Where to Start?

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Start at the beginning, continue through to the end, then stop.

That’s pretty decent advice for storytellers (although it precludes more experimental narrative structures, like in the movie Memento) but if you’re struggling with where to start your story it doesn’t actually help. “Where do I start?” “At the beginning.” “But what is the beginning?” “Um…”

In real life, a person’s story begins at birth and ends at death. Or does it? Even for most of us, whose tales will likely not extend beyond our own personal terminal points, the beginning of our stories are not so clear. Is it at birth? Conception? When our parents met? What about the other direction? High school graduation? Military enlistment? The day we met our long-term partner?

A story, an artificial narrative, should be easier to define. Right? Maybe. Just like the question of where our personal narratives begin, we must ask when the story of our protagonist actually starts. Is it the birth of our main character? Probably not. Yes, a story about a person’s life can work (just look at Forrest Gump or The World According to Garp, but it’s a risky proposition. Maybe I’m just not exposing myself to the right stories, but the “person’s life as a story” seems to be a pretty rare narrative. Most people are simply not interesting until at least their mid-teens, anime and manga protagonists notwithstanding.

So, okay, I’ve established when we shouldn’t begin our story, but I haven’t really helped with advice for when we actually should.

One consideration to determine the start of your story is medium. Simply put, what form are you going to use to tell your story?

Let’s start short. For a short story, you want to begin your story as close to the end as possible. A general rule of thumb I was taught in my fiction writing class is to keep your short story all in the same day (or, you know, 24-hour period, if it happens at night). Shirley Jackson’s “The Lottery”–an amazing story, by the way, that seems to have at least partially inspired The Hunger Games–occurs over the course of a few hours. But what a few hours those are!

For a longer narrative, say a novel or ongoing webcomic or serial, you want to start at the point the primary protagonist’s life changes in and intersects with the presumably longer narrative. Often, a longer narrative begins when someone enters or exits the primary protagonist’s life. If you’re going to make your main character an orphan, the day he or she becomes one works pretty well for this: it worked for the stories of Harry Potter and for Nobody Owens. On the other hand, if you want your protagonist’s life to change because something (or someone) entered it, the day that person (or thing) is introduced is also an excellent place to start. That’s what happened to Frodo Baggins and Antimony Carver, for example.

This, of course, is a very broad bit of advice, but it should help you at least conceptualize where in the narrative you start your story. If you’d like, we can revisit this topic in the future and look at more specific advice for starting out. I already plan on revisiting the topic at least thrice more: once to talk about the pros and cons of starting in medias res, once to talk generally about starting out in games, and once more to talk about starting games in medias res.

The start of your story is an important topic, after all, since in traditional print storytelling (short stories and novels) the beginning is absolutely the most important part. Without a good, solid beginning, you won’t be able to pull in an audience.

So definitely let me know where you’d like me to go with this idea in the future. And maybe I’ll share some of my own struggles with starting stories.

Come back next week when I look at the start of game narratives.

The Star of the Show

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This last weekend, I was an at excellent live action roleplaying game. The theme was a pulp adventure, so there were lots of high stakes and drama, but one thing that occurred to me as we ran through the adventure is that there were approximately 25 main characters in this story. They were all unique characters with their own motivations and depth, and watching us all funneled through a storyline was quite the interesting experience.

LARPs are an art form all their own and nothing I say here should be taken as a criticism of it, but it got me to thinking about story media in which there are singular–or at least smaller sets–of stars in the show, and how we define them.

One of my particular weaknesses in building characters is that I like to make plain Janes who have interesting people they support around them. I think this tends to be because I, personally, prefer to be in the role of a supporting cast and crew (which I’ll talk more about next week). That’s all fine and good in life, but when you’re building a star for a particular story, you’re looking at a different spectrum of qualities.

For example, one of my first LARP character ideas for this game was a young woman who had basically been raised on an salvage/mercenary airship, who had an eccentric godfather as the captain and lead of this crew. She was a sometimes adventurer, and otherwise jill-of-all-trades support. I mulled over this idea for a few weeks, but knew it was missing a spark. Ultimately, I realized she was a support member for a cast of more interesting NPCs who would not appear in the game.

Now, in her own story, she could emerge as the star of the show, or perhaps I could take a deeper look at the cast and have someone else emerge as the star of the show and let her remain as support, but none of this would have worked well in a LARP, in which there are 25 stars of the show–each with their own wildly divergent personal storylines. So I’ve kept the idea for a later story.

