SHORT STORY: Walk Briskly

WALK BRISKLY

By Alexandra Erin


First Publication: September 15th, 2015
Word Count: ~4,200


 

The funeral home is very old, old enough that it still has an old-style chapel. That’s where we’re holding what is still called the viewing.

The podium on which sits the now-traditional portfolio album is situated in the middle of a recessed nook that was obviously designed to hold something a bit larger than a person in repose, and which now holds something a bit smaller than the average end table.

I’m being a bit clinical about it all partly because I wish to remain detached from the scene, and partly because I am detached, whether I want to be or not.

The jungle of flowers flanking the photo display do nothing to disguise how small it is. They swallow it up.

From a certain angle, it looks like my mother’s unnaturally youthful face is peering at me from out of a monstrous hybrid rose bush. It is not a pleasant or comfortable idea, all things considered.

I turn away. It’s not easy to detach myself from that image.

My grandmother isn’t any happier with the state of things. She handled the arrangements. She picked the funeral home. It apparently has some history that I don’t remember with her side of our family.

I wonder how many times has she been here, before? How many times after? How long would it take a person to get used to a change of that magnitude? I don’t know. The world I live in is the only one I’ve ever known.

My uncles have been trying to keep my grandmother calm for a good twenty minutes. Their results have varied.

“But I just wish I had another chance to see her,” she is saying when I tune in. “Would that really be so much?”

“Ma, the law’s the law,” my Uncle Mike says.

“It wouldn’t be her anyway,” Uncle Jeff says. “You know a body’s just a body. Anyway, is that how you want to remember her? The pictures are better.”

“The pictures are pictures!” Grandmother yells. “She’s my only daughter!”

“Geez, quiet down, Ma,” Mike says. “People are gonna…”

“People know she’s grieving,” Jeff says. “That’s what this is. Grief. It’s okay. Ma, you know it would break her heart if she knew you took that kind of risk. You know how careful she was all the time.”

“You mean she was afraid all the time,” Mike says. “And she wasn’t happy if everyone else wasn’t.”

That’s when I turn away.

* * * * * * * * * *

“Walk!”

This is what she’d yell whenever I was heading out the door. It didn’t matter where in the house she was, or whether I’d told her I was going out. She’d sense the front door opening, zip to the nearest doorway to the front hall, and yell out the reminder.

“I know,” I’d call back over my shoulder.

“Don’t run!”

“I KNOW!”

I did know. Everybody knew. Just like, sometimes, everybody ran, because no matter how brave we all acted around the schoolyard, we still got scared a bit at a rustling in the ditches or saw something staring eyelessly out of a hedge.

There was no need to run. None of them could. Most of them could barely walk. But at the same time, there was no real reason not to run. The point was to get away, right? Running was safer than walking. As for the risks…

“That’s how you trip,” my mother would say.

“But I’m still faster even if I trip,” I said back to her, once. “If they’re not close enough to grab me when I start running, they’re not going to be any closer when I fall!”

“The one you know about won’t be,” she said. “They hunt in packs, remember?”

“Mother!” I said. “There haven’t been packs for years!”

“There are occasional packs still,” she said. “It doesn’t even have to be a pack. It could just be two of them, the one you see and the one you don’t. Anyway, it really only takes one. What if you trip and twist your ankle? What if you break your leg?”

“I’ll still drag myself faster than it can,” I said.

“Oh? Have you ever had a broken leg? Remember when you broke your finger? You almost blacked out.”

“I could still trip if I’m walking.”

“But it’s all about odds,” she said. “It’s all about risk. When you’re running, you can’t keep your eyes on the ground. You don’t have as much time to react when something comes up. You can’t stop yourself if your foot snags on something. And what happens if you wind up running right into a dead end?”

“We don’t live in a labyrinth,” I said. It was a new word to me at that point, and I was very proud of it. Probably a bit too proud, or else I wouldn’t have dared to say that, as sure of myself as I was.

I don’t remember exactly what my mother said in response to that. I do remember I was less proud of my vocabulary afterwards.

I never argued with her about that again. I still didn’t think she was right about running. If it was about odds, then who was to say that it wasn’t riskier to spend more time in the area? If there might be more than one, then wouldn’t it be better to get out of there before they could surround me?

But even if I didn’t think running was as dangerous as she made it out to be, I recognized that there was a different kind of danger in pushing her too far.

In all honesty, the danger posed by the amblers was distant and abstract compared to the danger posed by pressing my mother’s buttons. I had no experience with being dragged down by an ambulatory corpse, but I had been grounded.

Anyway, the debate about running had only been a side point in an older, longer-running argument about the way to deal with things like amblers in the first place.

* * * * * * * * * *

“Hey there, Safety Tip,” my cousin Brian says.

“I’ve asked you not to call me that,” I say.

“Ah, hell,” he says. “I’ve been calling you that for years. Everybody in school did! What else am I supposed to call you?”

“My name. Anything else. Just don’t call me that today.”

“What’s so special about today?”

I stare at him. I know he’s making fun of me, but I can’t tell if this is part of the tease or not. I don’t know which would be crueler.

“My mother is dead,” I say. It’s all I can do to get the words out. I expect them to come tumbling from my mouth in a rising roar, but when I hear my voice, it is tiny, thin, and piercing. I want my words to push him away, but I can see on his face he doesn’t even feel it.

I turn and walk briskly away.

* * * * * * * * * *

My mother always did love her safety tips.

Look both ways before crossing the street. Don’t go in the water for a half hour after eating. Stop, drop, and roll if you catch on fire. Stop, look, and listen when you get to the train tracks.

Her favorite, of course, was the famous WALK.

