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October Review Challenge, #4 - "What motif shows up frequently in your work?"

Motifs in writing, as I tend to define them, refer to the images, concepts, things that recur in your work because you find them interesting, or compelling, or find them useful to express your ideas.

Like any author, there’s just some stuff I really like writing about. Locked rooms, knife fights, fancy clothes. Ballet and ballerinas, particularly broken-down ones. Small, angry women who are tough to deal with but damn excellent at the thing they do. Hot sensitive guys who know how to defer and aren’t afraid to cry (and who probably get compared to a horse at some point). But I probably have to go with the one that people most like to make fun of me for, because of how weird and pervasive it is— if it’s a Phoebe project, you can start taking bets about when there’s going to be a dead baby.

I am a person who has both an inclination for children and a frank fear of having them, and that does a lot to shape how I tend to depict them. Usually I am exploring the notion of hope versus obligation. A baby, you see, is a blessing and a terrifying responsibility. So a dead baby is a brutal loss but an absence of that responsibility. The tension is always a vital part of the child’s presence, the push between the joy and longing and the grief and fear.

Baby grave


After the stillbirth of Gabriel Hawking, Mrs. Hawking is at once relieved to be excused from motherhood, and guilty to have wished away his life— particularly since the Colonel was so crushed by the loss. While she had an inability to connect with the idea that the baby was any part of her, she could never shake the feeling that she had taken something from Reginald and destroyed it. Again, we have tension, relief versus guilt, the death of hope versus the freedom from obligation.

In my western larp The Stand, the sheriff character Malcolm Royce has suffered a recent stillborn child that took his wife’s life as well. Not only is he grieving the enormous loss, the baby never living represents another common meaning I use these dead children for— the crushing of a hope, in this case, that he can have purpose and identity other than a wartime leader. There is an in-game cemetery where both the wife Amelia and the child are buried, with a stone marked only as Baby Girl Royce. This was inspired by the stillborn girl my grandmother had who was similarly buried without a name, except my grandparents could not afford a headstone to mark it.

In a recent piece, our new supernatural mystery thriller pilot From Dust, we have a dead baby in the back story of the murder victim, a brilliant AI scientist David Heller who named his Siri-like digital assistant invention after his stillborn son Adam. One of the themes of that story is identity and self-determination, and in that particular case the child was born with holoanencephaly, or without a fully developed brain, and that body with no mind or soul stayed with Dr. Heller in his work. Again we see lost potential, and the pain of lost hope.

Those are just a few. My thesis play from grad school, Mrs. Loring, has the main character haunted by how her depression made her neglect her baby to the point where she almost died, so there's a near miss. Both my tabletop games set in the larger Breaking History universe, are driven by baby loss in one way or another, but I will not be specific in how so as not to spoil. And of course no discussion of this would be completely without mention of the progenitor, my very first larp Alice. That game was an attempt to be creative during a very dark and difficult period in my life, and I poured a lot of negativity into it. That larp contains one of the purest examples of a lost child representing at one freedom from obligation, the death of hope, and a guilty pain.

I like to joke that some day, when people are writing graduate analyses of my work, what the fuck is up with the dead baby thing will be a perfect topic for all the doctoral theses. God knows I've done it enough. And I'll be real, I'm sure I'll be going back to that particular well for many stories to come.
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I want to write a larp in the style of Agatha Christie. Not like, using Christie characters or anything— though you probably could do a very cool pastiche of her mysteries if you wanted to —but with a bunch of characters trapped in a place due to bad weather who all have terrible secrets and a murder happens. And the substance of the game is untangling everyone's purposes, desperate, nefarious, or otherwise. I'd probably want to combine her various usual reasons for gathering everyone together, because they are being blackmailed, punished, and trapped with a killer. Some would be guilty, some would be righteous, some would be some combination of the above, and all would be not what they seem.

This would work great set within my greater Mrs. Hawking-adjacent historical fiction universe— a setting I refer to as Breaking History. I love writing period pieces, and it would be equally easy to set it closer to my usual milieu of the long 19th Century as it would to use Christie's preferred settings of the early-to-mid 20th. I had fun when I was writing Brockhurst, my Downton Abbey-inspired game, including player characters who were references to other works. I had a rich landowning cowboy who was the grandson of characters from The Stand, set in California just after the Civil War. I had an uncle to one of the two protagonists from The Tailor at Loring's End, set in Connecticut of the 1930s. And I had none other than Beatrice and Reggie Hawking, Nathaniel's daughter and son, who have been mentioned in the plays as children and by that point in 1915 were adult investigators in their own right.

