Saturday, October 17, 2009

Things I have learned about setting up your drum kit

1. Don't Frankenstein your kit. Drums kits are tuned to themselves; you start using parts of other kits, the drums will make ringing sounds in odd places. Adding a new brand of drum is like detuning one string on a guitar. It throws everything out of whack. Likewise, use one brand of cymbals. That one cymbal from a different brand will stick out like a sore thumb every time you hit it. However, allowances can be made for hardware, since it doesn't really effect tone, so you can use Tama Iron Cobra Double Bass Drum Pedals with your Pearl bass drum.

2. Get a Tama Iron Cobra Double Bass Drum Pedal. They're sweet.

3. Make sure your legs are directly aligned with your foot pedals, so that your foot and leg bones are along the same axis. Don't sit bowlegged. If you do, you spend too much energy and time moving your thoughts down from your brain to your foot, navigating the twists of your body, and thus lose on not just speed and power, but finesse as well. This means you also are going to want to angle your hi-hat/double-bass pedals out from the bass drum slightly. Don't make your pedals parallel. Accommodate the natural triangle of your legs positions comfortably at rest and place your pedal(s) where your other foot happens to be. Speed, power, and finesse are just as important for your hi-hat foot as for your bass drum foot.

4. Keep the floor tom positioned low and flat. If you angle it, you lose the force from your stroke, and bounce strokes become almost impossible to keep up. The mounted toms, it's alright to angle, since you will be playing them at an angle, (unless you're really tall) but try to keep them as close to the angles of your sticks as you can.

5. Don't mount anything on top of your hi-hat, like cowbells or tambourines. The extra wight throws off the clasping mechanism, and whatever novel little sound you get out of it isn't worth the loss of finesse on what is probably your most-used instrument. Doohickeys, if desired, can be mounted from clasping mechanisms attached to cymbal stands and other drum hardware, just nothing where pressure and weight are essential to function.

6. If you're short-sighted enough to have become a left-handed player at a right-handed kit, the easiest way to use your ride cymbal is not by placing it behind the floor tom, as right-handers do, but in front of it, so that you can play it cross-armed, the way right-handers play their hi-hat. This is a lot easier than trying to reach diagonally across the floor tom whenever you want to play ride. you don't have to twist your back or extend your arm or anything. Of course, it does make it almost impossible to play the ride with your right hand, so it's harder to do super-fast sixteenth-note patterns on it. There's always learning to drum ambidextrously!

The Magician in the Grove

So, I just signed up onto Scribd, after editing that story I had mentioned writing in the last post. If you feel like reading it, tell me what you think in comments. Thanks!

The Magician in the Grove

Works in Progress, or, In Search of Lost Time

A couple years ago I had an idea for a story, set around Christmastime. I thought the idea was clever, but, for some reason or another, didn't write it. Either it came to me in an off-season, and I just didn't feel like thinking about Christmas, much as nobody likes hearing Christmas songs before, oh, Thanksgiving, or it came to me during Christmastime and I just didn't feel like writing it because I am lazy.

Then, every year around Christmastime I would remember the story again, and think, oh yeah, I should write that. But then Christmas would come and go, and I wouldn't write it, and I would forget about it until next year.

Well, last year, I finally started working on it around Christmastime, with the intention of finishing it, and then coming up with some way to present it to friends and family. Heck, maybe even post it on this blog! I was writing it out, and liking it, nailing a lot of the little elements that had come to me over seasons past.

Then I came what might have been, might be, the climax, and I got stuck. I had a whole bunch of paths to choose to get to the ending I wanted and wasn't sure which was the right one. So I sat on it, trying to figure that out. Then the Holiday came and went, and I didn't complete the story. It's still sitting, uncompleted, on my hard drive somewhere.

Now, it's late October. The Christmas lights are showing up in the stores. The candy will be here soon too, just as soon as the Halloween merchandise goes clearance. And so this story has reentered my mind, and I realize that I have been "working" on this story for almost a year, that if I finished it this year, it will be over a year in the making, and several years in development.

