Process in Progress #3 – My Villain Isn’t Palpatine (and, Seriously, Thank God)

I had to do my taxes this week.

They just got away from me. I was definitely spoiled last year, able to get to them at the point I naturally would have (in June), so when I learned that they were due earlier this year, my brain just kept hearing “Not yet though,” until days before they were due.

Cool.

So I busted my ass to do them and managed to finish before Resident Evil: Village and Subnautica: Below Zero came out (because the true hell would’ve been owning but not being able to play two of my most anticipated games of 2021 because I had to finish extremely tedious paperwork), but, as you can imagine, this week was still a major pain. Which is also why this post is a little late.

That said though, somewhere in the mix, nearly lost, was a super important triumph:

I finally finished the backstory for my villain.

And, to frame that success in the most accessible light I can imagine, I have to add that–thank God–he’s not just Palpatine.

That Easy Palpy Goodness

I don’t know if it’s just me . . . but the reflex to make villains like Palpatine . . . is weirdly strong.

I don’t mean that I make them look like him or act like him; none of my villains has ever criticized the protagonist for their lack of vision and shot lightning out of their hands.

But, because I grew up with the original Star Wars trilogy, and the prequels came out while I was in high school, Palpatine’s backstory stands out more than any other backstory for any other villain I love. Pro-o-o-o-obably because no other villain I love has full movies devoted to their backstory.

Well, I mean, Darth Vader obviously does, but I always choose to forget that his backstory is “he hated sand a lot.”

Okay–jokes aside, I never really think of Vader as a villain of Star Wars; in my eyes, he’s more of a puppet used by the real villain: Palpatine.

Anyway, my point is, I watched Palpatine become the Emperor in my teens and early 20’s, so whenever I think about my own villains, even if they’re a floating mask that looks like an eye and attaches to people’s faces, forcing them to do its bidding (yes, one of my early villains was basically Majora’s Mask), when I try to dive into their backstory, it is always super duper easy to imagine that they were a politician in an ancient era who fomented civil war that allowed them to gain power.

The villain for Memory, who actually is an old, male emperor, really re-e-e-e-e-eally challenged that reflex.

Thankfully, a totally different problem with his backstory helped me shake off that case of the Palpies.

A Forced Restart

I absolutely hate scrapping massive blocks of worldbuilding and starting over. It’s just soul-crushing every time, especially if it’s tangible pages of writing you’ve already done that you literally have to delete.

And even though it was written in outline form, my first run at my villain’s backstory was many pages long. Wa-a-a-a-ay longer than it should’ve been.

The thing is, I was forced to restart it because it was built around a discrepancy with my magic system that didn’t make sense–a super esoteric plot hole that would only be visible to me on the back end . . . which meant I just could not let it stand. Because I just obsessively hate plot holes so much that it’s borderline dysfunctional.

Anyway, I smoothed out the magic system, went back to restart the villain’s backstory, and realized that one of his major drives (learning how to wield magic better than his siblings so he could make a name for himself like his father stressed all of them should) just wouldn’t work anymore (because, post change, no one can wield magic except for gods). That meant I couldn’t go the route of him just being power-obsessed.

Which was, ultimately, such a blessing that I’m here writing about it. Because, without realizing, I’d slathered on a little bit too much of the Palpy on the building blocks of my villain. I didn’t go full Palpatine, but the dude was an old man who manipulated different political parties to fight while hiding he had crazy powers . . . Definitely too much Palp.

But being forced to find a new, more unique motivation yielded a backstory that feels weird and interesting. I can’t share it here, but the major thing is that my villain wasn’t an insane narcissist who manipulated his way into power. Instead, he was just a guy who had pretty intense issues, put in a variety of world-specific situations that ultimately made him a monster.

And I guess that’s the key term here: world-specific.

This is, in no way, an instructional post. If anything, this is just me venting about how I’m still learning how to fight bad reflexes when it comes to my creative process.

But I think the most important take away here is that my new villain’s backstory is world-specific; the things that made him who he is are only possible in the world of this story, and that feels so integral to making him unique that “How are their motivations world-specific?” is going to be in my villain-design tool kit from now on. Because that alone will force me to think more creatively about the world as a whole, and that just feels right to me.

Whether or not that’s right for you is totally up to you. I’m not here trying to preach today. I’m just a man freshly done with his taxes, venting.