In an archaeological fantasy novel I was plotting some time ago, the main character was a concubine who had a secret an archaeologist very much needed. I puttered on this story for a while as well, and eventually when talking to a friend, she succinctly said, “So your main character is basically just a plot device?” and I realized I needed to take a deeper look. In that case, I decided she would make better support cast to the archaeologist, who had more at stake in this story.

Even in an ensemble cast, such as the trio from the Harry Potter books, there is a primary character, even if the supporting characters are just half a step away. Harry, in those books, has the most going on, and he has the highest personal stakes among the trio. In the Lord of the Rings, there is a huge cast, but eventually they are broken into smaller groups with their own emerging leaders. I’d say Samwise Gamgee and Aragorn emerge as the stars of the show when all is said and done. (And I suspect others have convincing arguments for other characters in the lead.)

It’s possible to have multiple stars of the show, but I believe one is likely to be slightly brighter than the others, and the star is not always the Point of View character. Sherlock Holmes and Doctor Watson are classic examples of this: Watson is the point of view because he is someone the readers can identify with, whereas Sherlock is not.

All that said, how do you find the star of your show?

Consider:
1. Which protagonist has the most stakes or personal investment in the story?
2. Could story/end result happen without that protagonist?
3. Are there specific, important things that character does in the story that can’t easily be replaced by or delegated to someone else?

These might not be the only litmus tests to define your star of the show, but they should help you get on your way. Do none of your characters “pass” the test? Or one specific one you want to be your star? Consider the star qualities, and rework that character so he or she can shine.

Know Your Story

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On Monday, Ann and I watched a British movie called Centurion. We… weren’t exactly sure what story they were trying to tell. We were both kind of at a loss to figure out what the movie is really about, and the best I can come up with is that it’s trying to tell too many stories all at once. On the one hand, it’s about the focus character—first his quest for vengeance, then his less grandiose struggle for mere survival, and finally his love for a woman he meets along the way. But it’s also about the lost Legio IX Hispana, the inability of Rome to subjugate the Picts, and the political machinations of Roman Britain. In other words, for a 90-minute movie it’s just too much.

Now, this post isn’t actually a deconstruction or review of that movie, and I’m somewhat picking on the writers, but it gives me a launching point for today’s topic. And that is this: When you’re getting ready to tell your story, make sure you know what it is. Said another way: If you don’t know where you’re going, how will you know when you get there?

I don’t mean you can’t have subplots or multiple weaving main plots. You most certainly can, as long as you know what the story is you’re trying to tell, you remain primarily focused on it, and you communicate it to your audience. This doesn’t mean you can’t throw your audience a curve ball and change what you present as being the story, as long as it’s a natural evolution in the narrative, you planned for it all along, and you provide a proper conclusion for your actual story. China Miéville’s Un Lun Dun is a perfect example of what I mean.

And if you’re telling a multi-part story, or think you might be, you need two main stories to tell for each part: the overarching one and the individual one of each piece. If you’ve ever considered writing a series of novels (for example) you might have heard the suggestion to make each book stand by itself, because you can’t control how a reader discovers your series. Assume that I’m echoing that advice here, because discovering an ongoing series in the middle (without realizing it) and not being able to follow along is extremely frustrating. I think the Harry Potter and Star Wars series do this well; conversely, Lord of the Rings, the Matrix trilogy, and The Hunger Games series do it poorly (although I thought Catching Fire did this a little better than Mockingjay).

Depending on the length of your story, you might need or want subplots to feed into the main story, and that’s not only fine it’s probably desirable. But keep in mind that these subplots really do need to feed into the main story and not detract—or distract—from it. A short story, for example, has no room for subplots. Anything longer needs them. Usually, these subplots will come from supporting characters (because, presumably, the primary plot is about the focus character) and will often expose their backstories and be a part of why they become a part of the main story. And, really, the most important subplot in a longer piece, at least in genre fiction, and if it’s not already the primary plot, will almost always be the motivations of the primary antagonist.

This is a problem that even I run into with some of my story ideas. For example, off and on over the past few years a friend and I have been developing a webcomic; the characters are designed, the world is mostly built, and the subplots are largely lined up. I even have some story arcs to take the characters through (my friend is the artist; I’m in charge of writing). What I lack as the storyteller, though, is an overarching story. Sure, since it’s a webcomic I could just string along a bunch of unrelated story arcs, and for a while I think our audience would be okay with that. But at some point everyone, especially I, would want to see the story go somewhere. So since I haven’t figured out yet what my story is I’m not ready yet to begin it. Once I do figure it out, though, you’ll be among the first to know.



