Last week I ended up finishing the editing/feedback draft of my new project (as mentioned in the newsletter), which meant I woke up Thursday morning and said “crap, I need to write a ranty blog post!” But as I started hammering away at it I quickly realized this topic wasn’t quite as quick and easy as it was in my head. So it didn’t get done Thursday. And Friday is errands. And now it’s the weekend again and okay look, I missed a week.

Anyway, I’ve talked about worldbuilding here once or thrice before, but I thought it’d be worth revisiting a certain facet of it that I talked about on Twitter a month or four back.

And that facet involves my time machine.

Well, okay, let’s back up a bit.

We’ve all read stories that revolve around some shiny-new technology. Supercomputers. Self-aware androids. Teleportation machines. Dimensional gateways. They’re the basis of so many books, comics, television shows, movies, games, and probably some other storytelling format I can’t think of. Oral tradition? Probably lots of androids in those eastern European folk tales that are verbally passed down through the generations.

I think we can all agree that having some kind of future/super technology as the basis my story is a kind of worldbuilding. If I’ve got a machine that’s going to change the world, I need to understand the machine, the world, and what kind of changes it’s going to make. So, like any type of worldbuilding, I need to have a lot of it planned out from the start. I have to be able to answer basic questions about it, because my readers will ask these questions. And they’ll ask because, by it’s very nature, we expect technology to operate in specific, predictable ways. That’s one of the things that makes it different from magic (hold your Clarke’s law responses).

And that brings us to my time machine.

If I tell you I’ve got a time machine, there’s a bunch of things we can expect people are going to want to know. For example, is the time machine real? Did you build it or just find it? No, seriously, is it real? How did you build a time machine when you can’t figure out custom ringtones on your phone?

Past those, though, there’s a bunch of things people might ask. Can you travel in time both ways, forward and back? Does the machine travel through time or does it just send you through time? If the machine travels with you, does it need some kind of energy or fuel? If it needs fuel, is there a limit to how far back/forward it can go in one trip?

And that’s before we even get into all the other bigger, standard time travel questions. What happens to the present if I change something in the past? If I know the future, can I change the future? Does the time machine compensate somehow for planetary motion?

This is a standard part of any worldbuilding. If I want to alter the world in my story somehow with a new element—for example, with a piece of technology that doesn’t exist—I need to stop and think about all the ramifications this new element is going to have. How will it change things? How will it interact with the existing world? To paraphrase Fredrick Pohl (who I think was paraphrasing someone else when he said it), a good sci-fi story doesn’t predict the car, it predicts the traffic jam.

If I, the writer, don’t know the answer to any of these basic questions, I think it tends to create problems somewhere down the road. There are two big ones, I think…

The first is general inconsistency. People use the time machine this way in chapter four, but then use it this way in chapter twelve. And, yes, we killed Hitler in 1938 but we’re… uhhhh… we’re just not going to talk about it. It’s a huge, major, historical event, but let’s, y’know, just pretend it didn’t happen. Everything turned out exactly the same anyway. Because the time machine ran out of the, uhhh, chronoline that it runs on.

See, if I don’t know the rules it’s hard for me—or my reader—to know if I’m breaking them. Which kind of means I’m cheating. It’s something I’ve talked about before—trying to world build in the third act.

The second issue is that if I don’t set any rules for how my technology works, I’m going to be trying to create tension/ conflict/ drama out of nothing. If I have no context for how the tech works, it’s hard to tell if something is difficult or dangerous or even impossible.

For example, if I say I’m using the time machine to send Wakko a million years into the past for two hours. Okay, so is that… risky? Supposed to be impossible? A normal Friday? Is there a reason it’s two hours and not three? If I don’t have any ground rules for how the tech works, I can’t tell if my characters are doing something amazing with it or not. And I can’t tell if their reactions are rational, irrational, or completely melodramatic.

Really, both of these boil down to needing context. My readers aren’t going to know how to feel about something if I don’t know how I want them to feel about it. And I can’t know unless I’ve established some sort of norm.

Look at it this way. If I tell you I’m taking a plane to Boston, you’d say “Oh, okay.” If I tell you I’m taking a plane to Cairo, Egypt, you might raise an eyebrow and say “Really?” And if I tell you I’m taking a plane to Jupiter, you might think I was nuts. Or drunk. And if I told you I was taking a plane to heaven, because heaven is up in the clouds and that’s where planes go, you might be tempted to call someone for my own safety.

