I'm not sure LJ comes with a continues counter, but if did I'm pretty sure it'd have been game over for me a long time ago. But the point was more that I'm no longer sick and, thus, can shuffle some spare time from the "convalescence" category back over to "miscellaneous".
The biggest news is that NaNoWriMo just ended, recently. Both Crystal and I finished, this year, which was awesome. It was good to get back into a habit of writing and, by the end of the month, I think I'd started to make progress on recovering some of what style I once had. So while the writing quality may have started out at "Stephanie Meyer" I think it's improved at least up to "poo." I'm excited about that. I'm still holding to my goal of trying to submit something for publication within a year, and my sister's gift of a publication strategy book is looking like it should be a big help. The next biggest step is figuring out what I want to write. The story I just finished has some potential-- buried deep, still-- but I don't think it's necessarily closer to publishable than some of my other, past writing. I've no doubt that it's going to be an arduous process getting through not only the full writing process (I hit 50,000 words in November, but didn't finish the book at all) but also draft revisions, and, well, there are simply stories I've felt more passionate about in the past.
Laying awake in bed thinking about some potential plot developments the other day I was struck by two thoughts:
1. It's okay if things happen
2. It's okay if things don't happen
One of the biggest hurdles I've struggled with in the past was trying too often to let characters' emotions develop through lots of subtle, mundane encounters, at times even seeming to have a distaste for extraordinary events. I think that was misguided. It's okay if things happen. On the other hand, it's not a mistake to try to keep things believable: not every symbologist gets in daily fights with terrorists, after all.
Other than that, I've mostly been playing lots of Dragon Age: Origins. It's a fun game and all, but the ability to really develop a tone for your character has been the most impressive part so far: instead of having one choice that's helpful and one that's murdering the person you're talking to they really give you a fair amount of options that not only develop you as good or evil but serious and duty-bound or snarky and opportunist. It now ranks, too, as the first game where I've succumbed to peer pressure from supporting characters. The back and forth of you talking with and learning about your supporting characters is just really phenomenal, and they've done a great job of making this its own reward (even if there are some mechanical advantages to making them like you more, too).
The biggest news is that NaNoWriMo just ended, recently. Both Crystal and I finished, this year, which was awesome. It was good to get back into a habit of writing and, by the end of the month, I think I'd started to make progress on recovering some of what style I once had. So while the writing quality may have started out at "Stephanie Meyer" I think it's improved at least up to "poo." I'm excited about that. I'm still holding to my goal of trying to submit something for publication within a year, and my sister's gift of a publication strategy book is looking like it should be a big help. The next biggest step is figuring out what I want to write. The story I just finished has some potential-- buried deep, still-- but I don't think it's necessarily closer to publishable than some of my other, past writing. I've no doubt that it's going to be an arduous process getting through not only the full writing process (I hit 50,000 words in November, but didn't finish the book at all) but also draft revisions, and, well, there are simply stories I've felt more passionate about in the past.
Laying awake in bed thinking about some potential plot developments the other day I was struck by two thoughts:
1. It's okay if things happen
2. It's okay if things don't happen
One of the biggest hurdles I've struggled with in the past was trying too often to let characters' emotions develop through lots of subtle, mundane encounters, at times even seeming to have a distaste for extraordinary events. I think that was misguided. It's okay if things happen. On the other hand, it's not a mistake to try to keep things believable: not every symbologist gets in daily fights with terrorists, after all.
Other than that, I've mostly been playing lots of Dragon Age: Origins. It's a fun game and all, but the ability to really develop a tone for your character has been the most impressive part so far: instead of having one choice that's helpful and one that's murdering the person you're talking to they really give you a fair amount of options that not only develop you as good or evil but serious and duty-bound or snarky and opportunist. It now ranks, too, as the first game where I've succumbed to peer pressure from supporting characters. The back and forth of you talking with and learning about your supporting characters is just really phenomenal, and they've done a great job of making this its own reward (even if there are some mechanical advantages to making them like you more, too).
