Showing posts with label writing tips. Show all posts
Showing posts with label writing tips. Show all posts

Making Up Fantasy Languages

It's impossible (perhaps illegal, and certainly blasphemous) to talk about fantasy languages without mentioning the Godfather of Fantasy Language: Mr. John Tolkien. The guy invented languages for fun since he was thirteen years old. He wrote the most epic novel of all time just so he had a place to use those languages.

If that's you, read no further. You're fine.

Most of us, however, did not specialize in graduate-level English philology. So most of us don't really understand how language evolves or what it takes to create an artificial language that has the feel and depth of a real one. That's why a lot of amateur fantasy languages sound silly or made-up.

So how do you create a language that FEELS real, without spending years determining morphology, grammar, and syntax? I'll show you what I do. It's the same thing I do with most world-building: steal from real life, then obscure my sources.

Let's take the phrase "thank you." It's a common phrase, often borrowed between languages (e.g. the Japanese say "sankyu" as borrowed English; in California we say "gracias" as borrowed Spanish, etc).

STEAL FROM REAL LIFE. First I need a source -- some existing, real-world language I can base my fantasy language on. I want it to be somewhat obscure, and I want to show you how you can do this without even knowing the source language (which means no Thai), so I'll pick Malay.

There's lots of ways to find foreign words in a chosen language. If I wanted to be accurate, I'd use 2-3 sites to verify, but I'm making up a language, so Google Translate it is. It translates "thank you" as "terima kasih."

Now that's pretty cool on its own. It's pretty, easy to read, and sounds totally foreign. But despite the odds, somebody who speaks Malay will probably read my novel at some point. That's why we obscure the source. Two ways I do that: (1) alter the letters/sounds/word order of the existing phrase and (2) mix it with some other language.

OBSCURE YOUR SOURCES. For my second source language, I'll pick something from the same family in the hopes it will make my made-up language sound more real. A little Wikipediage tells me Malay is an Austronesian language, and lists the major languages of that branch. I'll use Filipino (just because it's also in Google Translate) and get "salamat."

Then I mish-mash for prettiness and obfuscation. Salamat + terima = salima or salama or, slightly more obscure, sarama. For kasih, I already used the "sala" part of salamat, so I'll take mat + kasih = matak. "Sarama matak." But that feels a bit long for a thank you phrase, so I'll shorten it to "Sarama tak."

And there you go. It was a little work, but a lot less work than it took Tolkien to invent Quenya. If I'm really serious about this fantasy culture/language, I'll keep a glossary of the phrases I make up in my notes, along with a note of what the source languages are (so I can repeat the process to create more phrases that sound like they could be from the same language) and links to the translation sites I used.

If the glossary gets big enough, I might (because I am a bit of a language geek) start converting the phrases into their constituent parts: individual words, verbs, maybe even conjugations. But that's breaching into Tolkien territory where I said I wouldn't go.

Anyway, now you know my secret. Go forth and make cool-sounding languages.

(remixed from an older post)

Query Letters and That Pesky Bio Paragraph

If you've done any research into writing query letters, you've probably read that you need (1) a hook, (2) a mini-synopsis, and (3) a paragraph about you. I see a lot of confusion about what to put in that bio paragraph. Hopefully we can clear that up here.

(NOTE: This is specifically for fiction queries. In non-fiction queries, the bio paragraph is a lot more important).

RULE #1: If you're not sure what to write about yourself, write:
Thank you for your time and consideration.
And NOTHING ELSE. Seriously. The agent is interested in your story. Nothing you write here will change their mind about that.

The bio paragraph is frosting. Yes, frosting can be very pretty and tasty, but if the cake sucks, the agent isn't going to eat it. Conversely, if the cake is awesome, but the frosting is . . . weird, the agent MIGHT scrape the frosting off. Or they might decide to go with one of the other equally awesome cakes topped with plain vanilla. Which brings us to . . .

RULE #2: You are not a special snowflake.
I mean, you are. Of course, you are. But so are the other tens of thousands of writers who want their book published (that's why they call it slush, cuz, you know . . . all the snowflakes).

