Showing posts with label The Canterbury Tales. Show all posts
Showing posts with label The Canterbury Tales. Show all posts

Friday, November 15, 2013

The Slaver's Tale: Development Notes

It's always a treat when Luke Bellmason blogs about how he creates his stories. Here he is:

Having just completed a story about a miner, the next Tale in the series follows on with the miner’s sort of evil counterpart; the Slaver. For a long time I wasn’t sure what the “evil miner” would be. As I explained in the intro to the Canterbury Tales Vol. 1, I originally came up with six main character types and a ‘good’ and ‘evil’ version of each one. For example the good Trader was the Merchant, and the bad one was the Smuggler. There’s a Bounty Hunter (good) and an Assassin (bad).
Slaves were a commodity in the original Elite and the players manual describes a little about how some spacers who ejected from their doomed vessels could sometimes be blown up in their pods, or collected with a fuel scoop, when they would become slaves!
In my story, the lead character uses slaves to mine out huge asteroids because minerals just aren’t worth very much and slaves are free labour. If she had to pay everyone for their work, there wouldn’t be any profit in mining! Of course, this is a very current topic with half the world working in horrendous conditions to mine precious minerals and do menial assembly tasks so the other half can have their smart phones and cheap clothes. Of course many of these consumers are themselves slaves, wage slaves or trying to earning thier way out of accumulated debt each day. Then there’s the troubled history of my own country with the slave trade and the extensive benefits the British Empire and its contemporaries gained through effectively having thousands of unpaid workers. In fact it seems like any global superpower has got where it has through the exploitation of people.
I’m not sure how much my story is going to be able to address these issues, probably not much since it’s only a short story and I intend to focus more on the plight of the characters and their actions rather than moralising about history, but it’s in my mind nonetheless.
I’m also thinking about the robots and how the word actually comes from the Czech word for forced labour, by way of K. Capek’s story ‘Rossum’s Universal Robots’. Ironically, the Slaver doesn’t use the robots to do the actual mining because it turns out they’re not very good at it, at least not as good as slaves. This is largely because robots can’t be ‘motivated’ to work harder like sentient beings can. When I say ‘motivated’ I of course mean the stick rather than the carrot, but thereby hangs the central point of the Slaver’s Tale and I don’t want to give you too many spoilers before the story itself comes out.
I know roughly what kind of ending I want, but have been stuck on the details. I realised some way into the planning stage of the story that to really work out the ending I needed to know precisely how the mining operation worked. I’ve also been watching a lot of Mission: Impossible and playing GTA:V which relies heavily on really well thought out and planned heists, so my brain is sort of in a certain place with this Tale.
All this has led me to the biggest bit of development I’ve had to do for any of the Tales so far, and that is to work out exactly how the Slaver’s operation functions. I used to love this kind of thing when I ran Role Playing Games. I would spend weeks constucting huge space stations or ships (kind of a similar activity to drawing up maps for Fantasy games) on the basis that you never really knew where the players were going to go.
So without knowing how my story is going to end, I’m building everything without knowing which bits are going to make it into the story. Probably most of this stuff will never make it into the story, but it’s fun working on the background anyway. It also reminds me of a video game setting as well, which is appropriate given the general theme of the Canterbury Tales.
It’s interesting to plan stuff like this though because you never know what’s going to come out of it. I could discover a gap in a wall where one of the characters keeps a set of cutlery, because it reminds her of home, and this could become a crucial plot-point, there’s just no telling! I could even turn the whole thing into a text adventure level or something.
I can’t guarantee that the following doesn’t contain spoilers because I haven’t written the story yet, but I will forgive you if you find it all too boring to read. Anyway, if you do like knowing things like exactly how many spare rolls of toilet paper are keep in the lavatories on level 109, then this is the blog entry for you!
(note. names for alien races, planets and characters I haven’t come up with yet are usually marked with four letters ‘yyyy’, etc. If you want why not suggest your own names.)