I have another story, that I celebrated knocking out the rough draft of on this blog, somewhat around the same time. I have never done another draft of it. I have several drafts of the beginning of a novel, maybe thirty pages of one, that I have spent two years working on. At this rate, I will finish it in my fifties. Recently I tried to write some essays recently for this blog, one a piece of criticism, one on politics (maybe philosophy), Just to write something. They are both a couple paragraphs in, saved onto blogger, abandoned after I lost track of where they were going, or didn't feel like spending the time and effort figuring out how to cut the path.

My relationship to writing is like having this large sack of pus growing on the inside of my skull. I go too long without doing it, and it swells up and the pressure on my brain hurts all over. Then I sit down to write, and it's like pounding a nail into my skull. Some of the pus leaks out, and the pain goes away enough to be bearable, and I think "Whew! Well, that's go for now!" And I stop writing and go about my day. But pretty soon the hole heals up, and that bag starts to re-inflate and I start walking around screaming at myself again.

I would like for the bag of pus inside my skull to go away. But the only way for that to happen is if I really commit to writing, and really get some things written, things I feel I have polished enough to show off a bit. And the only way I can do that is if I actually commit myself to writing, all the time, every day, and not just in my head while pacing, but while sitting and typing (or writing longhand in a notebook, either one, I don't mind). And I keep putting off doing that, thinking "Tomorrow!" or telling myself that work has me tired. And time keeps slipping by, and that sac pressing into my brain doesn't just pound harder, it grows, too, creeping slowly around the concavity of my skull.

I grow afraid, as time slips by, that even if I do ever get up off the ground, it will be so late all I manage to do is crash into those trees in the distance.

Whew! I feel better!

Saturday, September 12, 2009

Right, Irony

Uh, ok. To review:

The art of narrative is based exclusively upon ironic juxtapositions. The four types of irony, verbal, situational, dramatic, and cosmic, (and sometimes historical) are combined and arranged into a kind of ironic superstructure, which is the story within a work of narrative art. Such structures of irony underline both Comedy and Tragedy. If a work is not a Comedy or Tragedy, it is a History, which will use historical irony in place of some of the other forms.

Stories can be considered in terms of their ironic density and ironic height. Ironic Density is simply the frequency of the occurrence of ironic moments.

Ironic height is the degree which a particular irony shocks the audiences expectations. The greater height, the more power it to the work. The funnier the comedy, the sadder the tragedy, the greater sense of importance to the here and now granted to a history.

Note: all ironies, of whatever height, must ultimately make sense on some level. If the irony is not, ultimately, logical, it is not an irony, but an absurdity. Absurdities, are not ultimately interesting to the audience, although they can be used effectively as set-ups to irony. The way in which an irony ultimately makes sense could be called the ironic return. It is the way in which an irony subtly makes some broader point about the world. Any comment a work has to make, pertaining to politics, religion, culture, whatever, should be tied up in an ironic return. Otherwise the point is simply polemic, and times spent upon it dilutes the ironic density of the narrative.

The denser the ironies in a story, the better. The higher the ironies, the better. Multiply the density of the ironies (d, let's say) by the highest irony (h, let's say) and you get the "objective" quality of a narrative (N, let's say). So: d x h = N, or dh=N.

However, works of narrative art are not merely stories, but also the format in which the stories are relayed. Multiply objective quality of a narrative by the degree to which it's form accentuates it's ironies (F, let's say), and you get the "objective quality" of a a work of narrative art (A, let's say). So, NF=A.

Of course, irony is largely dependent on context both to be recognized and to be appreciated at a certain height. As context changes from person to person and culture to culture, the value of N, and thus A, fill fluctuate from person to person. Which account why have such a hard time agreeing upon which works of art are superior to which. However, within a defined time or place, the rough values of such should be calculable, so that you can say that, at least, Shakespeare is superior to Michael Bay. Or Shakespeare is superior to Marlow, or Tarantino is superior to Bay, if you want a more a focused time and place, and an identical artistic medium, for the purpose of your comparison.

But make no mistake, the value of a work of narrative art can be judged, and, though inaccurately, measured, by studying it as a structure of ironies.

