I'll propose a story about a woman and her son, and the horse ranch they have. He goes off to college and leaves her alone, with her approval, as she wants a good life for him. For a year, let's say a chapter, she struggles with the ranch, getting by but not doing well. Whereupon her son returns, licking his wounds from a bad relationship and having quit school in mid-semester. She comes home and finds him in her living room, hurt, distraught; she listens as he explains himself.
Saturday, April 5, 2025
Brick by Brick: the Architecture of Storytelling
I'll propose a story about a woman and her son, and the horse ranch they have. He goes off to college and leaves her alone, with her approval, as she wants a good life for him. For a year, let's say a chapter, she struggles with the ranch, getting by but not doing well. Whereupon her son returns, licking his wounds from a bad relationship and having quit school in mid-semester. She comes home and finds him in her living room, hurt, distraught; she listens as he explains himself.
Friday, April 4, 2025
This Week's Wiki
- References (trade)
- Horse Gait
- Feeding the Poor
- Religion
- Agder (added 6-mile map)
- Gold Standard (trade) (completed)
- Identify Earths (sage ability)
- Assisted Riding
Thursday, April 3, 2025
Easy Answer: Have Chat Do It
But, I have confirmation of it's legitimacy, which I'm going to share here. As it happens, ChatGPT can read an html table if its posted; and chat has no memory. If I copy and paste the text and html tables into chat, without comment, meaning that it has no reason to assume its mine, the answer I get is:
"This detailed system for pricing raw materials in a game world using gold as a reference is quite comprehensive and well-thought-out. It provides a framework for economic interaction in a fictional setting that mimics real-world principles, especially the idea of using a stable commodity (gold) to anchor the pricing of all other goods, ensuring that the market remains balanced and consistent across different regions and goods."
It then goes on to explain the system without being asked to do so. Therefore, what I propose to do, below, is to post the html version of the wiki page. Then, if you really want to understand, copy this into Chat and feel free to ask it questions. It can explain it better than I can.
The '''gold standard''' explains a method for pricing raw materials in a game world based upon their raw material production and their comparative availability, determined by a single location's geographical relationship to those places where goods are produced. Before the system below can be employed, "[[References (trade)|references]]" must be placed in the game world, either arbitrarily or randomly. Additionally, details for the [[Transport (trade)|transport]] of goods must also be calculated. These details are necessary for the work that is explained and shown below. __TOC__ In determining a price for raw resources — agricultural produce before coming to market, mineral ores, harvested oils, quarried stone and more — gold is a convenient standard because, first, it occurs naturally as nuggets or flakes, and is therefore tradeable without alteration. The first tokens of currency were fashioned of gold, with minimal hammering. As a material, it's rare, measurable and consistent — unlike, say, a system based on labour or grain production — especially since European-consistent cereals aren't produced at all in many parts of the game world. Gold is therefore practical where pricing is concerned. With gold as the standard measure, we ensure that the value of gold itself differs only slightly from place to place. Otherwise, the effect on the price of gold would cause all other prices in the system to fluctuate wildly (and make the availability of gold the only meaningful factor in determining those prices). The method employed here, therefore, is to make gold 100 times less flexible than the price of any other material. "Flexibility" itself is a system-defined metric with its own logic, which we shall explain going forward. == Gold Price == Let's begin with the value of gold in the fictional market we've introduced elsewhere: that of [[Locating References (trade)|Marzabol]]. On that linked page, we defined the number of gold references in Marzabol as 1.2 — after transport distribution. The total references in our localised "world" is 2.0, that Marzarbol has access to most of it. The total production of physical gold within this narrowed system is 2,640, or 1,320 oz. per reference. To