Razor Mountain Development Journal — Chapter 30

This is part of an ongoing series where I’m documenting the development of my serial novel, Razor Mountain.

You can find my spoiler-free journals for each chapter, my spoiler-heavy pre-production journals, and the book itself over at the Razor Mountain landing page.

It’s Not Easy Being King

It has only been two chapters since Christopher found out who he really is, and this is the first time he’s had a chance to sit with that information. There’s no conversation or reveals. He spends this chapter snooping through God-Speaker’s house and God-Speaker’s memories.

I wanted to evoke a feeling of melancholy. Most of God-Speaker’s memories and possessions are old and sad. Christopher is beginning to see that even though God-Speaker rules his own little kingdom, being God-Speaker might not be that great.

There’s also the question of what will happen to the part of him that’s still Christopher when God-Speaker takes over, and whether he’ll effectively die or cease to exist.

Planning Out the Rest of the Book

With only a few chapters left, I’ve been starting to look at what it will take to wrap this thing up. Part of that is tracking the unanswered questions and teases from earlier chapters that need to be fully resolved. Part of it is trying to set up the emotional payoff to make the end of the book feel like a proper conclusion, and not just an ending.

I’m pleased with how well my outline has held up across the entire book. As I’ve mentioned before, I went into more detail in this outline than I normally would. I wanted to give myself a safety net, since I knew I would be dropping episodes as I wrote them, and I wouldn’t be able to go back and fix mistakes without making a confusing mess for anyone who was reading each episode as it came out.

There were a few things that changed along the way. Some chapters split in two, and other chapters were cannibalized by their neighbors before they were ever written. Some bits of information ended up coming out in different places than I had planned (usually because it made sense to insert it into a particular dialogue or moment, and I hadn’t anticipated that in outlining). Despite all that, I’m still headed toward the conclusion I planned all along. Everything mostly fit into the shape I planned for it.

I still have a rough draft of the final chapter that I wrote immediately after the first chapter, just as an experiment. I think it was a success. It’s not perfect, and I’m sure I’ll rewrite it when I get to that point, but it was a useful guide for the mood of the book, and the final target that I was shooting for.

I might try writing the last chapter first for all my books going forward.

Scheduling

As I think about the end of Razor Mountain, I’ve also been thinking about my posting schedule. I’ve generally been posting a new chapter every other week, but I’d like to finish this thing by posting the last two or three chapters in quick succession.

To make that work, I’ll want to get all those chapters written in advance, which means I’ll probably have an extra one- or two-week break right before the big finale.

Next Time

Chapter 31 has everything you could ever want: exciting new reveals, arguments about city planning, and some light attempted murder.

Razor Mountain Development Journal — Chapter 29

This is part of an ongoing series where I’m documenting the development of my serial novel, Razor Mountain.

You can find my spoiler-free journals for each chapter, my spoiler-heavy pre-production journals, and the book itself over at the Razor Mountain landing page.

You might recall that last time I decided to split the original Chapter 28 into two pieces. That turned out to be a good idea, because this “half” was still longer than my average chapter. Once again, dialogue fills up the pages quickly.

Large Group Dialogue

With Christopher and the entire Razor Mountain cabinet all seated around the conference table, there are fourteen people in the room during this chapter. This kind of large group dialogue isn’t something I have to do a lot, so it was an interesting challenge.

Most of the group hasn’t been introduced at this point, so I used Christopher’s faulty memory as an excuse to keep some of the secretaries anonymous for now. This limits the number of characters I have to introduce, and the number of characters the reader has to try to track.

I find that one of the best ways to keep the dialogue flowing is to be willing to adjust it as I go. I always have an idea of what I want to get across in a given scene, but I often rearrange the elements based on how I feel they would come up naturally in the conversation. I included some things in this chapter that I hadn’t initially planned to, because it felt like it would be strange for the secretaries to not ask certain questions.

Once again, it’s a balancing act in this book, because there are so many reveals to get to before the end. There are six (planned) chapters left, but that may change with some of the things planned for future chapters being pulled into this one.

The Detective’s Monologue

The detective’s monologue is a mystery trope where the main character reveals the answers to all the mysteries in a scene near the end of the story. This chapter felt a bit like that for Cain. He’s not pointing out the killer, but he is helping to explain the strange circumstances that led Christopher to Razor Mountain.

Meanwhile, Christopher reveals things that the other characters aren’t aware of, but the reader is mostly already familiar with. I could have tried to gloss over this, but I thought it might be beneficial to use this as a reminder of things that happened early in the story, so they’re fresh in the reader’s mind. The God-Speaker reveal also casts them in a different light.

