On
my last day at Worldcon 75
there were only three panels I wanted to attend, which was good
because I was getting even more tired than earlier in the weekend.
Afterwards I rested, did a bit of blog writing, met for one last time
with some of the Writing Excuses Retreat members, and went to bed
early to get ready for my 3am (Helsinki time) wakeup to start my 26
hours of travel homewards (arriving in Kingston at 10pm Eastern, 5am
Helsinki).
11:00
Systems of Magical Healing
with Robin
Hobb, Jo Lindsay
Walton, Adrian
Tchaikovsky, Mark
Tompkins, and Debra
Jess. The
major theme of this session was that magical healing has to have some
cost, and that typical zero-cost healing in games is “stupid” in
stories. Costs that were mentioned:
-
Draining life energy from the landscape or other people
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Headaches, dehydration, even injury, from overuse
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Costing fatigue like exercise does
-
The healer keeps part of healed injury or diseases
-
Healing one part of the body takes something from other parts.
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Healing can only be done with special resources by specific people, as with athelas in Lord of the Rings. Someone noted that the mere fragrance of athelas was refreshing, and that Frodo never completely healed.
-
Deep medical knowledge and diagnosis is necessary to avoid harm.
Some
suggestions from the audience
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The healer or the healed must spend some time as an animal. Someone suggested a puppy healer would enthusiastically try to heal everybody, whereas a cat would say “it’s your own fault for getting hurt” and walk away.
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Healers loses some of their lifespan
-
For a very dark form, transfer injury to criminals (or perhaps volunteers); this was used in the Quality of Mercy episode of Babylon 5.
-
Healing might require singing (I think someone said this was part of Anglo-Saxon lore).
Someone
wondered how our experience of real-world healthcare might affect
stories, raising the issues of whether healing is scarce and who has
access to it. There would be huge demands on the few healers to spend
all their time and energy in healing; if a child could heal they
would need protection against exploitation. On the flip side, some
healing might no longer be necessary if there is common knowledge of
things like the effects of hygiene.
In
myths some healing is inexplicably powerful, such as Arthur’s
scabbard’s ability to heal any injury. Vamprism “heals” old age
at great cost.
One
book was recommended:
-
Ancillary Justice by Ann Leckie, first in the Imperial Radch series.
12:00
Writing Fight Scenes That
Work with
Ian McDonald,
Elizabeth Bear, Jack
Campbell, i. Simes,
and Sebastien de
Castell. Bear almost
immediately said that point of view solves everything to do with
fight scenes; you need to
take into account motivations, people’s actions, and reactions
afterwards. For a story fight, something must change. Action alone
isn’t sufficient and can even be boring; don’t try to use it just
for entertainment value.
Blow-by-blow
detail isn’t the subjective experience since much of a fight is
reflex, especially
hand-to-hand; there is a bit more room for calculation given the
distance at which one uses swords.
Try to be in the fighter’s PoV, reporting how the body is feeling.
In the heat of the moment it is very hard to count bullets. A
big fight (which I assume meant many-on-many combat) can be longer.
What
starts the fight? There have to be stakes; for example, in a modern
bar fight, the winner is often who is most willing to go to
Emergency; the actual fight is usually brief. There two sides have
diametrically opposing views, for example holding territory versus
taking it. In Guns of Navaronne the issue is to protect a ship. There
can be subtle nuances; in the fight between Inigo Montoya and the Man
in Black in The Princess Bride
the two ought to be friends, and we don’t want either to die.
Dominance and survival are
two key motivations.
The
reader has to care who wins, and it has to look hard to win, or there
is no tension.
Fighting
in stories often has rules of conduct; if the bad guy breaks them he
has to lose, and the good guy needs to be justified. The
Geneva Conventions are rules for war. Rules are desirable to those
they advantage. Physics gives
other rules; if you can just hyperjump away there is no fight; I was
reminded of Jerry Pournelle’s “Alderson
Drive”, where hyperjumps could only happen at specific points
in space, which forced ships into one place to fight.
14:00 Writing
about Plants, Landscapes, and Nature with Anthony
Eichenlaub, J.S.
Meresmaa, Eric Scott
Fischl. The initial part talked about settings in general. One
speaker didn’t like the “setting is a character” meme; it’s
something else because it has no character arc. Descriptions can be
practical, but can be also set the tone. What are the daily and
seasonal challenges in a setting? What senses other than visual are
evoked?
Setting can help
establish a character’s personality; one speaker mentioned using
descriptions of lawns, and another mentioned how someone curses at
brambles. Non-nature settings deal with similar issues: Lyndon
Johnson would establish dominance by sitting in a higher chair with
visitors sitting on a low couch.
If a region is
unfamiliar, you need to do a lot of research. There’s an incredibly
detailed survey of different
soil types around the United States. One author was tripped up in
that the bioluminescent species in one place was fireflies and in
another was glowworms. Describing the diversity of a forest is very
hard, as is some type of landscape you haven’t experienced. Another
resource: Michael Dirr’s Manual of Woody Landscape Plants;
it has no pictures but you can google the plant names. The
Drunken Botanist by Amy
Stewart describes plants used to make alcohol.
A few
recommendations:
-
The Tomato Thief (novelette) by Ursula Vernon
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