And celebrating. Cause my WIP got several degrees less typical this week, and that’s always a good feeling.

And, more important than anything: because I finally finished the villain’s backstory, I can finally finish the outline this week.

Which means I’m just a week out . . . from finally writing prose again.

I’m so stoked I could open-hand slap a cake right now.

~~~

To be clear, I’ve never open-hand slapped a cake before.

But I absolutely could right now.

Anyway, thanks for reading. I post here every Sunday. Full warning though: this is just an aspiring Fantasy writer’s blog, and, as you can see, I post whatever weird, sometimes entirely self-centered bullshit I decide to write about each week. I just do not cater to algorithms; in fact, I usually don’t write about new fads until literal years after they’re popular. Example: I watched Terminator: Dark Fate for the first time the other day. I just don’t care about being timely. I care about writing, and experiencing stories outside of their hype windows. So if you’re down for reading the perspectives of a guy who cares a lot about storytelling but doesn’t give a single shit about what’s happening on the Epic Games Store, well, hey, there’s a Follow button on the side bar on the left side of the screen (on PC) or the upper right corner drop down menu (on mobile).

Until next time, stay safe and try making resin jewelry. It’s a relaxing, easy hobby. Just sit somewhere pretty; pop open a window; wear safety goggles, a face mask, and gloves; mix up some resin with whatever colors; pour it and leave it for a day. Come back, see what worked out and what didn’t, try something else.

Just allow something fun and uncomplicated to exist outside of your control. Because, especially if you’re a writer, you deserve to enjoy some chaotic beauty in your life.

Let’s Talk About – “Uncanny Mess Realism” in Worldbuilding

Welcome back! Or Happy . . . First Time Here? Uh . . .

Welcome!

Holy shit, I’m never trying to write a normal intro ever again.

Today, I wanted to get back to writer talk. I have an important life update I’ll drop on you guys, but nothing crazy . . . Well, it is crazy, but not in a bad way or a great way. It can wait.

Especially because a really good topic came to me in my weekly zoom call with other writers last Saturday.

How to use a very specific type of realistic complexity in worldbuilding.

As I brought it up to my writing buddies, I realized, Maybe this isn’t a facet of worldbuilding everyone thinks about?

To put it simply, it’s the messy, microcosm-riddled complexity of both in-world institutions and pre-story timelines.

I took a week and tried doing some research about this topic, but I was only able to turn up a bunch of basic worldbuilding tips. Which means no one (from what I saw) has talked about this before. I’m choosing to believe that’s because I’m just obsessing over miniscule facets of writing again. But whatever.

I’d like to point out that I didn’t create this concept. I learned it from watching a DM on Twitch ages ago; Adam Koebel, who possibly still DM’s for the Rollplay D&D channel, used to do worldbuilding sessions for the games he ran and after watching a few, this one aspect of his approach to worldbuilding stood out to me. I don’t remember him calling special attention to it or naming it, but I’ve come to think of it as . . .

Uncanny Mess Realism

Okay. Hear me out.

Your basic worldbuilding for the guards in a Fantasy city is this:

The guards in this city are servants of the king and they ride horses from the stables at the castle’s guardhouse.

Uncanny Mess worldbuilding for the guards in a Fantasy city is this:

The guards in this city were a mercenary faction that was employed so long by the kingdom that they were folded into the military 300 years ago (which is why they’re called “the Wolves” [I dunno–it’s 3am] and why their coat of arms is the kingdom’s sigil with a full moon behind it. Among the Wolves, there are two pretty distinct mindsets–those who love the kingdom (who grew up here or came here because they heard stories of it and are content to protect it) and those who want to be Wolves because they have “Wolf’s blood” in their family line or grew up on stories about the sell swords (and who don’t care nearly as much about the kingdom and its citizens). Also, they use horses from three different stables–Lockley’s, West End, and Minish, which are all on retainer with the king. A normal person can still buy or rent horses from those stables, but their warhorses are technically property of the crown, shared by the Wolves when necessary. Yeah, the previous queen used the castle stables to outfit the Wolves, but the current king loves horses, so the castle stables are full of his personal stock.

Basic worldbuilding for a company that makes androids is this:

Android Co. [3:30am now] makes androids in its facility in Silicon Valley! They sell androids at their fancy chain stores, and even though they are the only android manufacturer in the world, their androids are incredibly high tech and basically human.

Uncanny Mess worldbuilding for a company that makes androids looks like this:

Android Co., like the 5 other major android manufacturers, gets a lot of their parts from third party manufacturers. Considering, for example, the highest quality processors come from one company and heat sinks come from another, they have a bunch of contracts with a lot of third party firms who ship parts to their factories. Even after you take into account proprietary technology, their androids are still about 40% identical to every other android on the market. Android Co.’s major claim to fame is the hyper realistic synthetic skin they use on their products, but even that is a commissioned variant from the same firm who sells to everyone because they make the best, least creepy-looking synthetic parts.

What I’m trying to get at here is that, in the real world, organizations and institutions are very messy.

If you go to the bear enclosure at your local zoo, and you see the one brown bear you’ve always seen there, who now has *gasp* an adorable bear cub with them, the temptation is go, “Aww! He/She had a baby!?” But, in reality, that cub was possibly brought in from another zoo or a sanctuary. In fact, if you’re not particularly keen on the bears, maybe you don’t even notice that the one brown bear you’ve always seen is a totally different bear–that yours was moved to a different zoo and a new one was brought in and you’re 30 feet away and can’t tell regardless.

Okay, it’s starting to sound like I’m roasting your ability to identify bears from 30 feet away, but no–what we’re focusing on here is that zoos 100% operate like that. All organizations do.

A security firm orders their uniforms from one local outfitter that buys shirts from a different company that mass produces them. Every pizza place in New York uses boxes that don’t advertise their pizzeria. I don’t know why, but clearly, there’s some needlessly complicated reason why that happens.

That complexity is just the way organizations actually work. They are these messy chimeras of intentions, business decisions, and contracts that are constantly changing. And making the organizations in your fictional worlds operate in this way will make them weirdly realistic.

If that is something you want to do.

As always, whether to use this approach depends entirely on what you want to do with your story. I build organizations like this in my stories for the same reason that I do pre-story timelines for my characters–it just adds potential fuel to my work and sometimes influences the entire story in important ways.

Another thing to keep in mind: organizations can be as Uncannily Messy as you want. Android Co. can purchase 100% of their parts from other manufacturers and have them assembled by a contractor. Or they can ship in 10% of their parts, the rest all proprietary, made in a massive complex of factories in Canada. Obviously, all of this is your call and subject to whatever facet of realism you think fits.

But I will add that . . .

Uncanny Mess Can Also
Be Applied to Character Timelines

Obviously, Uncanny Mess is a beast of timelines; in all of the example above, it is a tool I used to flesh out the timelines of different organizations.

However, even though a character isn’t assembled at a bunch of different factories, their pasts can definitely be that complex.

Which I only say because, was I was younger, the reflex was always to be like, “And before this character walked into the plot, he was a knight. He grew up in this town, became a knight, fought in the Old War, and now he’s old. A-a-a-a-and done.”

But, really, that knight’s history should be, “He grew up in this town. Maybe right when its trade in–oh man . . . Okay. Wait. I have to come up with what they traded in. Fish? Okay. Wait. So I guess he was a fisherman’s son? Maybe that affects how he talks? Did he hate fishing? Maybe that’s why he became a knight? Or wait . . . Maybe he loved fishing but he had to leave that town anyway? Maybe he, like, fell in love with someone in the big city, but had to become a knight to gain the status necessary to marry him/her? Okay. Whatever. He was a fisherman until he was 16. Then he went on a trip with his family to the big city, maybe to deliver a bunch of fish, and that’s when he met–wait! . . . How did he get to the big city? Was it on a ship? His family probably didn’t own it, so was it a merchant’s vessel, commissioned by the king?”

I mean, look, you don’t have to be as crazy as I am when it comes to designing characters’ pasts, but the potential to find some interesting facet of a character is always somewhere back there. There could be an experience he has on that ship that inspires him to become a knight–anything from getting to see different ports to living through a pirate raid, thwarted by a royal vessel full of knights.

Again, none of this is essential. In fact, there’s a very real chance that going back and entertaining all of this for a story you’re already writing would just be detrimental.

But if you feel like your characters aren’t round enough–if you aren’t sure about their motivations or what story you want to tell through them, maybe give their past a second look.

And if you’re writing an intrigue story centered around some organization and you’re having a hard time figuring out the pieces of the plot, maybe take a second look at that organization’s past.

And make an absolute mess of all of it.