Emotional Impact

Although this chapter (like the last couple) is mostly about getting across a lot of information, I did want to include an emotional twist at the end. Christopher has spent the entire book trying to get back home, and now his followers offer to bring him “home” within Razor Mountain. Christopher still isn’t going home. His homecoming is really God-Speaker’s.

In a lot of ways, this is what the remainder of the book is all about: how Christopher feels about becoming God-Speaker, and what he’s going to do about it.

Next Time

In Chapter 30, Christopher will have to start grappling with the changes going on inside his own head. And there’s still the issue of that pesky murderer skulking about.

Razor Mountain Development Journal — Chapter 28

This is part of an ongoing series where I’m documenting the development of my serial novel, Razor Mountain.

You can find my spoiler-free journals for each chapter, my spoiler-heavy pre-production journals, and the book itself over at the Razor Mountain landing page.

Remember When This Book Had No Dialogue?

Having just written yet another chapter that is almost entirely characters walking and talking, it’s hard to believe that this book started with a single character, completely alone in the wilderness. For the entirety of Act I, Christopher had nobody to talk to. God-Speaker had his tribe, but even in those early chapters they didn’t have much to say to each other, and I purposely limited their vocabulary and the ways they communicated.

In Act II, that began to change. Christopher was slowly introduced to more people: Amaranth, then the exiles, and finally the people of Razor Mountain itself. God-Speaker built up a society around himself, becoming more sophisticated and social.

Now, in Act III, I’m finding that every chapter is stuffed full of dialogue by necessity. Dialogue is a fantastic tool for rolling out exposition in a natural and interesting way. I need to resolve all the mysteries that were set up along the way, and that means getting a lot of information across. Dialogue is great for that.

The potential downside of all that dialogue is the way it slows the pacing. Dialogue naturally tends to slow a story down, because it feels like it’s happening more-or-less in real time. An entire chapter of dialogue can span only a few minutes of time within the story. Narrative description, even when it’s flowery, can often pack more time and more events into fewer words.

I’m trying to keep the dialogue tight to counter this slowing effect, but I’m sure I’ll come back later and find more that I could have done. For me, dialogue is one of the hardest things to edit, because changing something early in a conversation can cause cascading changes throughout the rest of the conversation, like redirecting the flow of a river.

Parsing Feedback

Feedback for this book has been a strange beast. I get some real-world feedback before I publish a chapter, then it goes out onto the blog, Wattpad and Tapas, where it (sometimes) gets more feedback, mostly in the form of comments. And sometimes I’ll get comments on chapters that I wrote months ago, as new people find the story. This process, with a publicly available serial story is a very different experience from writing the whole book and then getting feedback from a curated group of people.

That said, I’ve been getting great (that is, useful) feedback on the last couple chapters. Hopefully that means readers are engaged and excited about the direction the story is going. It’s really helpful to see what questions readers have and what they’re wondering about at this stage.

As mysteries start to resolve and questions get answered, I think readers naturally become more and more aware of the questions that haven’t been answered yet. Getting feedback on what readers are wondering about is really useful here, because it can tell me whether I’ve really answered some questions as well as I think I have. It also tells me what I should emphasize in upcoming chapters.

So, if you’re reading and you have feedback, please drop me a comment! It’ll only make the story better.

Next Time

Chapter 28 turned out to be a long one—so  long that I broke it in half. In Chapter 29, Cain and Christopher will confront the cabinet, and more will be revealed about what happened in the years while God-Speaker was gone from Razor Mountain.

Razor Mountain Development Journal — Chapter 27

This is part of an ongoing series where I’m documenting the development of my serial novel, Razor Mountain.

You can find my spoiler-free journals for each chapter, my spoiler-heavy pre-production journals, and the book itself over at the Razor Mountain landing page.

The Ol’ Switcheroo

This is it. The big reveal. The timelines have converged.

When I was working on the outline, I knew that I needed to show some of God-Speaker and Razor Mountain’s long history in the middle section of the book, but it quickly became apparent that I would have to limit the number of chapters dedicated to that history to not bog the whole thing down. However, I decided that I needed at least two chapters for this final part with Cain and Reed.

Firstly, I needed some time and words to build up these characters because of the pivotal role they play going into the last act. It also gave me the chance to set up a little twist. I placed Cain as the blatant bad guy, an echo of Strong-Shield, who had betrayed God-Speaker ten chapters earlier. I like to think I was a little more subtle in positioning Reed as a good guy, because he has God-Speaker’s implicit trust. That leads into the “small” twist when their roles turn out to be reversed.