Let me give you one more. There’s an old WWII Bugs Bunny cartoon where he’s fighting a little gremlin on a plane. And after several go-rounds between them, the plane ends up in a nosedive, hurtling towards the ground as both of them scream. Fortunately, the plane runs out of gas at the last minute and ends up stopping a few feet from the ground. Laughter ensues.

All of these different statements and examples make sense because we know how planes work and how they’re generally used. It’ s pretty standard to fly cross-country, but a little unusual to fly halfway around the world. We know planes can’t fly to other planets and definitely not to the afterlife. And we absolutely know a plane isn’t going to stop moving in mid-air because it ran out of gas.

If I’m creating a new tech, I need my readers and characters to have this sort of understanding of it. Because maybe my time machine would stop in mid-air if it runs out of fuel. Or maybe it slingshots back to wherever it started. Maybe it just goes to the last destination date we gave it. Or it might just sit there until we can figure out how to channel 1.21 gigawatts into the flux capacitor.

Now, let me toss out four conditionals.

One is that I don’t need to explain everything about my time machine and how it works. Within my story, a lot of people are going to know how X works, and people usually don’t sit around talking about things they already know. Especially if they’re well-established in my world. People don’t need to have conversations about how cars work every time they go for a drive. But people in our world all understand cars well enough to know something’s wrong when the engine makes a grinding noise or fluid gushes out from beneath the hood. And something’s very unusual if the car takes off vertically and flies away. My characters should be acting and reacting in such a way that readers can tell if something’s normal or very odd or horribly wrong with how this piece of tech is working.

Two is that in my story there might be a very good reason people don’t know how my tech works, or won’t talk about how it works. Maybe they accidentally invented it just last week and are still figuring parts of it out. Maybe they’re hiding that it runs on the life-energy of kittens. Maybe it’s got some side effects they’d rather not talk about. But even then—as the writer, I should know how it works. Which means it should still act consistently.

Three is that maybe my tech isn’t doing the thing we think it’s doing. It’s not uncommon to have stories where we find out thing X is actually thing Y. My characters thought they found a time machine that projected people into the past within their lifespan, but really it just creates incredibly lifelike holograms of their own memories. Absolutely nothing wrong with this. But my characters should still have their own ideas of what the tech is doing, and there should be an understandable reason why they think this. And it should be consistent when I reveal what the tech is really doing. That’s just how a twist works.

Fourth and finally, I know somebody’s frothing at the bit to bring up Clarke’s Law, so let’s talk about it real quick. Any sufficiently advanced technology would be indistinguishable from magic. I seriously love this one (and it’s inverse, if you’re a Seventh Doctor fan). But by it’s very nature, this also excludes any such devices from this discussion. Clarke’s law literally says we can’t recognize X as technology. So we shouldn’t expect to follow tech rules while we’re writing about it.

Anyway, I’ve been blabbing on about this for a while now and I think you’ve got the idea. If I want to make a time machine– or a teleporter, a psychokinesis drug, cybernetic eyes, bio-booster armor, whatever– I need to have consistent, thought-out rules for how this technology works. And these rules need to be in place on page one. If I’m not going to even think about how time travel in the past affects the present until I’m 2/3 done with my book… I’m probably going to hit some snags.

Next time, I want to talk about Neil Armstrong’s left foot.

No, wait. Your left foot! That’s what we’re going to talk about!

Until then, go write.

December 20, 2021

Going With It

Holy crap how is this year almost over? Why is time moving so fast? What did all of you do? Who touched the red button?!?!

So, not to keep mining the past, but I wanted to talk about one more thing that came up at the SDCC Writers Coffeehouse. During the Q & A someone asked what I generally think of as an “impossible” question—although just looking at that written out I really should find a better term. See, it’s not so much that these questions are impossible to answer, it’s that there’s really only one person who can give a definitive answer. And it’s usually the person asking the question.

Y’see, there are questions that are very specific to my story, and the “correct” answer for me probably isn’t going to be the same correct answer for you. Things like, how many characters should I have in an ensemble? What’s the correct point of view to use? How much sex is too much? How much detail do I really need? See what I mean? There’s no real way to answer that unless I know the whole story, how it’s written, the context things are happening in…

Somebody at the Coffeehouse asked (paraphrasing from memory here) “how many made up words can you have in your first couple pages before an editor stops reading?” And my immediate answer was, well, I couldn’t really answer that. Again, the right answer for me won’t be the right answer for you, and said answer’s going to change from book to book.

