Barbie Queen of The Prom: A Cautionary Tale

The Barbie Queen of The Prom board

I’ve always been a big fan of board games.  Although my taste in board games has become more refined with the likes of Dominion, 7 Wonders, Agricola, Age of Empires III and more, I had to start somewhere. And I started with Barbie Queen of the Prom (BQP).

First, some background. Growing up, I primarily lived with my dad and my brother. I had to sit through countless hours of He-Man, college basketball, pro basketball, G.I. Joe, golf, and occasionally baseball. While I do appreciate all of these things, let’s just say I paid my dues. So every now and again, my dad and brother let me pick out which board game I wanted to play, and I would almost always choose Barbie Queen of the Prom. And I’m just going to write it now so the embarrassment for them is over quickly: my dad or my brother almost always won. They always got to be queen of the prom! *Folds arms, grumpy face*

The dreamboats.

Anyhoo, something funky was going on with BQP.  I had the re-boot version of the 1960’s board game, and apparently the rules weren’t any clearer in the 90’s than they were back in the 60’s (kind of like actual prom – ZING!). The basic premise is this: you start out with some Barbie bucks and with those you accumulate a dress, a hairstyle, a ride to the prom, and a boy to take to the prom (you didn’t have to pay for the boy, thank goodness). Then, when you got to the prom, you spin (sometimes over and over and over) until somebody gets to be prom queen.

But here’s the weird part – when you got to prom, if you landed on a friend tile (a token with one of Barbie’s friends on it), you picked it up. But the rules were extremely vague about what you actually did with this token. Before this point, every token accumulated was used in exchange for something. After some careful speculation, my dad, brother and I could come to no other conclusion but you could trade in one of your friends for an extra spin – that is to say: another chance to become queen of the prom.

What. The. (Youknow.)

All social conditioning from the first part of the game aside, what’s up with this trading in your friends thing?! That’s so not cool, man.

The moral of my story is this: when things aren’t clear, people can’t help but assume. In writing and in life, if you don’t make things clear, things will start to go awry.

Also, if something doesn’t ring true, people will notice.

All games take a bit of imagination and fantasy in order to come alive. Make sure that whatever you develop rings true and leads the audience in exactly the direction you want them to go (even if that direction is misdirection), or they may just start trading in their friends for a chance to be queen of the prom.

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Kristin Luna is a Marketing Consultant by day and writer by break of dawn. She prefers to wear t-shirts. Kristin, a descendant of the infamous Dread Pirate Roberts, is currently working on a Young Adult fantasy trilogy. When she isn’t contemplating marketing campaigns or writing, she’s crocheting, playing board games, figuring out yoga, teaching her cats sign language, reading, or getting in cabs saying, “To the library – and step on it!”. She is kidding about only two of those hobbies.

Myke Cole – The Gaming Influence

A guest post by Myke Cole

I’ve written a lot about the influence of gaming in my writing. I don’t have anything to say that you couldn’t guess (and that hasn’t already been said a hundred times at least): that gaming taught me to write a story on the fly with my audience trying to sabotage it. That it helped me to freely imagine, that it helped me understand a story inside the confines of a set of rules.

Not to mention connecting me to amazing people and equally amazing ideas, all of which are critical to the building the bedrock where a storyteller sets their roots.

But gaming had an unusually direct effect on my writing more recently. Back in February of this year, there was a minor blowup on the Internets when Games Workshop, the proprietors of the insanely popular Warhammer and Warhammer 40,000 universes claimed copyright over the term “Space Marine.” When the smoke cleared from that particular dustup, they were determined to be no richer for their efforts, serious in their attempts and greatly diminished in the eyes of the fan community.

Let’s just say I wasn’t surprised.

About a year earlier, I had finally developed contacts inside Black Library, the fiction wing of the Warhammer 40,000 universe and was in the middle of what turned out to be a year long process of hammering out ideas to start writing fiction for the franchise.

I was over the moon. I LOVE the Warhammer 40,000 universe. It is one of the most brilliantly conceived and executed speculative fiction concepts I’ve ever come across, and richly deserves the success it has earned. I loved it so much that I wrote an essay about why I felt it was an important addition to the pantheon (you can read it here – Myke Cole on Warhammer 40K and Apocalypse Literature).

