Conflux 8 Report – Part 1: Pre-Con Workshops
Conflux 8 was the first writing conference I’ve been
able to attend in a long time—a very long time. I’d like to thank the
organisers for the wonderful experience they put together for those who were
able to attend, and to thank those who sat on the panels during, and ran the
workshops prior to, the convention. I am looking forward to seeing what they do for Conflux 9, now.
Conflux 8 ran over two days, with a day of workshops
run the day before the convention opened. I was fortunate enough to be able to
attend three of the workshops and many of the panels, although discovered I was
a bit short on stamina by the time late afternoon arrived, so I didn’t attend
the afternoon or evening sessions.
Pre-con workshops were very, very good, and I regret
I couldn’t clone myself or use a magical device to attend more than the three
workshops I managed. I also regret not taking out my camera and photographing
those I could attend. To recap:
Workshops—Friday 28 September
2012
I know I’ve covered these in a previous post, but
here they are again:
0900-1100: Writing Backstory with
Nicole Murphy
This was a well-presented and valuable workshop on
the whys and hows of incorporating backstory into a story while avoiding the
risk of drowning the reader in details they don’t need, or slowing the pace of
your story. As Nicole’s workshop showed, not only was it important to be aware
of the details the reader needed to know, but to be aware of the details the
writer actually knew about the situation. The activity accompanying this
section of the workshop showed us how to identify these details so we could
select the most relevant ones to incorporate. This section of the workshop was
followed by instruction and activities revolving around a number of methods
that could be used to incorporate backstory. This workshop makes me look
forward to the others she will be running at the NSW Writers’ Centre.
1100-1230/1300-1400: Intro to
Writing for Games with Rik Lagarto
I really wanted to attend this session in the hopes
it would give an insight into writing for computer- or similarly based games.
It did not disappoint. Rik gave those attending the workshop one of the most
in-depth introductions to the industry that I could have hoped for. He managed
to compress an overview of the industry, the roles of writers in a design team,
industry-specific terminology, and activities based on the types of writing
required into a scant two-and-a-bit hours. I am looking forward to seeing more
courses from him.
1400-1600:
Fighting the Details with Alan Baxter and Ian McHugh
When I first attended this workshop, I
thought it might be about incorporating detail into your writing. I was both
right and totally wrong. Not only was it about looking at details to
incorporate in a scene, as the first activity helped emphasise, but it was
about incorporating realistic details of combat into your work. Practical
exercises made those of us with no experience in physical fights, aware of the
factors that affect combatants. Scripting a fight and then watching other
people stepping it through, gave an insight not only if the fight was
physically possible as described, but also how others might interpret what we
had written. If you have a chance to attend one of these workshops, I recommend
it as a valuable learning experience.
Sounds like a great day. I'll have to try and make a con one of these days :)
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