The bigger twist is the nature of the connection between God-Speaker and Christopher. Admittedly, the structure of the book, following their two points of view, makes it pretty likely that there’s a connection there, but depending on how good of a guesser the reader is, it’s not clear what that connection is, or when it’ll be revealed. My hope, in layering the small twist and the big twist, is that the whole thing will be more impactful and feel like a bigger revelation. This, for me, is the most exciting part of the book so far.

This was a fun chapter to write, because it feels like I’ve been keeping a secret for a long time, and I no longer have to worry about accidentally giving it away. I’ve been perpetually worried that I’ll reveal something by accident. (I’ve accidentally swapped Christopher and God-Speaker’s names a few times, but as far as I know, I caught all of these slip-ups before posting. It still made me nervous that I’d miss one.

Beginning the End

This chapter is an inflection point: the end of Act II and the start of Act III. So the first thing it had to do was wrap up the middle of the book with an exciting reveal. But its other job is to usher in the final chapters by getting the reader interested in what is about to happen.

It provides some new questions to ask. How did Cain know about Christopher, and how exactly are Christopher and God-Speaker connected? What has happened between the cabinet members in the time since God-Speaker died, and is Reed still around? What exactly is Christopher going to do about all this?

That last question is a big one, because for most of the book Christopher has struggled to have some agency in what happens to him. A lot of shit happens to him—he’s a pinball in the first two acts. And while he makes decisions, it’s a little hard to tell how much those decisions are helping or hurting him.

My hope is that the reader is willing to accept that, for a while. But not forever. The protagonist has to have some control over what happens to him for the story to feel meaningful. The connection between God-Speaker and Christopher hints that he will have that chance in Act III.

Next Time

Having spent most of the book setting up mysteries, I’m thrilled to pretty much continuously reveal the answers for the remainder of the book. If writing Act II was like biking up hill, hopefully writing Act III will be more like coasting back down toward the big crash at the end.

See you in Chapter 28.

Razor Mountain Development Journal — Chapter 26

This is part of an ongoing series where I’m documenting the development of my serial novel, Razor Mountain.

You can find my spoiler-free journals for each chapter, my spoiler-heavy pre-production journals, and the book itself over at the Razor Mountain landing page.

Q & A

My intent with Razor Mountain was always to write a “mystery box” story that actually resolved in a satisfying way. To do that, I created a starting premise with a lot of mysteries, and then made sure that I knew the answers—why everything was happening. In the first half of the book, most of my time was spent building up those mysteries. Now, as I approach the final act, it’s all about answering those mysteries.

I’ve long believed that it’s easier to create interesting mysteries than it is to resolve them, which is why so many mystery-centric stories fall flat at the end. However, in my hubris, I assumed that the hard work was in figuring out all the answers. Some of the feedback on early drafts of recent chapters has shown me that it’s not enough to just know the answer. The resolution has to come out in the story, while being clear enough that the reader doesn’t miss it, and organic enough that it doesn’t feel shoved-in just to make the story work.

So, one of the things I did while writing this chapter is to go back through my outline and review all of the things I set up early in the story, and make sure that I have plans for resolving them in the next few chapters. This chapter and the next one are important to some of these revelations, so it was a good exercise to do at this point in the story.

More Rearranging

I initially left out the third scene in this chapter. It was squeezed into the start of the next chapter because I was worried that it might reveal too much before the next chapter. This is part of the ongoing rearranging of the outline that I’ve been doing for the past few chapters.

However, when I began to write this journal I realized that the chapter felt purposeless without that third scene. Seeing Cain is interesting, because it’s a big link between the two narratives, but it’s not exactly a shocking stinger at the end of the chapter, and I would have had to be a little more coy in Christopher’s conversation with Speares to try to make it more of a revelation. The first two scenes are mostly the characters walking from A to B and talking, which is the same as Christopher’s previous chapter. Without the additional revelations and action at the end, it falls flat.

So once again I adjusted my chapters and pulled in that third scene.  I also decided that I can write it without quite giving up certain big secrets. But this scene combined with the next chapter will serve as the climax for Act II and set up Act III.

The Value of Journaling

Despite the power of ego, when I sit down to write one of these chapter journals I sometimes wonder how worthwhile it actually is. There are certainly times when feel that I don’t have much interesting to say about a given chapter. However, when I look back, it’s often when I’m working on a journal that I realize I’ve missed something or need to do some rearranging (as I did this week).

As it turns out, when I force myself to think about process enough to be able to articulate a journal entry, it helps me better understand the story I’m telling. Maybe that seems like it should be obvious, but it’s a lesson that I keep learning.

That’s partly because I originally intended these journals to be a sort of documentary—a way for other writers to peek inside my head and see what I was thinking, alongside the actual product. Not because I thought it would be a breakout bestseller and everyone would be interested, but because I can only speak for myself, and it seemed like a fun hook for the blog. I think there’s a real tendency among authors to want to keep the secret sauce secret, or to be so deep in the impostor syndrome that we don’t want to risk the potential embarrassment of opening up to others.

