Writer vs Editor

It’s been… a long time since I’ve written anything here. Perhaps four years plus interest. Originally I shut this blog down to focus on Thunderbird Studios. Things change, and here I am again. Doing my own thing. Focusing on just writing once more.

My tenure as editor ends after this month. The forthcoming Decades of San Cicaro will likely be the last time I serve in this capacity for the foreseeable future.

I’ve learned so much from editing, but I don’t enjoy who it made me become. As an editor, you train yourself to seek weakness in other people’s work. To catch errors and faults, to strengthen prose and fill plot holes. Yet every changed line left me wondering if it was right or fair. Where was the boundary between their words and my own? Editing even erodes one’s ability to enjoy reading for the sake of entertainment. I found myself seeing problems in media I once adored.

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Production Blues

Work calls and my head is just not in the game. Too much is going on this week, so perhaps a few paragraphs might take my mind off matters.

As of this blog, I am getting closer to the final touches on two anthologies. Both are due out in roughly a month. The first, Welcome to San Cicaro, is an urban fantasy and horror anthology written by authors besides me. Yep, I’ve taken the job as “just editor” on this one. The other anthology, Banner Saga: Tales from the Caravan, is one story from being finished with edits. Because it’s intended as a collection of shorter Banner Saga works, a few pieces of mine will be a part of that one.

The next few months will be critical. I’ve been jotting down ideas, some of which are for team-based projects that other writers and artists maybe invited to. Others are for personal novels or works I’ve been dreaming about for a long, long time… and put off.

The latter point is interesting to me. Nothing I’ve ever done has been 100% mine alone. The Bolthole anthologies, The Gift of Hadrborgand the aforementioned upcoming releases… they’ve all either leaned on others or have involved a franchise. And I feel I know why that is.

One of my biggest fears is to finally hit that degree of success, only to be defined solely by that one win. I dread the thought of writing dozens of novels around the same character, never visiting a hundred other minds in scores of unique settings. To never wear a thousand masks and live a thousand lives.

I don’t understand authors who are happy with revisiting the characters, again and again. I’m fine with it for a while, perhaps with one sequel. But so repeatedly? When is one satisfied? But who am I to judge. I can’t say I’ll know satisfaction after completing my own dreams. Perhaps I too will not know happiness in creation, and know not whether I seek an elusive magnum opus or pray that it is illusive.

Oh. Yeah. And we’re closing on a house tomorrow.

Death and Rebirth

In two days, I’ve completely rewritten a little over half my story for The Black Wind’s Whispers anthology.

The original draft was poor. Very poor. It basically just got at an idea that I wanted to introduce at a distinct time period, starring a member of the London police service. The result was a slapdash affair that failed to deliver anything but clichéd drivel. The ending of it works, which is technically the important part, but what we need is a real story with plot, depth and intrigue.

So the last few days were spent rewriting it from the ground up. The general plot outline hasn’t changed much, but it has been considerably fleshed out: There have been stronger additions of legitimate police work, more backstory given to the characters and victims. Needless parts were dropped, important scenes were broken apart and enriched. There’s more showing than telling now too, much more.

Of interest is the historical research. I’ve done some digging on certain laws, applied some historic facts to the story to help it get into the 70’s. I’ve even added a very important historical figure, who has had a critical support role, and has added a fair bit of flavor to the times. Notes added by a friend, who happens to be  a member of the (current) London police force has really helped bring about the authenticity of the story.

Research is the most important aspect of writing a great time piece it seems. I was bad about that before, but I’m getting better at it. Copywriting is a difficult and expensive task. But reading over the changes to my work, I suspect my editors will be more pleased.

Still, it’s not yet complete and there are three things to consider. First, the ending structure is similar but with a new scene added, changing the dynamic of an enigmatic yet helpful character. Second, the general writing of the second part must be improved. I must be in no rush to finish. Third and final, I must finish soon and leave time for a rewrite.

The Scoreboard

My first draft for our anthology is complete, but I have to craft a new draft and make several improvements. It will be an arduous process, but will be more a matter of extending than rewriting. Only one scene (to my knowledge) requires tremendous effort. I also have a few drafts to review.

Aside from this, I have two more stories to work on, both for Cruentus Libri. One is for the surgical anthology, while the other is an extensive rewrite for the War is Hell anth.

In truth, I cannot wait to be free of the Bolthole anthology. Although rewarding and I’m learning a lot, I’m also spending time chasing other writers down, bogged with edits and taking on a horde of other responsibilities that I’ve taken for granted. I have increased respect for the role of editor and publisher.

I’ve been thinking about a certain detail when it comes to awesome action and adventure movies. A little detail I call NITMA, or “Necessity is the mother of awesome.”

See, what I love and can’t get enough of in games and books and movies are these one-of-a-kind situations. I’m not talking about something as grand as, “Save the world” but wild moments you don’t do again.

For example, in the original Metal Gear Solid, there was the torture scene and the rappelling game. Gears of War had an interesting segment where you looked for light sources in order to ward off the bat like creatures that ate your flesh. In Dead Space 2 when Isaac launches himself towards the Sprawl and you have to guide him through space. Or in The Legend of Zelda: A Link to the Past where you had to try and figure your way around the other world, despite being changed into a rabbit and cannot defend yourself.

When you think about that formula, is it any wonder how the Avengers did so well? You have several fleshed out heroes, each of which had their own movie. And the sheer impact of what was happening forced them to work together. So unorthodox, so out of the ordinary from the usual super hero stuff, it’s no wonder it took third place on the highest grossing movie list.

What makes these moments so amazing and huge is the fact that they cannot be easily reproduced. That your character was so desperate that they were forced to do something unexpected and dangerous and you get to control them through it. I don’t want to watch a cut scene where my characters straddles a bomb on its way down! I want to actively guide the bomb! Just like in Dr. Strangelove.

I suddenly realize that this was kind of what made games like Final Fantasy XI so popular years after. Events. Events with friends. We stuck together through rough Burning Circle Notorious Monsters and garrison events. We hung together during the invasion of Aht Urghan. There was so much end game stuff, it’s no wonder people clung to the game years after its release.

Unforgettable events are where it’s at. That’s the wild ride we should be looking to build in our movies, games and books.