I have to wonder what happened to Labrador when Newfoundland was destroyed. Is it still a province despite having less people than any of the Canadian territories? Was it turned into a territory? Did the Québécois irredentists win and annex it? I want to know
i wiah we saw grue operating solo at some point bc itd be so funny to see him blanket a building in darkness, walk in, steal stuff and walk out with no one able to do a thing about it
So far The Power Fantasy has largely been an excellent execution of exactly what you would have expected from the previews which does mute the effect a little.
Then Issue #4 dropped and it's as at least as heavily telegraphed as anything that came before but this time that doesn't stop it hitting as hard as possible at all.
It's one of the most horrible scenarios imaginable. Your powers go out of control when your emotions get too negative and when that happens millions die.
Nobody can ever be too honest when it would risk that happening. You can't trust anything someone says to you. You can't develop any type of meaningful relationship with someone. Your emotional, artistic and moral development is stunted because nobody can ever confront you with upsetting truths. You can't even blame anyone because it's completely correct for them to instrumentalise you and to turn every interaction they have with you into managing you.
10/10 I've been screaming internally whenever I think about Masumi since her issue dropped.
The thing about writing is this: you gotta start in medias res, to hook your readers with action immediately. But readers aren’t invested in people they know nothing about, so start with a framing scene that instead describes the characters and the stakes. But those scenes are boring, so cut straight to the action, after opening with a clever quip, but open in the style of the story, and try not to be too clever in the opener, it looks tacky. One shouldn’t use too many dialogue tags, it’s distracting; but you can use ‘said’ a lot, because ‘said’ is invisible, but don’t use ‘said’ too much because it’s boring and uninformative – make sure to vary your dialogue tags to be as descriptive as possible, except don’t do that because it’s distracting, and instead rely mostly on ‘said’ and only use others when you need them. But don’t use ‘said’ too often; you should avoid dialogue tags as much as you possibly can and indicate speakers through describing their reactions. But don’t do that, it’s distracting.
Having a viewpoint character describe themselves is amateurish, so avoid that. But also be sure to describe your viewpoint character so that the reader can picture them. And include a lot of introspection, so we can see their mindset, but don’t include too much introspection, because it’s boring and takes away from the action and really bogs down the story, but also remember to include plenty of introspection so your character doesn’t feel like a robot. And adverbs are great action descriptors; you should have a lot of them, but don’t use a lot of adverbs; they’re amateurish and bog down the story. And
The reason new writers are bombarded with so much outright contradictory writing advice is that these tips are conditional. It depends on your style, your genre, your audience, your level of skill, and what problems in your writing you’re trying to fix. Which is why, when I’m writing, I tend to focus on what I call my Three Commandments of Writing. These are the overall rules; before accepting any writing advice, I check whether it reinforces one of these rules or not. If not, I ditch it.
What’s your book about?
I don’t mean, describe to me the plot. I mean, why should anybody read this? What’s its thesis? What’s its reason for existence, from the reader’s perspective? People write stories for all kinds of reasons, but things like ‘I just wanted to get it out of my head’ are meaningless from a reader perspective. The greatest piece of writing advice I ever received was you putting words on a page does not obligate anybody to read them. So why are the words there? What point are you trying to make?
The purpose of your story can vary wildly. Usually, you’ll be exploring some kind of thesis, especially if you write genre fiction. Curse Words, for example, is an exploration of self-perpetuating power structures and how aiming for short-term stability and safety can cause long-term problems, as well as the responsibilities of an agitator when seeking to do the necessary work of dismantling those power structures. Most of the things in Curse Words eventually fold back into exploring this question. Alternately, you might just have a really cool idea for a society or alien species or something and want to show it off (note: it can be VERY VERY HARD to carry a story on a ‘cool original concept’ by itself. You think your sky society where they fly above the clouds and have no rainfall and have to harvest water from the clouds below is a cool enough idea to carry a story: You’re almost certainly wrong. These cool concept stories work best when they are either very short, or working in conjunction with exploring a theme). You might be writing a mystery series where each story is a standalone mystery and the point is to present a puzzle and solve a fun mystery each book. Maybe you’re just here to make the reader laugh, and will throw in anything you can find that’ll act as framing for better jokes. In some genres, readers know exactly what they want and have gotten it a hundred times before and want that story again but with different character names – maybe you’re writing one of those. (These stories are popular in romance, pulp fantasy, some action genres, and rather a lot of types of fanfiction).