Every time she shouted “walk” to me as I was heading out the door, I knew she didn’t just mean “walk” but “WALK”. I knew this because for the longest time, she would give me the whole spiel before letting me go out alone:

Walk briskly, stay Alert, keep your eyes Low, and Know the area.

That’s what you did if you encountered an ambler. That’s what you were supposed to do, anyway. Don’t approach. Don’t engage. Don’t stop and watch it stumble around towards you. Don’t laugh at it, no matter how helpless and harmless it looks. Don’t stop and take a picture of it. Definitely don’t try to get a picture with it.

Almost everyone else in my class had a picture of themselves with an ambler in the background. Polaroids, mostly, because they didn’t have to be developed. The kids who had actual film photographs were the coolest kids with the coolest parents, the ones who would let them have everything and let them do anything.

Justin Peterson was one of those kids. He had a picture with his arm around one, though it was dead. I mean, it had been rendered inert again. He’d shot it between the eyes and then propped it up for a picture, which his dad took.

He’d been a hero to the whole school, once.

For a while, everyone had wanted to be him.

* * * * * * * * * *

“I’m told your mother died peacefully,” a blonde woman wearing a red pillbox hat with a veil of netting on it tells me. “And that she passed without incident.”

“Yeah,” I say.

I’ve been told that, too.

Everybody keeps telling me that. They clasp my hand in theirs, give me firm, unblinking eye contact, and tell me the news that I had been given long before them: my mother’s body went into the crematorium peacefully and still.

Why do they tell you this? Why do they think you need to know? Dead is dead, even now, or at least gone is gone. My mother is every bit as gone as if something had tried to beat and claw its way out of the box.

Anyway, what do they tell the people whose loved ones did turn unexpectedly? If it’s supposed to bring peace to know that it didn’t happen, what do they tell the family when it does happen? Nothing?

Then I know, with a certainty: they passed without incident. Like an angel. Like a sleeping angel.

Of course they do.

“What a blessing!” the pillbox lady says.

“Yeah,” I agree.

“I had nightmares about my Albert, before he went into the fire,” she continues. My eyes dart around the room looking for an escape, but I know I’ll find none. I came to this corner to escape. It seemed like the last safe place for me to stand. “They tell me that they can’t feel anything, that it’s not really them anymore, but what if they’re wrong? What if they’re wrong? They still don’t know why it happens, and I mean, people used to think cows don’t feel anything. We don’t really know anything, do we?”

“No, we don’t,” I agree.

* * * * * * * * * *

The first thing I asked for when my mother said I was old enough to go out by myself was a sword. Sherry Morgan had one that she said was Japanese. Her grandfather had brought it back from the war, she said, and now it was hers. Everybody thought it was the coolest.

I liked it because I thought its curved, single-edged blade would impress my mother. What could be safer than that?

“Don’t be silly,” she said. “What good is a sword for?”

“Sherry says it can cut right through bone and everything,” I said.

“What sounds safe about that?” she said.

“Mom, it’s not even sharp like a razor,” I said. “You have to, you know, swing it. Hard.”

“Then it’s not going to do you much good at your age, is it?” she said. “Anyway, you don’t have any reason to cut one up. All that’s good for is getting seven kinds of yuck on you, and it doesn’t even stop them.”

“I could cut off its arms and legs and then go for the head,” I said. “Sherry Morgan says she’s killed lots of them.”

“You don’t kill an ambler, sweetie,” my mother said. “They aren’t alive.”

“They’re kind of alive?” I said. “Mr. Grossman says they’re undead.”

“That is superstition,” she said. “They’re just… a thing that happens. Like a storm, or an avalanche, or a sickness. And speaking of sickness, the last thing you want to do is smack into them with a sword. Who knows what germs you’ll splatter yourself with?”

“Mom, you can’t catch it,” I said.

“That’s what they say, but no one knows what causes it,” she said. “And even if you can’t, you can catch other things. A rotting body is a perfect incubator for disease.”

“I’d be careful!” I said.

“Showing off with a sword is the opposite of careful,” she said. “I’ll get you something you can use to keep them off of you and get away. That’s the goal. Just get away.”

When she told me she’d get me a pike instead, I hadn’t known what she meant. Looking it up in the school library, I’d found pictures of wicked looking medieval weapons that looked like a spear had a baby with an axe. It wasn’t a shotgun. It wasn’t a handgun. It wasn’t a chainsaw. It wasn’t a sword. It wasn’t any of the things that I’d ever wished for, but I didn’t care. That just meant no one I knew had anything like it.

It meant that for once, I was going to be the cool kid.

When she actually brought it home, I was horrified. It was nothing like the pictures from the book. It reminded me of a whaler’s harpoon, or at least what I imagined one would look like, only the end of it wasn’t pointed or hooked at all. It was just a broad, flat metal thing, kind of like a boat oar. The patented safety tip, the package had called it.

My mother had loved her safety tips.

“If the goal’s to get away, why not just get me a sword?” I said. “At least then I could run away!”

I knew the words were a mistake as soon as I’d said them, but it was too late to take them back and I didn’t have the speed or eloquence needed to explain that I’d meant it in the sense of retreating, sensibly, at a safe speed.

“Don’t. You. Dare.”

I think I knew then and there that my fate was sealed, that I’d be stuck with the pike forever.

“I didn’t mean it like that,” I said.

“You don’t run from them. If you see them, you walk away from them. Walk briskly. The pike is only when one gets in your way, when one lurches around a corner or sneaks up on you.”

“How are they going to sneak up on me? Everyone says they barely know we’re here anymore. You practically have to step on one to get bitten.”

“Those are the old ones,” she said. “New ones pop up all the time, and they’re still a bit quicker, and they have better senses.”