handle this, we build the following table: {| class="wikitable" style="float:left; margin-right: 25px; text-align:center; background-color:#d4f2f2; font-family: inherit;" |+Gold References ! style="width:70px"|local references !! style="width:70px"|total references !! style="width:70px"|production !! style="width:70px"|unit |- | 1.2 || 2.0 || 2,640.00 || oz. |}<div style="clear:both;"></div> This shows the initial structure of the table we want, giving us only those things we know as raw data. We can see this as a foundational table intended to be built out step by step, to explain the structure of the system. This gives space for each concept to be introduced and defined before moving on, promoting understanding without overwhelming. Our next step will be to determine how much physical gold is flowing in and around Marzabol. To do this, we divide the production by the total number of references, then multiplying that by the local references. It can be seen below that the columns are identified left to right by letter, and top to bottom by number. The heading "local references" is "A1", so that the local references for Marzabol is "A2". The differently coloured line at the bottom is not part of the table, but rather seeks to translate the table into an excel spreadsheet. {| class="wikitable" style="float:left; margin-right: 25px; text-align:center; background-color:#d4f2f2; font-family: inherit;" |+Locally Available Gold ! style="background-color:#fcf6e9;"| !! style="background-color:#fcf6e9;"|A !! style="background-color:#fcf6e9;"|B !! style="background-color:#fcf6e9;"|C !! style="background-color:#fcf6e9;"|D !! style="background-color:#fcf6e9;"|E |- ! style="background-color:#fcf6e9;"|1 !! style="width:70px"|local references !! style="width:70px"|total references !! style="width:70px"|production !! style="width:70px"|unit !! style="width:70px"|local availability |- | style="background-color:#fcf6e9;"|'''2''' || 1.2 || 2.0 || 2,640.00 || oz. || 1,584.00 |- | style="background-color:#fcf6e9;"| || style="background-color:#fcf6e9;"|A2 || style="background-color:#fcf6e9;"|B2 || style="background-color:#fcf6e9;"|C2 || style="background-color:#fcf6e9;"|D2 || style="background-color:#fcf6e9;"|C2/B2*A2 |}<div style="clear:both;"></div> Columns F and G seem to be a repeat of columns to the right, but for other goods that are not gold, these numbers given the world value of that commodity in gold, as well as the local value in gold. It's interesting to note that 2 references of wheat are considered by this system to have the same value as 2 references of gold. This leap means that the whole value of wealth in the world is not equal to the value of gold alone — but is, rather, a completely separate total. Prices are not measured by comparing the total weight of a given commodity — say wheat — against the total value of all gold. Rather, the total value of all wheat depends on how many "wheat references" there are... with each reference being equal to the value of the weight of gold in the world divided by "gold references." Likewise, the number for "oz. per local availability" seems deceptively simple, because the value of an ounce of gold is correctly 1:1 with the price of gold. Wheat, in comparison, is produced in a vastly larger volume than gold; 2 references for wheat in Marzabol would weigh an approximate 89.7 tons, using medieval Earth as a comparison. The two piles would be the same value, but each ounce of wheat would be price correspondingly less. {| class="wikitable" style="float:left; margin-right: 25px; text-align:center; background-color:#d4f2f2; font-family: inherit;" |+oz. per Local Availability ! style="background-color:#fcf6e9;"| !! style="background-color:#fcf6e9;"|A !! style="background-color:#fcf6e9;"|B !! style="background-color:#fcf6e9;"|C !! style="background-color:#fcf6e9;"|D !! style="background-color:#fcf6e9;"|E !! style="background-color:#fcf6e9;"|F !! style="background-color:#fcf6e9;"|G !! style="background-color:#fcf6e9;"|H |- ! style="background-color:#fcf6e9;"|1 !! style="width:70px"|local references !! style="width:70px"|total references !! style="width:70px"|production !! style="width:70px"|unit !! style="width:70px"|local availability !! style="width:70px"|world value (oz. gold) !! style="width:70px"|local value (oz. gold) !! style="width:70px"|oz. per local availability |- | style="background-color:#fcf6e9;"|'''2''' || 1.2 || 2.0 || 2,640.00 || oz. || 1,584.00 || 2,640.00 || 1,584.00 || 1.0 |- | style="background-color:#fcf6e9;"| || style="background-color:#fcf6e9;"|A2 || style="background-color:#fcf6e9;"|B2 || style="background-color:#fcf6e9;"|C2 || style="background-color:#fcf6e9;"|D2 || style="background-color:#fcf6e9;"|C2/B2*A2 || style="background-color:#fcf6e9;"|=C2 || style="background-color:#fcf6e9;"|=E2 || style="background-color:#fcf6e9;"|=G2/E1 |}<div style="clear:both;"></div><div style="clear:both;"></div> The role of this next column seems to be a point of contention — yet those I've seen attempt to duplicate my work without seem to run into a problem of expanding scale. A sort of elastic constant is necessary to restrain the flexibility of prices. In cases where local references become miniscule compare to the total world references, the end calculation tends to become stratospheric. Therefore, this constant, (B2/C2*0.02)+1, restrains that variability; but the formula here is given as it would appear for any other commodity. For gold, as promised, the flexibility is adjusted as seen in the table below: {| class="wikitable" style="float:left; margin-right: 25px; text-align:center; background-color:#d4f2f2; font-family: inherit;" |+oz. per Local Availability ! style="background-color:#fcf6e9;"| !! style="background-color:#fcf6e9;"|A !! style="background-color:#fcf6e9;"|B !! style="background-color:#fcf6e9;"|C !! style="background-color:#fcf6e9;"|D !! style="background-color:#fcf6e9;"|E !! style="background-color:#fcf6e9;"|F !! style="background-color:#fcf6e9;"|G !! style="background-color:#fcf6e9;"|H !! style="background-color:#fcf6e9;"|I |- ! style="background-color:#fcf6e9;"|1 !! style="width:70px"|local references !! style="width:70px"|total references !! style="width:70px"|production !! style="width:70px"|unit !! style="width:70px"|local availability !! style="width:70px"|world value (oz. gold) !! style="width:70px"|local value (oz. gold) !! style="width:70px"|oz. per local availability !! style="width:70px"|adjustment for rarity |- | style="background-color:#fcf6e9;"|'''2''' || 1.2 || 2.0 || 2,640.00 || oz. || 1,584.00 || 2,640.00 || 1,584.00 || 1.0 || 1.0003 |- | style="background-color:#fcf6e9;"| || style="background-color:#fcf6e9;"|A2 || style="background-color:#fcf6e9;"|B2 || style="background-color:#fcf6e9;"|C2 || style="background-color:#fcf6e9;"|D2 || style="background-color:#fcf6e9;"|C2/B2*A2 || style="background-color:#fcf6e9;"|=C2 || style="background-color:#fcf6e9;"|=E2 || style="background-color:#fcf6e9;"|=G2/E1 || style="background-color:#fcf6e9;"|=(C2/B2*0.0002)+1 |}<div style="clear:both;"></div><div style="clear:both;"></div> Now that we’ve established all the foundational values, we’re able to determine the final price of gold — or, more precisely, the price of an ounce of raw gold in a specific market. However, rather than express this value in gold pieces, we will convert all prices into [[Coin (symbol)|copper pieces]]. This is done for two key reasons. First, copper is the lowest denomination of coin, making it the most likely to yield practical, non-zero values when measuring small quantities of goods. Second, copper serves as the most widely used coin among common persons in most game worlds, and therefore offers the clearest point of reference for understanding everyday value. By pricing everything in copper, we gain both mathematical precision and economic realism. The number of copper coins per ounce of gold depends, first, upon the amount of gold actually found in a "gold coin." In the system described here, 1 troy ounce of gold = 31.1035 grams; most gold coins in the time period weighed approximately 7⅛ grams and were a mix of half-gold and half-silver and other materials, notably nickel and zinc. I eventually settled that 1 troy ounce of pure gold provided sufficient material for 8.715 "gold" coins; an oddly precise number, but one that's stuck. Again, traditionally, much of history worked on a comparison of 15:1 for silver coins to gold — far from the purely researched D&D standard. For the sake of a number more easily divisible, I settled on 16:1 silver to gold; silver coins tend to be around 13 to 15 grams of silver and other metals. Copper coins often weighed as much as 25 grams; and because there were few materials to mix them with that weren't almost as valuable as copper, the sheer size of the coin tended to give it value. Still, with the adjusted rate to silver, I settled on 12:1 copper per silver piece. This makes 192 c.p. per g.p. {| class="wikitable" style="float:left; margin-right: 25px; text-align:center; background-color:#d4f2f2; font-family: inherit;" |+oz. per Local Availability ! style="background-color:#fcf6e9;"| !! style="background-color:#fcf6e9;"|A !! style="background-color:#fcf6e9;"|B !! style="background-color:#fcf6e9;"|C !! style="background-color:#fcf6e9;"|D !! style="background-color:#fcf6e9;"|E !! style="background-color:#fcf6e9;"|F !! style="background-color:#fcf6e9;"|G !! style="background-color:#fcf6e9;"|H !! style="background-color:#fcf6e9;"|I !! style="background-color:#fcf6e9;"|J |- ! style="background-color:#fcf6e9;"|1 !! style="width:70px"|local references !! style="width:70px"|total references !! style="width:70px"|production !! style="width:70px"|unit !! style="width:70px"|local availability !! style="width:70px"|world value (oz. gold) !! style="width:70px"|local value (oz. gold) !! style="width:70px"|oz. per local availability !! style="width:70px"|adjustment for rarity !! style="width:70px"|c.p./unit |- | style="background-color:#fcf6e9;"|'''2''' || 1.2 || 2.0 || 2,640.00 || oz. || 1,584.00 || 2,640.00 || 1,584.00 || 1.0 || 1.0003 || 1,673.78 |- | style="background-color:#fcf6e9;"| || style="background-color:#fcf6e9;"|A2 || style="background-color:#fcf6e9;"|B2 || style="background-color:#fcf6e9;"|C2 || style="background-color:#fcf6e9;"|D2 || style="background-color:#fcf6e9;"|C2/B2*A2 || style="background-color:#fcf6e9;"|=C2 || style="background-color:#fcf6e9;"|=E2 || style="background-color:#fcf6e9;"|=G2/E1 || style="background-color:#fcf6e9;"|=(C2/B2*0.0002)+1 || style="background-color:#fcf6e9;"|=H2*I2*8.715*192 |}<div style="clear:both;"></div><div style="clear:both;"></div> This gives a price in c.p. for how much 1 ounce of gold costs, specifically for the market in Marzabol. Other markets would differ, but because the flexibility of gold is so reduced, differences are able to go unnoticed by players moving from place to place. This makes gold a firm, reliable commodity, which is desirable for measuring hundreds of other products against it. The system portrayed in this example is inordinately small and therefore exhibits more price flexibility than would be typical in a fully developed trade network. But as more and more regions and markets are added to the premise, gold prices and most others stabilise even further — especially if we add a good, healthy number of gold references to the overall. It's recommended that the number of gold references vs. all other references should be about 1.3 to 1.4 percent. Thus, if there were 25,000 references throughout the system, about 350 should be for gold. That would reflect numbers drawn from earthly references gleaned from source material in mid-20th century encyclopedias (which are closer to a medieval equivalent than a present day comparison). Contrariwise, I strongly urge the reader not to make similar adjustments to other products; these products do not affect the value of every other thing in the system and therefore can exist in isolation to those other things. As well, strong fluctuations in the presence of these things will create scarcity and game drama. These aspects should not be smoothed out in the way that the price of gold should be. == Other Resources == Now we can look at the process for calculating the prices for other undeveloped goods, comparing these to gold. To begin with, let's examine how these same calculations might affect our simplified reference for "ore." In a better defined system, the exact types of ore would each have references of their own, but as this is for demonstration, assembling different ores together should serve our purpose. The following adjustments can therefore be made to the table: {| class="wikitable" style="float:left; margin-right: 25px; text-align:center; background-color:#d4f2f2; font-family: inherit;" |+oz. per Local Availability ! style="background-color:#fcf6e9;"| !! style="background-color:#fcf6e9;"|A !! style="background-color:#fcf6e9;"|B !! style="background-color:#fcf6e9;"|C !! style="background-color:#fcf6e9;"|D !! style="background-color:#fcf6e9;"|E !! style="background-color:#fcf6e9;"|F !! style="background-color:#fcf6e9;"|G !! style="background-color:#fcf6e9;"|H !! style="background-color:#fcf6e9;"|I !! style="background-color:#fcf6e9;"|J !! style="background-color:#fcf6e9;"|K |- ! style="background-color:#fcf6e9;"|1 !! style="width:70px"|resource !! style="width:70px"|local references !! style="width:70px"|total references !! style="width:70px"|production !! style="width:70px"|unit !! style="width:70px"|local availability !! style="width:70px"|world value (oz. gold) !! style="width:70px"|local value (oz. gold) !! style="width:70px"|oz. per local availability !! style="width:70px"|adjustment for rarity !! style="width:70px"|c.p./unit |- | style="background-color:#fcf6e9;"|'''2''' || gold || 1.2 || 2.0 || 2,640.00 || oz. || 1,584.00 || 2,640.00 || 1,584.00 || 1.0 || 1.0003 || 1,673.78 |- | style="background-color:#fcf6e9;"|'''3''' || ore || 1.2 || 2.0 || 8,000,000.00 || lb. || 4,800,000.00 || colspan="5"|details to come |- | style="background-color:#fcf6e9;"| || style="background-color:#fcf6e9;"|A2 || style="background-color:#fcf6e9;"|B2 || style="background-color:#fcf6e9;"|C2 || style="background-color:#fcf6e9;"|D2 || style="background-color:#fcf6e9;"|E2 || style="background-color:#fcf6e9;"|D2/C2*B2 || style="background-color:#fcf6e9;"|=D2 || style="background-color:#fcf6e9;"|=F2 || style="background-color:#fcf6e9;"|=H2/F1 || style="background-color:#fcf6e9;"|=(C2/B2*0.0002)+1 || style="background-color:#fcf6e9;"|=I2*J2*8.715*192 |}<div style="clear:both;"></div><div style="clear:both;"></div> Note that the unit employed to designate one commodity from another does not need to match that of any other. We can thus price anything from carats to heads of livestock, without needing to adjust the formulas by which the desired number is obtained. The end result, column K, gives the price per column F, the unit given. This brings us to the world value of ore in ounces of gold. This is a bit tricky. Whereas 2 ounces of ore are the same value as two ounces of gold, remember that "local" gold has been adjusted for rarity. This means that we want to multiply the total references for ore against the value of gold '''in Marzabol''', which is distinct from its universal price. Another market would have a slightly different price for the same amount of available ore. Value is mutable, depending on our location — we want our trade system to reflect this. The bottom line of the chart gives the excel calculations for row 3. {| class="wikitable" style="float:left; margin-right: 25px; text-align:center; background-color:#d4f2f2; font-family: inherit;" |+oz. per Local Availability ! style="background-color:#fcf6e9;"| !! style="background-color:#fcf6e9;"|A !! style="background-color:#fcf6e9;"|B !! style="background-color:#fcf6e9;"|C !! style="background-color:#fcf6e9;"|D !! style="background-color:#fcf6e9;"|E !! style="background-color:#fcf6e9;"|F !! style="background-color:#fcf6e9;"|G !! style="background-color:#fcf6e9;"|H !! style="background-color:#fcf6e9;"|I !! style="background-color:#fcf6e9;"|J !! style="background-color:#fcf6e9;"|K |- ! style="background-color:#fcf6e9;"|1 !! style="width:70px"|resource !! style="width:70px"|local references !! style="width:70px"|total references !! style="width:70px"|production !! style="width:70px"|unit !! style="width:70px"|local availability !! style="width:70px"|world value (oz. gold) !! style="width:70px"|local value (oz. gold) !! style="width:70px"|oz. per local availability !! style="width:70px"|adjustment for rarity !! style="width:70px"|c.p./unit |- | style="background-color:#fcf6e9;"|'''2''' || gold || 1.2 || 2.0 || 2,640.00 || oz. || 1,584.00 || 2,640.00 || 1,584.00 || 1.0 || 1.0003 || 1,673.78 |- | style="background-color:#fcf6e9;"|'''3''' || ore || 1.2 || 2.0 || 8,000,000.00 || lb. || 4,800,000.00 || 3,347.56 || 2,008.56 || 0.000418 || 1.033 || 0.7235 |- | style="background-color:#fcf6e9;"| || style="background-color:#fcf6e9;"|A2 || style="background-color:#fcf6e9;"|B2 || style="background-color:#fcf6e9;"|C2 || style="background-color:#fcf6e9;"|D2 || style="background-color:#fcf6e9;"|E2 || style="background-color:#fcf6e9;"|D2/C2*B2 || style="background-color:#fcf6e9;"|=D2 || style="background-color:#fcf6e9;"|=F2 || style="background-color:#fcf6e9;"|=H2/F2 || style="background-color:#fcf6e9;"|=(C2/B2*0.0002)+1 || style="background-color:#fcf6e9;"|=I2*J2*8.715*192 |- | style="background-color:#fcf6e9;"| || style="background-color:#fcf6e9;"|A3 || style="background-color:#fcf6e9;"|B3 || style="background-color:#fcf6e9;"|C3 || style="background-color:#fcf6e9;"|D3 || style="background-color:#fcf6e9;"|E3 || style="background-color:#fcf6e9;"|D3/C3*B3 || style="background-color:#fcf6e9;"|=C3*$K$2 || style="background-color:#fcf6e9;"|=B3/C3*G3 || style="background-color:#fcf6e9;"|=H3/F3 || style="background-color:#fcf6e9;"|=(C3/B3*0.02)+1 || style="background-color:#fcf6e9;"|=I3*J3*8.715*192 |}</div><div style="clear:both;"></div> For those unfamiliar with excel, the dollar signs in Excel formulas are