Tuesday, April 20, 2010

Storyteller’s Playbook: Writing Dialogue

Dialogue is perhaps the most important part of any story.  Think about the books you read.  Even if you stumble and skip your way through some of the long, boring explanations and descriptions, the odds are that you read closely every single piece of dialogue.  Why?  Because it’s pure, unadulterated characterization.  It’s the good stuff.  It’s the only time that the characters literally speak to us.  If we’re not open to hearing what they have to say, then odds are that we’re not open to the story at all.  In fact, there are any number of works that work because of dialogue alone.  Look at Shakespeare.  It wasn’t the plots of his plays (all stock, even at the time) or his description that made him famous.  It was what his characters said, and the way they said it.  That’s true in almost any play.  Hell, it’s true of screenplays.  It’s even true in some of the best novels.  For example, the Fletch series is a tour de force of dialogue-based prose.  But even in regular, description based writing, dialogue is the heart soul of the character and the story.

Unfortunately, I think, dialogue is a part of the world of gaming fiction that often gets lost in translation.  Especially in online gaming, the fact of the matter is that dialoguing a scene is kind of a pain in the ass.  And working your way through an online conversation—well, that can take days.  Days during which not much else is happening.  And that’s a problem.  That’s one of the ways that DMs lose players.  And yet, not dialoguing is worse because that leads to a world that’s utterly disconnected with characterization.  And that’s just god-awful.  That’s how good games become boring hack-and-slash-fests.

I have dialoguing in mind this week because the Sellswords are in the port of Athkatla, and I want to do a little characterization.  I want to let in some personality and give the characters a chance to walk around in their skins.  Well, that’s all well and good.  I mean, it’s a good goal.  But I’ll admit that keeping the game moving in what is ostensibly a slower scene is a challenge.  And figuring out how to keep it on course is even harder.

Eh.  That’s why I get paid the big bucks.

Anywho, writing dialogue is tricksy.  As comic writer Brian Michael Bendis says, you have to hear the voices in your head.  Which can be tough.  Because to hear the voices, you need to have a pretty good idea of who the characters speaking are, what they want, and what they’re willing to do to try to get it.  I mean, look, everybody wants something.  And, well, talking is by far and away the most common way in which folks interact.  So a person’s wants and needs simply must come through in their language.  To an extent, what they want and how they want it can even come through in their speech patterns. 

With all of that said, the most useful thing I’ve ever heard about writing dialogue is this: when you write dialogue, you have to remember that most people don’t listen.  They wait to talk.

I work through it by thinking about a radio with a PUSH-TO-TALK button.  One character starts talking.  He has a point to make.  And he’s probably enjoying the spotlight.  But the other characters, they also have points to make.  And if they’re regular humans, then they’re not really listening.  Instead, they’re thinking about what they’re gonna say when the other guy finally shuts his damned mouth.  And while they wait, they’re formulating their counter-arguments.  They’re rehearsing in their heads  And when a break comes—and sometimes even when it doesn’t—they jump on it, seizing their own mikes and pressing their own PUSH-TO-TALK buttons.  The result is static—and a lot of people stepping on each other, everyone trying to be heard.

Folks interrupt each other.  They step on what their peers are trying to say.  They talk at cross purposes, answer questions with more questions, answer illogically.  Hell, most often they don’t answer questions at all.  And if they do, they do it in a way that’s self-serving.  They answer the question they want to answer and not the question that was actually asked.  If you can remember all that—the essential selfish ickiness of the human condition at its worst—odds are that you can write dialogue that works.  You can write dialogue that’s believable.  That’ll have people sitting up, thinking, “Wow.  I totally know people like that.  Man.  People suck.”

To me, that’s where you want to be.