“They still can’t exactly sneak,” I protested. “They’re not smart like that.”

“No, but they’re very quiet and they’re very patient,” she said. “Anyway, if you’re so sure they can’t get close, then why do you care if you have a sword or pike? You shouldn’t need to use it very often.”

“Then can I just leave it at home?”

“You were the one who wanted a way to defend yourself.”

“I wanted a weapon!” I said. “I want to fight them!”

“There’s nothing to fight! They aren’t exciting. They aren’t enemies to defeat. They’re just something to avoid when we can, and deal with when we can’t. That’s what you have to do.”

* * * * * * * * * *

They call what happens next the remembrance, though I know I won’t remember any of it.

While her brothers and co-workers get up and talk about the kind of person they think she was, I’m looking at my mother’s face in the big round oval frame that dominates the display. The pictures were chosen from all times of her life.

The biggest one is the one that I guess people thought best represented her. It wouldn’t have been my choice, and not just because I have a hard time remembering when she ever looked that young. Her cheeks are too rosy. Her lipstick waxy-thick. I know she looks happy, but I also know what she looked like when she was happy.

I don’t know what a corpse looked like, lying in a coffin with its face made up by a mortician and fixed into the best approximation of a relaxed expression that can be wrung from a corpse. I’ve read old books, though, where people talk about how such faces are unfamiliar, artificial.

I feel that way looking at the picture of my mother. I couldn’t guess the context from which the portrait was cropped. The background is an almost white sky. She’s smiling for the camera, with no idea that this forced, fixed expression is going to be her death mask.

* * * * * * * * * *

“Take your pike if you’re going out,” my mother said when she saw I was heading for the door without it.

“They just did a sweep yesterday,” I said.

“And they always miss one,” she said. “Watch the news and you’ll see. The day after a sweep is always when someone gets taken. Because it makes people careless, you see. Someone always dies after a sweep.”

“They do a sweep every month,” I said. “If someone died every time…”

“Oh, for heaven’s sake, I don’t mean here. But somewhere. Anywhere. It could be here. Take your pike.”

I sighed and lifted the long, unwieldy pole off its wall mounting.

“If you want to keep me safe from amblers, you should have got me a gun,” I said. I thought my logic was foolproof. “It’s got a lot longer reach than a big, heavy stick.”

“Are you kidding?” she said. “A gun is way more dangerous than an ambler.”

“Isn’t that the point?” I said.

“Do you know how many people get shot every day by accident? Do you know how many people a day shoot themselves?”

Probably not even one, I thought. It couldn’t happen that often or people wouldn’t make guns. I did know that I was on a losing track.

“I don’t even know how I’m supposed to kill an ambler with this thing,” I said instead.

“You aren’t supposed to kill them,” she said. “First, they’re already dead. Second, that’s why we have patrols. You’re supposed to get away from them. If one’s in your way, you push it back or you knock it down. Sweep…”

“Sweep the knees!” I said. “I know!”

“You get it down, and then you…”

“Then I walk away.”

* * * * * * * * * *

My name is called. I remember being told that I should probably say something, and I remember that I had said in response that I would like that. I hadn’t given it any more thought. That’s just what you do when your mother dies, right?

It’s never happened to me before and it would never happen again, but even an hour ago I couldn’t imagine that I wouldn’t want to stand up in front of a room of mixed family and strangers, that I wouldn’t have anything inside me to say to them.

* * * * * * * * * *

Justin Peterson got his throat torn out when I was fourteen. He’d been hunting in the woods, supposedly for deer but probably not really.

He turned.

There’s no rule that says getting killed by one always turns you into one, if there are any rules at all. It seems to happen more often that way, though. Some people think there is just a correlation between dying violently and alone and turning, but other people say that’s just anecdotal. They say it seems that way because people who died in accidents in the middle of nowhere never get cremated.

I don’t know.

I do know that the thing that had been his body stumbled onto the field during an outdoor day in gym class, I was the last one to know it had been him. I turned, and I walked briskly towards the school, taking the long way around the big sloping hill up to the parking lot, because I might slip. I heard my classmates’ laughter turn to screams and resisted the urge both to look back and to run.

Most of them were okay, physically. They were screaming because they recognized who it had been. Some of the jocks tried to tackle it and bash its brains in. One of them got a bad bite on his arm. He needed stitches and antibiotics, but he lived. His reputation did a 180 overnight, though. No one ever quite believed that it wasn’t infectious. He went from being one of the coolest kids in school to a total pariah.

It wasn’t just that the other kids were afraid of him. He’d get knocked down in the hall, have things thrown at his head. People would shuffle past him, moaning in the way that amblers never moan but people always act like they do.

I didn’t understand it. I still don’t. Everyone acted like at any moment he might turn into a monster and kill us all, but they didn’t act like he was a threat. They acted like he was weak. I asked my mother about it, not because she’d understand but because I didn’t have anyone else to ask.

“Fear does that to people sometimes,” she said. “It brings out the worst in people. That’s part of why it’s so important not to be afraid.”

“You don’t act like that.”

“Sweetheart, that’s because I’m not afraid,” she said. “And I don’t want you to be afraid, either. I don’t want you to think you have to be afraid.”

“Then why do I have to carry a stupid pike around, if I’m not supposed to be afraid? Why do I have to know all the rules? And why are you always checking on me, always hassling me about them? Why all the stupid safety tips?”

“There are things we do when things are scary, so that we won’t be afraid,” she said. “It would be terrifying to go down the road at sixty miles an hour if there weren’t seat belts and brakes and signal lights and, and… safety features. We have all those things, and we have rules of the road, and because we can count on them to keep us safe, we don’t have to be afraid.”