What’s Your Motivation?

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Why do you tell stories? Why are you telling this story?

  • Is it because you want to see your name in print (or the screen)?
  • Is it because you want to be a New York Times Bestseller and retire early?
  • Is it because you have a story that won’t let you be alone until you write it down?
  • Is it because you love telling yourself the stories you can’t seem to find already written?
  • Is it because you enjoy seeing your story come to realization from a seed in your mind?
  • Is it because you enjoy hearing from the readers and sharing your experience?
  • A combination of these reasons?

There are infinite motivations to go to the trouble of telling a story–for yourself; readers; or even in the case of more interactive storytelling, the shared experience. None of them are right or wrong or better than one another, but I think knowing your motivation as a storyteller, and of your story, is a key component, not only to reaching that goal, but to maintaining your passion while doing it.

If you are telling your story because you can’t get it out of your head otherwise and it’s been churning in your brain for years, you might be writing for your own peace of mind. It might not even require you to write the whole story from beginning to end (although telling part of a story, for me, usually creates the next part of the mind worm); it might not even require you to revise the story or show it to anyone else. Another motivation might be secondary, or even non-existent.

If you’re writing in hopes of widespread (or even self-) publication, then there are other steps involved–editing, revision, market research, submission, etc. If you’re writing to become the next NYT Best Seller, then you’ll need to do a lot of market research and work at getting your story interesting to a broad audience.

***

Each of these motivations could (and probably will) comprise a whole host of columns on their own, but I feel a key to enjoying and thriving as a passionate storyteller is to know your motivation. Just as motivation drives your characters, it drives you as a storyteller. If you know why you want to tell stories (or that particular story), then you can make sure that the stories you tell fit both your motivation and your process. If your passion for storytelling is flagging, and you don’t feel, well, motivated, maybe it’s time to look into yourself as much as your story and see what drives you.

Expose Yourself

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I’ve mentioned before how much I dislike the old “Write what you know” advice and instead advocate “Write what you want to read.”

Expanded out a little, that becomes, “Tell the stories you want to experience.”

But to know what kinds of stories those are, you need to do some homework. What, homework? Yes. I know it will be terribly rough for you, but you need to expose yourself to stories.

Note that I very specifically avoided saying “…but you need to read a lot of novels.” If you want to be a novelist, you obviously should be reading a lot of novels, but you shouldn’t limit yourself to just them. Watch movies. Read webcomics. Try graphic novels. A story is a story, and although the way they are told varies by medium, the basics of good storytelling transcend those limitations.

When I wanted to be a fantasy novelist, oh so many years ago, I heard the further piece of advice, “Read a lot of novels, including those outside your genre.” To this day, I believe this is excellent advice for all storytellers, from novelists to webcomic artists to screenplay writers to graphic novelists.

Why?

Well, a good story is a good story, regardless of its medium or genre. Regardless of the often arbitrary category in which it is filed. Don’t be embarrassed by these labels assigned to stories by publishers, bookstore owners, or movie theaters. There are amazing stories told in every kind of genre, in every kind of medium.

Want examples?

When I was an aspiring fantasy novelist and heard that advice I went to my mom and asked her to recommend a good romance novel. She went through her collection and found me a historical romance. I read it. I enjoyed it. I remember little about it except the lead character’s surname, which I later co-opted into my own stories because I thought she was cool. The story was inspiring in at least some way, even though I was so far outside the target audience.

Except I am, because I’m someone who enjoys a good story. And that’s another related point: as a storyteller, you are the target audience of everything.

Let’s go with another example. I have a friend who recommended The Hunger Games trilogy to me, although he was a little embarrassed, because they are YA. I told him it didn’t matter, because of my mantra, “A good story is a good story.”

So go forth, friends, and expose yourself to stories. Not just those in the genre you want to write. Not just those in the medium you want to create in. Experience stories all across the spectrum, from dystopian YA to historical romance to mainstream tales, as novels or movies or sequential art.

Does It Count?

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Several years ago, a friend asked me what I’d been reading lately. What I had been reading at that time was another friend’s novel manuscript for critique. When I explained this, he said, “That’s not a real book.” I said, “I think reading 200k words of story constitutes as a ‘real book,’ whether or not it’s published.”

