My First Visit to San Sibilia

The following is my first playthrough of A Visit to San Sibilia, lightly edited.

This is an account of the Brooding Cartographer and her time in the city.

Day 1

To seek San Sibilia is to be destined to never find it. For years I sought in vain. It was only when I gave up searching, gave up everything I cared about, that it found me.

It began as another night out with Raoul and his “artist” friends, and a night ride in the canals of Venice. We crossed under a bridge. For a moment, we were in utter darkness, no sound but the water against the boat. I came out the other side alone, to dock on a decidedly different shore.

I keep thinking about the old map-maker. How he would frown and grumble when I went on about San Sibilia.

“A stupid story,” he would say, “for children with no sense in their heads. If I had known what a stupid girl you were, you’d not be bound to prentice.”

Nevermind it was his stories that first piqued my interest, or rather the look in his eyes when he told them. He had lost a lover there, but his eyes shone brighter when he named that city than when he spoke the name of the man he had loved. The old man had come there by shipwreck and plied the sailor’s trade for a time, before he took to map-making.

I’d have words for the old man now, if he weren’t dead in the ground.

I managed to find a place over a tavern, the sort of place where sailors on leave and locals congregate in equal measure. Hardly a stick of furniture, but the proprietor, Paolo, was willing to let me stay for free. In exchange, I’m to make him some maps of distant cities to liven up his walls. I told him I can’t draw London or Seoul in perfect detail from memory, but he says none of his patrons are likely to know the difference.

I can’t afford to be picky. I have nothing but my clothes, and those have seen better days.

Day 4

There is a plaza just down the street from the Drowned Mermaid. Sometimes the merchants set up their stalls and carpets. Sometimes philosophers orate. Sometimes there are plays or performances. Today there was a juggler.

At first I thought him just a man out for a stroll, but he suddenly threw a ball high into the air, and kept producing them from some hidden pocket while keeping the rest afloat. In moments, he had eight or nine of them aloft, each with its own unique swirls of color.

When the juggler saw me, he gave a wink and smiled, and in that moment he looked familiar, though I could not think of where or when I might have met him.

One of the balls slipped from his grasp and bounced across the uneven cobbles toward me. I picked it up and found it a mesmerizing swirl of green, white and blue. It was a globe, somehow fashioned to move like clouds over land and sea.

It is fascinating. I find it hard to take my eyes away from it, even now.

When I looked up, the juggler had gone.

Day 5

I have been making maps again. It is a deeply engrossing activity, as it had always been for me before the old man died. But I also find myself near-overwhelmed by a manic energy.

Paolo found me an old fountain pen and a set of inks. In turn, I am providing him with his maps: neighborhoods in Paris and London, docks in Hong Kong and Shanghai. I hardly sleep anymore, but my pen has never been more precise.

A scarred old man saw us hanging the maps behind the bar.

He said, “If you like maps, deary, you should visit the Museum on the Blue Boulevard.”

He drew his own crude map on a scrap of paper to guide me. He seemed pleased with himself, but I sensed that Paolo was irritated.

The scrap guided me to a little limestone building only a few blocks away, fronted with weather-stained doric columns and tattered flags. Within, I found a dozen rooms, walls and even ceilings covered with maps of all sizes. Some were of places I recognized, while others were unlabeled, or marked with languages I did not understan. I wandered, fascinated, looking for an attendant, but the place was deserted.

When I returned to the tavern, Paolo waved me over, stone-faced.

“You have to go,” he said. “I need the room.”

I asked him if I had done something wrong. He shrugged and gestured to the wall. “Our business is concluded.”

He let me keep the leather case with pen and inks. Later, inside, I found a yellowed envelope of pastel bank notes.

Day 9

The money from Paolo was enough for a room at the Greenway Hotel, a hulking establishment full of tarnished chandeliers, cracked plaster scrollwork and threadbare velvet cushions. It is so named because of the green lawn across the street, hedged by wild rows of untrimmed trees.