Now that I’ve been doing this for most of a book, I’m beginning to think that journaling through a big project will often be worthwhile for a lot of writers, even if nobody else ever sees that journal. As writers, we are used to thinking through a lot of things in text, and keeping up that meta-narrative has really helped me to understand the story I’m writing, and probably do a better job than I otherwise would.

It also occasionally serves as a record that I can return to, if I forget a decision I made, or an idea that I set aside that turns out to be important.

Next Time

The next chapter is a big one. Things are happening now.  It’s been a few minutes since Christopher’s life got worse, so I’m going to remedy that with some existential dread. It’s the end of Act II and the start of Act III. See you there.

When You Aren’t Inspired, Trust Process

As I approach the final leg of writing my serial novel, Razor Mountain, I feel like I’m finally on the other side of the difficult middle. The central 50% of novels almost always feel like the hardest part to me, and I know I’m not alone. However, I have a big advantage on this project: posting it on the blog gives me deadlines and external accountability.

When I finish writing a chapter, sometimes I feel pretty good about it, and sometimes I’m disappointed. But I set myself a schedule, and I keep writing more chapters and posting them. Sometimes, my only consolation is in telling myself that I can always perform major revisions after the thing is done.

On the good days, writing feels like making art, but on the bad days it feels more like working an assembly line. Clock-in, spend a few hours sticking words together, and clock-out. It’s not glamorous, but it’s often what needs to be done.

Is It A Good Day?

I recently binged through the incredible 32-episode documentary Double Fine PsychOdyssey, which follows the seven-year development of the game Psychonauts 2. Even if you’re not particularly interested in video games, it’s a fantastic study in the complexities and interpersonal challenges of building a creative project with a large group of people.

Tim Schafer, who is something of a game design and writing legend, has a habit of daily writing when he’s working on a project. Over the years he has accumulated piles of old project notebooks that he can look back on. This offers an amazing archaeological view into how these stories grew and changed over the course of development.

Early in the documentary, Schafer flips through a few pages of the notebook for the original game, Psychonauts. These pages contain the first mentions of many of the ideas that became central to the story, although he had no way knowing it at the time. Schafer reads these tentative forays into ideas that now seem predestined, laughs quietly to himself and says, “that was a good day.”

What’s interesting about these “good days” is that they’re often not obvious when we’re living in them. It’s only in retrospect that we can see what works and what doesn’t.

Doing the Work

Cory Doctorow has a great article about this, called Doing the Work: How to Write When You Suck.

In those years, I would sit down at the keyboard, load up my text-editor, and try to think of words to write. Lots of words occurred to me, but they felt stupid and unworthy. I would chase my imagination around my skull, looking for better words, and, after hours, I would give it up, too exhausted to keep chasing and demoralized by not having caught anything.

That feeling of unworthiness and stupidity has never gone away. There are so many days when I sit down to write and everything that occurs to me to commit to the page is just sucks.

Here’s what’s changed: I write anyway. Sometime in my late twenties, I realized that there were days when I felt like everything I wrote sucked, and there were days when I felt really good about what I had written.

Moreover, when I pulled those pages up months later, having attained some emotional distance from them, there were passages that objectively did suck, and others that were objectively great.

But here’s the kicker: the quality of the work was entirely unrelated to the feeling I had while I was producing it. I could have a good day and produce bad work and I could have a bad day and produce good work.

What I realized, gradually, was that the way I felt about my work was about everything except the work. If I felt like I was writing crap, it had more to do with my blood-sugar, my sleep-deficit, and conflicts in my personal life than it did with the work. The work was how I got away from those things, but they crept into the work nonetheless.

This is a profound realization. There is a freedom in just writing (rather than trying to write well) that can be necessary to actually get anything done. The louder your internal editor is, the more important it becomes to be able to turn it off.

What Cory experienced is something I’ve noticed as well. I often don’t feel very good about my writing in the moment. It’s only when I come back to it later that I can take notice of the parts that I like. That’s not to say I don’t need editing. I always find plenty of things to improve. But most of the time my opinion of my writing is higher when I’m reading it back than when I’m in the process of writing it. I just can’t trust my own opinion while I’m writing.

And even if it turns out to be bad, I can always fix it later.

Writing as Manual Labor

As I get older and more experienced, I am more and more drawn to the idea of writing as manual labor. When I treat writing as a simple project of putting one word after another, it takes away the pressure to make those words great. I get the words written faster, and with less anguish.