“Oh,” he said, and dropped the subject.

With the growth of the Internet, we see serials and other web-stories on the rise, and we read them and enjoy them. With social sites like Goodreads, blog networks, and Twitter, we now have public challenges, like “read 52 books in a year.” These are well-intended challenges, trying to get us reading more and widely.

I’ve tried these challenges, had the little counter images, but then found myself trying to figure out what “counted” What is a “real book?”

  • Does it count if I’ve read it already?
  • Does it count if it’s a manga or graphic novel?
  • Does it count if I listened as an audiobook instead of print?
  • Does it count if it’s not yet a collection, or I read it while it was being serialized?
  • Does it count if my friend’s unpublished novel or fanfic?

I’m not sure why these things plagued me, but I wasn’t the only one asking themselves, or others, “does it count?”

Depending on the challenge, maybe it doesn’t count. And it shouldn’t matter, but we like these widgets and memes, and being part of a community doing something together.

Since I took up knitting and spinning, my reading time plummeted as I found myself having to choose to do one or the other. Sometimes I watched television shows and movies instead because I missed stories, and eventually I rediscovered audiobooks, which I’d always been uncertain of before.

I started listening to them while I worked, while I knitted, while I did chores, and I grew to love them. But then I got worried–was I less of a reader because I listened to books instead of reading them in print?

Truth is, I don’t think so. Print versus electronic versus audio–they’re all the same story, all the same words. Whether I’m reading them in print or on a screen, I still hear the story in my head. When I’m listening to an audiobook, it’s still the same words coming into my head–it’s just through my ears instead of my eyes.

Stories are stories. Enjoy stories, and when you worry about whether or not they “count,” ask yourself whether your goal is to enjoy more stories or “read” 52 books this year of a particular kind.” There’s no right or wrong answer here, it’s just a matter of your anxiety about it. If you’re like me and worry about whether or not things “count,” maybe you, too, need a new “counting” system.

Did I enjoy that story? Did I learn something from it? Then it counts.

Plan for the Sequel

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You’ve finished your story. You got it published in your medium of choice. Now you’re sipping a mai tai on some tropical beach, basking in your success and struggling only with those little umbrellas they put in your drink.1

Congratulations!

Then your representative calls (agent? editor? director?). The company that put your story into the mass market wants a sequel.

Superb!

Just one problem: You told your story. It has a beginning. A middle. And most importantly, an end. The hero wins. The bad guy loses. All the loose ends are tied up neatly with precise little bows.

You left yourself nothing to build a sequel off of.2

So you set to work creating a new antagonist and try to recapture the excitement and tension of your first story. You know, because like me you’re a student of the Maass school of storytelling, that you need to up the tension. That means making the new antagonist worse in some way than the one in the first story.

I think we can all think of sequels that work like this. Where the storyteller didn’t leave an out. A way to continue the adventures of the popular protagonist after the conclusion of the first story.

When you’re telling your story, leave yourself an out or four. Just in case. This ties into the general advice of using foreshadowing. Let us know there are other concerns in the world you’re building besides those of the immediate story you’re telling now. You needn’t do more than drop a name or mention of something else, something bigger, that you can then bring up in a later story if you need to.

Don’t get ahead of yourself, of course, if you’re proposing your story as a single tale there’s not likely going to be a sequel. But that doesn’t mean for sure there won’t be one. Prepare for the “worst” and hope for the “best,” which in this case is the same thing.

Want examples of what I mean? Rather than harp on the stories and storytellers who get it wrong, let me point out a few examples of those who get it right.

Let’s look at two popular examples from genre stories: The original Star Wars and the first Harry Potter book.

In his first Star Wars film, George Lucas (yes, I’m praising Lucas’s storytelling; don’t get used to it) does a good job of both telling a good, complete story and of leaving room for additional tales in the same universe, with the same characters. Think of the conclusion of the first story: at the end of it, the good guys blow up the immediate threat to themselves and their entire universe. The story could end right there and it would feel complete. On the other hand, Lucas leaves plenty of room for continuing the saga if it proved successful (and, well, it did): the Empire still exists, even though its big toy is destroyed; Darth Vader (the face of the antagonist) is still alive; Han Solo still has a big price on his head. Threads to tie the story into a greater tale, if one could be justified (and it was, obviously).