I took a stroll, and found in a back corner of the park a sizable pile of rubble, and a shockingly ancient man puttering around it. He had a long, scraggly beard and wispy moustache, and even his eyebrows hung down, seemingly determined to hide his eyes from view.

“What is this place?” I asked him.

“It was once the ruin of an old temple,” he said, “but it was a bit too ruined. When the rainy season last swept through, the whole thing finally collapsed on itself.”

“And what are you doing?”

“Cleanup,” he said. “I’m the groundskeeper.”

I spent the afternoon helping him. I worried he’d break himself, he was so scant. It felt good to do some proper labor.

Day 14

The hotel basement is used from time to time as a theater. If the hotel itself is genially shabby, the theater space is downright dank. Still, it put me in mind of some of my bohemian friends.

The show I saw didn’t suit me. It was a too-dark stage and a vague story about occult rituals and the summoning of foul demons. I suspect the obelisk they used for their set was a piece of that ruined temple, hauled over from the park.

Day 19

The groundskeeper and I strolled along the river today, although “stroll” is perhaps too generous for his doddering. I told him about my idea for a rock garden in the park, and he said it sounded like a fine idea.

As soon as I returned to my room, I began to draw up plans.

Day 25

The hotel lobby is used as an art gallery, and there was apparently a show going on today when I went down. Nothing but paintings of sailboats.

I tried to shove through the crowd, but I managed to ram myself head-first into a rather exceptionally muscled young man. Not the sort I would normally be interested in, but when he spoke in apology, his voice caught hold of me.

His name is Siegfried, and I found myself roaming the gallery with him and even explaining my plans for the park. He immediately offered to help move the stones.

We made plans to meet again tomorrow.

Day 28

I received a letter today from the governor of the city’s parks. The groundskeeper is dead. How they knew of me or my address, I do not know. Even more perplexing, I was offered the old man’s position. The pay is a pittance, but it comes with a permanent room at the hotel. And I must admit, now that my project is underway, I would be loath to give it up.

I will post my acceptance in the morning.

Day 30

They’ve sent tools! I am now the proud owner of a rake, shovel, two sizes of hammer, and a wheelbarrow. Siegfried and I work during the day, and he takes me to a new café every evening. There is no end to the secret corners and back alleys of the city, and it seems that every one has some hole in the wall where you can get a coffee or a bite.

Soon, our space in the park will be cleared. Then we will begin building.

Day 36

I went to the bookstore today, looking for maps of the city. When I asked the shopkeeper, he seemed incapable of understanding. I’m afraid I may have no choice but to map the city myself.

Day 39

A package came today. An old, heavy tome wrapped in brown paper. It is filled with maps of San Sibilia. There was no note with it, but who else knows of my work? It must be the parks governor. A patron I have never met nor spoken to.

Day 40

The book is perplexing. The maps are from different time periods, in wildly different styles, apparently drawn by different hands. They often disagree with one another, and one or two appear to be completely fabricated.

Yet the biggest shock was the last page. It is blank, except for the faded stamp of the man who compiled it.

It bears the old map-maker’s stamp. My master, long past.

How could one of his books come to be here? How could he have made this book and never told me?

Day 41

Now they’ve taken it all away from me! The governor sent a letter relieving me of my position, my tools, my park. Our rock garden, our living map, has come so far. We’ve measured out many of the roads, but the buildings are so much work. Siegfried managed a fantastic likeness of the Greenway Hotel as the centerpiece, with nothing but a hammer and a chisel and an old piece of temple stonework.

The governor claims I have “stolen illicit materials from the city archives.” What could it possibly be but the old map-maker’s book? If it belongs to anyone, it ought to be mine.

It makes no difference. They cannot stop me from finishing my work.

Day 44

The old man must have compiled the book when he was here, in San Sibilia.

Why did he hate it when I dreamed of the city? What happened to him here?

The one time he sounded honest about it, he was deep in his drink. He said the city existed beyond any maps. He said everyone leaves San Sibilia eventually, and whatever the city gives you of itself, it takes back before you go. It took his lover from him, and I suppose he never forgave it for that.