used to lock a reference, preventing it from changing when the formula is copied to other cells. $K$2 means both the column K and the row 2 are fixed. So no matter where you copy that formula, it will always pull the value from cell K2. This ensures that every resource uses the price of gold in Marzabol as a stable anchor for comparison, instead of shifting to some other row or column during replication. It's essential for keeping location-specific constants intact across multiple rows. We've thus built a template for any undeveloped good we wish to include. All we need do is repeat the line containing ore and adjust the numbers for how many local references there are, how many total references throughout the system for the commodity, and how much production we care to assign per reference. If we increase or decrease a number, that change is reflected in the calculations to make a given commodity's price rise or fall. If we introduce a new location in our game world, and increase the number of references to ore in that location, all things being equal, the price of ore will rise... UNLESS we also increase the amount of production. This is counter-intuitive, but references indicates VALUE, not SUPPLY. The actual production indicates supply. The system therefore doesn't operate on ill-considered supply counts, but upon a structured, location-weighted model, with the availability of references creating a counterbalancing "demand."
Tuesday, April 1, 2025
The Story Writes Itself
I think it might do some good to discuss structure at this point, or at least the concept of structure, where it pertains to writing. What the story is, where it's going, how it's relevant... and what our motivations are from moment to moment. Let's take a plain, ordinary piece of writing as a stepping-off place:
Janine set the plate before her husband, knowing how much he liked sausages and hoping that it might give him strength to face his day. Fridays were always hard for him, she knew that. It seemed a little odd, sometimes, how far they had come together, to where the day of the week mattered more than things like the birth of their two daughters, now ten, or the angst they once felt when they'd struggled through university together, almost two decades ago. Sitting in her own seat, she thought with a smile about the cute boy that had sat next to her, across the aisle, whom she once pined after in hopes that he'd ask her to the upcoming dance. Now that boy was across the table from her... with a big grin on his face at the prospect of the sausages.
On a small scale, we're invited to look at this not as something grand or mechanical, but rather as an unfolding of details. We start in the present, tether that to things that are ongoing, then stretch out to provide more context as to their lives. Then, we stretch back first to one memory, failing to dwell upon it, then further still to the beginning of their lives, seeing them at different ages... then looping back to the present again by invoking the effect of the first action we described. This is plain nuts-and-bolts writing; any time that we want a paragraph that grounds our reader in a given moment, we can repeat the structure again; not so stringent that it might be noticed, but comfortable in knowing that this structure has been used reliably for centuries.
Yet here the tendency is to ask what genre this is — and therefore to suppose that this structure adheres to a specific sort of genre, that relating to family, personal history or even love. But this is a superficial reading, one that many new writers perform without thinking. It supposes that because the overt subject is sausages, this itself defines the purpose or "nature" of the thing being described, an error that unfortunately assumes words are not bricks, but inherently fixed to certain kinds of structure.
We haven't said enough in the above to delineate it as a specific genre. Janine and her husband could be having their breakfast on a space station. Her husband's "Friday" could be the day he takes the ferry to dump the body of whatever hapless person these two murder each week. He might have to deal with the local home owners' meeting on Fridays while she dresses and heads off to the legislature as a congresswoman. A truck, being chased by police, might be mere seconds from crashing through the wall; it might kill her husband; it might launch them both into some horrific kidnapping scenario. We don't know what the next paragraph might say, but it may well say anything we want.
