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Call Me Maeby

Alright, so I had a bit of a hiccough over the last couple of weeks. I came down with a cold, thanks in part to being around a bunch of children and teachers. Despite my directive, someone passed their disease to me. Then, when things were looking better, my computer decided to die. I have that sorted (maybe) with a new hard disk drive but who really knows with computers. I already had my mouse give up on the sweet struggle of life. Call me unlucky, but anything can go in this crazy world of ours.

So, yeah, I’ve missed my posting. Apologies. Good news is that I know what I’m doing for the next month or so. It may or may not be tied to an upcoming announcement. Is vague! Be excited! Tentatively!

But that leaves me with a post to make today. As I’ve fully brought you up to date with the crazy twists and turns of my life, I suppose the last thing available to me to describe is a movie I saw awhile ago. It was a little independent flick called Call Me By Your Name. I think it may have been nominated for an Oscar. I know around Oscar season, my family and friends get a little more motivated to see some flicks thus proving the effectiveness of the over marketed and highly unimportant awards ceremony. However, I’m not going to complain too vociferously over entertainment and spending time with people that I like.

Instead, I’ll give you my review of Call Me by Your Name.

It’s boring.

Boom, review done!

No but really I found the movie long and tedious. I had a hard time feeling sympathetic to the main character. There wasn’t really anything of interest or note to capture my attention. The plot is a coming of age and a coming out story of some young man in the early eighties. You’d think given those two pretty well covered themes that the movie would have something to revolve its two and some odd hour plot. But not really. It’s not like Elio has any real conflict to overcome. His parents are atypically accepting for that time period. His family is pretty well off, living in some northern Italian villa where the greatest challenges Elio faces is deciding whether he wants to swim in the local river or the family’s private pool. His greatest turmoil is that his room is given over to a summer student and he has to stay in the slightly smaller guest room right next door.

Course, this summer, it just so happens that the oh-so-dreamy Armie Hammer moves into his room and turns poor Elio’s life upside down! Or not. Maybe. It’s really hard to say. Elio still just putters around the manor though now he’s just complaining about the uncouth American under his roof in three different languages to his family and friends. Nor does Armie Hammer really introduce much in the ways of inconvenience towards Elio since he’s actually quite educated and rather polite – apparently for an American. So the plot putters around the unspoken and, generally undeserved, conflict within Elio has he tries to come to terms that he has a crush on Armie Hammer while he masturbates with a peach and pops his girlfriend’s cherry. He also eats a bunch of apples because this movie is seemingly filled with fruit.

And just when the movie starts to float the potential that maybe, possibly, theoretically his family might not approve, an older gay couple come to visit and its revealed they’re long time friends of Elio’s parents. When Elio makes some disparaging comment about them afterward, his father is quick to reprimand him for being discriminatory. So that balloon pops in the shortest conflict resolution I’ve seen in a film.

Accessed from https://teaser-trailer.com/call-me-by-your-name-poster/

Call Me by Your Name is directed by Luca Guadagnino and is produced by Frenesy Film Company and distributed by Sony Pictures Classic. I do not own it or associated media.

And it’s not like there was a lot to distract from the aimless narrative. The Italian countryside is pretty much just some small village and remote farms. The soundtrack is artsy, I suppose. I think there’s something to be made by the piano pieces used sporadically throughout. I’m not sure. I’m neither a theatre or music major. No, I spent the majority of the film trying to figure out how old Armie Hammer is supposed to be. Given the context of the film, I think he’s meant to be in his early twenties. At most he’s a master’s student and Elio’s father’s university. Which would put him around twenty-four years old? I got the impression that the movie was billed as some taboo generational gap relationship but I can’t really say that an eighteen and twenty-four year old are really of vastly different generations. And given that absolutely no one comments on the age gap in the movie, this is neither a source of concern or thematic importance. It’s mostly just Armie Hammer playing a younger character and seeming much older because Armie Hammer has always looked like a middle aged man.

So, yeah, it was boring.

There is a humorous observation I made, however. Granted, I’m hardly an expert in gay cinema, but I’ve seen a couple of movies and there’s this really bizarre element in them. For some reason, gay cinema objectifies women far more than mainstream cinema.

This isn’t to imply that they’re sexually objectified though there’s certainly quite a bit of boob in Call Me by Your Name. No, I mean that these movies quite frequently strip agency and personality from their female characters even more than normal. For example, Elio’s girlfriend and her friend exist solely in the movie to act as the socially pressured romantic interest and contribute nothing else. The girlfriend is there only for Elio to agonize over whether he should keep having sex with her despite wanting sex with Armie Hammer. The moment he realizes, no obviously everyone would go for the giraffe, the girlfriend pretty much falls right off the screen never to been seen again (save for a very brief moment wherein she forgives Elio in order to absolve him of any guilt from the plot). Elio’s mother, likewise, serves as the mouthpiece of parental disapproval for youths struggling with their identities even though she too has a scene where she expresses her undying affection for her child regardless of what he might do or who he might be. And just like that, she too disappears from the plot.

Like, I get that the core struggle of gay media is the still controversial sexual relationship between men but this doesn’t mean that gay men don’t have any relationships with women. That female characters get reduced strictly to their sexual role in the gay character’s struggle for self acceptance is strange to me. Maybe this is just a stereotype, but in my experience most gay guys I knew from school associated and connected far more with the girls in their social circles than the guys. That there’s a seeming dearth of representation for these close and important bonds in gay youths strikes me as peculiar. It’s a trend that is both perpetuating negative portrayals of women in cinema while simultaneously missing an important real world element. Maybe it’s because gay cinema focuses solely on eliciting feelings of loneliness and abandonment that this occurs since stigmatization from male peers is pretty easily explained and fairly accurate for reality. Or maybe this is an example of patriarchal influences wherein even when dealing with stories of discriminated classes, there’s a sense that to achieve some measure of respect you still need to disassociated yourself from other discriminated classes. I don’t know, I’m not brushed up on fourth wave feminism.

At any rate, when the girlfriend was telling Elio that she had a secret I was super hoping she was going to come out as a lesbian because, despite the astronomical odds, I would have found that far more engaging than Elio continuing to be grumpy while batting puppy dog eyes at Armie Hammer for another thirty minutes. Plus it would really spin his relationship with his girlfriend on its head, demonstrating quite clearly that he really didn’t care nor know anything about this girl who was just dragged across the village green so he could prove his manliness by conquering her. It would have also kicked Elio into confronting his own feelings a good twenty minutes ahead too which would have been a merciful reprieve.