But about a week later it struck me there is a way that we, as writers, can at least get a sense of if something’s disruptive or not. And that’s by being aware of the flow of our work. So let’s talk about that a little bit.

I think we’re all aware of flow on one level or another. I first heard the term from a writing coach named Drusilla Campbell, but I knew what she was talking about as she explained it. Paraphrasing a bit more, she described it as why some books you can’t put down and other books make you think about how  the laundry needs folding.

I’d say flow is equal parts pacing, tone, and empathy. It’s about me understanding what’s going to jar my reader, either by nature of structure or material or vocabulary. What’s going to make them pause to remember these are just words on a page and not actual events. It’s about me stepping out of the way and not trying to be seen as the author. Letting people read my story rather than analyzing it. Really simply put, flow is what keeps people in my story instead of, well, knocking them out of it.

And that brings us to using words we’ve made up. Could be a simple portmanteau or clever bit of wordplay. Maybe terms from a technology we made up. Or a secret dark order. Maybe even a whole language. But I have to be careful, because  there’s a good chance I could kawonk someone right out of the story if I’m using a lot of words I’ve made up.

You all see what I did there, right? Or maybe you didn’t. Kawonkis a nonsense pile of letters I threw together, but in context you kind of understood what I was saying with it almost immediately. Some of you may not even have really registered it as a made up word and just read it as a funny onomatopoeic sound effect or something.

But something can only work in context when I understand the context. So the more words I swap out with made up ones, the less chance there is of my readers understanding what I’m trying to say. Like if I told you we needed to kawonk this dreeenil ptoob before we niknik ptar the cheegles. I mean, if we hit a sentence like that we’re going to instinctively stop and start parsing the structure to figure out what this whoa I just broke the flow, didn’t I?

And even if there is plenty of context, it can get annoying to read something where I’ve decided to substitute existing words with made up ones for no real reason. Say, for example, people in my fantasy world all duel with scheevs. Some are cheap and crudely made, some are works of art, but most people have one. You see, a scheev is a narrow, double-edged blade about 24 to 30 inches long (originally iron or bronze, but mostly steel now), with a strong grip, some sort of protective guard or crosspiece between the blade and the grip, and often a small counterweight at the base that also locks the blade in place. And if you’re thinking, wait, did I just spend a whole paragraph describing a sword you are correct.

Except here they’re called scheevs. For… reasons.

And again, imagine how frustrating that paragraph would be if instead of bronze and steel it talked about droker and ogyed, flokks instead of inches, and an oppomass instead of a counterweight. Hopefully I didn’t make up my own numerical system, Think about pausing to dig through all of that and try to glean a meaning out of it and realizing we’re just talking about goddamn swords.

I don’t know about you, but that’d bring things to dead halt for me as I groan and rub my eyes.

‘Cause here’s the thing we always to remember. Weird as it may sound, the words I use don’t really matter. I mean, of course they’re important and they’ll bring nuance to the story. But that’s my point—the story is what matters. The charactersmatter. The plot matters. The actual words are just a delivery device. They’re the corn chip getting all that delicious salsa and guacamole into or mouths. And if I’m focusing a lot of my time and energy on coming up with a new way to say corn chip, that’s a good sign something’s probably going wrong in my writing.

I’m not saying don’t make up words. I mean, I put squale out there into the world. But there should be a reason for them being in my story, and the reason should be better than “I wanted to make things sound different.” Ultimately, they should be adding to my story, not distracting from it. Definitely not knocking me out of it to diagram sentences, glean meaning, or just grind my teeth in frustration.

Next time…

Okay, this was super late, so next time will be in three days. And I’ll probably be talking about the holidays.

Until then, go write.

Let’s be honest, we’re not going to get a lot more in before 2022, so try to make it count.

May 28, 2021 / 1 Comment

The World’s Changing…

I touched on something a few weeks back that I thought was worth revisiting.

It’s not unusual for us to set stories in fantastic worlds that are close to our own, or maybe not close at all. Maybe it’s our world but with magic. Maybe it’s a futuristic sci-fi utopia or a historical zombie apocalypse. I’ve talked here once or thrice about the Marvel Universe, and how living there would require an entirely different worldview.