photo
__THE MINING OPERATION__
+OVERVIEW
The operation is a mineral mining facility spread over a large area within an asteroid field. It is one of several dozen similar facilities run by the Dosians.
Since raw mineral ore is relatively bulky to transport, it is not profitable to ship it back to the homeworld. Therefore the ore is processed on-site. Multiple minerals are processed and even a few precious gems are found among the ore.
Even in its processed state the minerals themselves are very low profit, so large quantities are required to make the operation viable. Unpaid, slave labour is used to mine the ore from the asteroids and in the processing plant. Robots are also utilised in the mines, but are not considered efficient enough to be used as miners. The robots are instead used mainly to control the slaves remotely (security) and to perform various other specialised and routine maintenance tasks.
The facility comprises a Main Hub where the central administration and accomodation is housed, along with the processing plant and loading dock, a Storage Warehouse, where containers of processed minerals are stored for collection by bulk freighters and multiple Asteroid Mines where ore is collected.
+ MAIN HUB
This large asteroid lies at the centre of the facility. It was originally mined out as part of the facilities construction and the mined ore was used to construct much of the infrastructure.
The topmost part of the Hub comprises of two separate exterior structures; the ‘Palace’ and the Shuttle Dock.
++ The Palace is the living accommodation of the Facility Director (FD) and houses all of her living quarters, food stores, life support, power plant, communications and other ancilleries. In the event of an emergency it can be jettisoned and survive for up to three months in space.
The Palace is connected to the Shuttle Dock by two subsurface tunnels, sealed at each end and in two mid-points. All supplies are moved through here each month when the re-supply shuttle arrives with the Bulk Freighter.
++ The Shuttle Bay provides storage and maintenance for three personal shuttlecraft. These are medium sized, short range interplanetary shuttles which are generally used by the FD and her staff to travel around the facility.
++ The Security Station is manned by robots and monitors all of the facility, thousands of cameras trained on all the slaves wherever they are. Should trouble arise in any location, Security sends in guards to deal with it using whatever methods seem appropriate. Though given the low value of an individual slave there is rarely much regard given to their safety. Any slave which shows even the slightest sign of stepping out of line is normally met with lethal force and riots are dealt with similarly.
++ Robot Maintenance & Control (RMC) is where all robots are repaired, maintained and programmed. All robots working out in the asteroid field and in the processor are autonomous. Their programming is set and updated at regular intervals during their routine maintenance cycle. The robots themselves are much more expensive than the slaves, but they last longer in the harsh environments of the mines and processing plant. Damaged or malfunctioning robots can be brought here from the mines and replacements sent out as necessary.
The basic unit is the Rossum-4260K, which is a multi-purpose unit ideally suited to heavy industrial environments. This unit can be then fitted with a variety of modifications to serve as guards, miners, loaders, maintenance, engineers or almost any other task. Their programming is basic and usually specialised to a particular task. Their human interaction protocols are limited unless fitted with specialist upgrades.
Robot Types;
FL-49: These are sophisticated command units with high-level AI used in the Security Station and in the Hub Admin section. They are capable of near-human level speech and can interpret instructions given to them into programming commands which are then downloaded to the lower level robots.
(All RM-4260 units are interchangeable and can be reassigned and reprogrammed at the RMC.)
RM-4260K-D: Guards
Used for processing slaves and keeping order in the mines. Fitted with stunner-prods, gas tanks and guns should things get out of hand. Interpersonal interaction units are fitted to allow limited communication with the slaves. These units also have security monitoring systems which relay back to the main Security Station on the Hub.
RM-4260K-S: Miners
Though they don’t do any real mining as such, they are configured to set up the tunnels, lay down the extraction equipment and generally assist with operations.
RM-4260-E: Engineer
These are configured for construction and more specialist mining procedures, such as the installation of lift shafts, habitable modules and other such structures. They do not work on other robots, but can recover them to be sent to the RMC on the Hub.
RM-4260-R: Loaders
Used in the various loading and unloading docks around the facility these robots operate a wide range of bulk lifters, haulers and plant machinery. Anywhere there’s ore, product or other supplies to be moved, loaders are used.
RM-4260-T: Maintenance
These are the robots which repair and maintain the other robots. Most work in the RMC on the Hub, but each asteroid has its own maintenance unit which can take care of minor faults and repairs.
[The slaves have nick-named the different types of robot based on their designation letter; R=Robbie, E=Eddie, S=Sammy, D=Davy, T=Tommy. So instead of calling them guards, a slave might say "Look out, Davy's coming." Nobody knows who the slave who came up with this was, but it seems universal that sentient beings in harsh environments will do anything they can to lighten up their dreary lives or to 'humanise' machinery.]
