Category Archives: Writing

Habitation Generation, for Stories and RPGs

I’m generally not very disciplined in creating living spaces for my characters, so I decided to make a checklist and protocol both to save time and to ensure I don’t miss critical details. The following is an example of a … Continue reading

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“Go Team Optative!”

It’s Thanksgiving, which here in the States means a lot of (American) football and “Go Team!” exhortations. Being an editor, I’ve accepted “Go Team!” as an opportunity to practice emotional equanimity. It’s bad punctuation, right? If you want your team … Continue reading

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Writing that Moves: Amontillado Wrap-up

In the last half of “The Cask of Amontillado,” Montresor leads Fortunato down through several more levels of catacombs, and the bones become more numerous and the air more stale, so that the torch glows rather than flames. Beforehand, though, … Continue reading

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Writing that Moves: Amontillado, Part 5

Note that we’ve only gone a few hundred words into the story, but I’ve written a few thousand looking at its technique. You may quibble here and there, but I hope I’ve impressed you with how much is going on … Continue reading

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Writing that Moves: Choosing Detail

Contrary to what you may have read, the author mentioned the curtains for a reason and made them blue for a reason! Either that, or he was a crappy writer. I’m interrupting my look at “The Cask of Amontillado” to … Continue reading

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Writing that Moves: Amontillado, Part 4

For those who are coming to this late, I’m critiquing Poe’s story on the level of craft, to demonstrate things to look for in writing when you are reading stories you’d like to emulate. There were no attendants at home; … Continue reading

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Writing that Moves: Amontillado, Part 3

This continues my look at the technique used in Poe’s story. Since this is a longer excerpt, I’m placing it below. General Notes: The narrator recounts how he found and began to deceive Fortunato during a carnival. The narrator does … Continue reading

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