~~~

Well, that was fun.

If you’re new here, I post in this web zone every Sunday. And I’m going to try to start posting as early in the day as I possibly can, because I’ve realized that by the time I’m posting every Sunday (usually at night), I’ve always missed a spike in visitation. So I tell people to stop by, and they do–to find nothing. I feel really bad about that, so I will officially start aiming for 12am on Sundays.

So, stop by next Sunday! Or, if you would rather just avoid all of this scheduling BS, you could always follow me here (a button on the left sidebar on desktop and the top right menu on mobile) so my posts can get emailed to you.

Either way, thanks for reading. I am flirting with the idea of making audio recordings of these posts–but that’s going to rely heavily on how easy it is for me to read them/the cost of apps and equipment. If it’s not too bad, I’m throwin’ the stimmy at it.

Anyway, until next time, take care, stay safe, and hug your cats! Just a full-on hug. Unless they’d hate that–LOL. Bye!

Let’s Make: A Fantasy Story Shop — Lucky’s

It’s been a while since I did a Let’s Make, one of the many series that fell to the wayside when I stopped posting every day. Still, I love this series, so I thought I’d sacrifice one of the more recent, bloggier posts for another installment.

And, this time, I thought I’d solidify something I’ve been slowly gathering details for in my day-to-day: a fantasy shop.

See, the weird thing about “shops” in fantasy is that they’re often . . . samey? Basic? Maybe “convenient” is the right word, but what I’m getting at is that they’re usually thrown together based on simple standards (not so much tropes, but basic, established ideas of what fantasy shops are, how they work, what they sell). DM’s running D&D games might try to give shopkeepers a bit of charm, but fantasy, in general, makes the average shop a little simple. A little too perfectly named.

A shop in a town known for its thieves, for example, might be called “The Rusty Lockpick.”

In a seafaring town, the shop might be “The Bronze Spyglass.”

And, sure, both of those would be charming, acceptable names.

But, today, I want to offer a different approach: how about a shop built by someone who wasn’t cute about naming it?

How about just a no frills, mess of a store on the side street of a fantasy city?

Yeah. . . Yeah, let’s make that!

Step 1 — Choose a Name

A little backwards this time, but choosing the name of this shop first will help sell it as a hastily chosen name, or perhaps one that’s lost its meaning.

What I’m looking for is something charming — of course — but also something simple, memorable, and easy to say. Basically, I’m looking for a nickname for this shop, because I’m getting the feeling this rundown little place has been in business for generations.

Off the top of my head, I’m going with “Lucky’s”.

Step 2 — Figure Out the Proprietor

So, of course, I don’t want to go crazy giving a ton of backstory for a side character who won’t be a main part of Rainwater, but I do want to give the proprietor of Lucky’s a believable, charming personality, with just enough backstory to build off of. Because, as I’ve learned the hard way, if I don’t give my characters room to grow in my stories — if I hammer everything down in an outline — my details will be ridged when it’s time to write.

So, instead, I’ll jump into whatever smaller details come to mind.

  • The proprietor’s name isn’t “Lucky.” My initial thought is to make Lucky his grandfather, but I love the idea that Lucky was a mascot — maybe a dog? Maybe the proprietor’s grandfather’s dog, who used to be his companion on adventures?
  • Not sure yet what the proprietor’s actual name is, so let’s just go with a placeholder: Rosco.
  • If you walk in, see Rosco, and say, “So you must be Lucky,” he is guaranteed to gouge you for whatever you want, no matter how small.
  • I can’t fight the idea that Rosco has an eye patch. It seems incredibly typical somehow, but when I try to think of a notable shopkeeper with an eye patch, I come up blank.
    Actually, I think the stereotype for a proprietor in fantasy is literally “barrel-chested.” Inn keepers, smiths — whoever they are, whether they’re jovial or gruff, they’re always “barrel-chested” men.
    So, I think I’m alright on the eye patch.
  • Rosco lost his eye in . . . okay. I just brainstormed it for 10 minutes and found a bunch of possible ways he lost it. However . . . I’m also getting the strong, aimless curiosity I always get when I don’t know enough about a story/world to hammer down details with confidence.
    I’ll decide on his eye later.
    Although, I always love the idea of characters having countless stories for how they got scars/nicknames/etc., so everyone in Errsai has a story for how Rosco lost his eye.
    Rosco himself has several favorites.