Day 48

We were so close. Our garden, our tiny city among the rocks. We had nearly filled it to the edges of the map.

This morning, my threadbare sheets had become fine silk. The once worn carpets were thick and soft. The room was no longer faded.

I went down to the dining room, and ate the finest breakfast I have ever had. The silver is spotless; the china, pristine. My fellow bohemians and shabby travelers are all gone, replaced by ladies with jewels and corsets, and men with kid gloves and pocket watches. The hotel is in its prime again, and only I am out of place.

Siegfried is gone. The book is gone. The park is gone. It is now stately rows of graves. In the far corner, lording over this city of the dead, is a single grand mausoleum.

I walked the perimeter of neatly trimmed trees. Did the names on the graves match the names of the city? Thoroughfares and boulevards, markets and mansions? Or did I imagine it?

In any case I came upon a pair of graves, and the names were ones I recognized. One was Gustav the map-maker, my old master. Beside it, one named Paolo.

Day 49

He was right. San Sibilia only loans out happiness, purpose, love. Now it has taken them back.

It is time for me to go. If I am lucky, perhaps, I will return some day and live out what time I have left in this city that has made me love it, and then spurned my love and turned me away.

It is sunset, and my little boat follows the slow currents of the canal. In the shadows beneath one of these bridges I will find that black portal that brought me here, and I will return to the place I came from.

There is one thing I take with me, if the city wills it: a ball that swirls with white cloud, green land, and blue seas.

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.

Writing Tech Ideas #1 — Struggle Writer

As a software developer who also writes fiction, I find myself occasionally coming up with software ideas for writers. Honestly, I’ll probably never put in the effort to make these things a reality, but I am curious if anyone else would be interested. Let me know in the comments if this is something you’d use.

The Premise

There’s a truism in art: “constraints breed creativity.” Wide-open, endless possibilities make it harder to make something good. Humans tend to follow the same paths of thought when faced with a familiar situation, but unusual constraints force us to think in different and more creative ways.

Struggle Writer would be a tool that embraces this philosophy in a writing prompt generator.

Pick Your Constraints

Struggle Writer would come with lots of built-in constraints, such as:

  • Write from a specific POV:
    • 1st, 2nd, or 3rd
  • Limited word count:
    • 100, 500, 1000
  • Finish your story in one hour
  • Particular genre (from a list)
  • Include a particular word (chosen randomly from a dictionary or list)
  • Use a word you invent
  • Someone dies
  • Someone is born
  • Include a mystery
  • Include something scary
  • Include magic
  • Include death
  • Include a birth
  • Include an animal
  • Include a natural disaster
  • Include a flashback
  • Include a joke
  • Time of day: morning / evening / late at night
  • Use a literary device (chosen randomly from a list)

You can probably think of many more possibilities, which is why Struggle Writer would include a simple interface for adding custom prompts, or removing prompts you don’t like.

Mix and Match

Depending on how much challenge you want in your writing prompt, you would pick the number of “struggles” you want the tool to include. Then you click the button, and the tool selects that many to build you a randomized prompt.

Don’t like the result? Click the button to re-roll for a new prompt with the same parameters, or change your criteria before trying again.

I could even imagine an interface where you can “lock” specific results and re-roll the ones you don’t like, although that takes away a little bit of the randomness.

Bonus Features

While I think the tool would work pretty well as described above, some other, higher-effort additions might help to spice things up. These could include:

  • Randomized images
  • Randomized sound prompts
  • A connected website to:
    • Share prompts and templates
    • Share custom criteria
    • Share stories with their prompts
    • Upvote the best of each of these

That’s It

It’s a simple idea, but I think it could be a lot of fun for people who like to use writing prompts. The ability to add new options and remove old ones would keep it fresh.

What do you think? If it existed, would you use something like Struggle Writer?