JK Rowling did the same thing in the first Harry Potter book. At the end of that story, Harry has defeated his arch nemesis, Voldemort. Is Voldemort dead? Who knows? There are hints that, although defeated, Voldemort is still around. Plus, there’s the matter of the ongoing dislike between Harry and Snape. Oh, and Harry’s six more years of school, of course. Lots and lots of threads JK could use to continue the story if her book proved successful enough to warrant sequels. But like Lucas did, she also wrapped up the story nicely. If the book flopped, well, at least those who read it would have a complete story.

So while you’re working out your plot and trying to work in foreshadowing for the conclusion of the story at hand, also try to spare a mention here and there of something else you can build more stories on later. One of the easiest ways to do that is to use the Star Wars example3: make the antagonists more than one person who can be overcome in one simple story, but make sure to give them a face whose defeat definitely creates a closure for the story.



1 Or more likely, sipping wine in your dining room. Stories don’t pay that well. ;)
2This is largely an issue in genre fiction. If you’re telling a traditional romance story or something literary, a sequel is rarely appropriate.
3I only call it the Star Wars example here because I already talked about the saga earlier. In truth, it’s a very common storytelling technique. My current-obsession of The Hunger Games trilogy uses the technique. And earlier this week, Mark Rosewater (head designer for Magic: The Gathering; full disclosure: I work on Magic’s website) answered a question on his Tumblr blog about creating whole races or armies of enemies, instead of focusing on a single bad guy. Also: If anyone can find the Stephen Moffat interview mentioned where he talks about creating groups of enemies for Doctor Who, I’d love to read it.

Antagonists in Games

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Telling Stories in Games Series: Part III

Since I spent a couple weeks talking about antagonist and I haven’t done a Telling Stories in Games entry in a while, let’s combine the two!

Who are the antagonists in your campaign?

The Final Boss

Let’s start at the end of your story. Presumably you’ve thought that far out, yes? Or at least you know who your Final Boss is, even if you don’t have the specifics worked out yet how your player characters are going to get to—much less defeat—said boss. If you aren’t planning on having a completely open-ended campaign with no set Final Boss and you haven’t yet worked out who or what your PCs are going to take down at the end, you should probably figure that out. In most stories, the beginning is the most important part, but I’ve found in general that stories told with RPGs (tabletop or computer) make it or break it with the conclusion. So start with the end of your story and know who the Final Boss antagonist is.

Midbosses

Before the player characters get to the Final Boss they will almost certainly meet a number of lesser antagonists along the way. Let’s call them Midbosses. These Midbosses might be lieutenants of the campaign’s primary antagonist, but more often they should be primarily serving their own purposes. Either way, they present challenges to your PCs along the way, giving your players the much-needed sense of accomplishment and progress as they work their way through your story.

And speaking of story, each of these Midboss antagonists needs his or her or its own story. You have the overarching storyline of the campaign, presumably, and waiting at the climax of it is the Final Boss. Unlike what I said in my first antagonist article, the primary antagonist of your campaign needn’t be at least as interesting as the player characters. Usually, this character’s goals are grandiose and simple: conquer the world, kill all the people, destroy the thing. It’s the people along the way who your player characters meet and overcome who you can use to create really interesting stories.

So for these Midbosses my advice stands. Each one needs to be interesting. If you can make their backstories more detailed than those of most of your player characters, you’re doing well. The trick with having antagonists with interesting backstories in RPGs, though, is disseminating the information. How to share backstory with your players is a topic for another day, but assume that about 90% of what you create will only ever be known to you.

But suffice it to say: your Midbosses need interesting backstories. You can get away with not much of a backstory for your Final Boss because, in effect, your entire campaign builds up a reason for the players to care about defeating their greatest antagonist. Your Midbosses, though, often work independently of the Final Boss, at least to some extent (even if they are minions thereof), and so they need their own motivations and backstories.

Midbosses who do their own thing from the very beginning–who are threats to the player characters without tying in to the main storyline–definitely need good motivations for doing so, but just as importantly you need to find a good way of making these side quests interesting and important to your players.

On the other hand, Midbosses who are more or less loyal to the Final Boss tend to be at their most interesting when they not only serve the campaign’s main antagonist but also have their own agendas. Their personal agendas need not be aligned with those of their leader, but it’s hard to make them believably loyal if they actively work against the Final Boss. It can be done, but it’s hard to do well.