Step 3 — Decide on the Merchandise

What does this store sell? General goods? Potions? Considering real world possibilities (my favorite thing to do in this situation), is this a pawn shop? A purveyor of refurbished swords and armor? There are countless possibilities, so don’t get stuck on the standards for fantasy shops: Items, Armor, Weapons, and Magic.

Lucky’s is pretty obviously a low-end thrift shop for cheap, second-hand goods. Naturally, it offers everything — at least everything that can be made cheaply and imperfectly. Finding those things, from flawed daggers to frayed novels, is undoubtedly Rosco’s calling.

Step 4 — Decide on the Look

What does this shop look like, inside and out? How is its merchandise arrayed? Does it have dominant colors — a clear aesthetic maintained by its owner? What’s the overall vibe of the place?

Lucky’s looks like any good antique shop — a densely packed nightmare of stimuli. Of course, the difference is that Lucky’s is lined with broken things you don’t actually want — things that you’d only buy at the worst of times, in the direst of needs. Lighting comes primarily from grimy windows, the lights inside of the shop too obscured by Rosco’s bent and breaking merchandise.

Step 5 — How Does It Make Money?

I guess Lucky’s actually pulls in enough of an income to survive in a fantasy city?

Actually, no — scratch that. I love the idea that Rosco found a loophole that keeps Lucky’s open forever; some kind of legal motion that locked it in government-funded perpetuity. Something starting with a petition to have it made into a historical landmark, which spiraled way out of control.

The point is, this junk heap is government-funded, somehow. And I love it.

Of course, I think Rosco still needs to make enough money to eat, so there’s a backroom lined with lock boxes, all available for rent — to people Rosco likes. Because that . . . is just the right amount of “shady.”

Step 6 — Add Some Regulars

No establishment is complete without regulars. Here are the first few ideas that come to mind:

  • A tall man with a deep voice stands outside, hawking Rosco’s wares. He does this rarely and is even more rarely paid.
  • When there is hawking, a much younger woman leans on the front of the shop, accompanying the large man’s cries with flute music. She seems to be a descendant of the shop’s original owner, begrudgingly attached to it.
  • Two old men visit Lucky’s almost every day, setting up whatever ramshackle table is available, playing whatever old, broken games Lucky happens to have.
  • Once a week, Mr. Olimpaie comes from Rainwater Archaic to browse for enchantments. He has never bought a single thing.

And, with that, Lucky’s is as finished as I dare to make it in the worldbuilding phase. I was going to add a “Give It Some History” step, but that actually worked itself out over the course of the build.