Now, after saying all that, I do want to end on a positive note. Both for female representation and gay cinema in general. With the handful of gay films I’ve seen, I’d count two amongst them as being really good. There’s Weekend by Andrew Haigh but more important to the discussion is C.R.A.Z.Y. by Jean-Marc Vallee. I think both actually do a far better job of tackling homophobia within society and gay men’s experience of discovering themselves while navigating discrimination from the greater public. And C.R.A.Z.Y. is very similar to Call Me by Your Name as it specifically deals with a young man accepting his sexuality and how it impacts his relationship with his father. And yet, despite being a film strictly about male relationships (both sexual and non-sexual), C.R.A.Z.Y. still presents its women characters in a far more rounded light. While Zac’s mother is devoted to her son much in the same way as Elio’s, there’s a greater depth of characterization and portrayal to her despite still occupying a minor role in the overall narrative.

Course there’s another element in C.R.A.Z.Y. and Weekend that’s missing in Call Me by Your Name. Both films try and tackle more than the mere sexual experience of the character and draws deeper on the personal relationships of the characters with the families and society. It seeks to unveil some fundamental aspect of humanity, regardless of the sexuality of the characters and the conflict that causes, and brushes against a universalism for the human condition. Call Me by Your Name, on the other hand, comes off as some flippant summer crush that indulges the idle fantasy of “what if” towards an unlikely scenario which really only teaches us that summer flings are fleeting and ephemeral. But even this carpe diem read is more generous as Call Me by Your Name doesn’t truly push this momentary seizure as desirable when we’re revealed that Armie Hammer has returned home to marry his off-again, on-again girlfriend while Elio’s father looms over him warning that the future fast approaches when no one will want him anymore.

Maybe instead of requesting that Armie Hammer forget his name, Elio should have requested that he just keep in contact more often. Carly Rae Jepsen probably had the better idea all along.

Book cover for Ready Player One; image from the internet.

Title: Ready Player One

Author: Ernest Cline

Tags: Boy Fantasy, VR, Dystopian Future

Reflections: With the impending release of the video adaptation, I was recently lent the book Ready Play One. After a week of effort, I finally finished reading it. I also finished reading the third and final installment in Patrick Weekes’ Rogues of the Republic series, The Paladin Caper. I bring this up because there are some strong similarities between these high fantasy novels; only one was well written and one was boring.

As I have mentioned in an older post, the Rogues of the Republic series is a blending of Ocean’s 11 crossed with high fantasy Dungeons and Dragons. Ready Player One is a nearly dystopian, virtual reality fantasy that was written by someone who loves the idea of D&D. Both books pull heavily on D&D style fantasy elements and trops. The difference is Ready Player One references D&D with key phrases like: I collected my ring of power and stashed in my bag of holding with an ancient sword that added +5 to my attack value. Yes, there are lots of terms from D&D embedded in the book, but there is less of an integration of the concepts. Mostly it is a series of references that do not help with world emersion.

Whereas in Rogues of the Republic the D&D elements come out as character types and world design. Only these are not simple flat caricatures, the book has a complex ensemble that includes a shapeshifting unicorn, a talking warhammer, a death priests, a wizard and many others. Despite the large cast of characters, they are all interesting and individual with complete backstories and personal goals. It is fun to watch how they all interact together on the page.

Book cover for Ready Player One; image from the internet.

Both books focus around a fetch quest and even include some con work to accomplish the main quest. While the fetch quest of Ready Player One is the main point of the book. It spends a great deal of time coming up with clever riddles that are so vague they could literally reference anything – as long is it was part of the 1980’s. The unique (selling?) feature of Ready Player One is the constant passing reference to music, movies, and occasional books from the 1980’s. Unfortunately, there is nothing in the references that can be used by the reader to understand the oblique clues. The clues must all be explained and even then there is no logic or elegant flow to their reasoning.

In contrast, the Rogues of the Republic is an over the top con-theft story. That wraps nicely together come the end. Internally, the world is logical. The heist may be ridiculous but it is written in such a way that sweeps the reader along. The surprising twists seem to come out of nowhere, but in the end it does make sense. Everything works and then it all ties together.

The biggest difference between the two stories is the method of telling, or the style of the author. Rogues of the Republic is well written and highly entertaining. The characters are complex, the world is internally consistent, and the banter between individuals is vastly amusing. The author is good about including diversity, adding some social commentary in a way that is not hamfisted or last minute additions. Most importantly, Patrick Weekes is good about showing and not just telling. There is lots of action, the characters are always doing something, even if doing involves conversing with someone else.

Cover for Patrick Weekes’ book, The Paladin, third in the Rogues of the Republic series. Image from the internet.

Ready Player One suffers from poor writing, that is largely boring. There are long swaths of exposition (the first 10 chapters), which demonstrate a poor concept of their world and a number of logical concerns (internally speaking). The dialogue between characters sounds is largely dumb – with all characters sounding like 15 year old boys. And let’s face it, 15 year old boy are not known for their witticisms. The first conversation that final broke up the monotony of the main character’s stream of conscious thought devolved into a series of 1980’s style insults with no purpose or substance.

Also the author spends way too much time explaining… well everything. Including words. With the story set in a not to distant future, focussing mostly on the virtual reality of that time, you would expect the audience to be mostly young boys (teenagers). Much of the content is wish fulfillment for male nerds. So, it baffles me that the author spends the first half-dozen (or more) chapters defining terms like VR, XP, PvP, and MMO. Granted, my mother might not know these terms, but then I don’t think she would have picked up this book anyway. The other one that really stood out to me, was the discussion about how people could make money in this alternate VR world as though it was something new. People have been buying and selling skins for years now. And even I know about marketplaces and microtransactions. Mostly, it seemed like Clive was writing about Gabe and Valve. (personal perspective only)

While Ready Player One is far from the worst book I have read, it is not one that I would strongly recommend. It is filled with tons of 80’s references which fail to develop into anything more than “hey, remember the 80’s, cause like, yeah… that’s all I got”.

If you want something more, something well written, fun and still filled with crazy high fantasy elements, then pick up Rogues of the Republic instead. This trilogy is filled with all the D&D references you could want, all the major heist adventure you could hope for and is actually well written too!

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Apollo’s Fickleness

You know what we haven’t had in a good, long while? A proper rant. So never fear, intrepid reader, I have come to complain about something which has almost no bearing upon your life and, likewise, will not leave you the better for reading. We are to embark upon sweet Apollo’s curses which seem to serve as nothing more than petty time wasters.

Or something. The Ancient Greek Pantheon moves in mysterious ways. But mostly it’s just a lot of gods turning into animals in order to tempt humans into inter-species intercourse.

