Month: October 2009 (page 1 of 3)

On the Tube: White Collar

White Collar

The major networks – CBS, NBC and ABC in this country – seem to have cornered the market on procedurals. In fact, it could be argued that procedurals are overrated. However, occasionally a show will try to take the procedural formula and go in a different direction. Take a cop show, for example, and give it military trappings. Or take a medical show and make the principle an insufferable douchebag. And then you have some of the shows on USA, which look at procedurals from an entirely different perspective – I’m taking a long, lingering look at you, Burn Notice. Come back soon.

Anyway, what we have here is a show that deals with major crimes – multi-million dollar art forgeries etc. Law & Order Criminal Intent does this with the typical Law & Order tropes. That is to say, everything’s very serious, the subjects are RIPPED FROM THE HEADLINES and nobody cracks a smile. It leans so heavily on the non-comedic side of drama it occasionally makes Greek tragedies look light-hearted.

On the other side of things, we have White Collar.

This isn’t to say that White Collar is madcap or slapstick. It’s not playing things deliberately for laughs. It is, however, intelligently written and well-paced. The premise of a gentleman thief coming over to the lawful side of things in order to secure their freedom isn’t really new, but one of the things that makes White Collar stand out is that the two leads are equally intelligent and even before their partnership begins, there’s a grudging admiration for each other. It’s like if Al Pacino & Robert DeNiro’s characters in Heat came up against a more violent gang of bank robbers and joined forces to take them down.

Neal Caffery, as a character, is especially interesting because he does use his intelligence and charm to get what he wants, yet isn’t willing to use violence to achieve his ends, nor is he completely happy-go-lucky. He does have desires that extend beyond creature comforts and fine clothing. The fact that Matt Bomer’s so easy on the eyes puts the whole character together in a shiny package that’s very, very difficult to ignore.

Tim DeKay’s FBI Agent Peter Burke isn’t a slouch either. He’s just as smart as Neal, being the only person ever to catch Neal after years of chasing him down. His suspicion isn’t completely unfounded, yet he respects and even likes Neal, especially because Neal is smart enough not to do something stupid that would blow a case on which they’re working.

For example, instead of just going through a plan by the seat of his pants, Neal is seen studying a book on warrant law before heading into the lion’s den of a particularly nasty art forger. Since Neal is wearing a GPS ankle bracelet that goes off if he leaves a 2-mile radius within New York City, the FBI is informed he’s flown the coup. When Burke and his men arrive, they see he’s come to the suspicious warehouse the two visited earlier for which Burke did not have enough evidence to secure a warrant. Since they are in the course of apprehending a fugitive, the FBI can execute a search legally, and they nab the bad guys by the book. They couldn’t have done it without Neal, and when Burke sees where Neal has brought him, he grins.

It’s up there with Burn Notice in terms of enjoyability, writing and character writing. Let’s hope it stays at this level. My wife, one of the most critical people I know, has dubbed it “fuckawesome.”

I couldn’t agree more.

Works In Progress II: Electric Boogaloo

Gears

So between items I need to fix for my day job, here’s a few snapshots of things I’d rather be doing with my time this morning.

  • Poor Lighthouse. I keep meaning to bang out more words in that novel but other things keep coming up. It’s only going to be an e-book, sure, but it’s still going to be something of a publishing credit.
  • No word from Fritz on the next book signing for Adventure on a Dare. Apparently the next one’s going to be Cabela’s, where all the sports aficionados can ask him about his canoe and the storm conditions. I’ll be there to sign copies for people and get my name out, which means I’ll need to print more business cards. Provided it hasn’t happened already.
  • I think that IT CAME FROM NETFLIX will, for now, remain a text-based feature. The video I’ll be working on for The Escapist’s Video Contest will instead deal with tabletop gaming. Alexander Macris, co-founder of Themis Group, told me personally that he wants more tabletop content on the Escapist. Days of High Adventure is a good start, and I want to help further the cause of unplugged entertainment. A video series may just do that. If I don’t suck at it.
  • Speaking of the Escapist, I’m still pitching them articles. It’ll be a couple months before I get a final answer, but I want to stay on their radar. Hopefully I’m doing so as a cool person, and not an annoyance.
  • I’m going to continue brainstorming my RPG every Monday. That way it doesn’t consume the rest of my time.
  • Also keeping my eyes peeled for freelance game-writing opportunities. I gotta start somewhere.
  • Still no word on Blood From the Underground vol 2 yet either. You’d think its release would be close to Halloween.