Reference Desk #10 — The Story Engine

The Story Engine is a card-based tool to generate endless, semi-random writing prompts. It’s is billed as a tool or multiplayer game to aid in writing fiction, playing tabletop RPGs, or just to be played on its own. It started out in 2019 as one of those Kickstarter projects that caught fire and got fifteen times as much money as they were asking for. Now, the full product is launched, along with myriad add-ons enabled by Kickstarter stretch goals.

As a writer, a TTRPG player, and general lover of boxes of cards with nice art, I decided to try it out.

What’s in the Box

The main box comes with 180 cards. There are also three 60-card “expansions” that can be purchased separately: sci-fi, fantasy, and horror; and six 18-card sub-genre “boosters” for cyberpunk, steampunk, eldritch horror, post-apocalyptic, mythological and dystopian. I went for broke and got the whole collection. The core set is genre-agnostic, but the add-ons are clearly focused on speculative fiction.

The build quality is solid, which I appreciate as someone who has accumulated quite a few board and card games of varying quality. The box is a sturdy, fold-open affair that latches with magnets and has a sleeve. The cards are glossy, nicely weighty paper, and the illustrations are evocative. The cards aren’t plastic-coated, so expect the edges to get roughed up as they’re repeatedly shuffled.

How Does it Work?

The cards are divided into five different types: Agents, Engines, Anchors, Conflicts and Aspects.

  • Agents represent characters
  • Engines represent a goal or desire
  • Anchors represent places, things, and ideas
  • Conflicts are challenges or difficulties
  • Aspects are adjectives

In its simplest form, I can play one card of the first four types, in sequence, to generate a random prompt, such as

A daredevil (agent) wants to enact a secret plan revolving around (engine) an election (anchor), but they will bear the scars for all to see (conflict).

I can then customize that prompt in two ways. First, each card has 2 or 4 prompt phrases depending on type, so it can be turned 90 or 180 degrees to change the “active” phrase facing me to something more inspiring. Secondly, I can add an Aspect. Since aspects are adjectives, they can be applied to the noun cards: agents (characters) and anchors (places, things, ideas).

With those changes, I might transform the first prompt into

A tormented fraud (agent + aspect) wants to unmask the conspiracy of (engine) a rebellion (anchor), but they will bear the scars for all to see (conflict).

The guidebook that comes in the main box also suggests ways to use the cards to generate character concepts, items and settings, as well as several more complex prompts that utilize more cards. These include things like conflicted characters with multiple goals, or two characters in conflict over related goals.

Finally, it includes rules for multi-player storytelling games and some helpful hints toward RPG players as to how the various prompts might be used in building campaigns, settings and scenarios.

Despite all these prescriptive rules for building prompts, The Story Engine is also happy to tell you that this doesn’t have to be rigid, with hard and fast rules. You can use the cards however you’d like.

1. A robot wants to map an obsidian prison, but they will have to try something frightening and new. 2. An archivist wants to pay an old debt with a corrupted tool, but they will have to resist a great temptation.

My Experience

The Story Engine does a good job riding the line between too specific and too vague. I often find writing prompts irritating when they’re little more than a vague topic, but too much detail obviously takes any agency away from the writer.

I filled a few notebook pages using the “simple” writing prompts. Not all of the results were instantly inspiring, but I was able to glean a few ideas that feel promising, and a few more that seem like they could lead somewhere with a bit more time and thought.

The complex prompts include more cards and more structure, and as a result they are less open-ended and more inflexible. These are sometimes too detailed for me, feeling like there’s not enough room for filling in the blanks. However, you can always swap cards or break the rules to get something more to your liking.

The individual cards are also just fine as prompts by themselves. Sometimes a one-word character or setting description is all you need, especially when trying to flesh out an idea in progress. The pictures on the cards also do work as extra inspirational elements that don’t insert more words into the mix.

What about RPGs?

I’m not currently running a campaign, so I haven’t tried incorporating The Story Engine into one. However, I have used the similar dice-and-table-based prompts in The Perilous Wilds to run totally improvised one-shots of Dungeon World. I could definitely see using The Story Engine to do something similar.