As a speculative fiction writer, I often spend my thoughts on the future and potential directions it may take. I wonder of the impact of certain new trends or technologies and the complex relationship humans have with the world. On the inverse side, I am also interested in retroactive perceptions and how we got to this very moment in society, how things may have advanced differently and whether past trends could have led to alternative outcomes. There are a lot of ‘what if’ scenarios and deep consideration of one idea or philosophy and the cascading effect it may have on everything else.

I know I’m not alone in these musings for I have read discussions of other people debating these topics. Invariably, one is drawn to the concept of cultural relativism wherein a person’s beliefs and attitudes should be accounted for within the environment they inhabited. This isn’t a rant against cultural relativism, however. It is, instead, a rant against the hilariously misappropriation of cultural relativistic thought in one very specific application.

I’m going to discuss how incredibly asinine it is to argue that eating meat is somehow a great moral failing that will be harshly judged by future societies.

So if you’re an ethical vegan, I’m sorry I’m going to offend you right now. Take that apology for what it’s worth. I appreciate your dedication to your own moral code but your visions of the future are, simply put, absurd.

I do appreciate the attempt at self-reflection. It’s a mental exercise that I feel is sorely underused by many people. To try and picture what a future will look like then apply those later value judgements back on yourself can be a worthy thought experiment for identifying potential behaviours or feelings that are problematic now and can be thusly addressed. For example, I think it’s fair to say that transgender issues will be far better received in the future than they are now while they break into the general public consciousness. As such, I think it’s equally fair to say that future generations will look back and be baffled why we struggled with acceptance towards this issue much like we look back and are aghast how prior generations viewed race relationships.

Accessed from https://upload.wikimedia.org/wikipedia/commons/c/c2/Kratzenstein_orpheus.jpg

Orpheus and Eurydice by Christian Gottlieb Kratzenstein (1806).

I also think our relationship between capital and labour will shift as economic theories and practices adjust for new technologies and modes of life. In a similar vein, I’m certain teens will read textbooks and be confused about our consumerist culture just as we are equally baffled the mercantilism and the need to hoard silver and gold.

I don’t, however, think future peoples are going to wonder how it was that we ever dared put the flesh of other living creatures in our mouths. Largely because I don’t believe that future societies are going to be stupid. Or, at the very least, they won’t be that stupid.

I feel this idea that meat eating will someday be vilified arises from a person’s own personal feelings clouding their ability to forecast the feelings of others. I know I’m constantly surprised people don’t think like me but that spurs me to try and understand why perspectives and feelings differ not double down that my vision is right and everyone else will eventually reach its inevitable conclusion.

Now, I recognize this rant is levied against an obvious minority opinion but maybe it can provide insight into why other views may not be adopted by future societies as well. But there’s a clear difference between something like Transgender Rights and veganism. The largest being the one is based solely on communal acceptance and the second requires a large change of society’s functioning with regards to technological development.

No vegan thinks that humans are naturally herbivores. To be educated enough to balance your diet solely based on macro and micro-nutrients derived from plant matter necessitates a great amount of dietary restraint plus a heavy investment in time and commitment. You won’t survive simply chowing down on nothing but carrots and lettuce. Furthermore, the variety of plant matter is clearly not naturally found in one location and if you know all the minute plants that carry the necessary iron and protein (or heavens if you’re taking obvious supplements) then you know our bodies simply are not adapted to a plant-based diet.

Can it be done? Of course. Do I think it’ll be done more prominently in the future on a large, industrial scale? Actually, to a degree, I do. I think there is a valid argument towards the lower environmental impact of a plant based diet compared to one heavily based around meat. But such a widespread transition isn’t going to be based on the complete lack of understanding of why meat eating existed prior. I also think that the only way to get wide scale adaptation of this kind of diet will require laboratory produced protein replacements.

In this way, we don’t have the technology to change people’s diets to a healthier alternative on such a massive scale yet. When it happens it’ll be like the implementation of the car in society. I’m sure it’ll have a large impact on the agricultural industry and climate. It might even change society so it’s entirely unrecognisable to us now. But it won’t render those who live in it the inability to understand that, prior to the widespread infrastructure for lab grown meat, people had to make do without such benefits.

Ask someone now how life might have looked like without a car and they’ll probably accurately predict that people moved around a whole lot less than we do now. They might not be able to imagine living without such convenience but it’s not like they can’t imagine a society existing without it.

This is contrasted with, say, slavery. For a lot of us, the absolute cruelty and inhumanity of enslaving people is so foreign that even conceiving of it is impossible. Movies recounting the barbarism and brutality of the slave trade sounds unbelievable. We may have the documents and artists may attempt to recapture the conditions but even with the evidence and visual aids, it’s still inconceivable to think that one in five of the people brought onto slave ships ended up dead and pitched overboard.

I can understand conflating meat eating to something like slavery if you object on the former due to moral grounds. They seem like similar issues derived simply from the inhuman philosophies of the people who perform them. But whereas humans have evolved to eat meat, humans didn’t evolve to enslave each other. One action is pretty instinctive to the point where blame would not be levied against a vegan if, say, she were stranded in the wilderness and had catch small game or steal eggs to keep herself alive. Humans may have developed conscience enough to consider the moral impacts of their diet but it doesn’t change the fact that it requires going against the requirements of their body.

This isn’t to say just because we’re adapted to it we should do it. As I’ve said, there’s good reasons for a wide scale adoption of vegan diets. But if such a change comes, it will be with an understanding of why such changes hadn’t been implemented before. Wherein the justifications for the cruelty to one another based solely on differences that do neither harm to others or society are less empathetic. In this way, the discrimination of our fellows stands apart. Just as we struggle to accept LGBT individuals into society now due systemic harmful ideology, so too will future generations be baffled by cruel punishment to other sentient entities with, perhaps, the development of true artificial intelligence.

Ultimately, while our empathy stretches far, the struggle to get it to encompass all of humanity makes it extremely unlikely for people to fail to understand why it didn’t at one time extend to fish.

Winter Book Shelf – The Princess Game

Book cover for The Princess Game; image from the internet.

Title: The Princess Game: A Reimagining of Sleeping Beauty

Author: Melanie Cellier

Series: The Four Kingdoms

Tags: Young Adult, Fairy Tale

Reflections: I don’t usually like to read books out of order. I make a point of starting series with book one. This not always the best method, but one that I am a stickler for following. Except in this instance. Belonging to the Four Kingdoms series this was book 4 and I have not read the others. Though it does read comfortably as a stand alone novel.

The Princess Game was a cute re-imagining of Sleeping Beauty. It was safe and light but I rather liked it. I am a sucker for hidden identities. Particularly when a person pretends to be one thing during the day and something else at night. Not surprisingly I am a huge fan of Zorro. And there were elements of that dual identity throughout the book.