Whatever the main point of your story is, you should know it by the time you finish the first draft, because you simply cannot write the second draft if you don’t know what the point of the story is. (If you write web serials and are publishing the first draft, you’ll need to figure it out a lot faster.)
Once you know what the point of your story is, you can assess all writing decisions through this lens – does this help or hurt the point of my story?
Readers invest a lot in a story. Sometimes it’s money, if they bought your book, but even if your story is free, they invest time, attention, and emotional investment. The vast majority of your job is making that investment worth it. There are two factors to this – lowering the investment, and increasing the payoff. If you can lower your audience’s suspension of disbelief through consistent characterisation, realistic (for your genre – this may deviate from real realism) worldbuilding, and appropriately foreshadowing and forewarning any unexpected rules of your world. You can lower the amount of effort or attention your audience need to put into getting into your story by writing in a clear manner, using an entertaining tone, and relying on cultural touchpoints they understand already instead of pushing them in the deep end into a completely unfamiliar situation. The lower their initial investment, the easier it is to make the payoff worth it.
Two important notes here: one, not all audiences view investment in the same way. Your average reader views time as a major investment, but readers of long fiction (epic fantasies, web serials, et cetera) often view length as part of the payoff. Brandon Sanderson fans don’t grab his latest book and think “Uuuugh, why does it have to be so looong!” Similarly, some people like being thrown in the deep end and having to put a lot of work into figuring out what the fuck is going on with no onboarding. This is one of science fiction’s main tactics for forcibly immersing you in a future world. So the valuation of what counts as too much investment varies drastically between readers.
Two, it’s not always the best idea to minimise the necessary investment at all costs. Generally, engagement with art asks something of us, and that’s part of the appeal. Minimum-effort books do have their appeal and their place, in the same way that idle games or repetitive sitcoms have their appeal and their place, but the memorable stories, the ones that have staying power and provide real value, are the ones that ask something of the reader. If they’re not investing anything, they have no incentive to engage, and you’re just filling in time. This commandment does not exist to tell you to try to ask nothing of your audience – you should be asking something of your audience. It exists to tell you to respect that investment. Know what you’re asking of your audience, and make sure that the ask is less than the payoff.
The other way to respect the investment is of course to focus on a great payoff. Make those characters socially fascinating, make that sacrifice emotionally rending, make the answer to that mystery intellectually fulfilling. If you can make the investment worth it, they’ll enjoy your story. And if you consistently make their investment worth it, you build trust, and they’ll be willing to invest more next time, which means you can ask more of them and give them an even better payoff. Audience trust is a very precious currency and this is how you build it – be worth their time.
But how do you know what your audience does and doesn’t consider an onerous investment? And how do you know what kinds of payoff they’ll find rewarding? Easy – they self-sort. Part of your job is telling your audience what to expect from you as soon as you can, so that if it’s not for them, they’ll leave, and if it is, they’ll invest and appreciate the return. (“Oh but I want as many people reading my story as possible!” No, you don’t. If you want that, you can write paint-by-numbers common denominator mass appeal fic. What you want is the audience who will enjoy your story; everyone else is a waste of time, and is in fact, detrimental to your success, because if they don’t like your story then they’re likely to be bad marketing. You want these people to bounce off and leave before you disappoint them. Don’t try to trick them into staying around.) Your audience should know, very early on, what kind of an experience they’re in for, what the tone will be, the genre and character(s) they’re going to follow, that sort of thing. The first couple of chapters of Time to Orbit: Unknown, for example, are a micro-example of the sorts of mysteries that Aspen will be dealing with for most of the book, as well as a sample of their character voice, the way they approach problems, and enough of their background, world and behaviour for the reader to decide if this sort of story is for them. We also start the story with some mildly graphic medical stuff, enough physics for the reader to determine the ‘hardness’ of the scifi, and about the level of physical risk that Aspen will be putting themselves at for most of the book. This is all important information for a reader to have.
If you are mindful of the investment your readers are making, mindful of the value of the payoff, and honest with them about both from the start so that they can decide whether the story is for them, you can respect their investment and make sure they have a good time.
This one’s really about payoff, but it’s important enough to be its own commandment. It relates primarily to twists, reveals, worldbuilding, and killing off storylines or characters. One mistake that I see new writers make all the time is that they tank the engagement of their story by introducing a cool fun twist that seems so awesome in the moment and then… is a major letdown, because the implications make the world less interesting.