I could do the same for this new game. Hell, I even already have a few characters who are eminently perfect to be the victim of a blackmailer. And I love mysteries, murder and otherwise. It would be fun to make a large part of the game solving various nefarious things that happened. I mean, Agatha Christie novels are basically perfect larp set ups— they're a bunch of people with secrets locked in rooms they can't leave! I don't have a ton of time to devote to larp writing these days, but I miss it. And I've been looking for more things to do because I enjoy them, rather than because they're "good for my goals" in some way. I've been trying to decide on projects for the year, and maybe this is a possibility worth considering.
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Tone tends to be very important to me when it comes to whether or not I can become absorbed in a given piece of media. By tone, I mean the overall feeling and vibe a piece gives off, plus the attitude they take towards their story or subject matter. Embracing the right tone for the right story is something I care very deeply about, and can make the difference between obtaining my buy-in to the tale you're telling or shutting out my sympathy completely.

This can have an even more significant effect when I'm already invested in a property. For example, contributing to my notorious pickiness about fan fiction is that if I feel a fic has a tone that doesn't fit properly with the original, I usually cannot get into it at all. I guess it doesn't necessarily have to reproduce the same tone exactly, but unless it feels compatible, it just doesn't work for me. Similarly, in a series, if later installments go too far off the tone, or embrace a tone that doesn't gel with earlier ones, I get skeptical and put off.

Recently I experienced this most strongly (at least in the anticipation) of Guardians of the Galaxy. The Marvel movies have generally had a light tone that was not SO frivolous as to cut off drama, which I've always thought worked for them. When Guardians was announced, I was seriously doubting that it was going to work in context with the rest of the series. It pushed the boundaries of the silliness and weirdness allowed by the series, and I thought it was going to be really ATONAL, disrupting the vibe the world had established. I was surprised to find that Guardians worked, even with the tone shift, probably mostly because it wasn't quite as exaggerated as I thought it would be, and because it existed at such a remove from the other stories, a literal galaxy away.

I am still doubtful of when the Guardians stuff bleeds into the already-established-on-Earth stuff. I still don't quite buy the notion of Rocket Raccoon existing in the same universe as Jessica Jones torturing and executing the man who raped her. Though to be honest, Daredevil and Jessica Jones are a fair bit darker than the films ever got, which is a tone shift of another kind. I guess when I get dramatically invested, I'm more likely to buy things getting a bit darker than getting sillier. That may just be my personal bias.

But it's something to think about in my own work. It occurred me to that maybe my silly Woodhouse parody larp Woodplum House could be part of the Breaking History universe, except that it's REALLY out there tonally from the rest, and that gave me pause. Again, it was weird thinking of that and Mrs. Hawking existing in the same world and theoretically being able to meet. Okay, I think she's dead by the 1920s, but that's beside the point. Hell, I'm even slightly worried about how the Hawking stories are going to take a slightly darker turn with the second trilogy. I don't want to go all grimdark even so, and I don't want to alienated people who liked the tone of the first set. I have to tell the story I have to tell-- just as any writer does --but it's one more of the many things to take into consideration when you're taking on the challenge of serializing.
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The first round of signups for Festival of the Larps opens at 7PM this evening! I am excited to see how players make their choices. Remember that you have to sign up for the convention before you are allowed to sign up for individual events.

I hope some of you will consider playing in either or both of my two games, Brockhurst on Friday night or Woodplum House on Saturday morning. Brockhurst is a story-heavy narrative game of fairly standard form, set in a great house in Yorkshire during the First World War. Woodplum House is a light, frothy two-hour comedic game in a fanciful 1920s setting like Blandings Castle or the Jeeves and Wooster stories.

It occurs to me that other than the stark difference in tone-- Brockhurst, like most of the greater Breaking History universe to which it belongs, is a period drama, while Woodplum is a silly absurd romp --there is no reason why Woodplum could not be part of that same world. Heck, Woodplum takes place in 1922, less than ten years after Brockhurst, and in Shropshire like the Blandings stories, making it not difficult not to contradict anything in Brockhurst's Downton-Abbey-inspired Yorkshire. And nothing in the nature of the universe is all that different from anything that's possible in Breaking History. Again, other than the rather ENORMOUS tonal difference, there is theoretically no reason why Woodplum couldn't be devolving into freewheeling absurdity while Josie Jenkins is cutting it up in Chicago, or while the next generation of the Bellamys is working out their place in the changed world.