While I appreciate the idea of making Sleeping Beauty more of an active participant in her life, I did find the curse a little on the weak side. Granted, this was because of some interference of various fairy godmothers (to be discussed later). Instead of death or sleep, the princess is cursed to have her gifted intelligence put to sleep – in effect becoming an idiot. Only, through some more magical manipulations, Sleeping Beauty is forced to have the appearance of an idiot, while she keeps her fierce intelligence to herself.

Book cover for The Princess Game; image from the internet.

I appreciate that the book celebrates the importance of intelligence, but overall this a very low impact curse. Mostly it means that when seen by others who know who she is, our heroic princess must play the part of flighty airhead. This seemed to take the route of keeping her conversation on topics of clothes or in a pinch anything that is not related to the current topic of discourse. Cute, but not high stakes.

My other complaint comes in the form of an over abundance of fairy godmothers. It seems at times the characters are tripping over these gift-giving magical creatures. It feels a bit like a cheat to have everything solved so easily by someone else. Though, this re-imagining did try to stay rather close to the Disney version, complete with the requirement of True-Love’s Kiss. Like with many other stories, there was a lack of subtlety that would have made the simple, familiar plot a little more intriguing.

Still, with a target audience of young adults, there is nothing offensive in the story. And I did like the princess turn spy, so overall I would give this a 3 out of 5.

Winter Book Shelf – The Earl of Brass

Book cover for the Earl of Brass; image from the internet.

Title: The Earl of Brass

Author: Kara Jorgensen

Tags: Clockwork, Adult, Fantasy

Reflections:

I suppose my first impressions were that the book was fine. There was nothing overtly offensive about the story or the writing. But that was a lazy anwer and the more I reflected, the more dissatisfied I became.

Our lead male, Eilian Sorrell is an exceedingly flat character. A moral snob when it suits him and selfish, moody brat the rest of the time. When we are first introduced to the next earl, he is standing on the deck of an airship bemoaning his wealthy status. How fate be so cruel as to saddle him with wealth and status? Oh, the tragedy of it all…

Only the unthinkable happens and the airship goes down in flames and destruction. Our melancholy hero is anything but heroic in these moments as he pushes his way past screaming mothers and dying passengers. Eilian failed to garner my sympathy when he is one of very few individuals to survive this terrible incident then spends the rest of the book feeling sorry for himself. For you see, Eilian lost his arm – though not his life. And this makes him somewhat of an outsider in his old social circles. Mostly he whines about his sad state of existence while completely ignoring how lucky he is to be alive.

Our lady heroine, Hadley Fenice, has all the disadvantages of dead parents and brother, low income and female gender paired with sharp wit and mechanical genius. While I am attracted to the cross-dressing aspects of Hadley’s adventure, the fact is she plays such a backseat role. Partly because her marvelous mechanicals serve very little purpose in the overall plot.

This brings me to the two biggest complaints I have for the story: the choice of setting and the obviousness of the message.

The author chose to set her story in an a clockwork Victorian England. But then spends the rest of the book pointing out how terrible this time was for … practically everybody. It was a time of rampant racism, sexism and classism. (and probably even more -isms) So, why bother when you are going to just complain about how it is not fair for women, or any person belonging to another culture? And why is this message delivered in such a ham-fisted manner?

The mystical people of utopian society found in the desert, where an odd inclusion and seemed to be placed only to prove how backwards Victorian England was. But really, don’t we already know that Victorian ideals are anything but ideal?

Also, why build the world’s most complex mechanical prosthetic when really the story veres off to some random treasure hunting tangent? It seemed that the clockwork window-dressings were forced upon the world. While mostly selfish main characters tried to feel better about themselves by professing the ideas of equality.

I cannot complete fault the message. Equality is important, but there are far better ways of expressing the idea – such as creating a functioning world where equality exists. This book was nearly preachy in its message, bland in its characters, and confusing in its world design. So, now that I have finally written my book review, I will give it a conservative 2.5 / 5. Hopefully the author will mature in her writing and create more impactful writing for I think they have potential.

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Raiders of the Lost Acropolis

So for Christmas, I was generously gifted a lovely two player game called Akrotiri. I’m a little hard pressed for two player board games and given that Kait’s really the only one willing to play with me, it’s been a boon to get some new games in my collection to vary our options. Course this has come with the uncomfortable realization that my sister tends to beat me at head-to-head games. She was dominating in the two player Agricola version called All Creatures Big and Small. Then she got Caverna Cave vs Cave which she’s been sneaking out last minute successes each time we open it. Now we’ve got Akrotiri though at least I’ve managed to secure a few victories so far.

However, since those other board games aren’t mine, I haven’t done a review on them. Akrotiri is, so I got to share my thoughts today on what it’s like.

First off, I kind of like it. The game is quite different from the others that I’ve played. It’s not a worker placement, which is the primary source of competition in the 2 player Agricola and Caverna. Those games are primarily about trying to optimise your farm or cave build while potentially taking important actions from your opponent so they’re less optimal. While Akrotiri isn’t particularly aggressive in its mechanics, I do feel there’s a bit more back and forth play with it than the others which lean pretty heavily on being hands off of your opponents actions.

Accessed from https://1.bp.blogspot.com/-HkH0yS-ttmk/V02KZOl92II/AAAAAAAANF0/D_KU7AhE1uYV90p8bbMyMJQ6SF3Q3BC8ACLcB/s1600/pic1917399_md.png

Akrotiri is designed by Jay Cormier and Sen-Foong Lim. It is published by Z-man Games and rights belong somewhere amongst them all.

For one, Akrotiri is played in a single space. Players don’t have their own little cave to putter away on. You’re slowly building the map of Akrotiri with each turn, creating an expanding island infested Aegean with strict trade routes that your boats can sail. As such, there’s two ways you can interfere with your opponents movement. One, you can block docks by parking on them in your own turn, denying your enemy access unless they happen to be holding a tile that they can use to open up a new space. Second, you can redirect incomplete trade routes to other islands with your tile placements. You always get to place a tile before you take your little trade vessel around the sea, however, so you’re not going to get locked away unless you really outplay yourself.

But what exactly are we trying to do in Akrotiri. This game does rely on accumulating more points than your opponent and you accomplish this by funding expeditions to unearth lost temples on the tiny islands dotting your tile build sea. But before your little venture in tomb raiding can commence, you need to first find where your temples are buried. This involves drawing map cards which will give you requirements to fulfil for you to place your temple. Each map simply lists the number of element tiles needed in each cardinal direction that must be satisfied with your temple placement. Since each tile has a single element on it, this puts pressure on your tile placement to not just block your opponent but to fulfil your map conditions so you can progress through your expeditions. The game ends once one player has successfully unearthed six temples but depending on the type of map, your temples are worth different amount of points.