Monster of the Week

At the bottom of the antagonist pile, you have those who essentially serve as “monster of the week” for your player characters. These are the main characters in their own little dramas, but the scenarios they feature in are one-shots that rarely tie in with the rest of your campaign, so in the grand scheme of your campaign they are minor characters at best. How much backstory do you give these guys? That depends on how much you enjoy creating backstories, but they need to be interesting enough to make your players care. Often, you can just imply backstory with a few carefully dropped comments or hints, saving your players a long soliloquy by someone they’re just going to beat up on for a little while.

Who Gets What

So what am I getting at here?

When you’re thinking about your campaign and the antagonists you want to throw at your player characters, focus your backstory efforts on the Midbosses—the antagonists who trouble your PCs for a story arc of multiple sessions but who are neither the campaign’s primary antagonist nor just one-shot monsters of the week. You don’t need a lot of backstory for your main antagonist—in most RPGs, just being evil is enough—nor your throwaways. But the antagonists your PCs spend several scenarios and numerous sessions hunting down and defeating really carry your campaign and are the ones your PCs tend to focus on most.

And remember in all of this that an antagonist isn’t necessarily a bad guy, or evil, but merely someone who opposes your protagonists (the PCs). This can be the captain of a city guard, a crazed alchemist, a dogged reporter, or anyone who has a reason to make the player characters’ lives miserable.

Seeding Your Story

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Last week, Mike linked me to this article about 8 tips on writing from Kurt Vonnegut. For the most part, I agreed with these tips.

On the other hand, I didn’t fully agree with this one:

8. Give your readers as much information as possible as soon as possible. To hell with suspense. Readers should have such complete understanding of what is going on, where and why, that they could finish the story themselves, should cockroaches eat the last few pages.

This information can be interpreted many ways: does he mean go crazy with the info dumps? Be blatant with your plot points? Indeed, if there are so many pieces of information that I can see the ending coming without finishing the story, then why would I read it? Isn’t that in direct violation of tip #1?

Some stories–particularly horror–just don’t function with this advice at all. I mean, if we saw what was coming in a Lovecraftian piece, would it be nearly as interesting? Would it even be Lovecraftian?

So what does he mean here? Well, I can’t speak for Mr. Vonnegut, but my take on it would be the following:

Seed your plots with enough information so that when your readers get to the end of the story they can see the progression, and the conclusion makes sense. Conversely, if they could not finish reading the story, they could, with some consideration, create an ending for themselves (whether or not it was your own).

(This still doesn’t work with some specific niche story types, but it does fit on a broader level.)

What are your thoughts on the matter? Should you give it all away at the beginning, sprinkle throughout, or wait until the big reveal at the end?

Finding Inspiration

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Where do you find inspiration? What makes you want to sit down and tell a story?

This past weekend I attended Sakuracon, a Japanese-culture convention in Seattle mainly but not exclusively dedicated to anime and manga. Although I’ve been a bit out of touch lately with the Japanese pop-culture meta-fandom, I still found parts of the convention to be very inspiring, particularly as a storyteller.

The greatest inspiration came from the AMVs (or anime music videos) I saw. An AMV is a fan creation that marries a song to a collection of clips from one or more video sources (usually but not always anime).

I don’t know about you, but music alone can be very inspiring to me. Sometimes I hear a song and I get a great swelling of emotion and thought and some story element pops suddenly into my mind, even if I’ve heard the song hundreds of times before.

What’s that got to do with AMVs at Sakuracon?

Sitting in the AMV room at Sakuracon (or, I imagine, any anime-related convention) exposes you to a lot of music and animation (both of varying quality), at least some of which you’ve inevitably never heard or seen before. Every few minutes there’s an entirely new mix of sound and images, and your mind is under a constant barrage of creative energy—the song, the animation, and the mixture of the two. For a storyteller (or any creative person, really), the combination of disparate pieces can really excite the imagination.

Neil Gaiman once said the secret to this creativity is combining two things that have never been combined before, and although I’d like to talk more about that someday for now I can tie it in with this topic. While it’s definitely possible to find inspiration in the work of one creator, I would encourage you to find places where the creative endeavors of multiple people come together to create something entirely new. If AMVs aren’t your thing, I understand that similar things exist for non-anime shows, like live-action television programs. If that interests you more then you should hunt those down instead.

Ultimately, what I’m getting at with all this is that you can find inspiration in a lot of different places, some familiar and some not; some created by a single effort and some a combination of multiple creators. The most important thing is to keep looking for inspiration and to remember to act on it when you find it!