I had rather given up hope that the copy of Mind the Thorns that I sent to Patricia Tallman had arrived safely. But in just in time for the holidays this arrived and was added to my wall of inspiration:
Saturday, December 29, 2012
Tuesday, December 18, 2012
No Genre Fiction For You
Here's the truth about writing genre fiction:
Frankly, no one new to writing should do it.
When I was in college I took creative writing class. It was an entry-level course in the English department. Something like English 140: Intro to Creative Writing. When we got our first assignment, the professor made it clear that she did not want anyone writing genre fiction for her class. If she wanted us to write a love story, she wanted it set in the real, modern-day world, with real, modern-day characters. No alien space scapes, no historical sailing ships. Just two people dealing with a problem.
Likewise, sometime after college, I became involved through my girlfriend at the time, now my wife, on a website for new artists. She had been active therefore sometime and invited me to join. Artists would submit their pictures and they were open to critique from others. And as you critiqued other’s pictures people would follow links back to your page and critique yours. It also had an incredibly active in Email list-serve. Advice about how to become an artist flew around fast and furious. The most common thread among the emails was the debate of whether or not a fantasy artist should go to art school. The prevailing opinion among starting artists was that art school was a waste of time and energy because all they did was make you draw oranges and bottles and useless things. If you were going to do nothing but draw dragons for the rest of your life why did you need to spend hours and hours drawing a cube? It was a waste of time wasn't it?
Frankly, no one new to writing should do it.
When I was in college I took creative writing class. It was an entry-level course in the English department. Something like English 140: Intro to Creative Writing. When we got our first assignment, the professor made it clear that she did not want anyone writing genre fiction for her class. If she wanted us to write a love story, she wanted it set in the real, modern-day world, with real, modern-day characters. No alien space scapes, no historical sailing ships. Just two people dealing with a problem.
Likewise, sometime after college, I became involved through my girlfriend at the time, now my wife, on a website for new artists. She had been active therefore sometime and invited me to join. Artists would submit their pictures and they were open to critique from others. And as you critiqued other’s pictures people would follow links back to your page and critique yours. It also had an incredibly active in Email list-serve. Advice about how to become an artist flew around fast and furious. The most common thread among the emails was the debate of whether or not a fantasy artist should go to art school. The prevailing opinion among starting artists was that art school was a waste of time and energy because all they did was make you draw oranges and bottles and useless things. If you were going to do nothing but draw dragons for the rest of your life why did you need to spend hours and hours drawing a cube? It was a waste of time wasn't it?
Wednesday, December 12, 2012
Where does the story start?
My latest writing project is something that I consider a crossover between Battlestar Galactica, The Walking Wead, and the video game for Xbox "XCom." In my review last week I played up some of it stronger points. Honestly the game is, hyper addictive, and has me almost wanting to write fanfiction for it.
In addition, it also has what I consider a fairly underplayed story line for the dystopian world that seems to be very much commonplace. The Hunger Games for example I believe is meant to be a highly evolved American, human society. Revolution, for as long as he managed to keep watch it, was us without electricity. But what about the wasteland caused by aliens? Definitely stories there that need to be told.
The real challenge I'm finding now, is figuring out exactly where the prose will be begin. I know going into my project that I will be posting things out of linear sequence. I know that I want to do flash-forwards and flashbacks all over the map. I want you to find out about something that the main character, well one of the main characters, did 30 days after the alien invasion. Then, in the next update, I want you to see her give a video diary taken three days before the first attack. I want to create that conflict of what is happening now, then give some some of what came before and what you can expect to happen in the future.
In addition, it also has what I consider a fairly underplayed story line for the dystopian world that seems to be very much commonplace. The Hunger Games for example I believe is meant to be a highly evolved American, human society. Revolution, for as long as he managed to keep watch it, was us without electricity. But what about the wasteland caused by aliens? Definitely stories there that need to be told.
The real challenge I'm finding now, is figuring out exactly where the prose will be begin. I know going into my project that I will be posting things out of linear sequence. I know that I want to do flash-forwards and flashbacks all over the map. I want you to find out about something that the main character, well one of the main characters, did 30 days after the alien invasion. Then, in the next update, I want you to see her give a video diary taken three days before the first attack. I want to create that conflict of what is happening now, then give some some of what came before and what you can expect to happen in the future.
Friday, December 7, 2012
Casting Call: Actors for Sci Fi Story
I am developing a web serial that will follow the exploits of the last of humanity as they fight to survive in the midst of an alien-driven Apocalypse. I am seeking actors and actresses to provide audio interviews, video journals, and other multimedia as part of the evolving story. The story will be posted online in weekly installments which will range from prose, to journals to multimedia files.
