✍️ Writing
A community for writers, like poems, fiction, non-fiction, short stories, long books, all those sorts of things, to discuss writing approaches and what's new in the writing world, and to help each other with writing.
Rules for now:
1. Try to be constructive and nice. When discussing approaches or giving feedback to excerpts, please try to be constructive and to maintain a positive vibe. For example, don't just vaguely say something is bad but try to list and explain downsides, and if you can, also find some upsides. However, this is not to say that you need to pretend you liked something or that you need to hide or embellish what you disliked.
2. Mention own work for purpose and not mainly for promo: Feel free to post asking for feedback on excerpts or worldbuilding advice, but please don't make posts purely for self promo like a released book. If you offer professional services like editing, this is not the community to openly advertise them either. (Mentioning your occupation on the side is okay.) Don't link your excerpts via your website when asking for advice, but e.g. Google Docs or similar is okay. Don't post entire manuscripts, focus on more manageable excerpts for people to give feedback on.
3. What happens in feedback or critique requests posts stays in these posts: Basically, if you encounter someone you gave feedback to on their work in their post, try not to quote and argue against them based on their concrete writing elsewhere in other discussions unless invited. (As an example, if they discuss why they generally enjoy outlining novels, don't quote their excerpts to them to try to prove why their outlining is bad for them as a singled out person.) This is so that people aren't afraid to post things for critique.
4. All writing approaches are valid. If someone prefers outlining over pantsing for example, it's okay to discuss up- and downsides but don't tell someone that their approach is somehow objectively worse. All approaches are on some level subjective anyway.
5. Solarpunk rules still apply. The general rules of solarpunk of course still apply.
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I'm a sucker for well-researched hard sci-fi!
Have you found it challenging to expound these concepts without detracting from the rest of the text? Additionally, have you discovered any differences in writing technically as opposed to narratively?
It hasn't been especially difficult but I think I've got a huge advantage this time in that I'm writing a premade campaign guide for a TTRPG rather than prose fiction. When I'm writing prose I definitely struggle with how much information to include and how to fit it in so it feels natural and doesn't mess up the pacing.
With writing this campaign, I know from the outset that the players are going to miss huge swaths of the content. But the upside is that because they're the ones driving the plot and deciding what to focus on, I'm free to provide as much information as I feel would be useful to the GM and if the players want to engage with it, they will (sort of like side quests and optional audio logs in video games).
I'm definitely a worldbuilding-first writer and I love the fiddley little details that make a place work so this has been an absolute blast. I keep the 'box text' narration stuff short and descriptive but I provide all kinds of information so if the GM has to play an expert on something like a farmer or deconstruction worker, or environmental restoration tech, they'll hopefully have enough to sound like an expert.
The other advantage I have is that the plot (a quest to find thousands of tons of illegally dumped industrial waste in rural New Hampshire) aligns well with my goals.
Basically I wanted to write out how I think rural New England might look in a solarpunk future (a lot like a modernized version of how it did a hundred years ago) and to introduce some practices like ice harvest, spring houses, etc that predate modern tech but align well with solarpunk ideals. I wanted to write some more grounded solarpunk with a lot of emphasis on reuse and salvage. And I wanted to talk about watersheds, groundwater, and how pollution moves through them, and various practices used to remediate different contaminats.
I stocked the game with locations and characters that address one or more of those themes, in various ways. The players' search for the waste is almost bound to bring them through a bunch of these places and to start conversations thatdevelop on those themes.
I hope some of this is useful, I think this is the biggest fiction project I've worked on, and I'm surprised to find that it's going much better logistically than previous attempts at writing prose novels. I think the worldbuilding-heavy structure and lack of a single set plotline just worked really well with how I write.
Of course! I overlooked the medium which, as you've well explained, lends itself nicely to exposition. I very much enjoyed reading your reply, learning about the advantages of writing for games. Thank you