We were talking about giving me my own Space Marine chapter, with a supporting Imperial Guard unit, that hadn’t been written about before. I could develop them as my own, crafting their stories and heroes, fixing them firmly in the universe I loved so much. This is why I was willing to put my nose to the grindstone, working through idea after idea and draft after draft to get to something, anything, that would be acceptable to the editors.

And, after roughly a year, I finally got one across the plate. The editor I was working with made an offer on a short piece of fiction for their inventory, something to maybe be put in as supporting text for a forthcoming manual. It was just a finger in the crack of the closet door, but it was a start. I eagerly awaited the contract.

And then it came.

It was . . . well, it was a lot like the Space Marine thing. The demands were . . . not what my agent and I considered reasonable.

I wrote my editor with a long list of requested changes, begging him to budge on this. I loved the Warhammer 40,000 universe, was desperate to work in it, had already put in many, many hours toward that end.

The answer came back as expected. The contract was the contract. Sign it or walk.

So, I walked.

I spent a lot a downtime after that, bummed to have come so close to achieving a dream, only to miss it on a technicality. That feeling was quickly replaced by frustration over all the time I’d wasted. I had pages and pages of notes of what I thought were really good story ideas, all written to the Warhammer 40,000 standard. All useless now.

I bitched and moaned to my friend and fellow author Peter V. Brett about it and he shrugged. “They’re good stories, aren’t they? And they’re yours. Strip out the IP and look at the bones. Might be something you can use.”

Seems simple, eh? Intuitive? I was in such a bad spot over the experience that I hadn’t thought of it.

So, I sat down and took a hard look at my work. I took the story carcasses and boiled them until anything remotely resembling the Warhammer 40,000 universe came off the bones, until I was left with only the shining white armature of plot and character.

And I was right. Good stories.

Stories I am even now reshaping into work I can sell.

So, gaming influence my writing? Damn straight it does. Thematically, indirectly, and even specifically. There may be disappointments in my life, but the discipline has never let me down, so long as I kept faith with it.

Excited to see where it takes me next.

Guest Writer Bio: As a secu­rity con­tractor, gov­ern­ment civilian and mil­i­tary officer, Myke Cole’s career has run the gamut from Coun­tert­er­rorism to Cyber War­fare to Fed­eral Law Enforce­ment. He’s done three tours in Iraq and was recalled to serve during the Deep­water Horizon oil spill. All that con­flict can wear a guy out. Thank good­ness for fan­tasy novels, comic books, late night games of Dun­geons and Dragons and lots of angst fueled writing. Myke is the author of the Shadow Ops Series: Shadow Ops #1: Control Point, Shadow Ops #2: Fortress Fron­tier, and Shadow Ops #3: Breach Zone. (Author gets credit for all referral links.)

You can find Myke online at www.mykecole.com, or on Facebook, or Twitter.

Killing Your Muse with No Saving Throws Left

A guest post by David Boop

I have a writer friend, James, who in his early days used RPG character sheets to list out all the traits of his protagonist, antagonist, and major supporting characters. That way, when he went to write his novel, he’d have a resource to look back on for continuity’s sake. This, in theory is a sound idea. I’ve known other authors who’ve used similar mapping techniques for their characters, settings, equipment, and so forth. You’d think an ADD+ positive author like myself would prescribe to such a theory. After all, I have to look up the names of my characters in my own stories.

Repeat. My own stories.

Kind of sad, eh? Once I’m done with a piece, I move on. Sort of like gaming scenarios.

In my time as a GameMaster, I rarely ran the same mission more than once. Why bother? It won’t come out the same and that first time can be magic. The players, in their desire to outthink me as GM, rise to the challenge and present me with ideas they think I won’t predict. Sometimes they have, but most times they are puppets dancing to my invisible strings. The few times I have been ill-prepared for their creativity are some of the best games I’ve run. It’s at those points where the story becomes cooperative.

