Tag Archives: PleasureTown

Guest Post by Will Hindmarch: Inspiration

Will Hindmarch is a freelance writer, game designer, and narrative designer. He co-founded Gameplaywright Press, assistant directs the Shared Worlds writing camp, and is a producer of Story Club South Side in Chicago.

Here’s the task they before me: Run a casual D&D game over one lunch break per week. A mere 60-70 minutes of play per week with a cast of more than ten player characters rotating in and out? Teach the new edition of the game and a world to explore in that limited time? Make an experience that’s coherent and compelling even for players who might take a few weeks off between sessions?

Sounds like a fun challenge!

The game is set in a fantastical city that was under quarantine for a strange disease. But sometime during its period of isolation … everyone inside the city disappeared. As a result, there are just two humans left in the world: a barbarian and a paladin, both of them PCs.

What makes this one difficult—and I’m a little surprised by this—isn’t crafting a compelling a world for casual and intermittent players; I’ve done that lots. It isn’t managing the dramaturgy for ten PCs; I’ve done that before. It isn’t even conveying the world through brief bits of text to minimize the game’s footprint on the lives of the players; that’s an inspiring challenge. No, it turns out the trick is juggling my own inspirations.

This is something I struggle with sometimes. I pretty carefully control what sort of inputs I take in—what shows I watch and when, what books I read and when, what games I play and when—not only to manage my time, but to influence what influences me. When I was writing my story about the white deer, for PleasureTown, for example, I put together an atmospheric playlist and read some Walt Whitman to get me in the right sort of place. (I also mined a bunch of details from my own childhood.)

When I’m writing about the faux-Elizabethan political intrigue in the City on the Saturnine for my stealth-adventure RPG, called Dark, I try to take in a diverse array of material but I also worry about sparking ideas that I won’t be able to work on for months. If I can’t put space-alien horrors into my fantastical Renaissance, I try not to consume much about space aliens.

Or I tried.

Too many great stories, too many glittering inspirations, move in my peripheral vision, all the time! How can I watch True Detective or Automata when they’ll make me want to work on projects that aren’t scheduled until later in the year? I don’t want good ideas being misspent on the wrong projects!

That right there is where I am a moron. As if creating something good diminishes some other thing that is good. What is that?

For me, at least, the truth is that inspiration and action are all about the collision of ideas in unexpected intersections. Withholding a good idea—”saving” it—is so often folly. Ideas aren’t worth much. Work has value. The writing has value. The application and implementation of an idea—that’s what’s valuable.

If I apply some influential idea to a project and it doesn’t stick, I’ve still got the idea.

If I apply an influential idea to a project and it doesn’t do everything I wanted, but it does something, that’s a kind of progress on the project, and I’ve still got the idea.

If I apply an influential idea to a project and it changes the project, that’s either an enrichment or an option to keep or reject—which is my job as the writer. And I’ve still got the idea.

Ideas aren’t currency. They aren’t electricity. They’re knowledge. They’re like lessons. We don’t spend a lesson to act on it. That’s why lessons are precious.

Ideas get conjured at the crossroads of information, where two notions collide and inspire, throwing light and shadows on the nearby buildings, and in the aftermath … there’s no wreckage. The notions survive and their fusion creates a new idea. That’s the whole point! This is a creative process … not a destructive one.

I’ve always kept notebooks. Lots of notebooks. Each major project gets its own book and certain themes of potential projects—games, novels, scripts—get notebooks, too. That’s where ideas live.

To my surprise, what sparked my realization and reminded me how to manage the influences on my own imagination, was taking an hour off to play some Destiny. The grand, enthusiastic melange of epic fantasy and sci-fi in the Destiny universe  reminded me that my job isn’t to recreate any one genre by following customs and redecorating a well-trod space, but to make the thing I’m making as good as it can be.

Destiny’s little doses of lore—either in the Grimoire or in the text of bounties and quests and items—combine to convey a robust and wonderfully strange world. We’re still early in the life of Destiny’s story, I’m sure, yet those bite-sized doses of fictional data fascinate me. (Destiny depicts a world that I am this close to writing fanfic for—something about the way dust drifts through the city beneath the Traveler, the glint of metal on the lunar surface, the hints of everyday heroism—so write me, Bungie, if you want great fiction set in the Destiny galaxy.)

In my case, my goal is to make each 60-minute D&D session an exciting episode of play. That comes first.  And that means the players and their characters are the priority. I knew all that … but I’d also sort of forgotten it, you know? My desire to impress these players got in the way of how much I love to inspire them.

Guest Post by Will Hindmarch: Written Word, Spoken Word

Writer, designer, and producer Will Hindmarch (@wordwill) wrote about games and storytelling for Jeff VanderMeer‘s marvelous writing guide,  Wonderbook.

Almost twenty years ago, while I was in high school, I hosted a community radio show called The Difference Engine. I played a strange mix of genres and spoken-word tracks that amused me. Weezer’s original blue album was new, back then, and I played it alongside current mega-hits by NIN,  local Chicago bands like The Drovers, jazz classics from Louis Armstrong, and the occasional monologue excerpt by Henry Rollins or whoever, hand-bleeped in real time by me to keep us from getting nasty mail.

As a community-radio DJ and a community-theater actor/director/techie, I’d had some light vocal training, which served me well while I was alone in the booth with the mic, producing my own show. All the joys of having a soapbox and a mixtape, an audience and a mic, with none of the eyeballs or lenses staring back. Good stuff.

This past month, when I set out to produce and record the audiobook for my new poetry collection—Pregrets—all those memories, all that training fell away like a floor. I was here and they were over there, across a chasm of time, rusty from the sweat I’d left on them and the care I hadn’t taken to maintain them. As I sat, trying to edit the audio I’d recorded at home of me reading my own poems, I discovered something: I’d forgotten how to pace, how to pause, how to breathe—but not how to spot all those errors and recognize the genuine lousiness of my recordings.

Yikes.

Inside the sound of my own voice, reading my own words, is a terrible dread that rots the pillars of the pier and drops me in the saltwater.

All of it’s exacerbated by the dreaded art of comparison—of weighing my work against others. While recording my poems, I studied readings by Billy Collins, by Mary Robinette Kowal, by Henry Rollins, and discouraged myself right the hell out.

Reading my own work felt like it was sucking the life—the many different possible readings—right out of some poems. Pregrets is all about how the line breaks mislead, revise, question, and doubt. My readings felt like they put the kibosh on all that, saying “This is how this poem’s supposed to be read.” Which is, pardon me, bullshit in this case.

In contrast, I think back to the lovely, atmospheric podcast series called PleasureTown (on SoundCloud, too), and the first time I heard the story I wrote for the ninth episode of its first season.

Inside the sound of strangers’ voices, reading my own words, resides a peculiar magic. They imbued those words with so much, enriched them, opening them up for lots of wonderful characterization — and interpretation. Voices and words, like winds and kites. Words can lift up and be lifted, all at once … if you handle them right.

So I’m going to get past it, work through it, finish that audiobook (for the sake of the two people who want it made), not so much in spite of it being difficult … but because it’s difficult. I want to be good at this, better than I was back when, and see what I can make next with what I learn.

Onward.

(PleasureTown is a transmedia collection of short tales and linked characters set in a sordid town of hedonist-philosophers in the early 20th century. Season 2 of the podcast launches May 6th with 12 new episodes produced by my friends, Keith Ecker and Erin Kahoa. Even now, new minisodes are rolling out, written by fans and podcasters from Reading Out Loud.)