“It was all a dream” twists often fall into this trap. Contrary to popular opinion, I think these twists can be done extremely well. I’ve seen them done extremely well. The vast majority of the time, they’re very bad. They’re bad because they take an interesting world and make it boring. The same is true of poorly thought out, shocking character deaths – when you kill a character, you kill their potential, and if they’re a character worth killing in a high impact way then this is always a huge sacrifice on your part. Is it worth it? Will it make the story more interesting? Similarly, if your bad guy is going to get up and gloat ‘Aha, your quest was all planned by me, I was working in the shadows to get you to acquire the Mystery Object since I could not! You have fallen into my trap! Now give me the Mystery Object!’, is this a more interesting story than if the protagonist’s journey had actually been their own unmanipulated adventure? It makes your bad guy look clever and can be a cool twist, but does it mean that all those times your protagonist escaped the bad guy’s men by the skin of his teeth, he was being allowed to escape? Are they retroactively less interesting now?
Whether these twists work or not will depend on how you’ve constructed the rest of your story. Do they make your world more or less interesting?
If you have the audience’s trust, it’s permissible to make your world temporarily less interesting. You can kill off the cool guy with the awesome plan, or make it so that the Chosen One wasn’t actually the Chosen One, or even have the main character wake up and find out it was all a dream, and let the reader marinate in disappointment for a little while before you pick it up again and turn things around so that actually, that twist does lead to a more interesting story! But you have to pick it up again. Don’t leave them with the version that’s less interesting than the story you tanked for the twist. The general slop of interest must trend upward, and your sacrifices need to all lead into the more interesting world. Otherwise, your readers will be disappointed, and their experience will be tainted.
Whenever I’m looking at a new piece of writing advice, I view it through these three rules. Is this plot still delivering on the book’s purpose, or have I gone off the rails somewhere and just stared writing random stuff? Does making this character ‘more relateable’ help or hinder that goal? Does this argument with the protagonists’ mother tell the reader anything or lead to any useful payoff; is it respectful of their time? Will starting in medias res give the audience an accurate view of the story and help them decide whether to invest? Does this big twist that challenges all the assumptions we’ve made so far imply a world that is more or less interesting than the world previously implied?
Hopefully these can help you, too.
I’m aware of the way it breaks some people’s suspension of disbelief, and I’m aware that it comes across as silly or incompetent to many, but it is deeply, deeply important to me on a thematic level that Cauldron is tiny. The tinyness is what makes them a functional foil to Taylor; you spend the whole book thinking that this is just an escalation of the problems Taylor has with Monolithic authority, and then the curtain is pulled back and you realize that the “Monolithic authority” is actually just six or seven people who are on a first name basis with each other, using their top-tier information-gathering and coordination-based powers as a force multiplier to get around their small numbers as they unilaterally seized control. (Hey, sorta like the Undersiders.)
And, furthermore, their tinyness is a stand-out example of the kind of coordination problems the book has been examining the whole time- Cauldron should be bigger, the inner circle should have more people in it, and the fact that they’ve expanded so slowly, from two to seven-ish full members, with so much of their inner circle not even having the full picture of the threat they’re up against, is deeply indicative of their wagon-circling Atlas Complex. It has to be them, they have to do it alone, or they are going to be found out and crushed.
And to be fair, they aren’t actually wrong in their assessment that they’ll be found out and crushed if they aren’t extremely careful about who they bring into the loop; overlooking the remaining entity entirely, Legend’s concern that the governments would try and coopt the power-granting process is, like. Correct. That is a thing that would happen, given the number of wormverse groups already trying to do that in some form. Siberian bit them in the ass, The Dealer bit them in the ass, and a big part of Ward is the multi-directional slapfight over the remaining Cauldron infrastructure that starts up as soon as it isn’t in a position to defend itself anymore.
There’s a real chicken-and-egg thing going on here, where it’s not clear if their paranoia is warranted given how other power players in the setting tend to behave, or if other power players in the setting behave the way they do downstream from Cauldron’s paranoia, manipulation and compartmentalization. A recurring theme with Worm is that keeping secrets and holding back resources is going to lead to terrible things happening even if keeping those secrets was a reasonable decision with the information you had available to you. You see this with Phir Se, with the Echidna fight, with the politicking over Khonsu. Cauldron is just, like, the epitome of that Morton’s Fork- be honest and open, and potentially lose everything, or, you know, be Cauldron, with all that entails.