Characters in novels can be that way, too. Once, I had a supporting character (a squirrel, if you must know) jump up off the page and tell me he needed to die. Mind you, I loved this red-haired, bossy curmudgeon and had the intention of letting him die. He insisted, and so I wrote the death scene just to please him. The little rodent bastard was right. He needed to die. The story was so much better for it. Now, before you call the white coats to take me away, I’m not crazy. I’m an author. I’m paid to do what the voices in my head tell me to do. If you’re not, if you’re trapping your creativity in charts, character sheets, and drawings of your mecha, you may be locking your muse behind a wooden door no lockpicking skill is going to help, no matter how many skill points you’ve put into it.

Maybe because I’m ultimately a pantser (i.e. seat-of-my-pants writer), I prefer to see where the story takes me. That means occasionally, after I get an idea in the third act, I’ll have to go back and rewrite acts one and two to make the cool, new idea fit. And yes, that can take extra time, throw off work schedules, cancel events, and generally cause a dip in the Dow Jones for the day, but it’s fine. Writing is a collaborative process between my mind, body, and soul. The best stories come when one tries to outthink the other, pushing me forward toward the shared goal of an exceptional piece of fiction (if only in my own humble opinion.) I’ve been preparing for this challenge my whole life, thanks to ornery players who refuse to see the clues I so carefully lay out for them and choose to kill the kindly king trying to help them instead of just listening to him. Arg! Six hours of prep time wasted! Same with writing. I’ve changed the killer, the victim, and the motive of a crime from what I started with in some stories. And again, it’s costly, but I’ve always been happier with the results in the end.

That being said, I have outlined some of my novels by request. I’m glad I did, as they were complicated, multilayered plots, and outlining helped me in the writing process, even if I veered away from the outline once the writing started. It’s not my natural way to write, but I see the purpose of it, and why some choose to do it. Whether you do or don’t, don’t trap yourself like my aforementioned party did, when trying to flee the castle after killing the king. It usually requires some sort of sacrifice to the writing Gods (or GM in their case; and I just love Twizzlers) to get yourself out. Allow yourself backdoors to escape through, be open to changes in your character’s personalities based on what you’ve put them through, and most importantly, be ready to kill those most clever of ideas you thought were immortal when you first conceived your story.

As I end this, I’ll paraphrase words given by Nero Wolfe to his right-hand man Archie Goodwin (as written by the late, great Rex Stout): “You are to [write] in the light of experience as guided by intelligence.”

In other words, trust your instincts and free your muse.

Guest Writer Bio:
David BoopDavid Boop is a Denver-based single dad, returning college student, step worker and author. He has one novel and over thirty short stories across several genres. His media tie-in work includes Green Hornet and Honey West. David enjoys anime, the Blues and Mayan History.

Find out more at his webpage or at his facbook fan page.

His first novel on Amazon: She Murdered Me with Science

Halo: The Success of Story

I’ve played the first three Halo installments and still consider it to be the best video game I’ve ever experienced. I must admit that I had to hang up my blasters when time management became a challenge, but there are times when I consider breaking out the old Xbox and “blasting me some Covenant troops.”

There’s a reason I still remember Halo fondly. It’s the same reason that the franchise is still going strong, but it may not be the reason you’re thinking of.

I remember watching an infomercial for Halo 2 back in 2004. One of the developers at Bungie Studios said something that has stuck with me ever since. What he said was true, but I’m going to caveat the hell out of it to make a point about the success of the Halo franchise.

Basically, this techno-weenie (an incredible gifted one, I might add) said that if you can make 30 seconds of combat be fun over and over again in a video game, you basically have a winner. He couldn’t have been more right. If you look around you’ll find plenty of examples for this little business model, including Counterstrike, Aliens vs. Predator, and WoW to name just a few. But Halo is the bar in both popularity and raw monetary revenues that virtually all other video game companies strive for.

Most people would just say it’s an epically awesome first-person-shooter, and they’d be right. However, something set Halo apart—something intrinsic to the game that turned it into a multi-billion-dollar franchise still going strong after nearly fourteen years.

Story and character.

Halo is set upon a galactic stage of epic scale, with first humanity and then all sentient life cast in the balance should our hero fail in his objectives. What’s more, players really get a sense of tremendous scope as the storyline unfolds. There are fantastic, deep-space cut-scenes, incredibly detailed starships, and brilliantly created alien settings that literally suck you into the story before you know what’s happened to you. And it is upon this stage that players experience a truly fantastic story. It’s what they call in the literary world are real “page turner.”

