Craft in the Real World: Rethinking Fiction Writing and Workshopping


Matthew Salesses - 2021
     The traditional writing workshop was established with white male writers in mind; what we call craft is informed by their cultural values. In this bold and original examination of elements of writing—including plot, character, conflict, structure, and believability—and aspects of workshop—including the silenced writer and the imagined reader—Matthew Salesses asks questions to invigorate these familiar concepts. He upends Western notions of how a story must progress. How can we rethink craft, and the teaching of it, to better reach writers with diverse backgrounds? How can we invite diverse storytelling traditions into literary spaces?Drawing from examples including One Thousand and One Nights, Curious George, Ursula K. Le Guin's A Wizard of Earthsea, and the Asian American classic No-No Boy, Salesses asks us to reimagine craft and the workshop. In the pages of exercises included here, teachers will find suggestions for building syllabi, grading, and introducing new methods to the classroom; students will find revision and editing guidance, as well as a new lens for reading their work. Salesses shows that we need to interrogate the lack of diversity at the core of published fiction: how we teach and write it. After all, as he reminds us, "When we write fiction, we write the world."

Things We Think About Games


Will Hindmarch - 2008
    It is essential reading for designer, critic, and straight-up rank 'n' file gamer alike." --Robin D. Laws, creator of HeroQuest and Feng Shui Will Hindmarch and Jeff Tidball think a lot about games. At their commentary website, Gameplaywright.net, they think out loud about what it means to play games, make games, sell games, and love games. They are gamers. Here, with fellow game designers and notable game players, they think out loud on paper in the first Gameplaywright book. Things We Think About Games collects dozens on dozens of bite-sized thoughts about games. From the absurd to the magnificent, the demonstrable to the dogmatic, this collection spans both the breadth of games--board, card, roleplaying and more--and the depth of gaming, offering insights about collecting, playing, critiquing, designing, and publishing.