++ The Power Plant consists of four starship class power cores. The Processor consumes 98% of the total power output of the plant, but at any one time only two of the cores is required to be operating at full power. Normally though the load is spread over three cores working at 33% capacity each. This allows for peak requirements to be met more easily and reduces overall wear and tear on the reactors.
There is a secondary backup system in place should the main cores fail for any reason, but this system would not be able to power the Processor.
++ The Processor takes up almost the whole of the inside of the asteroid. Some of the upper sections have admin offices, control rooms and ancillery accommodations, but the operation of the processor is largely automated so only rarely does anyone need to come down here. There is a lift from the Palace into the admin section of the processor, and from there most of the interior can be accessed if necessary, but this is rarely required.
The main processor takes ore from the sleds, analyses it and subjects it to various chemical and mechanical processes. Slave labour is used throughout many of these procedures, but due to the nature of the environment slaves don’t last more than a few weeks on the job. For this reason, being assigned to the processing plant is considered a death sentence and is used as punishment for low productivity. After one week slaves will be sent back to their asteroid having learned their lesson, but most don’t recover from the experience and soon find themselves back as their failing health leads their productivity to drop even further.
++ The Loading Dock is where the containers are loaded with processed minerals ready for transport back to the homeworld. The containers are lifted out by automated tugs which take them to the storage facility.
+ THE STORAGE FACILITY
Containers of processed minerals are brought here from the Hub for storage. Once a month a bulk freighter from the Homeworld collects the full containers and leaves empty ones. The warehouse itself is carved out of a spent asteroid, the second one to be mined after the main hub asteroid. Everything here is automated, from the tugs to the unloading and storage to the loading of the freighters. There is no life support or habitable areas so any maintenance must be carried out by robots.
+ THE MINES
Each asteroid has its own designation based on its position/bearing relative to the Hub and its distance. In this way an infinate number of designations may be generated as new asteroids are added to the operation. At a certain point the distance of mines from the Hub becomes economically unviable, at which point the operation is shut down and the vital components (processor, power-plant, vehicles, robots) are removed to a new site.
A mine consists of several common features, with precise configuration being dependent on mineral content and asteroid size/shape.
++ The Docking Point is a universal access port fixed to the outside of the asteroid. It is similar to the the Shuttle Bay on the Hub, but is on three levels. All personnel are shipped through here including Slaves and Robots. Other equipment can be shipped through here also, but large machinery is moved through the Loading Bay.
++ The Airlock is a system of interconnecting passageways and chambers connecting the Docking Point to the interior of the mine, which is kept at standard pressure. Robots may use the Docking Point as an open area, but other personnel need to lock their vessels to the airlock doors inside the bay.
++ The Security Area is immediately behind the Airlock and is designed to handle Slaves in and out of the mine onto and off the Slave Transports. The section is run by Type-D robots. As slaves pass through the section they are routinely searched and scanned for any prohibited materials. They are also logged in and out with thier ‘tags’ and any slave with a malfunctioning or missing tag is sent for re-tagging.
++ The Robot Control Area is a section immediately behind the Security Area and inaccessible to any slave. Here all routine maintenance is carried out and robots are cleaned and serviced. Anything more major requires the robot to be shipped back to the Hub.
++ The Loading Bay is where the raw ore is loaded onto Ore Sleds to be shipped to the Hub. The ore is fed up through the mines along a complex series of grav-feeds and belts. When a slave loads a cart it’s mass is recorded and logged to that slave’s tag. That ore is then fed through the system to the Loading Bay.
++ Living Accomodations for the Slaves are basic in the extreme. In one small area there is a food unit which dispenses food pellets and water at pre-programmed intervals and sleeping racks. There’s little room to move around and three or four slaves might have to share one sleeping rack. There’s no communal area for socializing, but this rarely becomes a problem since outside of the four hour sleep cycle slaves are expected to be hard at work trying desperately not to be at the bottom of the week’s productivity list.
+ VEHICLES & VESSELS
All vehicles around the facility are automated and controlled by a central computer on the Hub. This avoids traffic conflicts and manages the flow of materials, slaves and robots throughout the whole operation. Shuttles may also be controlled by this system or flown directly by a pilot.
++ Ore Sled – These are large vessels designed to carry ore from the mines to the Hub. They are basically a huge cargo hold with an engine and guidance system attached. At the hub end they dump out the loose ore into the processor.
++ Container Barge -
slave transport
personal shuttle
++ Bulk Carrier – This is the ship which turns up each month to collect the loaded containers and ship them back to the homeworld. It is manned.
[aurubesh]
Diosian Alphabet
Auru
Bith
Chee
Migil
Delu
Hoh
Va
Ziu
Shih
alef – aleph
bet – beth
gimel
daleth – dalet
heh
vav
zain – zayin
cheth – het
teth – tet
yod
kaph – kaf
lamed
mem
nun
samekh
ayin
peh – pe
tzaddi – tsadi
qoph – qof
resh
shin
tau – tav