I don’t always know if what I’m making will be good. I would love to feel constantly inspired—to have the muse always looking over my shoulder and making suggestions—but inspiration comes fitfully.

Sometimes the muse only strikes because I gave her room and did the work.

Razor Mountain Development Journal — Chapter 25

This is part of an ongoing series where I’m documenting the development of my serial novel, Razor Mountain.

You can find my spoiler-free journals for each chapter, my spoiler-heavy pre-production journals, and the book itself over at the Razor Mountain landing page.

Narrative Convergence

God-Speaker’s chapters throughout Act II have been jumping through time, showing key moments in God-Speaker’s evolution. They’ve also shown the evolution of Razor Mountain and its people. In this chapter, the narrative is finally approaching the present day. For the first time, we can start to see the same things from both God-Speaker’s and Christopher’s perspective.

This gives me the opportunity to set up some narrative tension by revealing things in God-Speaker’s chapters that will pay off in Christopher’s chapters. Sometimes tension comes from not knowing what will happen next. Sometimes it’s more exciting when the reader can guess what’s happening, but the characters don’t know.

God-Speaker’s Cabinet

The two new characters introduced in this chapter are Reed and Cain, and they are both members of God-Speaker’s cabinet. However, I looked through my notes and I had no record of what their actual positions are. I was certain I had thought about this when I was first developing the story, but it turns out that writing a book is a messy process, and I either lost those notes or never wrote them in the first place.

Internally, to the citizens of Razor Mountain, the cabinet is a secret arm of the US government that handles the day-to-day operations in the city. Only God-Speaker and the secretaries themselves know the truth about who runs the city. The populace “knows” that the secretaries report to a higher authority, but they’re told it’s the President of the United States and the military. God-Speaker doesn’t need to worry that the population will try to overthrow their autocratic king, because they don’t know that they have a king.

When deciding what positions there should be in this cabinet, I looked at the US presidential cabinet for inspiration. Razor Mountain is a sort of city-state, so a lot of those positions make perfect sense. Others are completely unnecessary (ambassador to the UN) and a few just need to be tweaked.

I wanted a large enough group to seem like a reasonable governing body, and to allow for interesting interactions between members.

These are the positions I ended up with:

  • Secretary of the Treasury – Responsible for overall budget, accounting, and income and outflows across all departments. Administers local banking system.
  • Secretary of Agriculture – Responsible for local farming and food processing. Works with the Trade Coordinator for food imports from outside.
  • Secretary of Commerce – Responsible for most non-food businesses internal to the mountain. Works closely with Secretary of Labor and Trade Coordinator.
  • Secretary of Labor – Responsible for labor conditions, allocation of labor across industries, work safety, etc.
  • Secretary of Housing – Responsible for maintaining and expanding housing supply within the mountain as needed for the population.
  • Secretary of Energy – Responsible for generation and distribution of electric power, lighting, and certain energy-related trade (batteries, generation equipment, etc.)
  • Secretary of Education – Responsible for the school and university system.
  • Director of Media – Responsible for producing local media, importing external media, censorship.
  • Director of Intelligence Operations – Responsible for gathering internal and external intelligence, as well as most external interaction with outsiders for trade.
  • Secretary of Science and Technology – Responsible for science and tech R&D, manufacturing, and external trade. Collaborates with Intelligence Ops for external hacking.
  • Director of Military Operations – Responsible for military within the mountain and the area around the mountain. Collaborates with Intelligence Operations for external military and espionage ops.
  • Trade Coordinator – Responsible for import/export and maintaining trade. Collaborates with Intelligence Operations for external negotiations and obfuscation.

I decided that Cain is the Secretary of Energy. He is very focused on his particular field, and is especially excited about developing and constructing new electric generation and distribution technology.

God-Speaker would be constantly thinking about how to balance power between the cabinet members, and play them off each other so that nobody can ever feel secure or think about turning against him. To this end, I thought he would avoid involving the Secretaries of Intelligence Operations and Director of Military Operations when it comes to investigating their fellows. Instead, he turns to Reed, the Secretary of Labor, who naturally collaborates with the Secretary of Energy on his big building projects.

Resolving Mysteries and Emotional Catharsis

My goal throughout most of this book has been to draw the reader in with a series of mysteries. However, it’s not structured like a classic “who-done-it.” It’s not building up to a revelation that wraps up the plot. Instead, in Act III I will be trying to rapidly resolve most of the open questions that have given the story momentum so far.

Unraveling these mysteries will reveal more about God-Speaker and Christopher, and those revelations will leave Christopher with some difficult things to do, and some difficult choices to make. The end of the story will not be about big mysteries, it will be about the choices Christopher decides to make and why he decides to make them.