What am I going to sign up for, you ask? Well, I think I'm going to try not to take up too much space as a player, since the counts this year are a bit lighter than they've been in some years. But I would like to play Sky No Longer Blue on Saturday night, since I've never had the chance before. So that will likely be my action for tonight. Other than that, I may play nothing, or maybe I'll help fill a game that needs a player. We'll see how it shakes out!
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Took the plunge and started watching Orange Is the New Black, and I am fascinated. It is really well-written and multidimensional, and I love the vast array of characters and stories depicted. Sophia’s scenes are my favorite, and their writing combined with Laverne Cox’s acting make her my favorite character. I do struggle with a gross-out reaction to the body fluid stuff, but it’s worth it. I’m only like five episodes in, but I can’t wait to know what happens next.

From a technical standpoint, one of the things I find most fascinating about the way it’s put together is how it’s building up a huge cast of characters that move in and out of the spotlight as needed to tell different stories. Like, everybody is in the prison and therefore possibly available to be involved in the plot, and they do such a good job of making everybody interesting that it’s exciting to see what combinations of players will be explored at any given point. I really love the idea of writing in an environment like that. It’s almost larpy in its way, lots of protagonists with various plot threads all in a circumscribed setting, though the story exploration doesn’t have a set roster of who those protagonists always are. I’d love to try writing under circumstances like that. I guess my extended universes are sort of like that, but an entire world like that has less of an immediate feel. Also it provides less of an opportunity to make background characters truly interesting enough to be worthy of sometimes rotating into the forefront.
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Oh, my God, I just started playing the silliest game and I am having so much fun doing it. I was making a chart of various things I've written to examine some demographic info-- genres, lengths, genders of the protagonists, that sort of thing --when I started thinking about the various character connections between the assorted pieces. As I mentioned, I've started considering everything I've written that's a basically-realistic-approximately-historical period piece (Mrs. Hawking, The Stand, Tailor, Mrs. Loring, Puzzle House Blues, Brockhurst, et cetera) to be all in the same universe. I found I could play a very amusing version of six degrees of separation between characters based on who would have known or encountered who, and I have been happily wasting time writing out the connection chains.

I've discovered I can link all the protagonists from my completed major works-- Victoria Hawking and Mary Stone, Tom Barrows and Alice Loring, Josie Jenkins, Elizabeth Loring --plus the characters I've explored to great extent-- Flora Johansson, Carson Hill --all within the proscribed six degrees. I was surprised at first to see linkages flowing through certain characters much more than others, until I thought about it-- they tended to be those that have appeared in more than one work, or at least more than one area of the greater universe. I roughly break it up into the "Hawking" section, London in the 1880s, the "Fairfield" section, the east coast of America in the first half of the 20th Century, and the "Stand" section, the California territories in the middle of the 19th Century. The most frequently occurring characters were Lillian Holland/Lou Amsterdam, Elizabeth Loring, Marcus Loring, (all "Fairfield") Jamie Harper, ("Stand") and Reggie Hawking ("Hawking"). Those last three all appear in my 1910s-era larp Brockhurst, the first piece I ever wrote that was explicitly crossing all three section. Elizabeth was mentioned in Tailor before she starred in Mrs. Loring, and Lou who first appeared in Mrs. Loring before she recurred in Puzzle House Blues.

The greater universe should probably have a name. I'm tempted to just call it the Breaking Light Universe, but not everything I write takes place in it-- see Alice, Oz, Chadwick, Adonis, the Vantage 'verse, and others. Call it "Breaking History," maybe? I don't know. I like things to have names. I'll think about it some more?

This is a very silly preoccupation, and likely nobody cares but me, but damn, I'm having fun with it. :-)
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My second event of Festival was the one I’d been most nervously anticipating, the first run of my newest game, a collaboration with Bernie, a Downton Abbey-inspired period game I called Brockhurst.

That this game came off at all was something of a wonder. It was written in two and a half months, the fastest I’ve ever completed a four-hour larp. It has nineteen characters, and I wanted it to be as thickly plotted as possible, as I am a hard-core narrativist and wanted lots of story to keep people engaged. The size, the short period, and the high standards I went in with made it difficult enough even without my family problems hanging over me, so I had a lot of anxiety over getting it done, and fear that it wouldn’t come out any good. I certainly couldn’t have done it without Bernie’s help, who signed on to be a coauthor and ended up having to also be my personal wrangler when I got down about things. We spent pretty much every waking moment of the week leading up to the game finishing, printing, and packing it, and it was an incredibly high-stress experience.