And you know what? All of them were born with a pencil in their hands too. Or were published in local writer's journals. Or have a critique group. Or head the local chapter of SCBWI. Or came up with the idea when they traveled to Ireland. Or were inspired by God.

Whatever.

None of these things mark you out as special. For agents who have seen them over and over, they mark you out as someone who doesn't realize how not-special they are. And since you can't know what they've seen over and over, see, Rule #1.

RULE #3: Include professional publishing credits only.
"Professional" means you were paid professional rates for it, typically 5 cents/word and up. If all you got was half-a-penny per word and a copy of the magazine, chances are the agent hasn't heard of the publication. And if the agent hasn't heard of it before they read your letter, they're not going to care when they do.

RULE #4: Include previously self-published books if you sold more than 20,000 copies.
Less than that isn't as important as you'd think.

RULE #5: Mention if you share some background relevant to the story.
Like you have a degree in whatever skill the protagonist uses to solve his problems, or you live in whatever exotic location it's set in (Canada? Not so exotic. The Ozarks? Surprisingly, yes).

RULE #6: You can include something unique about yourself. I guess.
I don't want to tell people not to include stuff like this -- it's memorable and unique, and I've seen it done in cute, writerly ways that made me laugh.

But you won't ever look bad if you follow Rule #1. I mean, what could be more unique than living in Thailand and raising 10 kids? But I didn't say any of that in my query, and it didn't hurt my request rate any. In the bio paragraph, less is more.

What do you think? Agree? Disagree? Tell us in the comments.

A Free, Easy Backup Plan

You need to backup your stuff. Not because your computer might get stolen or your house might burn down. But because your hard drive WILL fail within a couple of years. Someone in your house WILL, somehow, put a virus on your machine. You WILL accidentally-but-permanently delete your work in progress.

I am the most tech savvy, obsessively careful person I know, yet all three of these things have happened to me. They'll get you too.

I'm also supremely lazy. So if my backup plan requires any maintenance from me, it just won't happen. Here's how I do it then.

STEP 1: DROPBOX
You guys know about Dropbox, right? You can store 2 GB for free online with very little work. That's not enough to keep all your pictures and music, but it's more than enough to protect your writing.

Make an account and download the app to your computer. That's it. After that, Dropbox will auto-upload anything you put into the special Dropbox folder, anytime it changes.


"But wait," you say, "Don't I have to manually copy my stuff into that folder as I work?"

Well, yeah. One solution is to work directly within the Dropbox folder, but you don't want to do that (especially since Dropbox can sync two ways -- if somebody hacked into Dropbox, or you had multiple computers linked up, you might lose everything accidentally again). The other solution is this:

STEP 2: CREATE SYNCHRONICITY
Create Synchronicity is this nice little program that will automatically copy files from anywhere to anywhere, on a schedule. It's free, lightweight, versatile, and smart enough to only copy files that actually changed.

Just install it on your machine and set up a profile to copy your important files wherever you want them -- an external hard drive, another computer on the network, or (in this case) your Dropbox folder. Schedule it to run once a day and bam, you never have to think about protecting your work again.

Is this helpful to you? What's your backup plan?

When You Open Your MS for the 1,000,000th Time and You LOATHE It

Thank you for indulging my forced vacation last week. I actually didn't mean to time it with Thanksgiving (I often forget about American holidays out here), but sometimes things just work out, don't they?

So. You sit down to write. You open the Word doc that you've opened a million times before, see the chapter heading or title page and . . . you hate it. You hate that chapter title, that opening paragraph, that scene that you've revised twenty billion times.

This happened to me a little while ago. I've been revising Post-Apoc Ninjas for like ever, and I was so frigging sick of seeing this screen every morning:

Single-spaced, 10-point font, baby. That's how I roll.

But hey, writing's hard, right? We just gotta deal with it and move on.