Friday, July 24, 2009

The Stuff Stories Are Made Of, Part 1

When I decided to be an English major, one of the things I remember being disappointed by was when I learned that literary criticism didn't really concern itself with matters of what was good and bad. It was concerned with meaning. There would not really be an attempt to reason with what stories—novels or short stories—were good or bad. That was just subjective. And in the one and only creative writing class I took, we were told, when critiquing each others stories, not to suggest plot points to each other. Just tips on writing. There was one quite good reason for this, which is that if you told someone what should happen in a story, it stopped being their story, and started being your story. But on the other hand, often what was wrong with the stories was that the stories were just bad stories. Uninteresting. I didn't care what happened to the characters. By saying that the we couldn't critique the events in the story, the class was effectively saying, there are no bad stories, just badly told stories.

But I think there are such things as bad stories, and good stories, separate from the how they're conveyed to their audience. You can have a well made movie or a well written book, and they can still have good moments, well-cut action sequences or beautifully florid passages of description, but they still won't add up to much and most people won't enjoy seeing them or reading them.

So what makes for a good story? What elements make for stories that people want to read/watch? There are elements that people say they read things for, or go to movies, that are not related to form. Good characters. Lots of people talk about how important characters are. Or suspense. People read to see what happens next. Or conflict. Conflict is really important. Most plots center around some central conflict. People read on to see the conflict resolved. Mystery. Maybe there isn't some tension are work in the story any more—the killer has already killed, or something—but people want to know what actually happened. They want the unknown revealed. Little moments. Some stories ain't even all that great, but there are some moments in it that are really good. Little moments of quiet sadness, or uproarious comedy, or touching kindness, or shocking cruelty. Many comedies are comprised of really pointless plots that are just excuses to string along a series of funny bits on (Monty Python and the Holy Grail jumps to mind as a masterpiece of this format). And of course, in the big stories, they want some commentary, or insight, on the human condition, or life and the universe or something. In order for a story to be great, it usually needs to knock us around a bit and leave us thinking big thoughts.

But what makes these things interesting and meaningful. What makes for good characters? What makes something suspenseful? What makes us want to see a conflict concluded, or find out what we didn't know? What makes those little moments special? What makes comedy funny and tragedy cathartic. What makes a story great?

So this is what I thought about.

And the answer, I decided, is irony.

Now, when I say irony, I mean it in the broadest sense of the word. I don't mean it the way people mean it when they talk about people being ironic, or how they meant it when, after 9/11, everyone was talking about the Death of Irony. Usually when people use it in that sense they just mean either verbal irony, or base sarcasm, or something in between. And this misuse has lead to a lot of blather about how no one really knows what irony really means.

That's nonsense. Irony is a very simple concept; all it is the going against of expectations. And what stories need to be interesting is irony. In fact, I think you could say that stories are built out of ironies. Big ironies and little ironies.

Why irony? Well, any good story has to fulfill two somewhat contradictory things. They need to 1) justify why the story is unique enough to be told and 2) be relatable to the rest of human experience.

No one wants to hear a story where nothing interesting happens, like the last time you went grocery shopping. Nor do they want to hear a long string of pointlessly absurd events that have no relation or meaning to each other. Now, you could create art out of such situations. You could write a good poem about going to the supermarket, and the average episode of Monty Python's Flying Circus is basically an series of absurd and unrelated events. But that doesn't mean your poem about going to the supermarket is a good story, and no episode of Flying Circus has anything like a continuous plot (with the possible exception of the one about Scott of the Antarctic, but I think that one just has one really long sketch in it).

An ironic situation manages to fulfill both qualities. In fact, irony is inherent in the fulfillment of both qualities. Any ironic situation is more unique than most situations, since it goes against what is expected—that is, what usually happens. And of course, an implicit aspect of any ironic situation is that, though it goes against expectations, it's rooted in some logic, some sense that what doesn't seem to make sense actually does. Thus it's relatable. If the situation doesn't make sense, then it's just absurd, and absurdity isn't really interesting or relatable. (Although absurdities can be used quite well as a set up for ironies. They heighten the relevant factors by stripping out other, complicating factors, that would undermine the situation. Beckett and Python do this a lot.)

So in any ironic situation there is a kind of return. Let's call it the Ironic Return. The Return is the way in which the ironic moment offers some insight into the world, and thus makes some comment upon it.

More later.