If you have a home brew campaign, these prompts are probably going to be more useful than if you’re trying to add to a pre-written one. They might also be fun for generating NPCs on-the-fly when your adventuring party takes an unexpected turn.

Conclusions

So far, I’m pleased with what I’ve gotten out of The Story Engine, and I’ll continue to use it. My only concern is that the prompts might start to feel samey after a while. Even if there are technically billions of combinations, the cards will eventually become familiar. Still, with the core and add-ons, I have quite a few cards to work with. I think I’ll be using these cards as a story brainstorming tool for a long time.

If you’re unsure, the core set is a good starting point, and it’s genre-agnostic. If you’re not writing speculative fiction, the add-ons don’t offer much. If you are writing spec-fic and The Story Engine sounds exciting to you, buying one of the bundles gets you a pretty steep discount vs. buying piecemeal.

Check it out at https://storyenginedeck.myshopify.com/

6 Ways to Beat Writer’s Block

The phrase “writer’s block” gets tossed around a lot, to the point that it has become a trope or boogie-man in the modern mythology of what it’s like to be a writer. The truth is that there’s no one thing that stops us from writing. Like any other job, writing is harder some days than others. Sometimes we have good reasons that the words aren’t coming. Other times, it’s a mystery why the muse has abandoned us.

Likewise, there’s no single formula to overcoming writer’s block. Everyone writes differently. Some find a routine and stick with it throughout their lives. Others have to catch a few words here and there, or need variety to stimulate their creativity.

Here are a few strategies that have worked for me. Next time you find yourself staring at the blank page or the blinking cursor, give one a try.

A writer is someone for whom writing is more difficult than it is for other people.

Thomas Mann

1. The Jump-Start

I discovered something about myself a few years ago. I’m often pretty bad about chores like cleaning, laundry, and dishes. What I realized was that all I needed to do was get myself started. I’d enter the kitchen, notice some crumbs on the counter, and decide to wipe it down. Then I’d clean the little island counter. Then the stove. Before I knew it, I was doing dishes or cleaning half the kitchen.

Getting started on a task is often the hardest part, especially when it feels big or unpleasant. It’s like diving into cool water. The initial plunge is the hard part, and then you get acclimated and comfortable. It’s easy to agonize over the opening of a new book, or even the first few words in a regular writing session. If I can get myself into the middle of a sentence or paragraph, I’m much more compelled to keep going.

Make a deal with yourself. Instead of thinking “I have to finish this chapter,” or “I need to write 2000 words today,” just tell yourself to write something small: a sentence, a paragraph, or perhaps a few lines of dialogue. Sometimes your writing session just needs a jump-start to get the engine running.

If you find this works for you, you might even want to end your writing sessions mid-sentence, even if you know how the sentence should end. It will give you something you can immediately start writing the next time.

2. The Deadline

“I love deadlines. I like the whooshing sound they make as they fly by.”

Douglas Adams

Trying to be creative while up against the clock might seem unappealing at first, but deadlines can be a tool. When unlimited possibilities are overwhelming, it can be hard to come up with something concrete. Deadlines enforce limits. If you want to get your writing done within a time limit, you have to stop thinking, stop planning, and start putting words on the page.

Self-imposed deadlines can take many forms, but to really be effective, they need some sort of external accountability. You’re more likely to get it done if the alternative is telling someone that you failed.

If you’re working on a rough draft, you might hold yourself accountable to beta readers, friends, or a writing circle. If you’re writing short fiction or poetry, you might be able to find a fitting contest, anthology, or magazine that has a limited window for submissions.

You may not need a particular person to hold you accountable. Committing to a schedule, participating in challenges like NaNoWriMo, or writing daily or weekly blog posts or serial fiction might be enough of a push to keep you going.