But this was affecting my mood (and my predilection toward distraction) every single day. It was making a hard thing harder. So with the help of some basic psychology, I fixed it. Now I see these instead:

Emo Billy, but lots cooler.
Alternate view: a map prettier than any I could ever draw.
I found pictures related to my story, pictures that got me excited about it, and pasted them all over the first page. Now I don't have to see any text until I'm ready (and with the Document Map, I don't have to see the opening text at all, if I don't want to).

So that's your tip for today: When you open your manuscript for the millionth time and you LOATHE it, drop some awesome pictures on the first page to remind you why you still love it.

What about you? When you hate your manuscript and don't want to see it ever again, what do you do about it?

Using Foreign Words in Foreign Settings

On the post 5 Tips for Using a Foreign Language, Linda asked a very good question: "[What] if the characters are only speaking/thinking one language which is not English but the narrative is in English[:] which words should be in English and which, if any, should be 'foreign'?"

One of my very first writing tutors was Orson Scott Card's How to Write Science Fiction and Fantasy, and I'm pulling straight from that. If you're a world-builder of any sort, I highly recommend finding a copy of this book.

Technically, any story outside a modern English-speaking setting requires all dialog and narrative to be "translated." This is obvious for a story set in modern-day Japan (where the characters are speaking and thinking Japanese), but it's just as true for stories set in a fantasy universe, medieval Europe, or any setting more than a few hundred years in the future. So this is a common issue.

Tip #1 in my previous post was that someone speaking their native language doesn't throw in foreign terms unless it helps them to be understood. It reads as pretentious. So:

If there is an English word for what you want to say, use the English word. If hobarjee means "duck," then your narrator and characters should say duck.

Only use the foreign word if it refers to a concept for which there is no English word. If hobarjees look and act like ducks, but later on in turns out they shoot laser beams from their eyes, you are fully justified in calling them hobarjees. The word has meaning now that cannot be expressed in our language.

Though I guess you could call them "laser ducks."

Photo by Richard Bartz, released under Creative Commons
Frigging hobarjees

It's Okay to Write Slow

J. K. Rowling took five years to write the first Harry Potter.

It's okay to write slow.

Those of us who take a year or more to draft a novel are tempted to believe we're doing something wrong. Like we're too lazy, managing our time wrong, editing our words too much, or (God forbid) not meant to be writers at all. Some of those things might be true, but slow writing doesn't prove it.

(Terry Pratchett wrote his first novel at 400 words a day.)

You might be climbing a learning curve. My first novel took me 5 years to draft, 2 to edit. My second took me two years total. It's still slow, but I'm getting better. You will too. That's what practice does.

(The Harry Potter series took an average of 2 years per book to write.)

You might be a planner. Natalie Whipple can tell you that fast drafts don't mean finished products. They need a lot of editing after they're "done." Not that slow drafts are perfect, but sometimes slow can mean cleaner.

(George R. R. Martin took 6 years to finish the latest Song of Ice and Fire book. I still bought it.)

You might be unpublished. There are really only two reasons you have to write fast: (1) you signed a contract with a deadline or (2) you write to put food on the table. The rest of us have the freedom to write at whatever pace we want, learning as we go.

(Susanna Clarke took 10 years to finish her debut novel, which won some awards and got optioned for a lot of money.)

You might have a life. Maybe you have a full-time job, a family, and an X-Box. Kids are a full-time job on their own (I know, I have ten) and worth more than a publishing contract. Not that you shouldn't go for the contract too, but if you're sacrificing writing speed to play Guitar Hero with your daughter, I call that a win.

There are reasons writing can take a long time, many of them good.

Live life. Write slow.

(remixed from a guest post I did for Natalie Whipple)

5 Tips for Using a Foreign Language Without Sounding Like a Prat

Foreign languages are hard to use in fiction. Probably because most of us don't use them in real life. Here are some tips for helping the reader get that foreignness is happening, without feeling hit over the head by it.

1) USE LANGUAGE TO BE UNDERSTOOD. First and foremost, the purpose of speaking is to communicate ideas. So if a character is fluent in both English and Thai (say), but her listeners understand only English, she won't toss Thai words into her speech. If someone did that in real life, we'd think they were just showing off their knowledge. And (big surprise) that's how it comes off to the reader too -- like the author is showing off some language they picked up on their trip around the world.