There’s a certain kind of worldbuilding we could probably call  “everything you know is wrong” or maybe “revealing the world behind the world.” It’s one of those stories that starts off as the real world, or maybe a real world, except then our heroes come to learn that there’s a lot more to their world than they believed. We establish that we’re here on Earth, in the real world, and then BAM! Aliens are real, and they live among us! Reality is actually a complex computer simulation.  Secret vampire cabals rule the world.

We’ve all seen some version of this, yes? This moment usually comes right before we start our second act. Now that my characters know what the world really is, they can learn what challenges they’re really up against.

That’s what I mentioned before, but wanted to focus on a bit today. The idea that worldbuilding has to happen in the start of my story. I can fill in details later, but the broad strokes stuff needs to happen early on. Definitely in the first half, I’m tempted to say preferably in the first act.  

The reason it needs to happen this early is context. I’ve talked about this a bit before, too. In this case, it’s how we know what’s possible—or what my character thinks is possible—within the world of the story. If we don’t know what’s normal in a story, how do I know what’s supposed to surprise us? I mean, what would be unbelievable in this world? How do I know if my characters are reacting appropriately? If I’m going to keep altering the rules of the world as the story goes on and on, it makes it harder and harder to get invested in the world and the characters.

So if I’m doing some major worldbuilding in act three… it probably means I’m cheating a bit. I’m rewriting the rules in a big way at the last minute. Suddenly, with less than a hundred pages to go, there’s time travel or ghosts or aliens or teleportation or something that puts a whole new spin on everything! And odds are I’m doing it to create some suspense or a new challenge or to get my characters out of a challenge.

And, well… that’s cheating.

Actually, think of it like playing a game. We should have a general sense of all the rules before we really get going. Even if we just handwave over things for now and say “Fighting the basilisk, ehhhh, we’ll get to that one if it ever comes up,” this still tells us there’s the chance of running into a basilisk and there might be special rules for fighting it. So it won’t be a surprise when these rules show up and get explained later. None of us want to play with that person who at the last minute says “Oh, I forgot to mention… I get 100 extra points just for being the blue dwarf.”

But wait, WAIT, says internet guy #23. Hang on! There are LOTS of stories that don’t tell you things up front. That change the rules at the last minute. He was dead all along! They were on Earth the whole time! She’s actually the Viscountess Isabella!

And this is true. Sort of. Third act twists are very common—and freakin’ amazing when they’re done well, BUT…

One of the basic rules of a twist is that it doesn’t violate anything we’ve seen before—it just makes us look at it in a new light. Most of the example twists I just (vaguely) gave don’t change the core premise of their established worlds at all. For example…

SPOILERS!! BIG SPOILERS FOR THE SIXTH SENSE (AMONG OTHERS)!!

When we find out Dr, Malcolm has been dead the whole time, this isn’t new worldbuilding. I mean, we’ve known ghosts are real for most of the movie. We know little Cole can see them. He even flat out told us “some of them don’t even know they’re dead.” The big twist here doesn’t change any rules or limits of the world as they’ve been explained to us, it just changes how we look at Malcolm and his interactions with it.

Want to use the old classic Planet of the Apes. Or any number of Twilight Zone episodes)? In all of these a key thing is establishing interstellar travel one way or another, so it’s not breaking any rules to say we might be on another planet, or these aliens are from another planet. All of these stories involve the inherent assumption of what planet we’re on. So again, the story isn’t cheating—it’s just playing us because it knows what we’re going to assume about the world we’re being shown.

End Spoilers!!

But if, in his final showdown with Harry, we found out Voldemort was a cyborg alien from the future, that’s breaking the world we’ve established for the past six books. Likewise, if the next season of Picard has him bringing Data back to life using ancient Vulcan sorcery… that just sounds like nonsense on a bunch of levels, doesn’t it?

Go build incredible worlds. Have fun with them. Just don’t cheat.

Anyway, that’s all I’ve got for you.

Next time… well, this Monday’s my birthday. So next time we see each other I’ll be older and wiser. That being the case, I’ll probably have share some of that newly found wisdom with you.

Until then, go write. 

March 12, 2020 / 6 Comments

A2Q Part Five—Setting

We’re still in the early days of creation. I know that seems weird. We’re five parts in, but I’m still saying it ‘s early days. Not quite halfway through, going off my rough outline for this whole thing.

