Atlantis: The Lost Empire (2001)

Visually, I love Atlantis: The Lost Empire. It’s gorgeous.

I love Mike Mignola’s style, which permeates everything in this movie. I’m very fond of his Hellboy comics, and had no trouble with this movie’s resulting un-Disney-like animation. Admittedly, some of the animation choices felt a little weird, like the animators struggled at times to convert the character designs into moving figures in ways that felt good. Yet at other points (especially in the movie’s climactic fight scenes) those same characters moved fluidly and naturally through a variety of perspectives, surpassing my expectations beautifully. My love of Mignola’s designs smoothed over the awkward bits for me, and I was very happy overall. If you don’t like Mignola’s art style, or you don’t like the movie’s character designs, you might not enjoy this as much as I did.

Narrative-wise, this movie is… fine? It’s both good and bad.

I love adventure stories, which Atlantis is. I love them so much that I’ll put up with a lot. That said…

Continue reading

Internal tumult, and comic progress

Today’s an odd one. My cat is not doing well, and I’m stressed about a lot of different things both large and small. I am, however, still making progress—the agent who offered feedback on my query liked my rewritten draft, I’ve had a very helpful conversation with my friend Lucy Bellwood about making comics, and I’ve been reading Molly Ostertag’s substack series on making graphic novels. With those last two details, I can confirm that…

Continue reading

Query Reflections

I had the opportunity to connect with an agent while I was at Arisia, a friend of a friend, and I’ve really appreciated speaking with her since. She was generous enough to share her insight on my query letter for Bury’em Deep. I’m very grateful.

My key takeaway is that my past edits of my query letter have not helped. I created distance from Barry’s emotional throughline. That made it harder for a reader to empathize with Barry, and didn’t convey the emotional intensity of the story itself.

I think I got so caught up in trying to convey the totality of the story, and in trying to make that summary snappy and engaging without being in Barry’s head, that I forgot to give the query letter heart. It doesn’t help that I have been staring at various drafts of this query letter for years at this point. Once I’ve been looking at any collection of words for long enough without clear external feedback, I stop feeling able to judge them usefully. Thus, without any useful feedback from my target audience, judging what was wrong with my query felt like making random stabs in the dark.

With this insight though I feel much better. I feel like I have a target. I might miss that on my first few tries, but at least there’s something I know I can revise towards. In fact, I started redrafting the letter in my head yesterday while I was meditating (I know, that’s not actually good meditation practice). 

That felt like good creative exercise. You know the feeling I’m talking about? There’s a certain feel to that exploration for me—it’s closest to the relaxation of freeform dance, or the undirected play of sketching and coloring, except that I do have a target. My target, as much as possible, is to write a captivating third person version of Bury’em Deep that conveys Barry’s first person emotional journey. Because of the constraints of query letters, that has to be around 250 words. More meditation may be in order.

Anyway. It’s time for yet another rewrite. Wish me luck.

Reading Gibson Again

It’s been a long time since I last read anything by William Gibson. Too long, probably. I’d forgotten his talent for sentence fragments. I suspect I’ve unconsciously emulated him in my fiction.

I’m reading The Peripheral now. I’m nearly halfway through and enjoying it. He doesn’t constantly work in metaphor, but when he does…

Continue reading

Authorial Power in RPGs, quick thoughts

There are many ways to play TTRPGs. As long as you’re all having fun you’re doing it right.

It’s easy, however, to stumble over one’s assumptions. Mismatched assumptions about creative control, who’s taking narrative initiative, and what to expect in play are a quick way to sour your fun.

This is a tangent from the “social skills of storytelling” series, working from two inspirations:

Continue reading

Worldbuilding: Theft, Inspiration, & Homage

Culturally, we put a lot of emphasis and value on originality. An undue emphasis, as far as I can tell. I believe art (and yes, worldbuilding is art) is founded more on sharing and mixing and reinventing than it is on truly novel ideas. I think we should embrace that.

For context: this follows directly from last week’s post on worldbuilding. Last week I mentioned stealing inspiration and using pieces of other stories, but I focused on embracing inconsistency. I should have also referenced my old post about leaving blank spaces. This week we’ll focus on the stealing, sampling, and paying homage side of things.

Continue reading

World Building: Starting Skills

I was talking with a friend of mine recently about worldbuilding and how to teach the skill, and I realized that I’m not sure where to start.

I think my perspective is warped. I’ve been making up worlds for stories and games for so long, the whole process has become second nature. I haven’t consciously examined the process of worldbuilding in a long time.

Given that I’m planning to run a class for people who want to be DMs (or GMs, or storytellers, or whatever the hell you want to call the person running your roleplaying game), I think I need a clearer approach. I do have some ideas.

Continue reading

Internal critics & crediting all the work

I struggle to give credit to all the important work that is part of writing.

I think that work can be roughly sorted into three categories:

Continue reading