2) THINK LIKE THE CHARACTER. If the character isn't fluent in English, then there will be words for which their native language comes to mind. Such a character may correct herself, which not only sounds natural, but gives you a natural way to translate what she says:
"Come on! We have to hurry to catch the rotfai. The train."
If her listeners are also bilingual, she wouldn't correct herself at all (this is called code-switching; it happens in our house a lot). In this case, you'd have to provide the translation some other way, either through direct telling or (better yet) through context -- assuming you need the translation at all.
She clapped her hands. "Children, our guests will be here soon. Gep your toys. Reoreo!"

3) DON'T MAKE THE READER READ UNINTELLIGIBLE GIBBERISH. What if you've got a character who only speaks Thai? Is it cool to drop a whole string of Thai on the reader then? Take a look at this example and see what you think:
The door flew open with a bang. Four masked men ran in, guns pointed at Bernice and her family. "Lukkheun!" one of them shouted. "Lukkheun diawnii!" She didn't know what they were saying, just put her hands on her head and sobbed. "Tah mai lukkheun diaw ja ying kah man. Ow mai! OW MAI!"
This isn't bad until that last sentence. Shoot, I speak Thai, and even I got bored parsing it. And if you don't speak Thai, you'd get no meaning from it at all. Let's revise it so it still conveys foreignness and Bernice's terror, without forcing the reader to slog through a bunch of meaningless phonetics:
The door flew open with a bang. Four masked men ran in, guns pointed at Bernice and her family. "Lukkheun!" One put a gun barrel to her temple, shouting in a language she didn't understand. She didn't know what to do. She put her hands on her head and sobbed, but it only made him scream louder. What did he want from her?

4) PUT FOREIGN WORDS IN ITALICS. This goes along with not making the reader work. Italics signal the reader that these are words they don't necessarily have to know (also that they're not typos). This even goes for words that you think everybody should know.* A good rule of thumb: if it's not in the English dictionary, italicize it. For example:
"You're hungry? No problema, I'll pick up some burritos."
* I've noticed this problem especially with Californians (like me) who assume everyone took Spanish in high school (like me). Also with British authors and French. Guys, I'm American, I don't speak French.


5) USE FOREIGN ACCENTS SPARINGLY. You've probably read stories where a character's foreign accent was annoying or really hard to read. It's hard to do right, but the general rule is: be subtle. Imply the accent rather than hit the reader over the head with it.


TO SUM UP, if you're using foreign languages in your fiction:
  1. Don't do it just to show off.
  2. Be intentional; think like the character.
  3. Be subtle.
Got any other tips? Annoyances with how some authors handle it? Tell us about it in the comments.

(remixed from an older post)

World-Building and the Problem With Quidditch

On Friday, I talked about making up fictional games for your world: take a real-world game and alter it slightly: to suit your world, to make it unique, and (if you're like me) to make an actual game that might be fun to play.

Today we're looking at an example: Harry Potter's Quidditch.

Quidditch is essentially basketball on broomsticks -- with six goals instead of two, extra balls that hurt/distract the players, and the snitch to determine the end of the game. It's a good concept and it totally suits the world. And it's a testament to the books that even though this central game is fundamentally unbalanced, hardly anybody seems to notice.

But yes, it's unbalanced.

The problem is the point value of the snitch. Every goal in Quidditch is worth 10 points, but whoever grabs the snitch simultaneously ends the game and earns 150 points -- 15 goals. The overall effect is that regular goals don't matter.

Unless one team is down by more than 15 goals, right? Then they wouldn't want to get the snitch. There's tension!