This whole structure goes back to one of the big lessons I learned from Chuck Wendig’s Damn Fine Story: the big, world-shaking stakes should be tied directly to the main character’s “smaller” but more relatable personal stakes.

It will be up to Christopher to decide what the outcome is, for himself and for the world.

Next Time

Next chapter, we go back to Christopher as the two narrative worlds begin to collide.

Razor Mountain Development Journal — Chapter 24

This is part of an ongoing series where I’m documenting the development of my serial novel, Razor Mountain.

You can find my spoiler-free journals for each chapter, my spoiler-heavy pre-production journals, and the book itself over at the Razor Mountain landing page.

Outlining is Hard

Once again, I am making small adjustments to the outline for the end of Act II. The end-result is two more big God-Speaker chapters, and one small Christopher chapter left to write. I don’t remember having to do much rearranging in Act I, but I feel like I’ve been doing a lot of it in Act II.

Originally, I decided to do more outlining up-front for Razor Mountain than I normally would. I wanted to make sure I knew all the answers to the questions so that I didn’t pull a LOST and write myself into a corner. In that sense, my outline has served me very well. I have a good idea of everything that I need to keep track of and reveal as I go.

The reason the chapters have changed is mostly to accommodate the flow of the story, which I don’t always have a good feel for until I’m actually in the middle of writing. What makes sense in the outline doesn’t always make sense as a sequence of scenes, especially as little things change along the way. So, I’m still writing everything that was in the outline, but slightly adjusting the order it appears in.

The fact that I have two different narratives in different time periods gives me some additional flexibility. Each narrative still follows a linear sequence, but I can choose how I switch between them in order to maximize the mystery or create the most tension.

Exposition is Hard

This chapter, much like the previous one, is a bit of an exposition dump in the form of conversation. I’m taking advantage of the assumption that Speares can be a little forthcoming with Christopher because he’s not leaving Razor Mountain, and anything he knows won’t be going back out into the world.

The challenge of Razor Mountain is that there is a lot of history and a lot of things I’ve had to figure out for the story to make sense, but it’s hard to get all of that across when most of the characters don’t actually know the truth about it. I also need to be careful of “prologue syndrome,” over-explaining all the back-story just because I know it and not because it’s necessary for the reader to understand the plot.

Next Time

The climax of Act II includes a two-chapter episode of God-Speaker’s story. The recent God-Speaker chapters jumped through time, but this bigger episode will give me room to introduce a couple new characters and jump into Act III with some big revelations.

Just in case anyone picked up on it—yes, it’s Jules Verne who wrote Journey to the Center of the Earth, not H.G. Wells as Speares says. She’s just not very well-versed in old-school “scientific romance” stories.

Razor Mountain Development Journal — Chapter 23

This is part of an ongoing series where I’m documenting the development of my serial novel, Razor Mountain.

You can find my spoiler-free journals for each chapter, my spoiler-heavy pre-production journals, and the book itself over at the Razor Mountain landing page.

A Pyrrhic Victory

Christopher is out of the jail cell. He has escaped the grasp of Sergeant Meadows, and found a much more sympathetic ear in Specialist Speares (assuming she is actually what she seems). Still, he’s not exactly free—he’s traded a cell for a mediocre apartment, and it’s still unlikely that he’ll ever be able to leave Razor Mountain.

His only chance to help himself is to learn how to navigate the bureaucracy of the mountain and plead his case. Unfortunately, he knows very little about how Razor Mountain works.

Christopher also feels different after his torturous ordeal. He is, perhaps, a little more in control of himself, a little more Zen, even if he can’t exert much control over the world around him. The change in his character is still subtle, but I’ll be trying to bring it out more as the story continues.

Answers

This chapter is a turning point in the structure of the story. So far, Christopher has been doing nothing but ask questions, and in this chapter he’s getting some answers. They aren’t particularly good answers for him, but at least he has a better idea what’s happening.

On the other hand, the reader knows about God-Speaker, and something is still amiss with the story of the mountain that Christopher is receiving. My goal in this chapter is to start revealing a little more about the mountain while still making the reader wonder what happened in the years between God-Speaker’s chapters and the modern day. Then the last few chapters of Act II will reveal the answers to that.

Mysteries and Choices

This was one of the longer chapters that I’ve written in Razor Mountain. There is a lot of information to get across, and a good amount of dialogue.

This book is very uneven when it comes to dialogue. It was clear early on that there would be very little dialogue in the first half of the book. Christopher is alone in all of those chapters, with nobody to talk to except himself. God-Speaker’s tribe talks, but they’re not exactly loquacious.

