Clarion Write-A-Thon: Initial Brainstorming and Selecting the First Italian Fairy Tale

Hello readers,

Last week, I talked about what I’m writing for the Clarion Write-A-Thon. I spent some time this weekend thinking about the negative experiences I’ve had, and have been mulling over Colorism because it’s something I want to be mindful of when writing these stories.

Italian-Americans are sometimes treated differently because we’re not deemed white enough. There are stereotypes that shape this toxic view; Italians from the top of the boot are thought to be lighter-skinned than those in the south. The further south you go, the darker the skin tone–with Calabria and Sardinia residents being the darkest. In other words, where your family is originally from sometimes acts as a signpost for your perceived worth. (Which is nonsense.)

My own experiences have been really weird. Though I am white, I have olive undertones to my skin. There have definitely been times where I haven’t been white “enough” or, alternatively, not tan “enough” to call myself Italian. Mind you, I have never experienced these moments among people of color, and since I changed my hair color to blonde (which I did because I’m mostly grey and occasionally vain) I didn’t have as many issues as I once did. Now, I’ve managed to unpack some of those experiences and learn more about Othering, mostly to confirm: “Okay, so that’s what happened.”

Thankfully, I’m past the pain of my experiences–so much so they’ve faded to a small watermark. That said, I do know Colorism still exists. I just don’t know how Colorism started for Italian immigrants, nor do I know enough about the subject to speak to it authoritatively. Of course, Colorism and Racism aren’t the same, either, even though sometimes they’re conflated. It doesn’t help that Italian pop culture references often reinforce harmful stereotypes while, at the same time, whitewashing Italian cultures–especially anything that smacks of “Rome”. The adverse effect of that is reinforcing Colorism–either intentionally or unintentionally.

Choosing the Fairy Tale

Deep topics, right? So, how the F*&$ do I choose which fairy tale to retell? Well readers–I decided not to. Instead, I pulled out my copy of Italo Calvino’s Italian Folktales. This 763-page book is a collection that includes fairytales like The Three Crones from Venice along with non-magical folktales. Then, I closed my eyes and opened it up. Whatever random page I opened up to? That’d be the fairy tale I selected for the week.

And so, the first story I’m retelling is called “Barbara the Wise” from Palermo, Sicily. The moral to this particular tale is quite interesting, because the lesson intersects with class-and-gender based stereotypes while championing a free and public education. I did some preliminary research about the Sicilian fairy tale, and found it by an alternative name: “Catarina the Wise” in Giuseppe Pitre’s Catarina the Wise and Other Wondrous Sicilian Folk and Fairy Tales translated by Jack Zipes. (Apologies for the misspelling of Pitre’s surname. There should be an accent grave over the “e”, but I couldn’t get the accent to stick.)

I dug a little deeper to see if I could find any women writing about this story and came up unsurprisingly empty. What I did learn, is that Guiseppe Pitre (1847-1916) is literally an unknown champion of Sicilian culture and folklore in the 19th century. This is a huge deal. Anti-Italianism was rampant and deadly at the time. It’s also subtext in Little Women that often gets ignored or misunderstood, because Anti-Italianism doesn’t have the same meaning in modern times as it did to a 19th century resident. (See: Laurie.) If you’re looking for highlights, the anti-italianism page on Wikipedia has a good overview of how Italian-Americans were treated historically, and how that’s changed during-and-post WWII. Pointedly, there’s a long list of resources at the bottom you can check out yourself.

After reading “Catarina the Wise”, I wanted to learn more about its origins because I was surprised by how feminist it was. This story proudly declares gender and class equality–that’s literally the lesson. Prince and pauper both deserve an equal education and fair treatment, and the prince who doesn’t agree and tries to punish Catarina is taught quite the lesson. The locations mentioned–Palermo, Venezia, Genoa, Napoli–don’t read as an accident to me, either. The story tells me that Sicilians are no different from other Italians and are valued the same. Not should be. Are. Ugh! It’s a perfect folktale. Now, I just have to figure out how to retell it. Yeah, no pressure. No pressure at all. *whistles*

About this Post: In exchange for sponsor support, I promised to highlight how I’m processing my identity as an Italian-American and daughter of an immigrant through brainstorming, story selection, and first drafts. If you’re keen on following my progress, warts and all, I encourage you to become my sponsor and sign up for my newsletter.