“But people still die in car accidents, don’t they?”

“They do,” she said.

“And people still get killed by amblers.”

“Yes,” she said. “Yes, they do. They probably always will.”

“You are afraid!” I said. I’m not sure if I felt triumphant or terrified at catching her in this contradiction. “You said you’re not.”

“I don’t have to be,” she said. “Love, things—people—aren’t just one way or another. Sometimes I get scared when I’m driving, too! The important thing is that it doesn’t become all that I am, that the things I feel don’t overwhelm the things I know, like how to drive safely. The important thing is that you don’t panic.”

* * * * * * * * * *

“My mother,” I say, “always kept me safe.”

I know these words are inadequate. I know I should be explaining, elaborating… saying something about how she knew it was a scary world, and she didn’t hide that from me, but she always made sure I had the tools to deal with it.

I should be saying that “safe” didn’t mean I wouldn’t die, though I didn’t. It didn’t mean she didn’t worry every time I went out the door, but that she could let me go out the door.

None of these words will come, though. They won’t form up into ranks inside my head and I can’t make them march out of my mouth.

“She wasn’t afraid,” I say. “She taught me not to be afraid. I love her, and I miss her… and I’ll always miss her… but I still know I don’t have to be afraid.”

People are looking at me like they’re not sure if I’m finished. Have I said enough?

“That’s all I have to say,” I say. “There isn’t anything else…”

There’s some awkward, scattered clapping, which weirds me out because I didn’t expect it. Were people clapping at the other speakers? I get out from behind the lectern and head down the aisle. I don’t go back to my seat. I need air, but more than that, I need to be somewhere else, anywhere else, just as fast as I can safely get there.

I fumble out the claim ticket for the coat check and thrust it with shaking hands to the attendant, who peers at the scribbled scrawl underneath the description.

“It’s the pike,” I say. “Seven and a half feet long, with a safety tip.”

“Right,” he says. “I saw that in the corner. Hang on. You know, I didn’t know anyone still carries these. Sure, you could brain a thing hard with it, but it’s so awkward to swing. There’s got to be easier ways to take out an ambler.”

“I’m sure there are,” I say. “But I don’t have to take them out. I just have to get away.”

“Well, the threat level for tonight is elevated, so if you’re not looking to fight, you’d best be ready to run. Can I call you a cab?”

“No, thank you,” I say, sniffling. “I’ll walk. Briskly.”


Alexandra Erin is a crowdfunded poet, tweeter, blogger, and author. If you enjoyed this or her other work, please join her on Patreon to keep the words coming.

STATUS: Tuesday, September 15th

The Daily Report

So, in the past couple days I’ve been blogging about what I might broadly call purpose and process and the purpose of process. I mentioned on Sunday how Friday had evolved into being the worst day for me to try to get anything important done, but I’d left it on my schedule as the capstone of my workweek.

On the other end of the week, Monday’s become the day where I am completely alone most of the day, giving me a muuuuuuch needed “recharge time” when I can float around the house without inhibition. Yesterday I came up with a new story and wrote 3,500 words of it, and also straightened my head out on a couple of important points.

Monday might seem like the logical day to pick as the day to Do All The Things, but I think it’s far more useful as a day to be a sort of day to clear my head and figure out what I’m doing with the rest of the week. I think taking it as a guilt-free “do whatever” day is likely to make the rest of the week that much better. And “do whatever” sometimes translates into “do nothing”, but sometimes my attempts to do something wind up doing whatever… and sometimes “do whatever” means exciting new story and the best writing day in a long time.

I still don’t have my actual schedule ironed out. I’m still mostly aiming at Wednesday for the main MU posting day.

The State of the Me

Feeling pretty good. It’s cool enough here, at least at night and in the morning, that I can sleep deeply and then enjoy fresh air and hot tea in the morning.

Plans For Today

Still figuring stuff out. I’m going to post a complete (albeit very short) story in the afternoon, for your entertainment and edification. I’m not sure if I’ll be doing it here, at my flash site, or on my Patreon feed, but it’ll at least be linked from here.

Poem: Observations from the Black Ball Line Between Deimos and Callistos

A poem of mine that I’m really fond of recently appeared in the anthology The Martian Wave 2015, now available in limited hard copies and multiple e-book formats. You’ll have to buy the anthology to read it the whole thing, but here’s how it opens:

Observations from the Black Ball Line Between Deimos and Callistos

By Alexandra Erin

There are no seasons in space,
they say, but they’ve never been.
Earth-bound poets project their own lack
of imagination onto the black,
say it has no romance, no rhythm.

The food is good,
the old joke says,
but it’s got no atmosphere.

They were telling that one on Earth
before the first foot fell on the first moon,
and they’re still telling it to this day.
Only the venue has changed.

They’re wrong on every count, including the food.
The food is usually indifferent, often terrible,
nothing special at its decadent best.
It’s not always freeze-dried,
not always vacuum-locked,
not always so loaded with stabilizers
it has more aftertaste than taste,
but it’s never fresh, neither.

You don’t go to space for the food.

You go for the atmosphere.


…and that’s how it starts. It’s a meditation on the difference between earth-bound expectation and space-found reality. As I said, I’m very fond of how it turned out. Get it here, along with other poems and stories on the theme of interplanetary exploration and expansion within our own star system.

Making Magic: On Sorcery vs. Wizardry

Years ago—before there was such a thing as Patreon or Kindle Desktop Publishing, or even such a thing as the Kindle—I made the decision to experiment with self-publishing. I had done extensive research into traditional publishing and decided that it just didn’t suit me.