One of the things I’m trying to do with this A2Q thing, especially with these first few parts, is point out a lot of elements we need to think about before we sit down and get going. I really think the reason a lot of writing projects hit a wall is ‘cause people get one or two cool ideas, start writing, and then hit that first big gulf those ideas don’t cover. And that gulf will always appear, because one or two cool ideas don’t make a book.

Like I mentioned last time, it’s a lot like trying to cook. I want to make sure right up front I’ve got everything the recipe needs, because I don’t want to get halfway through and find out I don’t have that half-cup of brown sugar. We’ve all been there, right? Suddenly I’m wasting time digging through the cabinets or looking online for brown sugar substitutes and going through the cabinets for those. Now the oven’s smoking because it’s been preheated for a while and the dough’s been sitting half-mixed for fifteen minutes while I’m trying to figure out if I really need the brown sugar and wow cookies were a bad idea and jeeeeez I shouldn’t’ve tried this.

I don’t want any of you to go through this with your writing. So that’s why we’re going to make sure we’ve got everything we need before we sit down and start with the serious writing. And why I want to continue this gathering-up-of-elements by talking about settings a bit.

I know at first glance, the setting might not seem like a big deal. I mean, if I’m writing something super-sci-fi set on another planet or a fantasy in some alternate world… well, sure. Setting’s important then. People are going to be blue with orange hair and swords will talk and everything’s going to be different.

Thing is though, almost every fictional world is going to be slightly different from the real world. Especially the real world of the reader. Maybe I’m writing about spy thrillers in Europe or werewolf hunters in northern California or a galactic hit man who just crashed on an unnamed alien world. There’s going to be big, obvious differences and small subtle ones, too.

Charlie Jane Anders made a wonderful observation a while back. To paraphrase, if my setting is “a world just like ours, except…” then it’s not really a world just like ours. Like that butterfly effect I mentioned last time, any change worth noting is probably going to have a ton of repercussions across all levels of society.

And if I don’t see those repercussions in the manuscript… it’s going to ring false. In a world where anyone can turn invisible and everyone knows this, why wouldn’t I have better safeguards in my home? Why would I assume “the wind must’ve knocked it over” or those footsteps upstairs are “Just the house settling in for the night.” That kind of thing makes my characters (and me) look dumb. They should understand the world they live in and not be shocked or surprised or caught off guard by it.

Another key thing to remember here is that a lot of the setting is my character’s view of the world. So even if they’re in the “real” world, their day to day experiences may not be just like mine. Odds are really good they’re not. Simple truth, I don’t live in the same world as somebody who lives in Egypt. There are so many elements that make our day-to-day experiences–our thought processes—different. The climate. The economy. The history. The government. The society. And all of these little differences—these excepts— make for a very different world.

Heck, my world’s radically different than someone living in Canada. Just the simple fact that they don’t worry as much about healthcare. Or childcare. Seriously, just take those two items off your plate right now and how is it going to change your view of your job? Does it matter as much that you didn’t get that two dollar raise? Or the extra overtime shift? And if you’re not working overtime, how does that affect your life?

And just what a character knows can change their view of the world. Maybe they learned an ugly truth or got the veil peeled back, and now the world is a very different place for them. The best example I can think of this is that old-timey flick of yesteryear, The Matrix. For the first third of the film, Neo thinks he knows and understands the world. But later, after learning some ugly truths, he goes back and is shocked just to see a noodle shop he used to go to a lot. Because now he sees the world as a very different place.

Let’s talk about Phoebe’s world for a little bit and flesh some things out.

We’ve established she doesn’t make a ton of money, and she’s responsible for her teenage sister. These two things are going to be big factors in a lot of her decision making throughout the book. For example, we know she’s not living in a mansion, and even though she’s renting a house, it’s not going to be a great house. Not too big, probably some faults here and there. Maybe crap plumbing or an old, too-small water heater. And the wiring’s from the ‘50s so don’t try to run your laptop and a hairdryer while the lights are on. Plus, this lack of money’s going to be reflected in her diet, her wardrobe, and probably—to some level—her self esteem.

Of course, this isn’t the big element. Phoebe lives in a world where werewolves are real. We already know some of the changes this implies—there are professional werewolf hunters, with lots of related jobs and organizations.

