts with a description of the city. Which continent is it on? What is the time period? It is tantalizingly vague. The city is a mystery, and you are left to answer those questions for yourself.

The Play

The randomness is primarily provided by a shuffled deck of cards. You start by drawing two cards and consulting a simple chart to determine an adjective and a noun. Together, these describe your character. You might be a lonely missionary, an intrepid journalist, or a blasphemous scholar. (If you’ve played Fallen London, this naming scheme will feel very familiar.)

With your character in hand, you begin your journal. The game provides some questions to get you started. How did you get here? Where are you staying? And so on.

For each new entry in your character’s journal, you roll a six-sided die to determine how much time has passed. Then you draw two more cards. The suit of the first card provides an adjective, and the second card provides a location or event. You might have a serendipitous incident at the bookstore, read some sinister news in the broadsheets, or make a mysterious find in the antique store.

Finally, if your two cards had the same suit or the same value, the city changes. As the game describes, “It might be an expected change in season or politics, but it might also be a shift in reality.” Once you have experienced four of these changes, your time in San Sibilia comes to an end. You get one final entry to describe the circumstances of your departure.

My Experience

I’ve played San Sibilia once so far, over a long weekend. Depending on how loquacious you are, how strictly you follow the rules, and your luck, it could range from one hour to perhaps three or four. I spent about two hours across two days.

The initial description of the city, my character, and the starting questions were a great jumping-off point that immediately sucked me in. As I wrote my journal entries, I did choose to skip a single event and draw new cards at one point, but the random elements did pull my story in unexpected directions. I felt that the “same suit or value” mechanic for changing the city could result in some odd pacing, and I decided to force a change at one point when it was a very long time coming.

The game is simple enough that it’s easy to adjust it to your own tastes. The prompts worked well, and I never really had a hard time figuring out what to write next. The writing process was fun, and now that I’ve gone back and re-read it, I like the story that came out of it.

San Sibilia avoids a lot of the challenges that other TTRPGs have in telling a good, structured story by only having one player, having almost no mechanics, and limiting randomness. The one aspect where the game can fall down a little bit is the random number of journal entries between changes to the city. Even that can be easily dealt with by setting a hard minimum and maximum number of entries in each of these “acts.”

Where to Get It

A Visit to San Sibilia is available on Itch.io and Drive Thru RPG for $5.00. It’s also licensed under Creative Commons (CC BY 4.0), which means you can share it and remix it, as long as you provide proper attribution.

Five Things I Learned From “Over the Garden Wall”

Over the Garden Wall is a strange show. It’s a cartoon mini-series of ten tiny episodes, less than twelve minutes each. It purposely evokes an old-fashioned style, and while it’s not afraid of a joke, the mood of the show is often one of slowly building horror.

The show is the story of two brothers, Wirt and Greg, who are lost and trying to find their way back home. Where exactly they are (in geography or time period) and where their home might be, are all left a little bit unclear. But that doesn’t stop them from continuing down the road, accompanied by a pet frog and a talking bluebird named Beatrice.

It is strange enough that it seems a small miracle that it was ever made. It’s the sort of thing that knows exactly what it wants to be, even though that doesn’t fit very neatly into television seasons or half-hour slots, or precisely-delineated viewership and advertising segments. I expect it’s the sort of thing that people mostly either love or hate, and I fall firmly into the first camp.

As usual, I’ll eschew a traditional review. Instead, I want to comb over this beautiful oddity to see what lessons we can learn from it, to improve our storytelling.

There may be some light spoilers here, but I’m going to try not to ruin the mystery for those who haven’t watched it. If you don’t want to be spoiled, go watch it first! It’s on Hulu, and only slightly longer than a movie.

1 – Succinctness is a Virtue

When I was a wee lad, I loved giant stories that spanned many volumes. I loved giant jRPGs that shipped on half a dozen discs. I loved TV shows that ran for the better part of a decade.

There are still examples of those things that I love, but now that I’m kind of an old guy and there are never quite enough hours in the day, I really, really appreciate things that fit greatness into a small package. I love a good short story or novella. I treasure a good miniseries or single season show.

Over the Garden Wall clocks in at under three hours in total. You can watch the whole thing in an evening, and you don’t even have to stay up late. And although each episode is quite short, each one is gratifyingly complete. Across the episodes, every major character has an arc, and the little mysteries build into big mysteries.

Even the twist ending (which could have been disastrous) is satisfying, layering additional meaning onto the episodes leading up to it. When I finished the series for the first time, the first thing I thought was, “oh man, I need to rewatch that to find all the things I didn’t pay enough attention to.”