I encountered a lot of resistance, whenever I spoke of or publicized my plans. This only emboldened me. It took a number of years before anything I did really caught fire, but when it did, it did in a big way… big enough that I was able to quit my day job.

There have been ups and downs since then, but one important thing is: I made my point. It works. I can do things my way.

Still, having done things my own way left me feeling like an outsider and intruder when I made my first in-roads into professional writing circles. Most writers (less so each year, but still most) who have a career in writing also in some way have a career in traditional publishing, even if it’s a definition of “traditional” that includes the short story e-zine model.

I’ll stress that in these changing times, it wasn’t that anyone made me feel like an intruder. Some people over the years have tried to, but as noted before, they just make me more determined. The people I bother to care about have been earnest and sincere in their welcome. If they care at all how I do what I do, they’re impressed at what I’ve managed.

It was just a feeling I had, a manifestation of Impostor Syndrome that fixated on the fact that I had no metric to measure my progress against the people with which I interact. That, of course, was my first mistake: measuring myself against others.

So basically over the years I’ve been going to WisCon, I have been shifting more and more of my focus to developing things for more traditional publication. I felt like that was the next logical step, the next thing I needed to do. I’d proven I could do things my way. Wasn’t it time to prove I could do it the other way?

And I’ve floundered. I’ve started writing novels and then lost all momentum on them, with their bulk dragging the rest of me down. I’ve finished short stories and poems such, but they take much longer because I can’t seem to let go of them when I send them out. There’s no “fire and forget” mechanism when I’m waiting on a reply. To me, a story’s not done until it’s published. It’s not done with me, and I’m not done with it. I’ve been submitting pretty regularly over the course of the last year and this hasn’t gotten better with time.

It’s not the project of rejection. My rejection rate has been much, much, much lower than what I’m given to expect is the norm. My first poem was published on the first try. About 50% of my subsequent submissions were, also. I have received enough rejections to know they don’t bother me. They just extend the period of time that a piece has a hold over me.

It hit me the other night, as I was twittering about the internets on the topic of the impostor syndrome, that my problem isn’t just comparing myself to other writers, it’s that I’m comparing apples and oranges. As I put it on Twitter, I’m a sorcerer surrounded by wizards. If you play or are familiar the right roleplaying games, then I probably don’t need to explain this any further. If you don’t, then it’s probably completely mystifying.

In D&D and derived media, a wizard is a magician whose power comes from books. You can expect a wizard to do copious research and study to learn magic. Wizards surround themselves with books and papers filled with notes. A wizard’s spells must be committed to paper and require elaborate preparations to put into effect.

A sorcerer is a magician whose power from within, from sheer force of personality. They waggle their fingers and magic comes out. It’s often a bit messier, a bit wilder, and a good deal less disciplined than what a wizard can do, but also more flexible.

And that’s pretty much how I write. I don’t do a lot of formal research or elaborate preparations. I don’t outline. Trying to write the story out before I’ve written it flips a switch in my brain saying that it’s been written, and then the drive is gone. I don’t often write character sketches or notes, because I often don’t even know who my characters are until I start writing. I don’t do a lot of drafts… but I’ve been told my first drafts are cleaner than a lot of people’s final ones.

As a writer, I’ve been trying to cast spells like a wizard for years now, trying to behave like a wizard.  Not only does this not work well, and not only does it take time and energy away from my sorcerous doings, but in a very pernicious fashion it causes to devalue the things I am good at.

Now, I’m not disparaging anyone who is a wizard. Truth be told, though I’m speaking in terms of dichotomy here, I suspect no one is all wizard or all sorcerer. It’s actually a rather untidy continuum between the two.

The truth is, my greatest strength has always been speed, and bogging myself down in a submissions process just gets in the way of that. Even if I was better at playing the waiting game, the number of suitable venues I am aware of and that are accepting submissions at any one time is small enough to act as a bottleneck when I’m at my best.

And in this day and age, self-publication through a blog or Patreon most affirmatively does count as publication for most awards I’d be interested in.

There is the problem of getting eyes on your work when you’re working on your own, but… I’ve got eyes on me. I know how to get more.

I’ve been trying to use my Patreon page as a place to develop the stories and poems that I’ll then sell, but that doesn’t really work with my sorcery style. From here on out, it’s going to primarily be a publication channel of its own.

I have a couple of very small stories in the hopper right now that I’ve been shopping around and/or looking for a home for. I have a longer story I’m very excited about that’s about 75-80% finished as of yesterday. (Also started, as of yesterday). I’m going to start doling them out in public, either here and publicized on my Patreon feed, or vice-versa. I dunno, maybe both.

I know there are still people—people whose opinions I respect on most matters, even—who will say things like, “Any story that’s good is good enough to find a publisher eventually.” Sure. But eventually is not my style. I don’t have time for eventually. I don’t have a need for eventually. What I crave—what I breathe, as a writer—is immediacy. I don’t do time and distance. I do up close and personal.

This isn’t to say I’m abandoning the idea of ever answering another call for submissions, or sending a poem off when I have one in me and I know a place that might like it. There are still a couple of sites where I would be very happy to see my name someday, but in my fixation on getting there I’ve spent a lot of time trying to shape stories I’m not feeling in preference to ones I don’t think they would feel, but which are definitely in me.

What I’m abandoning is the idea that this needs to be my career, that this is the next step, that this is something I have to do or something I need to prove.

I need things to prove.

I absolutely do.

But when one sets out to prove a thing, it helps if it’s true.

STATUS: Week In Review

Okay, so, honesty time: the Friday update schedule was not a good idea.