As we work through Act II and introduce new characters, there is more and more dialogue. I expect it to continue to increase toward the end of the book. I always wanted a structure where the mysteries and questions steadily pile up for the first half of the book, and then more and more of them get answered in the second half.

I also realized at some point that the whole book won’t be driven solely by mystery. Before the end, all the big questions will be answered. The answers to those questions will then force the main characters to make hard choices, and the ending will be about those choices and their consequences. It’s nice to solve the mystery, but characters need to struggle and grow and change for the ending to really hit home.

Next Time

Christopher learns more about Razor Mountain, and may actually get some good news.

Reference Desk #17 — Story Engine: Deck of Worlds

If you’ve been around here for a while, you might remember my review of The Story Engine. The Story Engine is part card game, part tool for generating semi-randomized writing prompts. I’ve used it as a fun way to brainstorm ideas for short stories, and I’ve found that it works well for me. As someone who enjoys card and board games, it’s just a much more fun and tactile way to generate ideas than sitting in front of the notebook with pen in hand.

Recently, the folks behind the original Story Engine kickstarted a new product in the same vein. It’s called the Story Engine: Deck of Worlds. Deck of Worlds is another card-based brainstorming game, but this time it’s focused on settings instead of plots. It’s billed as a tool for storytellers and TTRPG game masters to easily generate interesting and deep settings.

I received my order right before the holidays, and I was able to take Deck of Worlds for a test drive.

What’s In the Box?

The base set of cards for Deck of Worlds comes in a flat box with a plastic insert, magnetic latch, and a heavy tagboard sleeve that guarantees it will stay closed. This is nearly identical to the box that the original Story Engine came in, and the build quality is good. It’s the sort of box you’d expect from a premium board game.

However, the original Story Engine had many expansion packs that added more cards, and Deck of Worlds is the same. If you add extra cards to your set, you’ll quickly fill up the small amount of extra space in the box. Luckily, the creators of the Story Engine are well aware of this problem, and they’ve created a new card box with dividers that is capable of holding all the cards, even if you’ve got every single expansion. They’re inexpensive, so I got one for my original Story Engine set as well as my Deck of Worlds.

I also received three expansion packs for Deck of Worlds. “Worlds of Chrome and Starlight” is the science fiction expansion, “Worlds of Myth and Magic” is the fantasy expansion, and “Worlds of Sand & Story” is the deserts expansion. I chose these because sci-fi and fantasy are my two favorite genres to write in, and I have a TTRPG project percolating with a strong desert component.

Much like the original product, the Deck of Worlds main box includes a slim “guidebook,” which describes the intended ways to use the Deck of Worlds—although the creators are clear that there is no wrong way to play.

The Card Types

There are six card types in the Deck of Worlds: Regions, Landmarks, Namesakes, Origins, Attributes, and Advents. According to the guidebook:

  • Regions establish a setting’s main terrain type and act as a hub for other cards
  • Landmarks add geographical sites and points of interest
  • Namesakes combine with Regions or Landmarks to create in-world nicknames
  • Origins record significant events of the area’s past
  • Attributes highlight present-day features of the area and its people
  • Advents introduce events that may change the area’s future

Regions are the only cards with a single prompt on them, and have a nice background that illustrates the geography of the setting. Landmarks have two prompts to choose between, and each one has a background illustration. The other four card types have a symbol and color to identify the card type, and four different prompts to choose from.

Building Basic Settings

The simplest way to play with Deck of Worlds is to create small settings, or “microsettings” as the guidebook calls them. These will typically be built around a single region (terrain type) and a single landmark, like a building.

For my test run, I built a few of these microsettings. First, I chose the prompts I liked best and combined the cards. Then I expanded or focused the results, writing a little blurb about each setting. I only spent a couple minutes on each of these examples.

The Grassland of Crowds

The museum’s founding piece is a huge fulgurite dug out of a sandy hill. The museum was built around this dug-out hill, and the piece is displayed, unmoved, where it was found.

The “lightning festival” grew in this area, and is held during the season of rainless storms. People display all kinds of art. One of these presentations is voted the winner of each festival and incorporated into the museum.

The Scree of Rivers

(Cyberpunk) The scree was mined for the long, winding veins of precious metals near the surface, leaving a maze of narrow, shallow canyons and piles of leavings. Rivers form when it rains. A grey market meets here periodically, protected from government scanners by the trace metals in the rock, with lots of escape routes and hidey-holes for quick getaways.

Not sure about the prophecy bit.

City of Sand and Story

The City of Rains is nestled in rocky mountains in a desert. During the wet season, the mountains funnel moisture and clouds and it rains on the city, creating a temporary river. All inhabitents capture as much water as possible, to live on and trade for the rest of the year. They plant crops along the river while it lasts.