In a nutshell, Covenant troops are doing their best to wipe out humanity as part of a religious crusade, and it takes almost no time at all for gamers to become totally immersed in the conflict. The protagonist is Master Chief, a cybernetically enhanced and fully armored soldier, who must almost single-handedly stop them. The Master Chief dashes, tumbles, leaps, or flies from one firefight to the next… over and over again.

That’s what the techno-weenie was referring too. There’s an assortment of wicked-cool weapons and uber-awesome vehicles. The basic action of the game is fairly straightforward, but never gets old.

If the game had been left at just that, it would have been very successful, but as far as I’m concerned, Bungie took the whole thing to the next level. They did it not with CGI or harder levels or even any sense of “leveling” the Master Chief. They did what I wish all game design companies would incorporate. They created a story that rivals any epic sci-fi novel I’ve ever read.

To begin with, there’s a sense of discovery built into the storyline that appeals to what must be nearly the hundredth percentile of gaming geekdom. Behind all the action—behind the Covenant and traversing the galaxy—are the Halo rings. It’s this sense of mystery that makes Halo a step above other gaming storylines. Not only must Master Chief beat up on the Covenant—which is tons of fun, by the way—he must discover what Halo rings are, what they’re for, who built them, and why.

Which leads us to The Flood.

Bungie didn’t stop with just shooting Covenant. They decided to throw a real monkey-wrench into the works. The Flood is an alien, zombie-like life form that, if loosed upon humanity, could wipe us out indiscriminately. In just one cut-scene, the whole story takes remarkable sci-fi action and adds a horror element that ups the stakes considerably. Tension just oozes from the three-way antagonism inherent in the Halo universe.

That’s a huge part of why this game has been so successful. Bungie (and later Microsoft) has consistently upped the tension and scale of the story. There’s always something new—something exciting or horrific—just around the next corner.

GENIUS.

This is what good storytelling is all about—constantly upping the stakes and making it all plausible as you go along. And the Halo franchise does just that… in spades.

The last caveat worth mentioning here, and it’s a big one, is the characterizations within the story. For starters, the Master Chief is an exceptional protagonist for the story. He’s the nearly indestructible super-hero whose vulnerabilities leave just enough risk to keep things interesting. He’s the stoic, lone-gunman in space, who must face insurmountable odds over and over again out of a sense of duty. I mean, who doesn’t love the honor-bound hero who has no interest in monetary gains?

But Master Chief isn’t alone. He’s assisted by Cortana, a rather voluptuous AI who rides shotgun and scopes out some of the more technical bits of conflict that the Master Chief must face. However, she does serve one other critical function of a more literary nature. She’s easy-access to the deep back-story of the Halo universe, something that every good tale needs. Through her, the Master Chief discovers a lot of what’s going on behind the scenes. She is both his “right hand” and the “investigator” portion of the story. Cortana allows gamers gets quick info dumps about the history and scale of the universe that Bungie continues to expand upon, and does so without wrenching the player out of the storyline.

Again, GENIUS.

In Halo 2, Bungie even upped their game from a characterization perspective. They made the “first person perspective” not only that of the Master Chief, but also a renegade Covenant soldier who is committed to bringing down the Covenant leadership. In one fell swoop, they increased the level of storytelling, created a “sympathetic villain,” and expanded the scope of who and what the person behind the game controls experiences.

Bungie got literally everything right with this game. The nailed the action part, which hasn’t really changed much in the past 14 years, and created a compelling, intriguing and multi-perspective set of characters that make for hour after hour after hour of fantastic gaming experience.

The story, hands down, has some of the very best tools and tricks that keep readers/gamers interested. We are taught from the get-go that there’s always just a little bit more to learn. We come to expect these new discoveries, and thus far we haven’t been let down.

That is why the Halo franchise continues to be best in breed.

The success of Halo is something each and every writer should take notes from. Play this game, from start to finish. Pay attention to story and characterization. Watch how the chapters are laid out and how the designers/writers keep upping their game to keep you riveted to the couch and the controller in your hands.

And when you’ve done all that, apply it to your writing. If you do, you’ll be writing better stories with better characters. More importantly, readers will want to turn those pages till the wee hours of the morning to get to the end… and buy the next installment.