Consider this problem with regards to our story's greater inherent structure. Suppose, knowing nothing about the plot, we begin with the idea that Jack is going to shoot Ray in the fifth chapter. That's all we know. What do we need? Well, we need a motive for Jack to do it, which requires the presentation of incidents within the story that supplies and explains that motive before the bullet begins its journey. We need an opportunity for Jack, so in some way he must be able to find Ray, arrange the meeting, expect the meeting to happen and have a pretense for the space itself. We must build Jack's character in a way that plausibly explains a person who is willing to shoot another person, regardless of whom that is. This plausibility extends to others who know Jack, who must in turn plausibly be willing to be married to him or friends with him... which creates a number of sequences we must invent to explain to the reader how those relationships function. At the same time, all this has explained nothing about Ray. Why is he, why is shooting him the best plan, what does Ray want, what are the consequences of Ray's being shot at... because, as yet, we've said nothing about the success of Jack's plan. Does he succeed? Or is Ray merely injured, or missed? And after the shooting itself, we still need to express Jack's reaction to his own choice, the reaction of those who find out, Ray's reaction, the general fallout and much, much more. We don't need to invent a plot. We need only start with this character makes this choice, then suss out all the implications of that.
A story built this way is never arbitrary, never contrived, because every piece of it has to fit precisely together like a jigsaw puzzle; any piece that must be pounded into place will inevitably look, to the reader, that it doesn't belong. Moreover, because we, as the writer, are solving the problem before writing the story, our peculiar way of solving that puzzle defines a necessarily unique, personally-affected approach. I wouldn't find the reason for Jack to search Ray that my best friend might, or that my daughter might, or that the neighbour across the street might. We aren't the same person, so our view of what makes Jack, or his wife, or his children, or Ray, or the detective going over the details or any other character in the story, will always differ. We can use the same premise a myriad number of times... but change any puzzle piece in our initial conception, and every other piece has to change in turn.
The plot evolves from the premise; the characters also, because they must plausibly exist in a specific way, that we guess at and settle into, as we become more familiar with their voices. But where, in all this, does genre do any heavy lifting? How does knowing the genre of the story I'm telling contribute to the character's choice of actions. It might suggest a setting, but then, it would have to be a setting we could manipulate to fit the premise... and we might find ourselves incapable of placing it in an urban ghetto, in Indonesia, or in an Edwardian setting. We are limited by our understanding of place and time, and our capacity to research and grasp those things. The genre we pick is far more defined by where we can imagine ourselves, than the reverse of imagining ourselves in genre we don't understand.
A premise like "Jack shoots Ray" might seem to adhere to a classic action or thriller... but it could just as easily be a western, a conflict between professionals in a factory setting, a family drama, a science fiction story or, of course, a murder. The shooting could be premeditated... but we haven't actually stated that it must be. The shooting might be accidental. It might happen while Jack is cleaning his gun, or while two friends are hunting together, or in a slow-paced crime drama where Officer Jack mistakes Officer Ray for a perp on the run. We might be on a battlefield, we might be rounding the horn on an 18th-century frigate, we might be two boys aged eight. We absolutely have not, through our premise, established anything yet except that a bullet flies between the two named persons. We can't even say for certain that they're both men.
In building a narrative, it's up to us to confront our own blind spots. The naivete of our writing, its ordinariness, is based not on the premise, the supposed plot or the characters, but upon our limitations in seeing what's possible, as well as our prejudices about what kind of story we want to write. If our interests in stories are extremely narrow, that will define the hard boundaries surrounding the writers we can be. Even in any particular genre — a term invented for the purpose of selling books, not writing them — our fluidity of mind and capacity to think outside the norm provides infinitely odd and engaging possibilities. Writing isn't limited. The number of plots, the concept of newness, the so-called impossibility of originality, these things reflect the limits of individual human beings, who are expressing their limitations, their incapacity to see further than they can, their unwillingness to drop suppositions and inflexibility. Their limitations need not be ours. We need not measure ourselves as writers by their standard.
How much skill we have is a limitation, but it is one we can train ourselves above. Vision, very often, cannot be trained. It is often shaken by a staggering, usually unpleasant, metaphorical blow to the ego. But if that doesn't happen, our vision, or lack thereof, can cripple us no matter how good a writer we are. "Seek, therefore, the sight of the world you know not," was the 19th century approach. In this present, it is merely to open pages on an internet that we shy from opening. Unbind yourself, Prometheus. We must look outside our curated realities, our safe, familiar algorithms, our ideological comfort zones. There is no barrier between us as writers and the knowledge, perspectives and realities we lack — except willful blindness. Nothing is definitely true where it comes to expressing the story we have to tell. We need only have one.