It’s easy to make a big, messy, sprawling story. The real artistry is in crafting that story down into a svelte package where every single word is in exactly the right place, and even doing multiple things at once.

2 – Mood Matters

Over the Garden Wall is autumnal. And I don’t simply mean that it’s set during the fall, although it is. The backgrounds are scattered with orange leaves verging on brown. There are fields, ripe and ready for harvest. There are fall festivals and Halloween parties, and as the show goes on, the chill of winter descends over everything.

There’s also the music, which is original to the show but sounds decidedly old-fashioned. It’s sometimes jovial and silly, sometimes morose and melancholy. It hovers between major and minor keys. It captures the mood of Halloween, an old festival that has continued into modern times, stripped of its original meanings: a hint of the ancient and sacred, a hint of the otherworldly and evil, a hint of banal silliness.

Almost every single episode manages a difficult trick. Each one feels like a horror story, beginning with the mundane, leading into strangeness and rising dread. Then, in the end, that menace turns out to be overblown. Everything works out fine, but that dread lingers and grows as the episodes go on.

Autumn is the season of dying. The cold death of winter is on its way, and the plants and animals seek shelter and hope for the rebirth of spring. The show is keenly aware of this, and almost everything is built around these themes of fall, winter and spring, of death and rebirth.

An overarching mood or theme like this can elevate a story beyond the individual components.

3 – Don’t Explain Everything

The last two episodes of Over the Garden Wall come out of nowhere. At least I certainly didn’t see them coming. And yet, they’re a satisfying conclusion. They provide an explanation for what’s going on, and they provide the emotional closure that makes the whole thing feel complete.

What the ending doesn’t do is explain everything. Did everything literally happen? Or was some of it metaphorical? Ultimately, it doesn’t matter, and we can each ponder and debate what we think really happened.

I know there are some folks who need to have every mystery wrapped up neatly with a bow, but…I don’t understand those people! Life in the real world is mysterious, and things often go unexplained. Hundreds of years of scientific exploration have only shown us how little we really know. Stories, like science, are a way to explore the universe.

By all means, resolve those big mysteries in your stories. Answer those burning questions. But when you get to the acknowledgements or let the credits roll, consider leaving one or two things open to interpretation. A little ambiguity can make a good story feel like it was just a little too big and too real to entirely fit onto the page.

4 – Comedy Enhances Tragedy Enhances Comedy

There are great dramas and great comedies, but I’ve always felt that the greatest works of art straddle the line between comedy and tragedy. There’s something magical about laughing at the start of a sentence and crying by the end of it.

Over the Garden Wall has some amazing jokes that have become a part of my daily conversations with my family. None of them bat an eye when I talk about burgling turts, call harmless lies “rock facts,” or mention horses who want to steal. But the show also has some relatable teenage angst, tear-jerking brotherly love, and even maybe some life-and-death stakes.

Just because you’re creating “serious art” doesn’t mean you can’t crack wise once in a while, and if you’re crafting a work of comedy you can still sneak in an emotional gut punch or two. In fact, those things can be even more effective thanks to that juxtaposition. The real world isn’t all good or all bad. It’s a mix of both. Stories that acknowledge that feel true.

5 – Wear Your Influences Proudly

Have you ever had a great idea for a story, only to realize it’s not your idea—it’s actually from a movie or book that you forgot about long ago? I have. It’s mortifying.

As artists, there’s an incredible pressure to create something unique and new, with your own voice. To be called derivative is an insult. But the fact is that each of us is a creative soup whose ingredients are all of our most beloved influences. The art and media that you consume inevitably influence the art and media that you create.

Over the Garden Wall emulates a turn-of-the-century style in its painted backgrounds (often with sweeping countryside or dark forest), its new-yet-old-timey music, and even in the mode of speech used by many of the characters. The animation evokes Felix the Cat, Betty Boop, and early Disney.

The show isn’t afraid to look, sound, or act like things that have come before. It pulls wholeheartedly from its inspirations. It wears its influences proudly. And wonderfully, by amalgamating all of these old influences with its modern writing, voice acting and processes, it manages to create something that feels unique and fresh.

Over the Garden Wall is a Modern Masterpiece

What can I say? I love this show. I love the mood that it puts me in, and I try to watch it every year around Halloween. I love how difficult it is to find any comparisons for it when I’m recommending it to people. I love that I keep finding little secrets hidden in the dialogue or visuals, even after multiple viewings.

If you haven’t watched it, go check it out. As I said in the intro, it’s on Hulu and only slightly longer than a movie. And I hope, like me, you get a little inspiration from it for your own creations.

“It’s a rock fact!”