d12 Notions in Poe's "Philosophy of Composition"
- Start by deciding on the effect you intend to evoke, usually at the denouement. It's not a striking event but a striking feeling that makes good stories.
- An evocative effect has an ordinary occurrence and peculiar tone, a peculiar occurrence and ordinary tone, or both a peculiar occurrence and tone.
- The steps of composition are not born of literary frenzy but deliberate and traceable steps.
- A work must be experienced in one sitting to have unity of effect-- this is why poems and short stories are preferable to novels. Long pieces are just strings of short pieces.
- You should only write poems about Beauty-- the effect which elevates the soul.
- Use the best tools available to achieve your intended effect.
- Melancholy is the most legitimate of the poetical tones.
- Refrains are more effective when they are used in varied contexts.
- Every word of The Raven was written to maximize melancholy and beauty.
- The death of a beautiful woman is the most beautiful possible subject of poetry.
- No poet in centuries has though of doing anything original.
- At the end, the effect's undercurrent should become transcendent.
The first part of this series (?) will assess the use of effect in storytelling and its application to roleplaying games.
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Tell me this isn't an OSR PC. Art by Harry Clarke |
Poe describes a writer as a deliberate and conscious composer, who sets out a definite structure to their work. Obviously, this is not apt for roleplaying games, where meaningful choices are shared by the players and all outcomes are uncertain. However, I think that GMs who focus on preparing effect can be successful:
d4 Reasons to Focus on Effect
- Preparing only enough material to create a literary effect is efficient, because you will definitely use all your prepared material for each item the players encounter.
- Literary effect is often impressive to players, since it seems deliberate and difficult to contrive without actually being so.
- Aiming for effect focuses you on what makes your creative ideas interesting, and therefore can boost your creative output.
- This method is especially apt to weekly stories: it does not require special inspiration and it keeps each session memorable.
I've noticed that a lot of OSR writers actually summarize room encounters in dungeons by prepping for effect. Instead of a large paragraph of mostly irrelevant details, it is seen as good practice to write a few sentence fragments that evoke the exact occurrence and tone of the encounter. This recognizes that a description is useless if a GM doesn't know what to do with it.
In the next entry to this series, I will try to write a dungeon (or quick adventure or whatever) using the method Poe laid out for The Raven. Obviously, I'll have to make adaptions where he goes into phonetics and meter. I will also probably not restrict myself to only writing about the death of a beautiful woman.
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