Back to coding I suppose. Web development might not be as glamorous or intellectually stimulating when you’re just fixing up things in a cart for someone selling silverware, but at least it pays the bills. Sort of.

PT: Sentence Building

I'll be watchin' you!

So this section used to be called “Breaking Writer’s Block” back in the early days of the blog. However, it has been proven by scientists that writer’s block is complete and utter bullshit. In light of this revelation, it’s necessary to rebrand this service I’m attempting to provide. So rather than breaking writer’s block, we need to look at what writing is. Writing is a skill. There’s natural talent involved, but in order to develop it, the skill needs to be trained. Since you’re training a skill that at times requires a pencil or pen, I’d refer to it as pen training, or PT if you prefer.

“I will PT you all until you fucking DIE!” – Gunny Hartman, Senior DI, Full Metal Jacket

I’m not going to be that harsh, but what follows is certainly an exercise. Basically, if you find yourself stuck with words running around in your head but stubbornly refusing to jump out, grab some sheets of scrap paper or index cards. You’ll need at least five.

Names

On the first sheet/card, write down five proper names. They can be as serious or as silly as you like. If you can’t think of any, crack open a book. Especially a gaming book, the first couple pages are full of names.

Actions

Next we’ll need some verbs to go with these proper nouns. So on the second sheet/card, jot down five actions. Do more than just name a verb, though, and add descriptors. They should be things like “jumped over,” “shoots at”, “talks to,” and so on. You can also add descriptors on the front end: “viciously punches,” “passionately kisses,” “breathlessly describes,” &c.

Targets

I mentioned shooting as a verb, but the target isn’t always being targeted by violence. You’ll need the other half of what grammar aficionados will recognize as the predicate. On your third sheet/card, write down some objects or people to be affected. “the car,” “Steve,” “that annoying client” and “the wall” are just a few examples. We’re going for creativity, not necessarily realism, so go nuts.

Extras

Subject & predicate alone make sentences, but they can be a little boring, so on the fourth sheet/card you’ve got, jot down some extra descriptors. Again, this is a creative exercise, so don’t limit yourself. Things like “with a rebel yell,” “in space,” “because the rum was gone” and “for no apparent reason” all qualify.

Mix & Match

So you’ve got one black workspace left. Fill it up by taking one element from each of the four previous pages and making a sentence. Once you use something, cross it out so you don’t repeat yourself. You should end up with five sentences that look something like this:

“Chuck viciously punched the wall with a rebel yell.”
“Bill jumped over the car in space.”
“Sam passionately kisses Robert for no apparent reason.”

Hopefully you’re laughing a little at these. That’s part of the point. Laughing releases endorphins, which along with the creativity used to put these sentences together, is sure to help break up that writer’s block authorial obstruction.

NOW DROP AND GIVE ME 5. …sentences that is.

Jotting in the Margins: The Need to Write

Writing

“…. Writing is anti-social. It’s as solitary as masturbation. Disturb a writer when he is in the throes of creation and he is likely to turn and bite right to the bone… and not even know that he’s doing it. As writers’ wives and husbands often learn to their horror. And- attend me carefully Gwen!- there is no way that writers can be tamed and rendered civilized. Or even cured. In a household with more than one person, of which one is a writer, the only solution known to science is to provide the patient with an isolation room, where he can endure the acute stages in private, and where food can be poked in to him with a stick. Because, if you disturb the patient at such times, he may break into tears or become violent. Or he may not hear you at all… and if you shake him at this stage, he bites.”

This is how Robert A. Heinlein describes writers in The Cat Who Walks Through Walls. He goes on to talk about “the need to write” which is apparently an incurable disease. It can be combated with different kinds of therapy. The character in question, ex-soldier freelance writer & gentleman about Luna Richard Ames, talks of a friend of his who was so affected by writing that he checked into an asylum.