3. The Speed Demon

Sometimes you’ve got an idea, but you just can’t find the right words or place to start. Well, it turns out that’s a problem for future you! Here in the present, all you have to do is write a pile of words that sorta, kinda get the point across. Write fast, and let that poor sucker, “future you,” worry about editing that hot mess into a beautiful manuscript.

How do you force yourself to write fast when you’re already struggling to write anything at all? You could try applications like Write or Die, The Most Dangerous Writing App, or Flowstate. These apps can play angry noises, flash, or even start to delete your words if you stop writing for too long, helping you learn how to write fast and stop worrying about the quality of the content.

If these tech solutions don’t appeal to you, you can still go old-school. Challenge a fellow writer to a word-count race. Put on a your favorite speed metal playlist and try to write a hundred words by the end of each song. The important thing is to get those words out. You can make them better later.

4. The Prompt

Creative cross-pollination is a real thing. A story that’s floundering may be missing some vital idea that will make all the disparate pieces fit into place. It can help to get away from the story, especially if you bring something new back when you return to it.

One of the best ways to reset the writing brain is with prompts. If you aren’t aware, writing prompts are popular. They’re everywhere. You can find hundreds with a quick internet search. If you prefer something physical, there are writing prompt journals, books, calendars, and cards.

If you prefer higher stakes, try looking for a themed contest. Many contests require a specific genre, setting, or topic. Find one in your wheelhouse, or try something you’ve never written before. You might even turn your writer’s block into a cash prize.

5. The Spike

Stuck trying to get a story from point A to point B? Not sure where the story is going? Too many possibilities, or no way forward? Try a spike.

I blogged about writing spikes in a previous post. In short, a writing spike is a little writing experiment to figure out where a story should go and how it might get there by trying different possibilities. Spikes are designed to be thrown away, so there’s no pressure to make them perfect.

6. The Great Outdoors

Do you always write in the same place? Use the same computer or the same notebook? Write at the same time of day or week? Routine can be grounding, and it can help to carve out time when schedules are tight. Routines can also become dull and stale.

A change of scenery, a different time of day, a switch from pen to keyboard or vice versa – all of these can help break that block.

If at First You Don’t Succeed…

Try, and try again. Ultimately, overcoming writer’s block requires trust that more words will come. Sometimes just eking out a few words leads to a flood. Sometimes the words have to be bad so they can be made better later. Sometimes it takes external motivation or a change in scenery to make writing feel fresh and new again. And what you thought was terrible may turn out to be pretty good on re-read.

Do you have any favorite tricks to help you get past writer’s block? Let me know in the comments.

The Reference Desk – #1 – Start With This

Over the years, I’ve picked up useful information and ideas from books, websites, podcasts, and other resources about writing. In this ongoing series, I’d like to share some of those things with you. For the most part, these are going to be things that are interesting to other writers. However, if you’re a reader who enjoys learning “how the sausage is made,” you may find them interesting as well.

Start With This

Start With This is a podcast by Joseph Fink and Jeffrey Cranor. If they sound familar, it’s probably because of their most popular project, the podcast “Welcome to Nightvale.” Nightvale is something like small-town lovecraftian horror, with a healthy dose of humor, seen through the lens of local public radio.

Start With This is a writing podcast that comes in comfortable, 30-minute installments. Each bi-weekly episode focuses on a particular theme, like “Feedback” or “Collaboration.” First, the hosts talk a bit about their own experiences in that particular arena. Then they provide some homework: one thing to create (usually a short exercise relating to the theme) and one thing to consume (some work that exemplifies the theme).

The hosts have plenty of experience in theater and live shows, as well as podcasting, and since they’ve been working together for years, they have good rapport. The episodes feel snappy and focused.

Because of the pair’s experience, the show skews a bit toward podcasts in particular and theater in general, but there is enough content for a writer outside these media that I still find the show worth listening to.

The show also caters to various levels of listener enthusiasm. I’ve found that I get something useful simply listening, but the “create” and “consume” assignments add another layer for those who want to invest the time. There is also a subscription-based forum where true enthusiasts can discuss the episodes and assignments, and find collaborators.