A recent sandstorm uncovered caverns in the rock beneath the city, leading to underground ruins and vast cisterns. The discovery of so much water could upend the economy of the entire region

Complex Settings

The guidebook also includes some rules for building more complex settings out of multiple microsettings. There is really no limit to the number of smaller settings you could combine. There are optional rules, including a “meta-row” for attributes of the larger area as a whole, a “sideboard” of extra cards to give you more choices when selecting any given card type.

To test this out, I built a setting from four different microsettings, using the meta-row (on the left) and sideboard (on the right).

The Golden Plains

Once known as a wealthy region, but its reputation is fading. The area has been covered with strange dark clouds for weeks, but there is little rain.

In the North: The Red City

Home of a religious order, this city was built on a river and filled with canals. It was once a hub of commerce, but the river grew over the years and eventually overflowed its banks south of the city, disrupting the flow and creating a vast swamp.

Now, the priests of the Red City ply a darker trade: they’ve made the city into a prison for the worst criminals. The prison is the center of the old city, and is called “The Prison Without Walls.” It is surrounded by deep and fast-running canals, and is only accessible by a single, heavily-guarded bridge.

The priests have traditionally been led by a patriarchal lineage of high priests, but now a lowly priestess is gathering a following among priests and prisoners alike. She has radical ideas of rehabilitating prisoners instead of working them to death as penance for their crimes.

In the South-East: The Swamp of Ink

These thickets were once hunting grounds of the nobility, until the river overflowed and the land became swampy.

The few people who still live here are led by an excommunicated priest from the Red City. They harvest “swamp mites,” tiny, stinging crawfish that can be ground into fine black dyes. Travelers from the North recently called out the priest as an exile, and he imprisoned them, but there is unrest and talk of rebellion among the people.

In the West: The Moraine

The coast of mists is the western edge of the Golden Plains region.

The Moraine is the home of the School of Poets. It was created by a celebrated poet who was known as a cantankerous jerk. The only woman who ever loved him, muse of his thousand poems, made him promise to teach other poets his craft.

The school is rumored to be haunted. While most of its inhabitants don’t take this seriously, many students have recently complained of strange and disturbing noises coming through the stone walls.

In the Southwest: The City of Smoke

A city on the slopes of an inactive volcano, built atop the ruins of the “old city,” which was destroyed by the last eruption.

Hot springs in the city are warmed by the heart of the volcano. They supposedly have healing properties, and draw tourists who hope to have their injuries or sickness cured.

Vineyards planted in the fertile volcanic soil use a unique variety of small, golden grapes, harvested after the first frost to make sweet wine.

The dark clouds that have shrouded the region threaten the growth of the grapes and the year’s wine harvest.

Takeaways

Overall, I’m pretty happy with the Deck of Worlds so far. It has a very similar feel to the original Story Engine. The cards strike a nice balance by giving you a few options to pick from, but also limitations that force your brain to make interesting and occasionally surprising connections between seemingly unrelated things.

Like any sort of brainstorming, not every single idea will be a good one. The randomization means that sometimes you get combinations that just fall flat or fail to inspire. Some of this depends on your own creativity and willingness to explore.

Like the original Story Engine, the quality of the product is great. The new boxes are an improvement, allowing me to keep all my original and expansion cards together in a form factor that takes up less space than the original box.

I don’t necessarily like all the rules suggested by the guidebook, but it’s easy to tweak the process until it works for you. They’re just cards, and they can be arranged however you see fit. The extra rules for bigger settings are a little complicated for my tastes, but the end result in my experiment had some interesting ideas that I wouldn’t mind exploring further.

The guidebook also has more rules that I didn’t get into, for collaborative multiplayer and for combining Deck of Worlds with the original Story Engine. All of that feels like more complexity than I want when I’m brainstorming—I would much rather create smaller ideas and then mix and match myself. However, I’m sure this style of prescribed creation could work for others.

Finally, I think this could be a great tool for GMs/DMs who run custom table-top RPG campaigns. I’ve long believed that the best way to approach TTRPG worlds is the “billiards” style described by Chris Perkins, where you set up a number of interesting locations full of interesting characters, and then let the player characters bounce around between them, setting events in motion.

The Deck of Worlds is a great way to invent these little islands of content, and I think it would be pretty easy to create quick and dirty sessions with very little prep, especially if you’re using a lightweight rule set.

Where to Get It

The Deck of Worlds and its expansions are available directly from the Story Engine website. In addition to the Sci-fi, Fantasy and Desert expansions I chose, there are Horror, Coastline, and Arctic expansions. If you’re planning to use the deck for tabletop RPGs, they also have expansions for lore fragments, cultures, and adventure prompts.