A note on collaborative writing.Collaborative writing is what we do. By default of being Mizahar players we are, to the last, collaborative writers.
So what the hell am I going to say about collaborative writing? What has not already been said by the horde of us or spoken in example within the multitude of original and creative threads we have endeavored? What
can I say?
Okay, well. I’ve already dared to blather on about plot structure, character faceting and setting foundation work to an audience of writers. Why stop now?
The static disclaimer remains:
This is a bunch of rubbish and I don’t always follow my own advice. If you aren’t enjoying it, there are some awesome scrapbooks in this forum. Go read them and take your pen pretensions with you.
(Yes, I am
absolutely writing a scrap instead of post. I’m thinking of this like a before dinner cocktail complete with a palate cleansing splash at the end. Hopefully. We’ll see. Onward.)
”Collaboration on a book is the ultimate unnatural act.”
- Tom Clancy.
IntimacyOn Mizahar we often engage in very serious projects with people whom we have never met in person and typically haven’t conducted even a five minute conversation with. We have seen their name around, laughed at a joke they told in chat, heard wind of this rumor or that, admired their avatar/CS/signature design and possibly read some of their material.
But we don’t
know them. We certainly don’t know them
well nor are we incredibly likely
ever to know them well. Such OOC relationships tend to be few and far between due to the origins of our congregation and the nature of our discourse. (I can haz dictionary.)
The exception to this exists In Character.
We have at our fingertips all of the tools to study from toe to crown and soul out every minute detail that creates another player’s character. There are Character Sheets in which we can find the overview of physicality and summarized history, something akin to a handshake and a smile with a business card exchange. There are those who have created Plotnotes where character goals are often listed and explored, standing in for an in depth, final job interview after you have already read the results of their personality and work ethic exam. Finally, there are the character’s threads. These are, by far and large, the best character resource we have at hand. We can read in them not only
what they are, but
who and
why and
how.
Read enough and you will soon know that character as well, potentially better, than you do your best friend.
What does that have to do with your writing?
Everything.Without at least basic knowledge of the character who will be written by the other writer into
your character’s story, you are nine times out of ten going to be stuttering, stumbling and/disappointed at some point in the thread (plot) or another.
While we sometimes tell stories by ourselves, we are largely here so as to tell stories with other people. You cannot tell half a story, you cannot tell a
tenth of a story, whether you are the only writer or one of a dozen. It does not matter if you have it your head that in X Thread your PC is but the supporting cast or you think that the other PC’s player is a stronger writer than you. It isn’t important that the other writer laid the plot foundation or even if there is an ST running the thread.
You owe the story more than one half or a tenth of yourself. You owe your character more and you can deliver the whole story, tell the entire tale in collaboration with the other writers by making an effort to become intimate with the other characters involved. Get to know them. Figure out what makes them tick. Use all of the lovely resources at hand.
And communicate.
CommunicationYou don’t need to know all the details of a plot at the beginning, nor even half way through. There are STs who often like to keep some things secret so as to maintain a degree of mystery and a certain flexibility within the foundations (that’s right, beneath the force your character winds). There are others who want to plant every step in cement and grow increasingly frustrated when you break out into spontaneous dance.
Talk to the player about it!
Talk about the plot. Talk about the characters. Talk about what you want and what they want and tell them if you have nothing because maybe they have something and talktalktalktalk. Don’t be shy. Hell, you’re already telling a story with this person. That is about as up close and personal as two people can get. Ask them what their character goals are if you don’t know, expound upon your “getting intimate” homework and go straight to the Q & A with the creator herself.
- -
I’m out of time. I wanted to say a thing about transition and leave examples, et cetera. Maybe later.
I will leave you with Warren Ellis. People ask me things sometimes; and sometimes I think Warren Ellis should answer everything for me. He says things and I grin.
The one thing you really need to know about copyediting is the word STET. Adding STET to an edit means "run it as I wrote it, not as you have changed it." There is nothing about adding STET that does not make you feel like an arrogant arse. Proper copyeditors are almost without exception better-educated and more technically skilled in the use of the language than you. They also don't work in their underwear in a pit of empty Red Bull cans. This is the point in the book where the supremacy of the author's voice begins to matter not a single bit, because hard-working people with actual jobs are trying to save you from your own stupidity. A copyeditor isn't the enemy. A copyeditor is your own paid Jiminy Cricket, asking you if you really want to stick your unprotected cock in that beehive.
(You don't.)
(No, you really don't.)