My Clarion Write-A-Thon Project

Hiya! This year, I signed up to help the Clarion Write-A-Thon raise funds and support the workshop. I just decided what I’ll be writing about and have opted to select six, unique Italian fairy tales to retell. I want to share with you what this means to me in the hopes you’ll follow along and support my work.

Clarion’s six week-long Write-a-Thon is the perfect opportunity to explore a part of my identity while consciously avoiding tropes. I’m pledging six short story drafts in this time period; I’ll be releasing the drafts, one per week, under a password protected area on my website for sponsors to read. The rules? Simply, this: for the project, I will not include cisgendered white male characters.

I have complicated feelings about being Italian-American and the daughter of an immigrant due to past experiences. I’m also fed up with media depictions that focus on a razor-thin section of the entire culture, both here and abroad. In America, the dominant Italian-American stereotype in artistic media is a cartoonish “wise guy” or sometimes “gal”. Over and over again, these stereotypes of Italian-Americans depict cisgendered white men and few cisgendered white women. Of the men, Italian-Americans must be the hyper-masculine, violent tough guy/hottie or the devoted, politically shrewd Catholic priest. Of those few Italian women, we must be sexy mothers or nuns.

In exchange for your support, you’ll read how I process this part of my identity through my brainstorming, story selection, and first drafts. If you’re keen on following my progress, warts and all, I encourage you to become my sponsor and sign up for my newsletter.

If you’re not, that’s okay! There are dozens of other writers you can support, too, and I will always encourage you to back the writer you want to read. Here’s the link to the full list.



New Class for Novelists: Adapting Your Novel into a Game

Hello!

I am teaching a new class through the Rambo Academy for Wayward Writers on Sunday, July 12th.

Adapting Your Novel into a Game with Monica Valentinelli
July 12, 2020
9:30 am – 11:30 am PST

Are you a novelist with a fascinating world? Have you thought about turning your novel into an RPG? In this class, gaming industry veteran will walk you through the ins and outs of adapting your novel to fit a gaming world. This class is customized for authors who have published at least one original novel or novella. It is not designed for adaptations of someone else’s work.

Join Monica Valentinelli to learn how to turn your book into a game. Limited enrollment (15); scholarships available!

To sign up for this class, please visit: How to Register for “Adapting Your Novel into a Game”.



Game Producer Journals: The Jumpstart

In the kickoff for my game producer blog series, I wrote about demo materials for different types of games, defined a few terms, and dove into quickstart design.

Today, I want to talk about jumpstarts. First question: why do you need one? Well, the answer is “it’s complicated”. A jumpstart is one method for obtaining fans of your game and, like any promotional tool, it has its utility. Some people believe jumpstarts deter corebook sales because they encapsulate the game and often have a lower price point. I am not one of them.

Jumpstarts are best designed when they are not conceived in a vacuum. When the jumpstart has a clearly defined goal like: “teach new players how to play our game” or “give existing players a sample of what they’ll find” or “use it as a free, promotional tool to attract all players”. Jumpstarts can be designed with several goals in mind when they’re produced with the understand that anyone–even those players unfamiliar with a publisher or gameline–might pick up a copy.

Like quickstarts, jumpstarts are marketing tools for a gameline. Unlike quickstarts, I don’t believe they’re always necessary provided the corebook teaches players how to play their game. Most corebooks do not have actual play examples, sample dice rolls, a step-by-step outline for a sample campaign, a full adventure, and a full page ad to show where new players should go if they need more information (YouTube!, Twitch, Discord, forums, etc.) Many corebooks, especially second editions, serial games, or collector’s editions, are not designed with new players in mind. Many games are crafted for people who already know how to run a tabletop gaming session.

Jumpstarts are often needed because they serve players who need a different type of game design. Often, jumpstarts employ word conservation by focusing on what players need to know in order to play the game. Jumpstarts are great for a) complex settings b) complex rule sets c) new or debuting rule sets d) games with multiple playing styles e) original settings and d) messaging/visibility showing how the publisher is new-player friendly. Players who have fun with a jumpstart will have more confidence when running the game–and that player confidence is key.