One other thing I’ll say about dialogue is this: if you want your readers to learn something and believe it, one of the easiest ways to get that across is by showing two nominally disinterested characters talking about it.  For example, if I want to get across the fact that Gruuck the Orc is a bad mo-fo, then I can show Gruuck in a fight being a bad mo-fo.  And that’s fine.  But if I then want to drive the point home afterwards, I can have Gruuck sit at a fire and then pan back.  Now two other orcs are looking on.  And the one says to the other, “Man.  That Gruuck.  He’s a bad mo-fo.”  And your readers, having just seen Gruuck in action, will realize how to place that action in the context of the story.  If the other orcs think Gruuck is a bad mo-fo, then he must be one.

And that’s all I got today.  Busy week.  Stay cool, and we’ll come back next week and talk some more.

Monday, April 19, 2010

Movie Review: Aloha, Scooby Doo!

I’ve got two girls at home—one princess, 6, and one would-be paleontologist, 5—and I’ve been trying to wean them off of Disney for a while now.  I mean, the princess movies are okay, but they aren’t what I’d call empowering.  They don’t teach much in the way of self-reliance.  And I want my girls to at least get some exposure to heroes who kick ass.  Or, at a minimum, resolve their own problems in a way that’s more proactive than waiting for their respective princes to arrive.  Hence last week’s showing of Starblazers: The Quest for Iscandar (Disc 1).  Thankfully, my younger daughter, the would-be paleontologist, has taken a decided interest in Scooby Doo.  So this week, I streamed an older Scooby direct-to-DVD movie off of Netflix for her called Aloha, Scooby Doo!

Of the Scooby direct-to-DVD movies that we’ve seen, Aloha, Scooby Doo! is easily the most traditional in terms of its plot and structure.  The gang is out someplace doing something that’s fun and basically touristy, in this case visiting Hawaii as part of Daphne’s swimwear design business, when they run into a monster-mystery.  Aloha’s monster is the dreaded Wiki Tiki, a radical native Hawaiian surf zombie dedicated to scaring beachgoers on behalf of the local surfing scene’s racial purity.  Which is to say that the Wiki Tiki wants to keep the beach for locals only.  And as you might expect, wackiness ensues.

For better or worse, Aloha, Scooby Doo! is exactly what you expect it to  be.  The story plays out over a little more than an hour, during which time it strictly follows the beats of a typical episode of Scooby Doo, Where Are You?  This gives time for any number of chase scenes—in a cave, at a luau, out in the pipeline, through the jungle—and all of that is fun.  Several of the set pieces are clever, and the usual sight-gags abound.  Certainly, my daughter liked it.  She bounced up and down, pointing and screaming at the TV almost the whole time.  Well, that’s why we watch, right?  As for me, I’ve always loved the goofy visual comedy of Scooby Doo, and I knew what I was getting myself into when I turned the movie on in the first place.  The only part that I found annoying at all was the mechanic of the eventual reveal.  Put simply, setting that scam up would’ve cost twice what the crooks were looking to clear via its execution.  But, y’know, that’s a common problem in adult crime thrillers, too.  At least Scooby Doo has the grace to be up front with its goofiness.

Aloha, Scooby Doo! is a fine addition to a generally entertaining and inoffensive series of kids’ TV movies.  If you or your kids are fans of Scooby Doo, and you enjoyed the traditional story structure of the original TV show but wish they’d made more episodes, then Aloha, Scooby Doo! is for you.  We’ve seen four or five of these Scooby movies now, and while I can’t say that this one was the best, it certainly wasn’t bad.  I enjoyed it, my daughter enjoyed it, and we got it for free via Netflix live streaming.  I don’t know what else you could ask for out of a Scooby Doo cartoon movie than that it entertained Emma and me on a rainy Sunday afternoon.