It sounds confusing but once you start playing, you find the rules themselves are pretty straightforward. For example, I might have an easy map that requires I have two fire tiles to the right of my temple, one tree south of it and a water tile to the north. I can build my temple on any non-excavated island so long as one of the quadrants of that tile meets these criteria. You can even use that tile’s own element assuming it falls in the right direction. Course, just because the rules are easy doesn’t mean that the game is.

As you place your temples, you are rewarded with extra abilities. Most of these are giving you additional actions during your turn but you also get to draw more goal cards as you progress. These cards are hidden from your opponent and let you score additional points for fulfilling additional requirements for your temple placements. They’re things like building a temple on an island with a tree element or gain a point for each tile used to build that island. If you’re lucky or sly you can really accumulate a lot of points with these bonus goals.

And this is where one of my major complaints with Akrotiri arises. Our games have been entirely determined by these goal cards however its entirely random how you get them. You draw two cards from the deck and pick one to keep and one to discard. So it’s possible your opponent can just draw into a winning card as their final goal and you couldn’t do anything about it. Alternatively, you might just draw nothing but dead goals that means you’re playing at a severe disadvantage in the game. So far we’ve found that the goals of building temples a certain number of portages away from the central island to be really bad because their point value is pretty minor considering that your opponent can fairly easily disrupt these requirements by laying tiles to make them directly connected.

Thus, a lot of the strategy my sister and I have discovered is trying to determine which goals they have and attempting to block them. By the end of the game you will know what they have but this element requires memorizing twelve different scoring goals. Which mostly means we spend a lot of the game looking at the back of the rulebook. I like this element of deducing what your opponent is doing, I’m just less of a fan of so much chance determining who will win.

There is an additional layer of strategy in that you need money to fund these expeditions for the lost temples. Money is accrued through the collection of resources from freshly placed tiles. These resources correspond with the element of the tile. So placing a fire tile requires that you put one fire resource on its quadrant. You also have your choice of another resource to place anywhere else on that tile. And the value of resources increases with each cube removed from the market and scattered across the map. In this way, it’s advantageous to double up on the resource shared with the tile, assuming you can gathered both of them and don’t leave the extra lying around for your opponent to grab.

As you can see, the different tactical considerations increase as the map expands. If you’re placing tiles to stop certain islands from meeting your opponent’s hidden goals, you may be leaving them easy to collect resources to fund their expeditions. If you’re trying to lay tiles to meet the requirements of your maps then you may be leaving your opponent to fully gather in another direction or fulfil their hidden agendas.

Then there’s the question of what kind of temples you pursue. The maps for finding their locations come in three different difficulties: easy, medium and hard. The points increase for each type of map but so does the cost of purchasing them. Hard maps cost nine gold to purchase, cost gold to fund the expedition and have harder requirements to place them. However, they’re also worth seven points in the end. If you manage to place that temple to meet one or more of your agendas, you can get a temple that’s worth more than ten points alone. Unfortunately, the longer it takes for you to place your temples, the more time your opponent has to find theirs. If you’re not fast enough, your opponent can unearth a bunch of smaller temples but close the game out while you have lost points for not excavating your last ones.

It’s a delicate balance of pushing for the higher valued maps while also placing pressure on your opponent to make less ideal decisions to keep up. And, of course, if you can figure out where an opponent is trying to build you can swoop in and claim that island for your own excavation if you happen to have a map that fulfils that requirement. It’s not simply of getting the biggest, most expensive maps.

However, since so much of the game is reliant on map chicanery, my other big complaint with the game is that there’s not a lot to do in the first couple of turns. You don’t even get to place a helpful tile if you’re second player. The game setup requires both players place one tile before the first player takes their turn. So, as second player, you don’t want to place yours so the enemy can gather your resources. Neither Kait nor I have really discovered a good use of that first turn and it’s very easy to basically just pass it without doing anything. So while I like the dynamics of creating the map and the strategy involved, I would have like something more interesting to do at the beginning.

Accessed from https://icv2.com/images/27788Akrotiri_LG.jpgAkrotiri does have an interesting pace, however. The start of the game is a bit slow as you’re low on funds, tiles to meet temple requirements and resources to collect. You’re left looking for any action to take rather than good actions. However, things ramp up very quickly as you start unearthing temples and start getting more and more actions per turn. By the final two temples, you have six actions to take and between portages, resource gathering and excavations, it’s very easy to lose track of how many actions you’ve done or what you were trying to accomplish. It’s not uncommon for your opponent to suddenly excavate two surprise temples in one round and end the game while you’re still plotting how to orient the tile you’ve just picked up!

Overall, I really enjoy Akrotiri. It’s really different from the other two player games that I’ve played. It’s a little on the long side, however. Cave vs Cave feels like a faster experience especially since a lot of our time is spend mentally rotating map tiles and trying to figure out how many actions it takes to navigate a trade route. But outside of the goal cards, it’s a pretty strategy heavy game. The randomization of tile and map draws aren’t too bad since you have some control over them, whether that be through purchasing more maps or spending an action to call for a specific element tile.

Now it’s just a matter of scrapping a few more victories from my sister’s slumming strategy of only unearthing cheap but easy temples to finish the game before I can found my glorious places of worship!

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A Tale of Madness and Mythos

Well something magical happened over the holidays. My family and I were able to find enough time to sit down and work through a new little game called Mythos Tales.

Course, this game isn’t really new. I believe in released in 2016. What’s more, it was released in the same genre as another game I’ve discussed at length on this blog: Sherlock Holmes Consulting Detective. In fact, the game is essentially Consulting Detective but instead of investigating the twisted streets of London you are hunting down the insane footsteps of cultists on the fictional streets of Arkham. All the familiar trappings of Consulting Detective have returned but this isn’t simply a reskinning in Lovecraftian lore. Mythos Tales takes several bold strides to separate itself from the genre’s founder. Some of these changes work. Some of them don’t.

The game is shorter than Consulting Detective. Only eight mysteries await in the tentacle covered box. Nine if you have the bonus kickstarter mystery called The Faceless Expedition. It does, however, contain a map of Arkham, a directory, a collection of newspapers and the casebook. There are, however, a few additional elements.

Accessed from https://cf.geekdo-images.com/images/pic2820384.jpg

Mythos Tales belongs to Hal Eccles, 8th Summit and some other people while taking heavy inspiration from Lovecraft and the Cthulhu Mythos.