It was a pretty decent idea when I <em>had</em> it, but my situation has changed and I have not acknowledged that. Friday is the one day of the week when everyone in the house is <em>in the house</em>. Monday through Thursday, Jack and Sarah both get out of the house and go to work. On Friday, they have the day off and telecommute, respectively. I have gotten used to working in a full house before, but it wasn’t ideal… and it’s hard to set a routine for something that only happens once a week, at the end of the week.

There haven’t been a lot of “ideal weeks” lately and there aren’t likely to be in the near future. Rather than trying to set a schedule arbitrarily, I’m going to be trying a couple of different things out and seeing what works. My first experiment is going to be with Wednesday updates.

This is not the only work/process-related revelation I’ve come to recently. I aim to be a lot more active at work in the coming week then I have been, and I’ll be talking more about them.

STATUS: Friday, September 4th

The Daily Report

Okay, so… the moisture situation in my bedroom is resolving itself pretty well. I think the airing-out process might be completed this weekend. I’m hoping so, because as previously described, it is making it hard to use my office. This is not as big a deal the rest of the week as it is Friday, as on Friday everybody in the house is home during the day.

On that note, Tales of MU is going to be coming up late tonight rather than early evening. I’ve had a hard time resolving a central conflict about the chapter, and the heat’s not helping. I thought getting out of the house for a bit would help, and it did… insofar as it gave me the idea to wait until the sun goes down and things cool off rather than beating my head against the wall of frustration.

The State of the Me

Sleep continues to be weird but decent?

Miscellaneous Plans For The Near Future

Again, the moisture problem seems to be mostly gone. This weekend I’m going to start a deep clean process on my bedroom, taking advantage of the fact that I’m not currently living in it in order to whip it into a shape it hasn’t ever been in the whole time I’ve been living here. The circumstances of the house when I moved in meant that I had to basically cram everything I own into a single room, and while things have improved, my actual living/sleeping space never fully recovered from never having a chance to be put in any kind of proper order. That definitely contributed to not noticing the A/C leak sooner than I did, and can’t have been doing wonders for my psychological health.

Since I have another place to sleep and a reason to deep-clean the bedroom, I’m basically going to take the chance to give myself a “do-over” on the move on.

I doubt I’ll get it done during a single weekend, even if I’m able to close the windows and run the A/C again, but it’s not going to be taking over my life since I don’t have a deadline. It might be something I spend some time on during the week as a “needed to walk away from the computer and think for a bit” thing.

STATUS: Thursday, September 3rd

The Daily Report

So, my bedroom is still drying/airing out. This has implications for my ability to keep my office ventilated. Monday and part of Tuesday I was trying to work in my office anyway, but without the ability to use the adjoining room to cool it down this is probably the hottest room in the house, given its exposure.  It’s tolerable in the early morning, but starts to get uncomfortable around 10 (my start time) and uninhabitable in the afternoon.

That’s why things have been a bit catch-as-catch-can this week. I’ve worked in the downstairs office when it’s available, with my laptop at the kitchen table, and even sitting in an empty bathtub.

The last of which I have to say is surprisingly comfortable. I mean, I like to be reclining a bit when I work and the tub is already perfectly pitched. The room is already fairly cool and cooling it further is much more energy efficient compared to the larger and more exposed rooms. The tray I use for books and drinks can support my lapdesk and laptop. Plus, the bath has always been one of my favorite places to write or brainstorm. The only downside is that it feels a bit silly, but I have yet to notice any particular material benefit to avoiding silliness.

The State of the Me

Sleeping in a different place makes my sleep different. It’s taking me much longer to fall asleep than has been the case for a while, but I suspect I’m sleeping muuuuch deeper than I have been lately because I’m remembering a lot more dreams and waking up feeling more refreshed on less total sleep.

Plans For Today

Today is a write, write, write day. I have the opportunity to get out of the house today much like I did last Friday and I’m going to take advantage of it.

AWW: More About Magic

So, in a previous post I described the use of magic as having three parts: raise the energy, directing it, and dismissing it.

One thing about the three part process is that I’ve had it in my mind—especially since realizing yesterday that there’s no reason not to let quality levels stack—that different things would give bonuses to different parts of the process. So you could be someone who can raise magic at the drop of a hat but isn’t so good at directing it, or someone who’s a pro at directing it but can’t always get it to go.

Today, as I was writing out the description for the personal quality of Fury and the things that fall within its scope, it occurred to me that it could be applied to raising certain types of magic, such as Pyromancy. I started to think about how to quantify exactly what falls under Fury, and whether other qualities should have similar notes, like Tranquility for Hydromancy.

And then I realized that I had an opportunity here both for another way of customizing characters and a way of making the three-step magic system more interesting.

To wit: make it so that instead of raising magic having anything to do with how powerful/skilled you are at magic, and instead tie it to a personal quality, of your choice.

Do you raise magic through sheer force of Presence or Willpower? Elaborate hand gestures (Dexterity)? Is it connected to your Faith? Your Knowledge of lost arts? Your Intuition of other realms? Your Perception of the natural world?

Some people reading along at home but not reading and digesting every game design post I make are going, “Well, everyone will just pick their best stat.”

And sure they will. But that misses the point that these aren’t stats, they’re qualities a character either has in heroic proportion or doesn’t. A newly created character has usually one or at best two of them, and if you’re also wielding magic, it’s going to be one. Since your magic-raising attribute is always going to be at the same level no matter what you pick, you have no reason not to pick something that makes a pleasing combination for you or fits your character concept: Fury and Pyromancy. Tranquility and Hydromancy. Intimidation and Necromancy. Charm or Deception and Summoning. Dexterity and Conjuring. Or whatever fits your character concept.

People who followed the circa 2013 development version (which had a true attribute system) might remember that I toyed with the idea of substituting other specific attributes for the Magic attribute in a similar fashion, though that was tying specific attributes to specific forms of magic.