Saturday, April 17, 2010

Big Swim Day

Last night's workout: Modified SKIPS

500 Swim
200 Kick
400 IM
400 Pull
500 Swim
3 x 100 Free @ 1:30 (holding under 1:10)
100 Warm Down

This afternoon:
300 Warm-Up
500 @ 6:40 (messed up the interval in my head)
400 @ 5:40 (1:25/100 pace)
300 @ 4:15
200 @ 2:50
100 @ 1:25
8 x 50 Kick (IM Order) @ 1:00
400 Pull
5 x 100 @ 1:30 (under 1:30)
200 Warm Down

Grand Total: 5700 yards.

Hooah!

Weekend Update!

Apologies for missing Thursday and Friday's post.  I'd even written a Storyteller's Playbook entry, but it's on my Flash drive, and I left the drive sitting in my office.  *sigh*  Well, I'll put it up next week, I suppose.  We're not on a deadline, after all.

Decent workout week this week.  You may remember that I'm fighting my way through a little groin injury.  Well, it's getting better, slowly but surely.  I pushed pretty hard on the bike last weekend, and between that and a generally full family schedule early in the week, I ended up taking Monday and Tuesday off.  In retrospect, that seemed like a pretty good idea.  I was tired, and training tired legs isn't always a great idea--at least for me.  I gotta take it a little easier than I did when I was in my twenties.  

Wednesday was kind of wacky.  I had a series of long conference calls with various electrical stakeholders in New York State, and that kept me at work a little late.  So I got up early and went to the gym, going into the office an hour late and basically giving myself a chance to get a little workout in.  Which wasn't bad, but it threw me off, and I wouldn't want to make it a habit.  Then I ran Thursday--only two and a half miles, but that's still more than I've run in a few weeks.  I was a little sore, but I didn't make the injury worse, so I suppose it's all good.  Last night I swam--about 2400 yards.  I wasn't trying to go fast, but I felt okay... about the best I can hope for in the water these days.

It's s'posed to rain all weekend, so I'm probably not gonna get to ride much this weekend.  With any luck, I'll get back in the pool today and then either go to the gym again or maybe go for a little run.  By my count, I need to put in about 3 hours of workout this weekend in order to make my total quota for the week.  Eh.  We'll see.

Well, that's it.  Have a great weekend!

Thursday, April 15, 2010

Wednesday Stray Voltage

Not a lot going on today.  Big phone/conference call day for me today.  I ended up catching a late train, which meant that I had to go to the gym at 5am this morning, but I wouldn’t call that bad.  Just different.  I’m normally up at 5, but for whatever reason I still feel like I’ve been droning all day today.  Guess I just needed a double-shot of coffee after my workout.

On the D&D front, the Sellswords finally got into the city of Athkatla yesterday.  They’d originally decided to head into the city because it’s a major slave-trading center, and they have some spellscarred child-slaves to sell.  However, thankfully one of the players has had a change of heart.  Which is interesting.  Now he’s got to try to convince the others to send the kids to an orphanage rather than out to a mad wizard’s lab where they’d be the subjects of who-knows-what kinds of insane arcane experimentation.  Heh.  Morality is a tough issue in a game with no real consequences.

I felt bad for Jack after watching this week’s 24, especially since we now know that the show’s been canceled for next season.  So old Jack’s not gonna have a chance to get his life back together after this.  However it ends this season, that’s how it’s gonna stay for all eternity.  And for a show that’s gone for the super-happy ending more than once, I’m sensing a downer of a conclusion.  With Renee dead and Jack’s mission a failure, there’s really no chance for redemption anymore, is there?  It’s not like Jack’s wife is gonna come back from the dead.  I don’t see how the poor guy could possibly wind up as anything but old, miserable, and bitter.  Eh.  Maybe he’ll die, too, and they can all be together in a big sex-sandwich up in Heaven.  I suppose that’d be a happy ending of a sort.  And anyway, Jack converted to Islam at the end of last season, so I suppose they could always martyr him and then show him with him getting the 99 virgins.  At least that’d be an ending that folks’d talk about.