Compensation will be negotiated on an individual basis.
Interested parties should be able to:
Compensation will be negotiated on an individual basis.
Interested parties should be able to:
- Take web-cam based videos of themselves in "survival" costume with a neutral or dark background.
- Work with a one week turn-around schedule
- Be over the age of 18
- Of any race, ethnicity or gender.
I am most interested in those able to speak languages other than English, have military experience, or are willing to work in an advisory role in addition to their acting duties.
Please send inquiries to MrOsterman92(at)gmail dot com.
Tuesday, December 4, 2012
The End of an Era: COH Closes its Doors
It was after Everquest had more or less run its course and before the launch of Everquest II or World of Warcraft. It was a summer, which for me translates to more time playing games, and it was after several months of the game having been released so that it had time to get the initial hitches out.
I picked up City of Heroes, and it was my go-to MMO for a long, long time.
I was not playing it when the plug was pulled last week. I had long moved on to other games, and hung up my cape. Stormherald, my main hero, and one that had been born again and again in other games, was no longer level capped, and my legions of small characters remained where I had last played them. Had a friend not posted anything on Facebook I would never have known it had finally shuttered its doors.
I could really go on about all the great things the game had, and all the things it did not, but instead I want to talk about something else.
What's left now that the game is gone, and running the client will leave you unable to ever again connect to a server?
Tuesday, November 27, 2012
5 Things XCom Could Have Done Better
I know I don't post much about gaming here because really this is supposed to be about my writing, my stories, my process and my work. But once in a while I just get wrapped up in something and I need to talk about it.
XCom has totally decimated my free time for the last few weeks. It's a tactical strategy game where, mostly, you manage squad based combat against an alien threat. It's pretty dang slick. I completed my second campaign this week, this time on Classic Difficulty.
The game starts out with a basic squad of soldiers armed with conventional weapons and grenades. As the game progresses, these troops are added to with new recruits. Each mission earns them experience and new abilities. You also research better weapons, and armor as you go along, allowing you to take out the easier minions quicker and opening up harder enemies.
But what really kept me going was the overall engagement. Your soldiers earn nicknames (seemingly randomly assigned, but you can edit them), they level up, and they do get killed. There is an optional Ironman mode which removes the save game features; you can't save and then reload. If you save then you're done. If your guy dies on a mission, then he's gone for good. Needless to say it's nerve wracking to be in a mission that's going well only to have your favorite medic dropped and killed with a lucky shot.
I guess you could call this a review but it's mostly about the things the game falls short on. I'm going to have some light spoilers in here but I'll try to keep them limited.
XCom has totally decimated my free time for the last few weeks. It's a tactical strategy game where, mostly, you manage squad based combat against an alien threat. It's pretty dang slick. I completed my second campaign this week, this time on Classic Difficulty.
The game starts out with a basic squad of soldiers armed with conventional weapons and grenades. As the game progresses, these troops are added to with new recruits. Each mission earns them experience and new abilities. You also research better weapons, and armor as you go along, allowing you to take out the easier minions quicker and opening up harder enemies.
But what really kept me going was the overall engagement. Your soldiers earn nicknames (seemingly randomly assigned, but you can edit them), they level up, and they do get killed. There is an optional Ironman mode which removes the save game features; you can't save and then reload. If you save then you're done. If your guy dies on a mission, then he's gone for good. Needless to say it's nerve wracking to be in a mission that's going well only to have your favorite medic dropped and killed with a lucky shot.
I guess you could call this a review but it's mostly about the things the game falls short on. I'm going to have some light spoilers in here but I'll try to keep them limited.
Tuesday, November 20, 2012
Mind the Thorns Reflections
Here I am, 100 posts on Fictional Omens, and 20 chapters of Mind the Thorns and I'm feeling very contemplative.
It's been a very interesting run so far on both counts but mostly I want to think about Mind the Thorns and how that has played out as time has gone on. It was an experiment, to be sure, and one that I'm proud to have engaged in. Quite a few things worked, a few did not, and for the most part I feel like my writing has done nothing but improve in the time I've worked at it.
Which, before I get into the nature of Regan and the dangers of trying to write something as immersive as a reader-directed novel, I want to talk about.
Writing is work.
It's been a very interesting run so far on both counts but mostly I want to think about Mind the Thorns and how that has played out as time has gone on. It was an experiment, to be sure, and one that I'm proud to have engaged in. Quite a few things worked, a few did not, and for the most part I feel like my writing has done nothing but improve in the time I've worked at it.
Which, before I get into the nature of Regan and the dangers of trying to write something as immersive as a reader-directed novel, I want to talk about.
Writing is work.
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