Prime among them is the time tracker. Mythos Tales takes a curious approach to try and address the major shortcoming of Consulting Detective. Cases have a time limit and each location you seek will draw you towards an inevitable conclusion to your investigations. These vary depending on the case presented but you generally have between four and six days to get to the root of whatever evil is currently besieging the little Massachusetts town known for its plague of eldritch horrors and despicable witches. Each day is further broken down into morning, afternoon and evening.

There is also a small deck of cards called Requirements. Both the time tracker and requirement cards feature in all the cases and represent the biggest shift in gameplay. My feelings on these two important elements kind of tie into my overall feelings of the whole experience. Sometimes they work. Often times they don’t. I like the experimentation even if I’m not tickled with the overall results.

Let’s start with the good. Requirement cards are my jam. I had some issue with Consulting Detective, especially in the West End Case Files, where the mysteries were getting a bit convoluted due to the nature of the game’s setup. Since the scenario writer is unable to know the exact sequence players will investigate locations, they often write each location on a nebulous expectation that it’s the first place you’ve visited in the case. This means if you happen to, say, find some mysterious white powder at the crime scene, going to the forensic pathologist may or may not actually work out depending on the mood of the writer. The pathologist may be preemptively analyzing the white powder which, if you happen to visit him before the crime scene can be baffling when he’s discussing details of the case you haven’t uncovered yet but treating you as if you have. On the other hand, the scenario writer may just have the pathologist never say a word about any white powder and you’re meant to use Sherlock Holmes’ alien space brain to predict that you’re supposed to visit the taxidermist about it because obviously that’s where you take strange white dirt.

Mythos Tales sidesteps this issue. During the course of the investigation, you’ll come across people who will give you a generic greeting and information for your first visit but the end of their section might contain further instruction for the reader. Generally this reads as, “If you possess Requirement Card 1, proceed to supplementary encounters on page 42 and read encounter 3.” This effectively allows you to follow-up on clues and discoveries without having to worry about the order players travel to locations. The only downside, and it’s pretty minor, is that if you visit the pathologist and don’t have the request requirement card, you know there exists something out there that he can shed further light on. However, this bit of meta knowledge isn’t necessarily helpful. Oftentimes these supplementary encounters aren’t always fruitful and this can be a gameplay trap due to nibbling away at your time tracker.

Which brings me directly to that new mechanic.

I’m less enthused about the time tracker. I understand why it exists. It gives a general idea of the complexity of the case Armitage, your Sherlock Holmes replacement with significantly less character, will inform you of the approximate number of steps you’ll need to solve the case before setting out on it. There is a hard limit, so you can’t somehow get wrapped up in sideplots so much that you end up running the additional step penalty to the point of not even wanting to finish the adventure. It’s a way to ensure that players don’t try and read every entry in the game. They literally cannot since the case’s conclusion comes at the time tracker’s conclusion regardless of their progress.

Unfortunately, I don’t feel the time tracker is as smoothly integrated as the requirement cards. Both will shape player actions in ‘unnatural’ ways but the time tracker is more intrusive. The requirement cards simply make players want to find whatever card they’re missing in order to come back to the location it was needed at to learn what they couldn’t access. It can sometimes feel like you’re playing “Where is card 6?” instead of trying to logically follow the case (and trying to guess what the card would even represent based on where it was needed). The time tracker, however, puts unnecessary pressure on the player. Oh, you haven’t solved the case yet and you have three more steps to go? You’ll probably start lashing out erratically trying to find some magical location that will allow you to stumble into the solution instead of properly following up your leads. Even worse, the game tries to incorporate the time into several of the cases. Some locations can’t be accessed except at certain times of the day or on certain dates. If you arrive early then you’ll feel the siren song of curiosity drawing you back on the date you should have visited even if you had no good reason to do so outside of the directions given in the location’s entry.

Even worse, however, is the fact that the time tracker double punishes missteps in the adventure. Not only are you evaluated on the amount of time that you spend on the case (and receive point penalties at the end for going longer than Armitage much in the same way you are with Sherlock) but each false lead also eats into your allotted time for the case and could simply run you off the clock before you can properly solve it. So, you lose a point for going to the wrong location for the point tally and you lose the time that would be needed to follow the proper path to the conclusion. And woe betide you if you need to visit a location at night but the case concludes in the afternoon and you only learned of this requirement after your final nighttime step!

I liked that the game tries to make a day/night cycle more important to gameplay and an additional consideration of when you want to visit certain locations. But trying to wiggle your investigation around these time restrictions especially given the free form nature you learn about them is far too fussy and punitive to the player. For me, the few cases we failed often hinged on the fact we skipped a location we learned about early on and never went back to it because we felt we wouldn’t have enough time to track down any leads it would dovetail into as our time tracker was nearly filled.

Accessed from https://boardgamestories.com/wp-content/uploads/2016/06/pic3055418_lg.jpgPerhaps the best use of the time tracker was as a way to adjust the difficulty of consecutive missions. If you scored poorly on a mission, then next case you investigated often had a small handicap afforded to you to make it a little easier. This would be either reducing the number of locations you were penalized for visiting by one, allowing you an extra time slot for visiting locations or giving you a free requirement card for the case. On the flip side, if you were proving to be far more competent than even Armitage, you would be handicapped by having less time on the next case by starting with your time tracker advanced one space.

There were also several tokens that came with the time tracker that were never used which I thought was a bit weird.

These were the biggest changes to the game. However, there were several smaller ones that I thought were a bit interesting. A lot of the cases had unique game elements strictly for that case – explained before you started out on them, of course. In one you had to deal with poison. Another you could give chase to a suspect after certain encounters. Perhaps the most interesting one was a mystery that focused on passing into the dreams of the town’s inhabitants and exploring their dream version of Arkham. All the relevant locations in that mystery had a corresponding dream version that you could visit and had drastically different encounters associated with them. It’s almost a shame these elements didn’t come up in later cases though I can understand that the additional complexity would simply be too much to handle from a scenario creation standpoint.

Finally, and this isn’t a new mechanic or anything, Mythos Tales does a far better job of outlining what exactly you’re expected to do with each mystery. One of my long standing complaints with Sherlock is you have no idea what you’re going to be asked at the end and, since Sherlock sets the questions, you’re playing from a massively disadvantaged position. Mythos Tales makes this far more fair. First, Armitage does a very good job of making explicit what you’re supposed to do. At the end of each case introduction, he’ll tell you exactly what he expects for you to solve. If a painting were missing, his closing remarks would likely be directing you to identify who the thief was, where the painting went and why they stole it. That way you know you don’t need to waste any time worrying about how the theft was performed since it isn’t a primary concern for Armitage.