Thursday, August 29, 2013

Book Tour

Today's post is by Luke Bellmason, and I personally think he's got a splendid idea.


Canterbury Pilgrims
Last week my good friends at The Sucker’s Guild held a meeting and we discussed promotion ideas; which web-sites to sign-up to, what kind of thing blog readers like to read, etc.

The web is a great promotional tool, but after the meeting I started thinking about how I could get out there in the “Real World” to promote my books, to meet real people. My plan has always been to build a ‘following’ of folks who like my books and who will tell others about them. It’s a long slow process, though I am promoting myself on all kinds of web-sites – FacebookTwitterGoodreads,Readwave – but I know that one of the most important factors in promotion is ‘word of mouth’.
In one sense, it’s easier to sell your own work. If you’re writing the kind of stuff you enjoy as a reader, like I am (corporate sell-outs stop reading now!) then you should have a fairly strong belief in your product. You know it’s awesome right? So all you have to do is persuade everyone else it’s awesome.
In marketing they have a phrase ‘unique selling point’. This is the one distinguishing feature that your product has which no other product has. It sets your product apart from the rest and makes it stand out. In my case I think the USP for The Canterbury Tales is the ‘tales’ themselves. They are based on the idea of storytelling, of a story teller sitting in front of group of people and speaking. Story telling has fascinated me for a long time because it’s such a basic thing; everybody tells stories.
Go out into a bunch of people in a pub, your local store or cafe and you’ll hear people telling stories. Mostly (but not always)the stories they tell are true, or partly true with some embellishments, exaggerations and omissions. We all learn this skill, some people get very good at it. They learn what part of the ‘story’ works by observing the reactions they get from their audience. They will re-tell that story many times, if it’s a good one, and will change they way it’s told ever so slightly based on these reactions.
Story telling predates even the written word, stories were around long before we had books, but when we did start writing these oral stories into books we had the problem of permanence. Words in a book cannot be changed, sections cannot be left out if the reader shows signs of boredom – sections cannot be added or changed if the reader enjoys what they’re reading. Of course, this may become possible one day with the technology offered to us by eBooks and smart devices.
Each tale in my book is told in first person and they could be read out, I would even say they ‘should’ be read out. All of the story telling events I’ve looked for in my area, however, are related to folk-tales, historical fiction and traditional stories. There doesn’t seem to be sci-fi action/adventure story telling scene; that kind of thing seems to be the preserve of podcasts and youtube. (Ok, so that’s another idea in itself.)
So I am toying with the idea of doing readings from the Canterbury Tales, perhaps in libraries or coffee shops or to local sci-fi groups. The obvious thing to do would be to read the finished ones, but should I consider something even more radical? Should I read the ones I haven’t finished yet, should I even have them written down? Might it be an interesting experiment to come up with a basic outline then attempt to tell the story in character from a synopsis?
DSCN4386
Ok, now consider that I am on a sort of pilgrimage myself while I am doing this. This summer I rode from my home by bike out to the Malverns. I took a tent, a sleeping bag and a couple of sets of clothes and I cycled for about a week through tiny villages along back roads. It was such an amazing thing to do and I got fit into the bargain. I’ve done some back of the envelope calculations and worked out that the distance I rode to Malvern and back would have been about the same as from here to Canterbury in the south-east of England.
So, I thought, what about a cycling book tour next summer? By then, I am hoping to have another four stories ready for volume 2 and I would maybe have another couple ready as ‘ideas’ roughly sketched out. I could stay in hostels, which are a lot better for meeting people than hotels or even camp-sites.
I’m sure it would give me a lot of things to write about too. One of the things about this year’s holiday was I didn’t take anything electronic; no iPad, no phone, no laptop. This time I could take some devices with me and live-blog the trip as I go. I actually think the iPad would weigh less than the book and notebook I took with me this year. I think I should also use my time on the road to read Geoffrey Chaucer’s Canterbury Tales as well.
On the way round I might be able to find places to let me do readings. I am certain I will get to hear other people’s stories too, though not necessarily sci-fi ones, and just maybe I will meet people who will become fans and will tell all their friends about the crazy writer guy who cycled to Canterbury.

Monday, July 22, 2013

Luke Bellmason Interview, Part Two

Here is part two of M Joseph Murphy's interview with author Luke Bellmason:



You did the cover for Canterbury Tales yourself. It’s very impressive, a rarity for authors. Simple and yet instantly recognizable. Is there a difference, for you, between writing and creating visual art?