The best part of this is it can be used to inform the next step in magic use, by helping inform what exactly happens if you badly botch the control: your rage runs uncheck, your calm is disturbed, the spirits you’ve coerced rebel, et cetera. It could also have other wrinkles, as a character who uses Dexterity would have to have their hands free to raise magic effectively

I’m not 100% sure how dismissal will work, in terms of whether it will be a function of your magic-raising quality, the magic quality you’re using itself, or both. Actually, both might be the way to go, as that would make dismissal by default the easiest part to do (because an improvement to either of the preceding steps would improve it)… which, I don’t know if I’d call that realistic, inasmuch as the concept applies, but in terms of magic remaining a viable game option, I feel like the Sorcerer’s Apprentice scenario has got to be one of the rarer failure states. Even allowing that the guidelines as written call for un-dismissed magic to lash out once before dispersing into the environment most of the time, if every time you used magic to do something, something bad happened immediately afterwards, how often would you do magic? There’s “magic always a price” and then there’s “the universe clearly doesn’t want you to do this thing”.

Actually, now that I’ve thought about it, I think the raising quality—which I will now call the control quality—will be part of the whole process.

To raise magic, you use the control quality; e.g., Dexterity.

Once the magic is present, you use the power quality (e.g., Aeromancy) to make it do things.

Note that “control” refers to control over the magic itself, not the precision with which the magic performs the duties you direct it to. That’s still a function of power. Power is your ability to accomplish your will through magic; control is your ability to keep the magic from doing anything else.

Each time that you do something significant with the magic or suffer an attack or something that might disrupt your concentration, you use the control quality to keep a rein on the magic. Failure doesn’t mean the magic runs rampant, just that it does something you didn’t count on.

 

With this added complication, I think I’m going to do away with the idea of a dismissal roll in general cases… it’ll only be a thing if you’ve 1) previously lost control of your magic and 2) didn’t let the magic go immediately after the loss of control. The difficulty of the dismissal roll will be based on the number of control slips you had, which will also be the number of rampaging “things” the magic will do on its way out of the world.

In addition to making magic interesting and counteracting its basic “do anything” nature with added danger of complications, this also prevents any character from being *just* a wizard of any description. They’ll all have some other defining trait that is integral to their character concept. It also distinguishes between power and control (an important distinction to me) without having to monopolize a magic-using character’s resources by taking up two-thirds of the initial slots, insofar as any personal quality stands on its own as a useful adventuring asset apart from magic. If your control comes from Willpower, you’ll have all the other benefits of willpower. If your control comes from Knowledge, you’ll still have approximate knowledge of many things.

Perhaps most interesting is the ability to instantly “flavor” magic as divine rather than arcane by attaching it to a personal quality like honor, faith, or sanctity.

AWW: The KISS of Death

If there’s any design goal I have a hard time sticking to, it’s the desire to keep things simple. I’m too much in love with intricacy as an ideal, and I have such a good head for complex systems that I have a hard time realizing when I’ve crossed the line from “elegant simplicity” to “Wile E. Coyote style schematics”.

The current core mechanic of AWW in a nutshell is: when you try to do something that requires a roll, you figure out which of your qualities covers it and roll a number of additional dice equal to its level. Simple, right? Higher level equals appreciably higher chance of success without changing the range of target numbers/difficulties you can interact with.

But in the interest of keeping things on an even keel, I’ve been working with the idea that you can only have one quality applied to a problem at a time. If you have similar/overlapping qualities (like the profession/skill set quality Expert Treasure Hunter and the personal attribute quality Dexterity), you pick the one that has the higher level.

My thinking was that this would help encourage players to diversify their abilities more (in the sense of not always looking for the qualities that could cover the same thing) and also keep the failure rate at a level where it still has some significance, by cutting down on mammoth dice pools.

But at the same time I have kept thinking, “But surely you should have some advantage to being a more dexterous-than-usual thief treasure hunter,” and so, accordingly, I have been working out different mechanisms for synergy bonuses and things, all of which have the common feature of changing the core mechanic away from “one fairly simple rule for just about everything with very little to remember”.

So then I started thinking about things from a different angle.

First, I considered what the system I’m designing is supposed to do, vs. what it would reward.

If you can only apply your *best* quality for a certain action, this actually motivates you to *not* diversify your abilities… every time you have a choice between adding another quality or taking a level of an existing one, the mechanically superior choice is to take a level of the existing one.

More, only allowing you to use a single quality the idea that your qualities are not just discrete special abilities but integral components that blend together to create your character. If you have Dexterity, Expert Treasure Hunter, and Perception as your three starting qualities, the “pick your best one” leaves being dexterous and perceptive off to the side of being good at collecting valuable things that don’t belong to you.

Allowing you to combine Perception and ETH when you’re searching for traps or hidden compartments and Dexterity and ETH when you’re trying to disarm said traps or open said compartments allows them to all work together. You’re better at spotting non-treasure-hunting related things than the average person, but noticeably better than that at spotting the stuff you’re trained to spot. This makes your Perception different in focus than someone with, say, Ranger and Perception.

But what about the game balance concern? Doesn’t adding more dice to the pool quickly make failure negligible even at the maximum possible difficulty of 6 (1/6 success rate with 1 die)?

I actually sat down and did the math. If you have a pool of 4 dice (1 by default, plus 1 for each of 3 qualities), you’ll still fail just under 50% of the time at maximum difficulty. Since average difficulty (4) has a 50% failure rate for a character of no particular ability, that works out pretty slick.

You’d have to get a grand total of 17 dice for the failure rate to fall below 5%, which is what “automatic fail on 1” establishes as the lowest possible failure chance in d20-type systems.