Well, yeah, but when does that ever happen? Have you seen a professional soccer game go 16-0? An NFL game with a 112-point gap? Even in the NBA, all-time comeback records don't go much higher than a 16 goal gap. The best strategy to win Quidditch would be to make everyone a keeper until the snitch shows up. Nobody would do that (because it's boring), but any team that did would always win.*

So why does Quidditch work? For the following reasons:
  • The protagonist is the seeker. Can you imagine if Harry was the one making meaningless goals, while some minor character caught the snitch and won the game?
  • Quidditch wins and losses are not plot critical. If Harry had to win a Quidditch game to save his life, I would be a lot more mad at his team for not being smarter about gaming the system.
  • Something else is almost always going on -- like someone's trying to kill Harry or something, so we're invested in something other than the match.
These are good things to keep in mind if you're making your own fictional game. The more the plot focuses on the game, the more that game has to hold up under scrutiny.

And don't bother playing Quidditch in real life. It's not as interesting as it looks (unless you change the rules, of course).


* Though in the books, Quidditch teams are ranked by points scored, not games won. This fixes the brokenness for a tournament, but it makes individual games less interesting, and makes it almost impossible to have a true championship game.

World-Building: Making Up Your Own Games

One totally optional, but (in my opinion) totally fun aspect of world building is making up fictional games for your world. Like holidays and festivals, games unique to your world can give it a deeper feel and provide an endless source of subplots, conflicts, and climactic settings.

And they're easy to come up with: just take a real-world game and change it slightly. Put Chinese chess on a circular board and change the tiles. Play chess with holographic monsters. Combine Blitzkrieg with Stratego.

For a lot of fictional games, the rules don't actually matter. Although fans have made up rules for Avatar's Pai Sho and Song of Ice and Fire's cyvasse, nobody knows the rules used in the actual worlds because they don't matter. The writers have an idea of the basic concepts of the games (taken from the real-world games they combined) and they only reveal what they need to keep the plot moving.


But sometimes you want more than that. A critical event might turn on the outcome of a bet, like in Pirates 2 or Phantom Menace. Or your entire plot might center on a game, like Ender's Battle Room. In these cases, the reader needs to understand and care about what's going on. They need to know the rules.

If you're not into game design, keep things simple. Liars' Dice, podracing, and even the Battle Room are directly translated form real-world games. The writers only made slight alterations for their settings.

If you want something more complicated, be warned: an unbalanced game, whose rules are detailed in the story, will shatter the reader's disbelief. You can solve this by asking, "How could I break this game so that I win every time?" and then fix it, but that's getting into game design techniques, which I don't think you came here for.

Got that? Here's the summary:
  • Fictional games are easy to make: take a real-world game and change it slightly.
  • If the plot does not hinge on the outcome of a game: be vague about the rules.
  • If the plot does hinge on the outcome: stick as close to the rules of a real-world game as possible.
  • If the plot hinges on the outcome and you really, really want to come up with something unique: welcome to the world of game design, my friend. Here's a list of games to study up on.
Next week, I'll talk about one particular fantasy game that doesn't work, why it doesn't work, and why the novels end up working anyway. Until then, what are your favorite fictional games and why?

Fixing Mary Sue

Who is Mary Sue? Mary Sue is a character that is too perfect, the one that has or does cool things just because they're cool. Everybody likes them, and anyone who doesn't gets their comeuppance in the end. Mary Sue is the author's wish fulfillment.

Sue is most common in fan fiction.* You know, where the author's character is best friends with Luke Skywalker, Jayne Cobb, and Jean-Luc Picard. I don't think there's anything wrong with Mary in these contexts, but if you're trying to get published, you want to do away with Sue.

I don't think real Mary Sues appear in fiction as often as some say they do, but they do happen.

How do you avoid this? I mean, I [try to] make a living out of writing cool characters who do awesome things. And basically every character draws from myself in some way. How do I keep my super-cool pirates/ninjas/mech pilots from becoming wish fulfillment?

Here are some ideas:
  • Give them a flaw. Not an adorable non-flaw like "clumsiness," but a real flaw like "hell-bent on revenge and too proud to admit it."
  • Support their awesomeness. Why are they the youngest, most clever assassin in history? Did they train harder than everyone else? Were they kidnapped at birth and brutally trained to be a killer by a father figure who never loved them?
  • Make them fail. It's even better if it's their flaws that cause them to fail.
  • Don't let them be the best at everything. Have other characters be better than them at some things, both friends and enemies.
  • Give them likable enemies. Not just spiteful, ugly step-sisters, but characters whose opinions the reader can respect.