Thank you for saying so. I am so critical of my own work and it's almost impossible to judge yourself. I think there is link between all of the creative arts. music, painting and writing and it's aesthetics. It's such a difficult concept to grasp because it's entirely subjective. Two people might agree that something looks beautiful but ten others might not. Who is right? I know when I've done something that looks right image wise, but I can't explain how. I just look at it and say to myself "yes, that's right." When someone else agrees that's very pleasing. I only wish it were that easy with writing, I am never quite sure whether that's good or not. There's a lot less certainty.



I think I must have a visual sort of mind, I tend to visualize everything in the story before I ever write it down. The writing part is the last part, like the events have happened and the words are just the 'reporting' of those events. I did a two year course in visual communications about six years ago and, even though I can't draw that well and have never seriously considered working in the industry professionally, I learned how to present things professionally. How to 'sell' yourself and take a professional attitude to manage deadlines and such. It seems like something so simple now, but before going to college I would start projects and never finish them, or never plan them out to how I would complete them. I'm a lot more workman-like about my writing as a result of that and it's certainly come in very handy to know how to do typesetting and produce stuff for print and all that.

The other great thing I learned at college was to be experimental. You have to do something which will stand out. Everyone has access to Photoshop and computer imaging software these days but they are just tools. There's a great temptation to let the computer do all the work but then you'll simply end up with something which looks exactly like everyone else's.

At college, they would encourage us to go out and photograph 'textures' or to collect unusual objects, or do something else totally random. Then we'd have to incorporate these into our work. It made us think differently and come at things from another direction. I have certainly tried to apply this ethos to my writing.

Like the story I'm working on at the moment, which has the plot line of 'discovery'. The main character discovers something which ends up changing his life and leading him in turn to discover something fundamental about himself. I took the word 'discovery' as a theme and 'discovery' wrote the first draft instead of carefully outlining it like I normally would. The result was a different story to the one I would have written if I'd planned it, probably. I don't actually know this for certain of course. I would be inclined to say I learned 'to think outside of the box' if that phrase wasn't so hideously overused.

Describe your writing process? How often do you write and how long per session?

I write do a lot of my writing at work, in the truck or sitting in the driver's waiting room. I can easily clock up three or four hours of sitting-around-time a night. Having said that, I do have an iPad and waste a huge amount of that time on twitter, or watching TV shows and movies.

I recently set up a very convoluted system for making myself write, which involved writing a text adventure game. Check my blog for more details. It's completely crazy, and I know it's crazy, but it seems to be working. It goes back to what I said about being experimental. Nobody in their right mind would waste time creating a text adventure game to help them write a novel, but doing the obvious and the expected is only a sure route to creating something obvious and expected.

The first four tales took over four years to write, but it allowed me to develop a kind of production line system where I start out with a concept, themes and a plot then go on through drafts on to a final version.



So to begin with I draw up (with coloured lines and everything) an outline for each main character. If you've seen that video of Kurt Vonnegut explaining Cinderella and other classic tales, you'll get the idea. That outline forms the basis for the first draft, which is a really free-flowing exploration of all the ideas I've had for the story. I don't hold anything back, I just chuck everything in. Usually the story has been gestating for months and rolling around inside my head. I like it best when the first draft spills onto the screen in a couple of weeks.

Sorting out the mess of the first draft is the task of the second draft, which is where I try and figure out where the scenes are, and each scene has to advance the plot. This is vital with a short story where space is at a premium, but it also keeps the story moving along and I like to switch up locations a lot too, have contrasts between scenes so the mood changes and the reader gets a sense of following the character through their journey.

The third draft is where I edit down, make things clearer, try to cut out scenes which aren't necessary or merge scenes. It's great when you can double up things too, like having dialogue which doesn't just explain the plot, but also describes a character and maybe foreshadows or sets something up for later. The third draft really has to get the story ready for publication, with line-editing to cut down the word count as much as possible. Someone once told me to 'imagine the editor is charging you for each word'.



Then there's the final draft, where I do the last bit of proof-reading and checking for overused words, like 'just' or 'decide' or 'wonder', which I seem to use a hell of a lot!

I am the worst procrastinator in the world and will do anything to avoid writing, but with this new system I'm hoping plan out my time much more carefully and get the next volume out in a year.

