I’ve been playing the Walking Dead, season 2, a video game about the zombie apocalypse, as you can see in the screenshot above. It got me thinking, and I’m going to take a look at the zombie apocalypse from a writer’s perspective. Continue reading “The Zombie Apocalypse as a writing tool”
Writing a story is like juggling; there are a lot of considerations spinning through the air and you somehow have to keep all of them up. You have to have snappy dialog, but paced well, good description, but not too much, character arcs, a well thought-out plot, and so forth.
To be able to take all these considerations correctly into account, you first need to know what they are, and what can go wrong. You need to know when your writing smells, and what it smells of. The writing smell for today: white room syndrome. Continue reading “Writing smell: White Room Syndrome”
I’ve been playing Dungeons & Dragons and other role-playing games for two decades. As a storyteller, I’ve found that role-playing a character or running a session has a lot in common with running a string of writing exercises, with immediate, sometimes in-your-face, feedback. Continue reading “Role-playing for writing”
In previous posts I’ve identified writing smells, places in your writing that reek of problems. If you can identify these smells you can improve your writing.
Because my list of smells keeps growing, I’ve decided to start gathering them in a separate page, a writing smell catalogue, which is easier to peruse than a bunch of blog posts.
One of the more famous writing smells, or at least one that’s old enough to have a latin name: deus ex machina. Actually, this latin name is derived from an ancient Greek name, so it’s even older. Continue reading “Writing smells: deus ex machina”
Another month has passed, so another opportunity for some reviews. Continue reading “Reviews March”