I don't think Mary Sue appears as much as the internet thinks she does, but it is something to watch out for. If you think you've got a Mary Sue, you need to cruelly examine everything about them and everything they do. Mess them up, make them fail, and ask why they are the way they are.

Who's Mary Sue in the end? It's you (and also Steven Seagal).

* The term 'Mary Sue' was coined by Paula Smith in 1973, when she wrote a parody Star Trek fan-fic starring Lieutenant Mary Sue, the youngest and most-loved Lieutenant in the fleet. You can read it here (page 25). It's kinda hilarious.

Wrecked by Critiques (and Dealing With It)

Original Picture: Sam Sanford
I know revisions are where good novels are made. I know it. But getting notes back from my critique partners always wrecks me. It's like getting punched in my fear of failure over and over and over and over.

Here's how I deal with it.

1. I have a rule: no reading critiques right before bed. Critiques either make me despair, or else drive my brain into a planning frenzy trying to fix things. Either way, I sleep terribly when this happens.

2. Read it all in one go. No sense in dragging out the torture.

3. Eat some bacon.

4. Write down the major things that need work. Once I see it as a list, I usually realize there's only a couple of things that will take more than a sentence-change to fix (granted, there's a thousand sentence changes, but . . . ).

5. Take a break. My brain needs time to process how to fix things. Optionally: repeat step #3.

6. Make a plan. I don't know about you, but by the time I have a plan (and some bacon), I feel all better.

What about you? Are you wrecked by critiques (and if not, who are you)? What do you do about it?

Connecting With a Character (and Dr. Horrible)

One of the most important things we need to do as writers is help the reader connect with the character. But what the heck does that mean?

It means the character is sympathetic. We like them and want them to succeed. They don't even have to be a good guy. They can be a villian, like Dr. Horrible.



Dr. Horrible is one of the most sympathetic villains I've ever seen (and I won't spoil the series except to say he gets even more sympathetic). What makes us root for him can work for any character, good or bad.

THEY'RE LIKEABLE
Dr. Horrible: "Ok, dude, you are not my nemesis.... I'm just trying to change the world, ok? I don't have time for a grudge match with every poser in a parka. Besides, there's kids in that park..."

The traits we like in real people work just as well for our characters. They're honest, nice, noble, brave, humble, funny. They play fair and sacrifice for others.

Dr. Horrible isn't all of these things, but he strives not to kill. He's self-deprecating. He really is working for the people (even if he sees those people as sheep, sometimes).


THEY EXCEL AT SOMETHING
Dr. Horrible: "I got a letter from Bad Horse."
Moist: "That's so hard core. Bad Horse is legend. He rules the League with an iron hoof."

They might be pathetic or ignorant or victims of everything. They might not even succeed, but a character that excels at something is a character worth rooting for. Even if Dr. Horrible's inventions don't work perfectly, the fact is he has a (mostly) working transmatter ray, freeze ray, and he can remotely hijack an armored van. That's pretty awesome, if you ask me.


THEY HAVE A GOAL
Dr. Horrible: "It's not about making money, it's about taking money. Destroying the status quo because the status is not . . . quo. The world is a mess and I just . . . need to rule it."

If we're going to root for the character, we need to know what they're striving for. It's hard to cheer from the sidelines if you have no idea how one scores a goal.

And it needs to be a goal we agree with. Ruling the world may not be the most sympathetic vision, but Dr. Horrible's motivation certainly is.


THEY FAIL
Dr. Horrible: "[reading fan mail] 'Where are the gold bars you were supposed to pull out of that bank vault with your Transmatter Ray? Obviously, it failed or it would be in the papers.' Well, no. They're not gonna say anything in the press, but behold! Transported from there to here! [pokes a bag of gold liquid] The molecules tend to . . . shift during the transmatter, uh, event. But they were transported in bar form..."

Once we're rooting for them, we feel every failure, and every step back makes the victory that much more awesome.