But one of the other things we’ve kinda been dancing around is… who knows? Is the werewolf-hunting world hidden away from prying eyes? Or is it commonly known and you can buy werewolf-repellant spray at every Home Depot?

(seriously, don’t buy that stuff—it’s a scam and it never works)

See, this is really going to change the book depending on which way we go. It’s going to affect who Phoebe can talk with about different things. It’s going to affect her day job. Heck–it’s going to affect how she dresses at different times. If people don’t know werewolves are real, it’s going to be tough explaining why every four weeks or so she goes out wearing a heavy leather trenchcoat, heavy boots, a quiver of crossbow bolts on her belt, a bandolier of silver-plated knives.

Again, it’s a world just like ours, except

I’ve gone back and forth on this while talking about plot and story and character, and I’m going to say people in general don’t know about the werewolves. They exist, they’re 100% real, but to the vast majority of the population, they’re just fiction and folklore. These folks all believe they’re living in the regular real world you and I are living in right now.

Why am I going this way?

First, the more I played around with it, the more it felt like making werewolves something everybody knew about would make my book lean a little more into comedy. Not a full fledged comedy, probably a lot of gallows humor, but it’s still just not the direction I want this to be going. If we’re going to talk about lycanthropy as a global problem, it just seems like we’re going to be very serious (which I don’t want) or pretty goofy (which I also don’t want). Making it so most people don’t know gives me two worlds, essentially, that Phoebe can move back and forth between. This will give me some nice, believable transitions when I want to shift tone a bit one way or the other.

Second is that if everybody know werewolves are real, it’s logical to assume the lodge would be publicly subsidized somehow. Maybe even fall under a state or federal government office. The CDC or maybe the DOD, depending on how I approached it. Heck, maybe the Department of the Interior. This’d put a different tone to the underpaid/undersupplied aspect of Phoebe’s story that I don’t want to deal with.

Also, kind of a third thing, somewhat related to the above point. If we follow the logic that the lodge is connected to the government, then like it or not this story’s becoming a bit of a metaphor. The government having licensed contractors eliminate “undesirables” or the underfunded government office that’s woefully unprepared for a major outbreak. Hahahaa, yeah, no way any of that could seem political in this day and age. I’m not at all against political elements in work, but—for what I want to do with this story—it just feels like it could easily be a little too much right now.

Plus—on a more positive side—I kinda like that werewolves being unknown will add a little more conflict in Phoebe and Luna’s lives. It’s a big aspect of both their lives they have to keep hidden from people, like a good old-fashioned secret identity.

Worth mentioning that thinking about all this solved another small issue and added a little more depth. Why would Phoebe be using a crossbow in this day and age? Well, to be honest, I just said crossbow a couple of times at first because it’s kind of a werewolf-hunter standard. But thinking of the setting and financing made me think of something else. Silver’s expensive, even for the lodge. Oh, sure, if there’s a major outbreak there’s going to be boxes of silver 9mm and buckshot for everybody, but nowadays, on regular patrols, crossbow bolts are reusable, which means they’re cheaper.

Heck, they could be heirlooms you leave to your daughter for when she takes over the family business.

This is also a good place to point out something I see crop up. Some of you might be seeing a contradiction here. I said earlier that characters need to understand the world they live in, but now I’m saying most people don’t know there are werewolves. This really isn’t a contradiction, though. If most people don’t know werewolves are real, then their world is built around the idea that werewolves aren’t real. As I also mentioned above, their day to day experiences tell them they live in a normal, werewolf-free world, and they’re going to act and react to things accordingly.

I know this seems silly to point out, but it’s amazing how often I’ve seen this kind of thing pop up in manuscripts (or geekery movies). Characters are confused/ surprised by/ completely ignorant of the world they live in, and behave in unbelievable ways because of it. I can’t say everybody in the world can read minds, than have one of my characters surprised that somebody read his mind, followed by “Oh, of course—you read my mind. Hahahaa.”

Again… I’ve seen this exact sort of thing.

So play around with your setting a bit. Figure out what it is and how your characters see it. Try to work on a couple of those sharper corners now so we don’t get snagged on things later.

I’ve got one other thing I want to talk about in the A2Q before we (finally) start putting stuff together. But that’ll be in two weeks.

(unless you’re all seriously loving this and just want me to focus on the A2Q for a while. The comments have been kinda dead so I have no idea)

Next time, I’d like to talk a little bit about information and noise.

Until then, go write.

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