The thing with the epilogue, is that in 30.7 when Contessa asks whether Taylor was a monster, a bully, or whether she “was really a hero” I took it to mean that her decision on whether to save Taylor or not was based, at least partially, on the answer to that question. If this is accepted, then the answer to whether the epilogue is real is also the answer to whether she was ultimately a monster or a hero and vice versa.
whats the general consensus on wormblr about what happened to taylor? i dont see people talk about the final chapter very much, but when they do it seems they usually take the text at face value, that taylor is powerless and on earth aleph (my preferred interpretation). but elsewhere on the internet people discuss the wog more, and a lot more people seem to believe she died or is in a coma or something other than stuck on aleph.
Hated it at the time, but I can't understate how much I've come to like the reveal that Brian died on the oil rig. The protagonist's love interest-turned-ex died off-screen due to her decision making, and while she's recovering from getting literally blown in half by the same thing that killed him everyone decides that they're just Not Gonna Tell Her What Happened to her romantic lead, they're gonna tell her almost literally that he fucked off to a farm upstate. And she believes it, and hinges her last scraps of psychological stability on it during the endgame, and then either dies or escapes the narrative still believing it, possibly forcing herself to believe it. I think there are very few works playing in the same space as Worm that would have the balls to treat the quote-unquote "lead pairing" this way.
Cauldron’s funny in this regard, first because all of its members can fit in a minivan and because literally 90% of their capacity relies on Contessa; when she has to fake her death and can’t intervene Cauldron stops existing within a handful of hours.
And their plan is also based on the bus factor; they let the apocalypse happen early because every 2-3 months a bus crashes and every bus maybe contains the person who can kill Scion. And they are vindicated in this; Foil, Tattletale and Weaver all could have died in any of the 8+ Endbringer fights they went to, and very likely would have eventually died in one of the dozens they would have gone through if Cauldron stopped Jack from setting off Scion
This discussion of superhero logistics reminds me of an element of Worm's background worldbuilding that I've always found really interesting, which is that the heroes are running out of teleporters. They had a cloak-style mass teleporter, Strider, who was apparently indispensable for troop deployment at Endbringer fights, but he didn't get the hell out of dodge in time so by the Behemoth fight they mention having to seriously kludge other not-as-good powers to get everyone on-site on time. No one dies forever in comics so the question of "what are the risks of one guy's powers becoming indispensable to our organization" isn't as salient, but here goes Worm, gesturing at the idea that you might just get super fucking unlucky because you became organizationally dependent on a couple golden gooses who you inexplicably keep bringing to live fire situations. If they weren't hard to replace, they wouldn't exactly be superheroes, would they?
Zion Worm 🤝 The Queen Power Fantasy
Mysterious alien entities who decide the uk really just needs to fucking go
These images from J. Michael Straczynski's Rising Stars gestures in the same direction I was gesturing with that Aquaman post- there's a really interesting archetype in superpower fiction consisting of characters who "Step Outside" in the way described here. Superhumans who remove themselves from society- not in a "kneel before me" way, but simply out of recognizing that participating in society in a conventional manner offers them significantly less than it does an average person (though not nothing- insert that MP100 monologue about "can you make a soda can.") Libertarians who fuck off to the moon and carve a Gadsen snake visible from earth, that kind of guy.
Invincible featured the title character gradually sliding into something adjacent to this as he realized that he was just sort of going through the motions by attending college and so on, when his girlfriend can wish a house into existence and the Cecil throws money at him to do stuff he'd do for free. The entire main cast of The Power Fantasy is doing something like this- you're most likely in no danger if you see one of the Superpowers walking down the street but most of them probably haven't paid for a meal in years (unless they insist on paying, which wraps back around to having the same dynamic as not paying.) Superman yo-yos on the topic of how accountable he makes himself to human governments, but I strongly doubt he got a permit for that fuckoff-huge fortress in the arctic. And so on. Obviously not all superhumans can get away with this- Spider-Man is held back from becoming a full-time bank robber by way more than just his conscience. But whether they could get away with this is a great characterization question to ask of any superhuman, and it's a door you can't really close once it's open- any decision they do make from that point forward will be implicitly contrasted against their everpresent option to just Hit Da Bricks.
Mostly a Worm (and The Power Fantasy) blog. Unironic Chicago Wards time jump defenderShe/her
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