It was warm in New York City today, and all the crazies came out.  Seriously, I found myself wondering if Welfare checks had gone out or something because bums were literally everywhere, and they all seemed happy and a little stoned.  But I suppose it could just be the weather.  We had a rough, rough winter, and I doubt anybody suffered more than the barely functional.  I slept on the back of enough tank turrets to be able to imagine what it must be like to sleep on a transformer grating trying to stay warm.

Unfortunately, it’s still a little too cool for the NYU students to be out in their bikinis getting sun in Washington Square Park.  Those girls always make the park seem cleaner.  Certainly they make it a better place to take a lunchtime walk.

And that’s about all I got.  Until tomorrow…

Tuesday, April 13, 2010

Tuesday Reviews: The Cupboard is Bare

So here it is Tuesday, and I don't have a thing to share with you.  I read a Batman OGN last week (Batman: The Black Case Files), but although I liked it, I didn't like it enough to go look up the art and artist and writer info and all the rest of that crap.  I also started reading Red Square (2nd sequel to Gorky Park), but I'm not too far into it yet.  So... there ain't a lot to talk about.  

That said, I did finally start writing for IRateFilms.Com this week.  I did my first review on Starblazers and decided in general to try to be their back-issues-of-TV guy.  Because, bottom line, that's what I seem to be watching.  I NEVER get out to the movies when they're new.  Anyway, when and if the IRateFilms guys get my review up, I'll let you know.  

In the meantime, well, go find a hobby.

Monday, April 12, 2010

Ladies and Gentlemen... Your Hartford Colonials!

I’m just gonna go ahead and tell you that your new favorite UFL team is the Hartford Colonials.  The Colonials started life as the winless (and nigh unwatchable) New York Sentinels last season—under the inept leadership of Ted Cotrell, formerly Defensive Coordinator of the San Diego Chargers.  Honestly, I was both surprised and dismayed when Cotrell was hired for the Sentinels, and in that regard, well, last year’s winless season was exactly what you’d expect out of a guy whose last tenure was also a colossal failure.  Last season the Sentinels were so bad that I ended up canceling my plans to take my kids to one of their games because I didn’t want my kids’ first experience with live football to be a total blowout.  That ain’t the way to show your kids the beauty of the game.

Thankfully, this season the Colonials have a new Head Coach and GM.  In the spartan UFL, that’s dual position held by a single man, Chris Palmer, a CT native as well as a former Cleveland Browns head coach and the Giants’ quarterback’s position coach.  Eh.  I’ve never heard of anyone else from the staff besides Tony Sporano, the son of the Miami Dolphins’ head coach.

More on the coaching staff:

As far as the players go, the Colonials just announced their “protected” list, the list of the 20 players with whom the team has some kind of initial exclusivity over contract extensions from last season.  The most famous looks to be Safety Tra Battle.   In looking through the news, I see that Battle visited the Tennessee Titans recently, presumably as part of the team’s “emergency call” list off-season update.  A lot of the successful UFL players wound up getting called up last season via emergency call lists when mid-season injuries left contenders a little short.  In fact, it’s because of the existence of these kinds of call lists that the UFL plays its games in the Fall rather than in the Spring.  Playing in the Fall gives UFL players the best chance to see some regular, big-League action later in the year. 

Anway, I’ve not heard of anyone else on the team besides Battle, but it looks like there are a couple of former Houston Texans:

If you’re wondering, the Colonials play at UConn’s Rentschler Field, probably to somewhere around 5,000 spectators if last year’s attendance is any guide.  Colonials season tickets are $100 for 5 games.  Since the stadium is about 45 minutes from my house, I may well buy some, but it depends on the schedule.  Fridays and Weekend nights I would do.  More Thursday night games I won’t. 

Some games are also televised on Versus and via the Internet on HDNet and the UFL’s official site.  I watched a couple of the games on Versus last year, including the very entertaining UFL Championship Game, and most of the games were watchable, but there were a few blowouts.  Still, I think that the key to having a good fan experience is having someone to root for.  At least I’ve given you that here.