Anyway, thanks for joining me for this short bit of brainstorming! I hope you enjoyed!

~~~

To all of my regulars, thank you guys, once again, for reading. I’m not able to post every day, like I want to, but the site is still slowly building up a following, and that’s incredible. In the last few months, I’ve almost doubled my number of followers, and that support actually keeps me going. I’m not exaggerating — if not for you guys, it would be so hard to stay positive on the totally blind scale of writer self-doubt. Thank you, thank you, thank you.

But also, of course, thank you if this is your first time visiting. My name is Louis Santiago, and I’m a fantasy writer based in the Bronx. My short story, “Aixa the Hexcaster,” was published last year in Mirror Dance Fantasy. However, I’m still very much learning about the writing process–still trying to figure it out–which means posting here every week, even though I make absolutely no money from it. So, if you like what you read here and feel up to getting updates by email – a new post from me delivered right to your inbox – then please hit the Follow button at the bottom of this page. Because, even though all I get from this site is emotional support, that support means the world to me.

But, either way, thank you again just for stopping by. And, as always, write well.

Games for Writers: No Man’s Sky

Wow. It has been forever since I’ve written one of these.

And, of all games, I picked No Man’s Sky, hands down the least disappointing game of 2016. Why, I remember no one being upset about this one.

. . .

So, disclaimer first: I know. I know that No Man’s Sky was a huge, flaming disappointment. And, with this post, I’m not trying to say that you should run out and buy it. The only reason why I didn’t trade it in, in fact, was that I forgot it was on my shelf. The only reason why I still haven’t traded it in, is that the Foundation Update was pleasant. Maybe Hello Games’ll suddenly stop supporting this game in a few months, but, as I’d only get a few bucks for trading it in now anyway, I’m holding out for future updates, hoping I at least get my money’s worth that way.

Regardless though, none of that is why I’m writing about this game today.

Today, I’m writing about No Man’s Sky to give it props in one regard. Because there is one way in which it helped improve my writing.

The name game.

I’m a big believer in the power of video games. I don’t think they’re the ultimate form of entertainment, but I think they have an innate ability to provide experiences you would never have otherwise. On a most basic level, they have the power to make you feel that you’re, say, a pilot navigating his way through a space battle.

But, at this point, an idea like that is oddly quaint when it comes to gaming. Video games are far more specific and varied. They’re able to deliver more unique tones and feelings.

And No Man’s Sky delivers a feeling and experience that I have never encountered in any other video game. Ever.

And that feeling just so happens to be important for worldbuilding.

In this video game, in which you have to gather elements from plants, rocks, animals, and planetary bases, all to power and mod your ship so that you can fly to the heart of the universe, the sandbox that you’re in is planet-sized. There’s no one around to talk to you and, often, there isn’t much to interact with.

All there is to do, is walk around, explore, and name the creatures, plants, and locations that you find. And it’s that naming–of these tiny parts of a frighteningly massive universe–that is invaluable when it comes to worldbuilding.

No Man’s Sky is a Game for Writers because the experience of being on unfamiliar territory, and not being able to go back–of having to walk around a bizarre landscape and, especially, naming things as you go–will improve your naming game tenfold.

Because now, you are the settler who founded Manhattan.

You’re the guy who’s standing there, on the spot, trying to decide what to call a place you’ve never been to.

You’re the person who’s all, “Uh . . . Fuck it. Louis Town. Wait, no, Louisville . . . : I This is exactly why there’s a Long Island in every state, isn’t it?”

No Man's Sky_20160812141756
Because sometimes, you’ll just name ’em the first thing that comes to mind.

But you’re also the person who reaches a base at the top of a mountain, and, after hours of naming different locations, looks around and sees that there are two caves nearby that look like eyes. So you name the base “Rockmire’s Gaze” and then spiral into thinking of why the mountain is named “Rockmire” and what the people of this planet would think of the fact that it has eyes (if there were people–No Man’s Sky is beautiful but it’s still a pretty vacant resource collecting game).

My point is, after playing this game, I got a lot more heavily invested in naming trends, and I think all fantasy writers can stand to do that. And not just naming trends of landmarks or animals, but of everything; I’m finding that plant names are particularly interesting to me (“Why ‘foxglove’? And, wait, ‘ladyfinger’?. . . That’s just weird.”).

But, being put in a place to name things in quick succession also highlights your own naming trends and helps you slip away from them. In my case, I realized I love ending planets names with “-ulus” or “-os,” and as you can see from the picture above, “Prime.”

No Man's Sky_20170217182318
Although I found I also go with single words, like “Amethyst,” for planets and other locations. It’s a bad habit in my writing that I know I have to break now.

With animals, I fall back on real suffixes mixed with appropriate sounds–“byparn” being a favorite example for a cow-like alien with two horns. I also go for direct descriptors with dashes though, particularly for plants; “bat-winged borp” and “arrow-leaf tree” for examples.

Again, I wouldn’t recommend buying No Man’s Sky; it’s still a little too sparse on the gameplay side for me to recommend it to anyone.

But, if you’re a writer, and if you already own it, or if you have a friend who owns it, maybe check it out for that one day–that one batch of hours–where you’re genuinely a pilgrim, naming a land you know nothing about.

~~~

Thanks for reading. I hope this was an interesting return to the Games for Writers series. You can check out these previous installments on Metroid Prime, Silent Hill 2, Metal Gear Solid 3: Snake Eater, Telltale’s The Walking Dead: Season One, and Dark Souls, but please be advised that they’re mostly terrible (I wrote the Silent Hill one nearly seven years ago; I was a much different writer back then). I also wrote a post about making sure your writing is free of completely unrealistic video game tropes, a pitfall that I called the CR Trap.

Regardless though, that’s all for this week. Thank you for dropping by, and, as always, write well.