Second, Armitage is explicitly incapable of answering all the questions at they end. They’re not based on his investigation but based on the overall mystery itself. My estimation is that Armitage can answer about seventy percent of the questions but there are a fair number of points to accumulate for going off his beaten track and learning elements that he won’t know. Course, the danger in trying to strategize around this hole in Armitage’s method is that you don’t know what these questions are until the end and the primary questions always award the most points. So it’s important to listen to wise, grumbling Armitage and focus on his directions.

Now that we’ve covered the good and interesting aspects, let’s dig into the bad.

The biggest problem with Mythos Tales is actually the biggest problem facing Consulting Detective: bad writing. Mythos Tales has about four cases that are solid from my experience. Unfortunately it has three that are pretty bad with one of them literally unplayable because of bad writing. And the problems in Mythos Tales are possibly more egregious than Consulting Detective. Forewarning, you can’t solve the sixth case. Straight up, there is no path through the mystery that lets you answer the questions posed. Armitage’s path makes no sense in that he literally can’t follow the locations provided at the end because he doesn’t gain the requirement cards needed for them by where he goes. Furthermore, one requirement card that’s necessary for the solution isn’t even available anywhere in the entire case! It’s a shocking case of everything going horribly wrong on a production side that I’m surprised at least some of its errors weren’t discovered before print. Ignoring case six, however, there are others with missing locations in the directory, spelling errors on names so you can’t find them, locations on the map with the same number or no number so you don’t know where some places are and other minor errors that can have a pretty big impact on the case depending on their importance or perceived importance.

These careless errors stand out in starker contrast since the rest of the game is so careful otherwise. At least you come to expect bullshit from Sherlock that when it comes up again, you aren’t taken unaware. But Mythos Tales has a solid first couple of cases before the quality of the writing takes a noticeable drop. So if you do decide to play Mythos Tales, it’s unfortunate but you need to search through the internet for errata to make some cases playable.

Accessed from https://images-na.ssl-images-amazon.com/images/I/91sV2laHPnL._SX466_.jpgAnd I’m just going to say it: the newspapers were dead useless in this game. They felt like they were tacked on because Consulting Detective had them. I think, once again, the time tracker is partly at fault since you can’t have obtuse clues hidden in papers since players are so pressed for time they’ll never investigate longshot possibilities in the print. So it simply isn’t feasible to build cases around using them.

As for the difficulty, I found that overall Mythos Tales was a lot easier than Consulting Detective. Our results support my impressions too. I think we only failed two cases and one of them was the aforementioned impossible to solve case. Two or three we scored within Armitage’s expected window (even including the hilarious bonus mission where we got ‘Cthulhu devoured’). The rest we crushed Armitage in. Granted, it sometimes felt like we cheated in those and this is due to a unique issue with Mythos Tales. I, personally, am a fan of Lovecraft’s work having read a lot of it over the years. As such, I was able to pick up on the Lovecraftian elements and references pretty quickly. Other players wouldn’t. So they may need to hit up more locations trying to understand the relevance of Dagon references whereas I knew immediately what the writers were implying and the implications it had on the case. Oftentimes this meant I would be able to get us some free points in the end by answering some minor questions without needing to resort steps or time in researching them.

But despite this unique weakness of the game, I felt that the cases were pretty straightforward anyway. I’m not sure if this is a necessity due to the constraints enforced by the time tracker (you can’t have surprise twists if people are trying to manage their incredibly limited time) or by the fact that all the mysteries rely on some supernatural element (you can’t use deduction on things that are, inherently, illogical). Overall, most cases didn’t really use the supernatural element all that well, either. For most it was window dressing, though the several cases that executed their mystical elements well were certainly highlight cases of the box.

I’d say I liked Mythos Tales more than Consulting Detective and I know my family greatly appreciated the fairer cases even if they could have done without all the tentacle dressings. Mythos Tales isn’t really a refinement of the genre but it does add its own twists and elements that make it a worthwhile foray to explore. I’m not certain I’d jump at a sequel partly due to the quality of the later cases. If one were realized, I’d certainly wait on others impressions before looking into it. However, more than anything, I think Mythos Tales demonstrates that the game systems of Consulting Detective are flexible enough that they can be applied more broadly and that the systems themselves are still pretty fun even without major changes to them.

Until next time, happy hunting detectives.

Winter Book Shelf – Coiled

I know it is has been a long time since I posted a book review. The end of last year (October – December) was a little chaotic for and I simply had no time for reading. However, the New Year has brought a few days of binge reading. Now it is a matter of recording my thoughts about what I have read to share with you. Don’t worry, these will be very short as work is starting to pick up again.

The first book from my Winter Book Shelf Reading List up for review is Coiled.

Book cover for Coiled by H.L. Burke, taken from the internet.

Title: Coiled

Author: H.L. Burke

Tags: Young Adult, Fairy Tale / Myth

Reflections: Coiled was a cute, young adult fairy tale/romantic myth. Set in a world feeling like ancient Rome/Greece, Princess Laidra is cursed. While her sister dominates her Kingdom’s court and parents affection, Laidra is relegated to the shadows. Until the day she is taken as sacrifice for a monstrous serpent. Escaping her captors, Laidra washes ashore of the island guarding another cursed child. Prince Calen is isolated from the world even more than Laidra. But alone in the dark, they can become friends. At least until those tormenting Calen come to finish off the prince.

The book is cute, predictable and decently written. The target audience is younger and while I enjoyed having the time to read, it was not the most gripping of tales. The world is different from traditional medieval fairy tales, so that was a nice change. However, I would have prefered more focus on the character development. Instead the plot focuses on the convoluted relations of one rather dysfunctional family, how parents ruin the lives of their children and demigods are mostly selfish, vindictive jerks.

In the end, my biggest complaint was the seemingly random fetch-quest the main characters are set to solve their problems. And it does solve everything. All their personal problems are dealt with by collecting magic water from the well of life (or something like that). How this action changes the long standing opinions of others is a bit of mystery to me, but the story had to end somehow and in reality interpersonal relations are difficult to resolve.

Overall, this is a competent story that gets points for its less common setting but failed to inspire more than “it was fine” rating from me. I would give it 3.5 stars out of 5.

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How to Write: Lesson 5

Accessed from http://www.wga.hu/index1.html

Oriental Writer Cutting His Pen by Benjamin Gerritsz Cuyp (1640).

Happy New Year fellow webizens. We have returned to a blisteringly cold 2018, at least up in my neck of the woods. Hopefully all your vacations and family time was well spent. With any luck you even have some new year resolutions that you might actually keep this time. Or not. That’s okay too.