And if too-low failure rates were a problem at higher levels, it wouldn’t really matter if players were getting their dice from one outrageously high quality or from multitudes. Any dice cap rule could easily apply regardless of the source.

Plus, no matter how low the failure rate gets, the whole point of the fate system is to add a random element of “wildness” that is not affected by skill or level. The idea of “even if you do everything right, things can still go against you” is present by the fate system, which makes even automatic success not that big a deal.

The other area where I’ve been having to fight my tendency towards feature creep/system bloat is the definition of the qualities. Again, the idea is that qualities, rather than being special abilities or collections of special abilities, are just a description of the quality’s “scope”, the “this is what this is about, these are the kinds of things it’s good for, you might use it for this”, with actual rules being very thin on the ground.

The problem I run into is I think about “extra stuff” that might be useful to a character with that quality and being tempted to put it in as a special ability. For a while I was trying to put one limited-use special ability on each quality, because some of them seemed to be super crying out for such a thing and so the balanced thing to do would be to give all of them one.

This actually steps on more than one of my design guidelines, though.

First, limited use special abilities should be an optional layer of complexity. No character has them if the player doesn’t want them, and you never have more than you want. Tying every quality to a limited use ability means you have a minimum of three of them at chargen, and they just accumulate from there irrespective of whether you want them.

Second, it means that unless you’ve got a mind for rules, you absolutely need to have more on your character sheet than the name of the Quality. Don’t get me wrong, I expect people to put some shorthand on some of them, particularly if the name is unfamiliar or used in an unfamiliar context, but an actual special ability? With mechanics to remember, even fairly abstract ones? And a limited number of uses to keep track of?

(The actual limited use ability mechanic the game uses is called Gimmicks, and they are equivalent in character resource terms to a character piece that gives a smaller static benefit. If you like resource management and having “big guns” to pull out when the going gets tough, you can use them. But you don’t have to.)

AWW: Second Nature

So, previous Largely Finished But Unworkable Iteration of A Wilder World represented the concept usually referred to as race in fantasy RPGs by the use of Folk Qualities, which were the same as any other character-defining Character Quality (the basic building block of character concept in AWW) in complexity and impact, just with some special rules regarding things like prerequisites. The basic rule was that you had to take one Folk Quality, but you could take more than one.

There were a few problems with this.

First, there was the exceptions. Some Character Qualities weren’t quite folk types, but could take the place of one: Automaton, Undead, etc. You could have those alongside a Folk Quality to be something a zombie elf or a steam-driven dwarf, but you could also *just* be an Automaton or an Undead. The reason they weren’t just Folk Qualities was one part that they didn’t have all the same external pieces to hook into, and one part that there’s a connotation to “Folk Quality” that doesn’t apply if you don’t have a folk.

Second, making folk type occupy the same level of character resource as any other quality and making every character have one means either you reduce the amount of component pieces you have to build your character or you increase the power and complexity of all characters at chargen by the magnitude of one major piece.

Third, this system forced all the myriad different types of people/beings you could play as to be defined at not just the same power level but the same approximate complexity and level. Do you know how hard it is to describe humans and halflings in terms of special abilities that look like a parity choice alongside semi-humanoid snakes and arachnids? It means making the simplest (from a human’s point of view) character types more complicated than they need to be, and trying to make the more complicated (ditto) ones simpler.

The current AWW build has you picking three qualities at level one, with a bit more of a structured approach. The recommendation is you pick one outstanding personal attribute (from a long list… we’re not talking STR/DEX/CON/INT/WIS/CHA but more like Charm, Honor, Fury, Strength, Tranquility, Valor, Perception, Intuition, Valor, Cowardice, Dexterity, Empathy, Presence, Willpower, Ingenuity, Knowledge, and many more) to represent your character’s heroic potential, one character type/skillset quality (with things like Alchemist, Fool, and Scholar alongside the more traditional choices like Bard, Druid, Expert Treasure Hunter, and Warrior) to represent your heroic archetype, and one from any category including those ones, signature gear, magical ability, etc. to represent your heroic edge.

As previously described, those qualities are all less a collection of concrete special abilities and more a descriptive rundown of “So here’s what this makes you good at.”/”Here’s what this lets you do.”

The “Folk Quality” concept does not exist. Instead, separately from your three foundational heroic qualities, you pick one Nature. This includes the standard fantasy folk types and the unique ones created for the A Wilder World setting (including the aforementioned reptilian and arachnid folks), but also the fundamentally different natures, like the undead and mechanical ones.

The only really mechanical list is a list of things that every Nature shares is a list of areas they have advantage and disadvantage in, here meaning a simple +1 or -1 bonus to result checks. Like a Quality’s scope, they may be defined rather loosely.

For instance, Humans have a -1 on perception-and-intuition related tasks compared to others, but a +1 when it comes to adapting to or withstanding environments and enduring pain or physical deprivation. That’s Humanity: a bit dull of senses compared to most beings with similar sensory organs, but can overcome anything and thrive anywhere.

And that’s really all the game needs to say about Humans, because since it’s being written for a presumed audience of human beings, there’s no need to modify your assumptions. With Dwarves, Gnomes, and Pixies, though, there has to be some discussion about stature. For characters of a non-biological and/or non-living nature, the lack of a metabolism and what it means for things like fatigue, hunger, and natural healing must be addressed.

And so on.

We could represent these things in mechanical terms, with statistics and rules that govern the statistics and then special abilities that modify them, but A Wilder World is at its core a storytelling game, even while it eschews a lot of typical narrativist components. Changing your character’s Nature doesn’t change the rules of the game, but the rules of the story.