The ideal amount of time I've found for writing is about 90 minutes. You have to decide to make those 90 minutes sacred, keep away from Twitter and the internet. Even so, for the first half an hour is just messing about, getting the brain warmed up. Then I'll hopefully be in the zone for a good hour, before I stop. I stop at the end of the time, even unless things are going really well, because I'll go off the boil and stop producing anything any good.

One of the things I like to do at the end of a session like this as well is to set up the thing I'm going to be doing in the next session. Write the first few lines of the next scene or a few lines of dialogue. So I'm not coming to the work completely cold next time.

What do you think is your weak point as a writer? Or, to say that another way, describe something about your writing you would like to improve.

I often worry about my characters and whether they're all the same, or whether they're all just versions of me. I enjoy writing dialogue but it's so hard to get into a character if you're not sympathetic with them or if they're supposed to be the 'bad guy'.

My main gripe though is my lack of output, the procrastination that I mentioned. But then again, I would not be too unhappy to have written only one or two good books by the time I leave this rock by one means or another.

I used to read a lot of books on writing and listen to writing podcasts and go to writing workshops, but in the end I think you can overdo it. One tends to end up with analysis paralysis, where you end up doing nothing because you think everything you're writing is bad. There's a sort of bad writing hypochondria where you recognise every example of bad writing and think 'yes, I do that.' You can easily convince yourself you're writing is shockingly bad and that has the effect of stopping you from writing, which is the opposite of what you should do of course, which is write more and more until you get better.

Or, you could do what I do and just have your story told by a narrator and then blame all the bad writing on him.


Lastly, how many volumes are planned for Canterbury Tales? Have you thought about what you’d like to write after the series is finished?

There will be two more volumes of the tales to come, making up the total of twelve tales. Volume 2 should be out next year, with volume 3 following in 2015. Then I'll probably collect the three volumes together into one book, and I'm thinking that maybe I should add some new stuff for that version.

There could be an infinite number of follow ups, but I'm a big fan of ending things before they go stale. Leave your audience wanting more and all that.

The book after was planned so long ago, well before the Canterbury Tales were even conceived. But it's going to be a better book for the fact that I have honed my story-telling skills on this project first. I'm really aware of learning all I can from this project to build up to writing the next one.

It will also be based on video-games and the culture that surrounds them. It'll have two levels going on, a little like the Canterbury Tales has; firstly the group of players in an online game and also the events and characters they play in the game itself. It will also tie in with what I said about online games and the character's stories emerging from the players themselves, rather than having pre-written and scripted things in the game.

I'd love to explore the iteration between the players and their characters in a system which could potentially generate and manage an entire fictional universe drawn from all the world's literature and culture on the internet. A sort of automated AI storytelling machine which injects new stuff into a video game all the time. Such a game would be endlessly playable (not to mention highly addictive.)

Sunday, July 21, 2013

Luke Bellmason Interview, Part One

Here's part one of M Joseph Murphy's interview with Luke Bellmason:


I met Luke Bellmason through our mutual friend Jae Blakney. She posted the preface to Canterbury Tales on her blog. I was immediately impressed by the quality of writing. Thankfully, Luke and I have talked several times and he recently agreed to an in-depth interview. Here is Part 1.
  
In your preface you discuss the process of coming up with Canterbury Tales. I think it’s a valuable story for young writers. Did you have someone give you helpful advice when you started writing? If so, who was it and what did they say?

I can't think of any one person who gave me advice when I started writing because I don't think I told anybody I was doing it! I was one of those writers who was scared to show my work to anyone because they might not like it. I am still like that and I imagine it's a natural thing not to want to hear criticism but I didn't even give my work to my friends to read.

Eventually I plucked up the courage to join a writing group and it covered everything you needed to know from fiction, to writing articles, to how newspaper stories are written, to poetry, to romance, to short stories to novels. I can remember reading out a story I'd written for the first time to the group. It was a ghost story about a submarine and it was quite 'atmospheric'. I read it out to the class and it was the very first time anyone had heard my work. A woman at the front of the class said she had been 'transported away' to the place I was describing and she could see the rolling waves, the rain and the dripping walls. I think that was the moment I realised the power that writing could have. Unfortunately, I had neglected to give the story an ending so she said she was dying to know what happened next!

That was the one experience I'd say that made me realise that being an author gave you a tremendous power to create anything you wanted inside people's heads. After that I was hooked, and even though sometimes I feel like life would be a lot easier if I didn't have this little writing demon nagging at me day and night to "sit down and write", I know I'll never be able to give it up.

Once you become a writer, you can never look at the world the same way again. Wherever you go and whatever you do it gives you a purpose; you're an observer, you get to look at things and think about why they are the way they are, what they would be like if they were different.