I suffer from a fallacy where I tend to believe my writing’s quality exists in proportional to the ease with which I wrote it. As in, stuff that was easy to write must be good, stuff that was hard to write must be bad. Those things do not necessarily correlate, but I struggled so much to get this thing done in time that I couldn’t shake the fear that it was boring, had no plot, wouldn’t work, blah blah blah. I was incredibly paranoid that people wouldn’t have enough to do.

But once thing got going, people seemed pretty busy and happy. A lot of people really got into their characters and came up with some fabulous things. We had a fabulous cast, which helped. This was [livejournal.com profile] polaris_xx’s first larp, and I really wanted to show her a good time, so the good cast helped. [livejournal.com profile] bronzite also very generously agreed to step in and fill a drop. All awesome people doing awesome, awesome things. Bernie was proved right on a bunch of casting choices he insisted on that I hadn’t initially been able to see. When people who enjoy larping together get the chance, they can make their own fun, but they also seemed to get their teeth into the stuff I wrote. That was gratifying. We even saw proof of concept of some ideas that were kind of experimental, such as the telegram mechanic.

Most of the characters seemed to have fun; we heard a lot of very enthusiastic reports after the game. We had one character not present in the game due to the player getting a migraine, which I worry had consequences on other’s characters’ times. There was one player in particular whose experience was spectacularly bad, and I feel really bad about it. I think there were lots of factors at work, and I will have to examine that character closely to determine the problem with it, but the other character’s absence was likely part of it.

It was also neat to get to watch the presence and interpretation of characters from my other stories. Because Brockhurst takes place in 1915, it was possible to have Mrs. Hawking’s grandniece and grandnephew Beatrice and Reggie Hawking present, as well as Marcus Loring, Rowan’ cousin, and Jamie Harper, the grandson of Zachariah Harper, Tall Bear, and Negahse’wey from The Stand. Admittedly Marcus and Jamie were among the toughest to incorporate into the overall plot, and probably require more editing than most, but I do like the idea of them. The Hawkings seemed to work just fine, and it was neat exploring two characters who I’d only ever really thought about as babies previously. And hey, if anyone was made more interested in reading any of the original stories, I’d be happy to pass them along.

So overall I’m pleased. Not bad at all for a first run, given how quickly it was written, and how much outside garbage I was dealing with during the writing. Thanks so much to all the lovely people who played the game. You made all the effort worth it.

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All week I've felt mentally tapped out, at least as far as writing is concerned. I blame the amount of energy and focus that writing Vivat Regina so quickly demanded. But I really have to move on and get working on other things. But all I want to do is mess around with my timelines and lists, which are interesting and occasionally useful as supplemental for my writing, but ultimately does not progress any projects. Still, at least it's getting me thinking.

It was suggested to me once by Jami Brandli, one of my excellent writing mentors at Lesley, that the Mrs. Hawking stories should exist in the same universe as the Tailor at Loring's End and Mrs. Loring. They don't have much to do with each other and they are set in fairly distinct milieus, but they both take place in more or less the real world and deal with somewhat similar ideas-- they tend to be mysteries, and deal with themes like societal injustice, classism, and feminism. So there's certainly something appealing about the idea. Thinking about it, the one other story-world of mine that I think could integrate into those others is The Stand. It's another historical fiction that takes place in more or less the real world. I like the idea of connections, that these various characters and story that I'm interested in could relate to each other in some way-- maybe even meet.

The timelines do overlap a bit, but they are offset enough to curtail character interactions between the three. Space also makes for a real divide. The Stand takes place in 1849 in California, Mrs. Hawking in 1880s London, and Tailor at Loring's End in Connecticut of 1934. To illustrate the point, it turns out that Mary Stone and Reginald Loring, patriarch of one of the important families in the Fairfield universe, are about the same age. Which means, for example, if I ever wanted the leads of Mrs. Hawking and of The Tailor of Loring's End to meet, Mary would be an old woman, and Mrs. Hawking herself probably wouldn't be alive anymore.

But I would like to figure out some way to make connections between them. Character appearances, family relationships, that sort of thing. Bernie suggested that maybe Alice Loring from Tailor would be a good candidate for Mary's eventual recruitment, when she assembles a team of heroic women. I also like the idea of some cool American cowboy-- or more likely, cowgirl --showing up in London and bringing an adventure to Mrs. Hawking. Those two stories are thirty years, a continent, and an ocean apart, but perhaps an aged version of someone in The Stand-- Clarissa Dunn? Kit Harlow? --or even one of their descendants. I'm not sure what the best way to do it is, but I would like to figure it out.

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