It can be challenging to distill a corebook into a jumpstart. My approach to writing/designing in this form is to empower the player while providing value. I’ve found the easiest design method is to utilize a 3-to-5 act narrative structure, 3-5 non-player characters, and a sample fleshed out location. All games need setting–especially places where the players can hunt, search, investigate, etc.–and a jumpstart helps ground the players in it.

My last post included five steps to producing a quickstart. These are the same steps to follow when plotting a jumpstart with one, major caveat: conceiving a jumpstart requires greater analysis of your corebook’s content. You could repurpose some material for the quickstart. A jumpstart that rehashes all of the corebook’s materials is less useful, however, and you’ll miss out on residual sales–even if the jumpstart’s release precedes the corebook’s.

Lastly, I want to mention that while there’s no “one way” to design a jumpstart, I do believe a good jumpstart provides value. The jumpstart shouldn’t be an exact replica of your corebook’s content–there’s a different type of product for that called a “beta”. Instead, use the jumpstart to frame your corebook’s material so players transitioning from one to the other are confident they know the basics and are eager to learn more.

Magic Monday Dispatches No 2: A Few Good Fantasy Worldbuilding Terms

To kick off my Magic Monday Dispatches, I talked a little bit about the definition of magic and offered twenty questions to help you worldbuild.

Today, I want to introduce a few worldbuilding terms I use to help you think more deeply about the magic in your fantasy world.

Ability: In this case, the skills and knowledge a practitioner possesses to perform magic.

Area of Effect: Or range of effect. When a spell is performed, all characters within range will suffer its effects. This is used a lot in fantasy roleplaying games, but it’s also useful if you’re thinking about ways to limit your magic.

Backlash: In this instance, an undesirable result caused by the spell. A type of failure. The spell could have been: the wrong incantation, performed poorly, interfered with, had the wrong components, defended against, etc.

Cost: I’m sure you’ve heard the words “magic must have a price” before. The cost of doing magic implies something that must be spent in order to influence the natural world. Costs can be scalable to complement a spell’s complexity and relay rarity or potency. A spell to summon a pixie might have more common components than one to hail a fairy queen, for example. Typically, the cost of performing magic becomes more complicated when types (or schools) of magic are added. Having necromancy and creation magic in the same setting, for example, might generate directly opposing costs and ritual requirements that include time of day, dried herbs or flowers, crystals, candles, animal/body parts, blood, etc.

When there’s no consequence or cost to using magic, then the scale of effect is harder for the reader to place. In these situations, the magic presents itself as limitless and the only thing stopping practitioners from significantly changing their environment is moral fiber.

Effect: Or consequence. The effect is simply what happens when the spell is performed.

Frequency: How often magic is performed and by whom. The frequency of spells performed can contribute to a backlash or it can stretch the practitioner’s limits.

Limit: A limit can mean 1) the maximum exertion a practitioner can extend for a spell or period of time. 2) the limit of what the magic system can do. Or 3) The number of magic practitioners able to perform magic. Building limits into a magic system is a good idea, but often we see a system holds infinite power but can only be accessed by literate characters or those with the proper blood/parentage. There are other ways to add limits without tapping into a user’s genetic makeup by introducing an element of time. Celestial events, time of day, age of ritual components, etc. are natural limits to performing magic because they are recurring states or access points. These limits force the player to conserve the use of magic until replenished. The mage must find new ingredients. The wizard must wait until the next full moon.

Magic System: Also known as a “school” of magic. A set of magical spells and rituals around a common theme. Fire, Water, Air, Earth, Solar, Lunar, Birth, Death, etc. Most magic systems that possess schools have more than one.

Scale of Effect: Or, magical potency. The scale of effect typically shows how powerful the practitioner (or their spell/components) is. A magician who can summon a thunderstorm steamrolls any character who can only conjure a glass of water. The reason why magic often has an associated price (or cost) is to limit its usage which reduces the frequency of magical effect.

Source: Magic can be found in sunlight, moonlight, earth, fire, water, air, metal, blood, words, etc. The scale of effect, limit, and cost can naturally stem from any of these, because the sources themselves aren’t limitless. Daylight doesn’t shine for twenty-four hours; a cloudy sky could spell disaster. The source of magic can be renewable (sunlight) or finite (crystal).

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