We’re just going to jump back into those writing lessons because we’ve had such a long time away from them. And I know you’re just dying to get a bit more insight into that creative process. Maybe you can pick up a few tips too. I’d love to know if my How to series helped anyone with their fiction.

We’ve kind of been discussing so far a lot of preparation work for writing but there hasn’t been a whole lot of time spent on technique. Well, that’s about to change this day. Because that’s what the new year is for: changes!

Prior I talked about important components of different storytelling. But, barring some truly weird and experimental fiction, there is one constant regardless of your stripes or interests as an author. There is but one element of every story that is universal and, if my psychology background is going to bias, perhaps the whole reason we tell stories in the first place. While we love fantastic locations and daring adventures, the thing that really grips us and keeps the pages turning are the people in our stories. For, without people, you mostly have a travel documentary. And even those focus a lot on local travel or the experiences of the traveller nowadays and not just on the old buildings or swamps they’re stepping into.

Truly, characters are the vessel in which we transport our readers through our narratives. I’m sure all of us can think of those stories that simply didn’t resonate with us. Sure, they might have been creative. They may have even contained really flowery prose. But can you think of many stories which had really bad characters that you could finish?

I certainly know when I’m listening to people’s criticisms, the principle issue almost always revolves around the characters. Whether that be they’re too shallow. Or maybe they’re too perfect. Perhaps they’re too unbelievable. There’s a seemingly fine line for characters that plays directly into an important concept called the Suspension of Disbelief.

See, no one is confused or surprised that a work of fiction they’re reading is… well… fake. This is a self-evident statement but it actually carries a lot of important consequences with it. Think back to those stories that you love. You know how you can just hear the characters? You can often see the locations or feel the action? You despair when they despair. You cheer when they triumph. You are devastated when they kill off your favourite doctor. Maybe when you finish and put it down, the story simply occupies your mind and you’re left in an aimless fugue wishing you could go back and experience that wonder and excitement.

When a story is successful, we the readers are happy to suspend our disbelief and belief in the actions, characters and emotions as though they are real and worthy of our time. There’s an unspoken contract between reader and author. The reader is willing to ignore the fact that they’re reading ink on a page or pixels on the screen and you, the writer, is going to transport them on a fantastic journey.

But you can’t let them see the scaffolding of your rides or the pneumatic machinery of your displays. You can’t draw attention to the fact that you are merely composing words on a page to them. It’s your duty to not betray their sense of acceptance. You want your reader to feel the action is real whether that action involves fire breathing dragons, ghosts from the pale or cybernetic clones on murderous rampages. Literature is not real life and even the most mundane story is going to be far more ordered and directed than our daily lives.

Our readers are, bless their hearts, willing to let a lot pass. But the one thing that simply won’t fly are awful characters. We can accept alternate dimensions, dream powered magic and talking animals. We won’t accept that ditsy character who flunked out of high school to become a wandering bohemian somehow knowing advanced astrophysics and is capable of diffusing a ticking nuclear warhead.

We need to write consistent, believable characters. This also means we need well-rounded and interesting characters to write about.

Creating characters is a pretty big topic and obviously not something that can be covered in a lesson. But we’ll lay the groundwork for creating compelling protagonists that your readers want to know more about.

There are, of course, a few basic rules that should be followed. Your character should be consistent. If you introduce your protagonist, Wilhelmina, and say she’s a bit of a klutz, then don’t turn around and have her earn a standing ovation when she steps in to cover for the lead ballerina. There are enough examples in media where characters we know suddenly behave opposite to how we’ve come to expect them. This isn’t to say your characters can’t sometimes act out-of-character but those should be rare occurrences that can, ultimately, be explained by their prior beliefs or actions. A well mannered, law abiding citizen doesn’t just turn around and start mugging old ladies for no reason.

Consistency, while being obvious, is much harder than it seems. This is a truth that isn’t apparent until you start writing. It’s easy as a reader to notice when characters start acting irrationally. But as a writer, these mistakes can sneak in for many reasons. One, you might not have conceived your character quite as completely when you started and so you don’t know how they would react in different circumstances. Two, as a writer, you’re balancing more than just character consistency when you’re writing. You’re also trying to maintain tone, express theme, pace the narration and formulate a plot. You also will have a whole medley of characters entering your story and, of course, they all have to come across as believable entities in their own right!

It’s a hard thing to get right but an easy to spot error.

There are, of course, techniques you can develop to strengthen your characters. When writing my first few novels, I actually spent a lot of prep time “learning” my main actors. I wrote brief snippets and scenes, little vignettes that would never be incorporated into the story, that would examine and test the characters in different ways. In this way I could find the “voice” of these characters so they could express themselves differently than their fellows. I remember in one of my writing classes doing an exercise where you wrote a brief description of the contents of your character’s pockets to get a sense of what they felt was important enough to them to keep close by at all times. This is very much in the same vein but isn’t just devoted to description but also their speech patterns and problem solving.

These character sketches are valuable resources at the start of your novel, especially if you have an ensemble cast. It gives you some time to test different elements of your writing style and gives you a brief window into your characters’ psyches. Even better, you can use these vignettes to reference so you can remember how your characters act and think. Many times they’re great for refocusing your attention and reminding you of the important details of their personality while your story progresses.

They don’t have to be long. Think around three pages. I find focusing on an event or conflict either important to the character or that encapsulates their personality is great subject matter for these snippets. For Thyre, my character snippet on Jarret, the soldier, focused on the mission which left him with a limp. It focused on his experiences fighting in the jungle and his thoughts and motivations for joining the army in the first place. It covered both a personally pivotal moment in his life that would directly impact his personality with the story as well as detail the foreign struggles and conflict which shaped the Empire abroad.

And the best part of these snippets? They aren’t meant for public consumption. You don’t need to worry whether they make sense. You don’t even need to fret about making a coherent story with a defined beginning, middle and end. They do, however, give you more time with the characters that your readers won’t have and consequently make you the expert on them because of that experience.

They also make for a great proof of concept and sometimes you may even catch some issues early that could trip up your story later if not changed.

So take some time and get a little personal and intimate with the people of your book. They’re your confidantes. They’re your closest friends. They are your family and you should know as much about them as you possible can.

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Happy Holidays

Merry Christmas and Happy Holidays from all (three) of us here at somewherepostculture. I hope you all have wonderful family plans and vacations waiting. Make good memories and cherish the time with the ones you love. As the gracious individuals we are, we’re going to lead by example.

See you in the new year!

Accessed from http://artmight.com/albums/classic-g/George-Goodwin-Kilburne-1839-1924/Kilburne-George-Goodwin-Yuletide.jpg

Yuletide by George Goodwin Kilburne (1839-1924).