“Cured him of writing, all right. But it didn’t cure him of the need to write. Last I saw him, he was huddled in a corner, trembling.”

I think that’s how it goes. I’m not sure where my copy of the novel is located. Might’ve left it in the box with the cat, just to see what happens. Anyway, the concept of a need to write isn’t without merit. Considering the arduous, time-consuming and often thankless nature of the business, many writers probably wouldn’t be writing if they didn’t need to. I know some people who are more talented with the art than they think but don’t do it for a variety of reasons.

However, once you get past a certain point and your dreams and ideas begin to take shape outside of your own head, all of the lost man-hours and eyestrain and rejection begins to matter less and less. You take these things in stride because a strange thing happens. It starts to become fun.

It’s never fun to get rejected, don’t get me wrong – form letters never lose their impersonal sting. That’s not what I’m talking about. The fun comes from the act of creation itself. Who cares if some berk over at Generic Adventures Monthly or Want More Twilight Publishing House doesn’t think your work is good enough? That’s their opinion. Your work is an entity onto itself and really doesn’t need the approval of others to justify its existence or its merits.

On the other hand, writers don’t write in a vacuum. If they did it really would be akin to masturbation. So if the more personal response from the potential publisher says they want tweaks in the story in order to pick up your work, by all means tweak away. The plants that bear the prettiest flowers and juiciest fruit don’t do it without some pruning. Be it by your own hand or the red pen of an editor, some metaphorical shears need to come into play before the words get baked into a delicious pie for general consumption.

The fact of the matter is, either way writers have a need to write. Rejection or acceptance, publication or obscurity, riches or poverty, writers need to write. If you can get good enough to make a living doing it, more power to you. But it’s a long, hard struggle to get to that point even if you are good enough, and that’s something I intend to explore more in-depth.

Especially once I get the panel pictures off of my camera. Those panelists really knew their stuff.

And are pretty damn good looking to boot.

Everything’s Cooler in Space: Brainstorming in 15 Minutes

Jupiter & Callisto

Since I missed the opportunity during my actual lunch break, and have some time between assignments, I’m going to take 15 minutes and follow some of the advice from David Hill‘s fantastic RPG-making panel last evening. This entry isn’t to be confused with the singularly brilliant work of Cleolinda. Anyway, let’s start the clock.

14:05

Let’s talk about what I’m doing here. I want to create an RPG based on these stories I’ve written. The premise is, humanity’s expanded into the solar system as far as the moons of Jupiter. After getting established on and under the rather inhospitable surfaces of those planetoids, the colonies on the Jovian moons have sued for independence. After a brief skirmish or three, the Earth government capitulated. Some time has gone by, and there’s now a good measure of tension between the Earth government (Terrans) and the colonists (Jovians).

14:08

So we have some backstory. But what are we doing NOW? As players, what will people be trying to accomplish. Well, the Terrans have yet to actually say the Jovians are a fully independent nation. They need the resources of the Jovian moons to keep prices of things like rocket fuel and metals from going berserk. Both sides now have corporations & a military branch. Some corporations are likely to want war in order to make a profit, both governments have agendas of their own to further through force of arms, the military exists to fight, and the people outside these three areas – freelancers – can make some money fighting for either side. Peace, on the other hand, could also be profitable for corporations excepting ones like arms manufacturers. The military can recruit and train without the political pressures of wartime and the governments can work together at things like price control and information gathering, while freelancers can still make money by breaking the law, or perhaps enforcing it.

14:15

I’m starting to run short on time on this today, but players in an RPG always want to do something cool. They want to be cool for different reasons and in different ways. So far I’ve envisioned 4 different classes of characters and 4 different employers, making 16 different professions. The mechanics will all be the same, and the idea is to make sure the characters are invested in whatever’s going on. Rather than different rolls for attacks, skill checks and the vehicle/spacecraft sections, the foundation of the system will start with the characters. The system shouldn’t dominate the gameplay.

14:20

More to come on this, but for now my time is up.

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