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50,000 Monkeys at 50,000 Typewriters Can't Be Wrong

the point of view that creates the world

I imagine my creative process as a cycle of filling up a reservoir with inspirations and ideas, and then emptying it out into various creations. Sometimes that reservoir is drained in one explosive surge, but mostly it’s emptied out a little bit at a time, into different projects.

Recently, I’ve been using my creative reserves to power the writing on the Tabletop RPG show, and whatever is left is going into Radio Free Burrito.  My stupid random thoughts and links, once the exclusive property of my blog, are filling up Twitter and Tumblr, and I haven’t had much to say here, anyway.

BUT.

I have a new Tabletop for you:

Most of the things I’ve been consuming are helping me power up and work on the Tabletop RPG show (all day today I have conference calls with our writers and designers!) and I would like to share some of the ways I’ve been refilling my creative reservoir, starting with books:

  • The End is Now
  • The End is Nigh
  • Appendix N
  • The White Mountains
  • D&D 5E Dungeon Master’s Guide
  • Savage Worlds Explorer’s Edition and Science Fiction Companion
  • Hamlet’s Hit Points

And Podcasts:

  • 99 Percent Invisible
  • Welcome To Nightvale
  • Snap Judgment

Also, movies:

  • Serial Mom
  • True Romance
  • Hardware
  • Heavy Metal
  • The Third Man
  • The Black Hole

Some TV:

  • The Jinx
  • True Detective
  • Thundarr, The Barbarian
  • The Americans
  • Agent Carter

And Anime:

  • Ergo Proxy
  • Ghost In The Shell: Arise
  • Psycho Pass
  • Howl’s Moving Castle
  • Spirited Away

So my reservoir is slowly being refilled, at a rate that is just slightly faster than it is being emptied … and neat stuff is happening.

19 February, 2015 Wil 33 Comments

that time I got to see the Arecibo telescope

JCCC5069

I suck at mornings, especially when I’m on a (working) vacation.

But getting up at oh-my-god-it’s-still-dark-out-why-am-I-awake o’clock to go see the Arecibo telescope with my own eyes (and two busloads of nerds) was totally worth it.

The thing about this is that it’s so huge, it sort of distorts the scale of itself and creates the illusion of not being a thousand feet across. But it’s a thousand feet across.

While we were there, I got to watch the detector move, which made me way more excited than I thought it would. Unfortunately, we didn’t discover any aliens or distant galaxies while we were there.

But look at that picture, and just think about this incredible thing that humans built in 1962, existing, harmoniously, next to all that natural beauty. In fact, it doesn’t just sit there beside the natural beauty, it is able to exist precisely because of the conditions created by that natural beauty. I think that’s really neat.

Sometimes we humans don’t suck.

14 February, 2015 Wil 21 Comments

How not to solicit business in 2015 or ever

This email was waiting for me when I got back from the JoCo Cruise:

worst-solicitation-ever

Maybe it’s the fact that the boat is still moving, or the fact that I have real coffee in my veins for the first time in almost two weeks, or maybe it’s just because I’m easily amused, but here is my response:

wil-wheaton-terrible-solicitation-response

Happy Monday, everyone! May all your emails today be amusing.

9 February, 2015 Wil 52 Comments

Guest Post by Will Hindmarch: Here’s to Wil Wheaton

Will Hindmarch just posted a thing here on WWdN earlier today and the bio on that post is pretty much still accurate.

On behalf of Stephen, Ryan, and Shane, I’d like to thank Wil Wheaton for having us at the blog this week. None of us wrote as much as we meant to (we have our reasons), but we got to talk on email about all the things that can get in the way of writing. Cheers, friends.

At the same time, thank you, WWdN readers, for sharing your time with us this week. We appreciate it.

And, Wil? When next I’m in LA, can I ring the RFB bell?

8 February, 2015 Will Hindmarch

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.

8 February, 2015 Will Hindmarch 4 Comments

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