One if the other major events in my early writing days was finding Douglas Adams. When I first saw the Hitchhiker's Guide to the Galaxy on TV, the old 80s series, I realised that I was Ford Prefect. I'd always suspected that I wasn't originally from this planet, so the idea of being a researcher for some intergalactic guide book really appealed to me. That and the fact that Ford (like his creator) managed to be a writer without actually doing that much writing. For Ford (and Douglas) the experiencing of things was far more important than the writing about them bit.

Sorry, I seem to have drifted somewhat from the original question.

No. That’s a perfect answer. In your introduction you mention a video game called Elite. Have you tried replaying it recently?

Yes, I did play a game called 'Oolite' a few years ago, which is a freeware version of Elite for the Mac. It's been updated and expanded quite a bit and has a great modding community, but it has a mode which lets you play it as the original Elite. What you tend to forget is how boring it was! Compared to modern games, there's really very little going on, so much of the game is in your own imagination. That's also the key to good writing I think. The more you cram into someone's head, the less work the reader, or the player, has to do which means they're less engaged.

I often wonder if playing Elite had an influence on my choice of career because I ended up as a truck driver! I even started learning to fly a helicopter about two years ago and there's a lot of that piloting, trucking kind of vibe going on in the my stories. A lot of the stories involve sitting trapped inside a box, and yet being free to roam the galaxy.



Are you aware that Elite has a sequel coming out (Elite: Dangerous). If so, do you plan on playing it?

Yes! In fact I found out about Elite: Dangerous from Twitter and I saw the Kickstarter page the day after it ended. There was an option on there to buy the rights to publish an official Elite book, but I just missed out! So I could have quite easily made 'The Canterbury Tales' into an Elite book, and it would have been nice to have been part of the big launch next year when the game and all the other books come out. The publicity would have been handy too. In another way though I'm glad I missed the deadline because a) I need the money for flying and b) this way I get total creative control.

From what I read the new game is everything we've been waiting for all these years. I played the original Elite sequel, Frontiers, but found it totally unplayable. They had given it realistic physics and made an astronomically accurate galaxy and solar systems, which was incredibly impressive in its own way, but it totally ruined space combat. The speed of everything was all relative to the nearest planet or star and enemy ships would whip past you at thousands of miles per hour, then circle around and whip back again just as fast. You couldn't even hit them!

So I understand that this new Elite has gone in for more of a classic feel, with much more detailed planetary systems, economics and political systems, and everything is supposed to be tied in with one online persistent universe, so when a system decides to build a new station, it will affect the commodity prices for the construction materials in the surrounding systems and so on. Wars can cause humanitarian disasters which will put the food prices up, all kinds of complex interactions will be going on all the time.



What interests me about all of this is the law of 'unintended consequences' and what happens when you let real people loose on an open world. Emergent behaviour is certain to create new and fascinating things in the game which the designers hadn't anticipated. I love all of that. I played EVE Online for a bit and liked how the stories in the game came purely from the player interactions rather than being put there by the designers.

One of the stories I'm working on now for Volume 2, the Miner's Tale, is based on my brief experiences inEVE Online. If Elite: Dangerous can somehow mix the chaos of an online game with the structure of the old Elite, it will be awesome.




If I remember correctly, you’ve never actually read the original Canterbury Tales.  Do you plan on reading it now?

I fear that the original Canterbury Tales is totally impenetrable to anyone who hasn't studied the medieval period and knows how to read “olde English”. Plus the fact it's poetry. I read somewhere that it wasn't just one of the first books published, but one of the first published in English. At the time, books were in German, French or Latin, and the English people spoke was far removed from what we speak now, it really is another language. Remember also that not many people would have been able to read or write when the Canterbury Tales came out.

I suppose in a way, the world of medieval England is as far removed from us now as the world of starships, faster-than-light travel and aliens, so maybe there's a neat sort of parallel.

I did find an updated version of the Canterbury Tales translated into a more readable kind of English, the Percy Mackaye version if anyone wants to find it. I could see myself reading this at some point, though it's still quite hard going. I actually based the language of the 'story-teller' in my book on the kind of language used in this 19th century version.


The main problem in understanding the book for me would be not knowing much about that time period. The church was a much more powerful force in people's lives and a few of the characters in the original stories are related to religion. In a way, it would be like reading a science-fiction story with all the exposition removed, which might be an interesting exercise.

History fascinates me and I never took much interest in it at school. One of the hardest things about history is forgetting everything that you know and trying to imagine what it was like for people at the time. It's so easy for us to look at major events, like world war two or the sinking of the titanic for example, and look at them with hindsight. People knew and believed different things in the past and that shaped their actions. It's one of the things that annoys me about 'steampunk'. It's lazy history; it doesn't bother to filter out the modern world, it simply assumes everything was the same then as it is now. All steampunk is basically the 'Flintstones' to me.

 Part Two of the Interview Will Be Posted Thursday

For My Review of Canterbury Tales: Click Here
Purchase Canterbury Tales Now on Amazon.co.uk or Amazon.com


 
 

Thursday, July 18, 2013

Humor and Insight, Fiction-Style

Today's post is by Luke Bellmason, a regular here and author of The Canterbury Tales, Volume I:

One of the best things about writing short fiction is that you can experiment a lot more. You can monkey around with the format, the narration, the plot, print the thing on bacon, whatever takes your fancy really.


One of the great things I learned at art college was to experiment. Especially to experiment all you could while you were at college, for it may come as no surprise that in the commercial world spending a week collecting litter and then sewing it into an encyclopedia for no discernable reason is often considered an inexcusable waste of your client's time. At college, however, such activities are rewarded with high marks. The purpose of all this is to come up with original ideas. Even if that idea doesn't work it can lead you somewhere new.
With The Canterbury Tales I have established a sort of formula, because I know I've got twelve tales to write I want to set up an easy method which I can follow each time. The trouble with formulas is you tend to get a lot of the same thing and while consistency is good, predictability and sameness is boring.
When I start a 'Tale' I already have a character and a plot; rivalry, revenge, escape, etc. The outline for the story is drawn up from the plot, then the scenes are blocked out, then it's written up, edited, rinse and repeat. So how to keep them all different?
The great thing about having rules is that once you know what they are you can break them. After my first story, the Smuggler's Tale, my second, the Merchant's Tale, was a sort of sequel, which made a whole world of difference about how I went about writing it. It meant I was constrained a lot more in terms of what I could do and especially where my starting point would be, but again that was a good constraint to have.
The third tale, the Assassin's Tale, had a very clear ending worked out and this meant I was writing up to the ending, working backwards.
The fourth story, the Knight's Tale, became a two-parter, since I plotted out the scenes and the tracks the characters would follow, but could not, however hard I tried, make the story any shorter.
For my fifth story, the Miner's Tale, I have skipped the outline phase and gone straight to 'discovery' writing it, inspired largely by the fact that the theme of the plot is 'The Discovery', but also because it cuts a month off the writing process by not having to create an outline.
For future storys I'm hoping to mess around even more. I might move act III to the beginning and put act I at the end, or have another act III (I have banned myself from ever using flashback in my stories as I think its overused, confusing and lazy plotting). I could have a story with two endings or have no middle. I could tell a story with only one scene, in real time. I could tell a story with three plotlines but in only 6,000 words.
Another idea I want to try is to have two stories intrinsically linked, with each story describing the same events, but from opposite viewpoints. this turns up in Volume 3 with the Bounty Hunter, a tale about Pursuit, and the Pirate, a tale about Sacrifice. The two colours these characters have as their theme are blue and grey and so I am already starting to think along the lines of the Blue and the Grey in the american civil war.
One of the many books I'm reading at the moment is Lateral Thinking by Edward DeBono. In it, he describes how humour and insight are parts of the same process; we find a pattern, look at its individual component parts and then rearrange them. Jokes are often broken patterns, where the ending is unexpected but fits another pattern, one which is also consistent.
The famous 'who's on first' sketch by Abbott & Costello is a good example. There are two patterns at work, one in which the players have 'awful funny names' but which phonetically sound like other words (Hoo's on first, Watt's on second), which by coincidence fit perfectly with the other pattern, which is more like regular standard responses to questions, 'Who' and 'What'.
The humour comes because we quickly understand that there's some misunderstanding between the two communicators, but we've seen how the patterns fit together. DeBono explains how insight works in the same way. Once you learn to look for patterns you can break them apart and use them like Lego. With lateral thinking we're not concerned with logic, or whether the new pattern 'works'. DeBono tells us to suspend evaluation while we are thinking laterally. We're only concerned with where the new pattern takes us. Sometimes it can take us to a place which logic would have prevented us from going.
So this, for me, is the whole point of experimentation. Often, it can seem fruitless and even silly, but you can occasionally get somewhere that nobody else has ever been, and then it's all worth it.