No, I'm not going to tell you whether Dr. Horrible succeeds. You have to watch it.

Seriously, go watch it.

A Tale of Two Johns

(remix)

This is an old story from the computer game world, but there are lessons here for everyone, even writers.

In 1990, id Software was formed by two men: John Carmack and John Romero. Over the next 6 years, id redefined PC gaming and the first-person shooter genre with games like Wolfenstein 3D, Doom, and Quake. Romero is even credited with coining the term "deathmatch."

(If you have no idea what I'm talking about to this point, here's the summary: Carmack and Romero made really good games; they were kind of a big deal).

The PC gaming world was theirs. Carmack licensed the Quake engine to multiple game developers -- including Valve, who used it to make the even more groundbreaking Half Life. Professional gaming took off with QuakeCon. Everyone wanted to be id.

(Translation: They made lots of money).

But after Quake hit the shelves in 1996, Romero quit (actually he was fired, but he was going to quit anyway). His plans were ambitious, and he felt Carmack and the others were stifling him. Carmack, meanwhile, felt that Romero wasn't realistic.

(The two Johns parted ways).

Carmack -- the technical powerhouse of id -- pushed the envelope with Quake II and Quake III: Arena. Good games, well-received, and very, very pretty. But where they pushed things technically, their general design stayed the same. To the point where Quake III was little more than a deathmatch arena with no substance.

(Carmack's games were technically beautiful, but not very compelling).

Photo Credit: Michael Heilemann
Romero's company released this ad
months before Christmas.
Romero, meanwhile, now had the freedom to be as ambitious as he wanted. He proudly announced his masterpiece, Daikatana, would hit the shelves by Christmas the next year. They would use the Quake engine, so the technical aspect would be taken care of, leaving him and his designers only to design.

(Romero thought he didn't need Carmack's technical expertise).

Christmas came and went with no Daikatana. Carmack had released Quake II by then, and Romero realized his masterpiece looked dated. He grabbed the new engine, not realizing it was so different from the one he knew it would require an entire rewrite of his precious game.

(Romero realized technology mattered. He tried to catch up and failed, badly).

Three years later, Daikatana had become a joke. It was made worse when the game was released with outdated graphics, crappy AI, and unforgivable loading times.

(Romero's game was super late, ugly, and impossible to play).

Carmack thought that technical expertise made a game. Romero thought it was creativity and design. The truth is both are necessary to make a quality game.

It's the same in writing (told you there was a lesson). Technical expertise -- your skill with prose, structure, and grammar -- can make for a well-written story, but one that is thoroughly boring to read.

Creative design -- compelling plot, characters, and conflict -- can create a brilliant story, but if the technical aspects aren't there, it will be an unreadable mess.

Don't sacrifice one for the other. You need both to succeed.

Why Your World is Boring

(remix)

I'm always surprised when someone who loves fantasy tells me they haven't read The Lord of the Rings. I mean, this book is fantasy. And it's awesome! Why have so many people not read it?

I'll give you three reasons: world-building infodumps, plot-stopping songs, and unintelligible languages.

Listen, I know these are what make LotR what it is. I KNOW. But you have to understand that for a first-time reader -- someone who is totally unfamiliar with Middle Earth -- these parts are boring.

Tolkien loved his world -- and rightfully so; it's amazing. But the truth is that if Tolkien tried to pitch it today as his debut novel, he'd be told to cut the word count in half, split the story into smaller parts (oh wait), and for Pete's sake use a 'k' instead of a hard 'c' in your fantasy names!

Sorry.

Many of us who write fantasy fell in love with it because of books like Tolkien's. We created our own worlds, with new races and cultures and politics and histories and languages. We wrote a story in that world.

But you know what happened? Our story became more about the world than the story. And it was boring.

Now we're full grown authors. We know about character and conflict. We're good with pacing and tension. But every once in a while, we start our story off with an infodump prologue, or we toss a 70-line poem into our story "to flesh out the world."

People don't want to read about your world. They want interesting characters to root for. They want a compelling plot. Give them these things and only then will they listen to whatever you've got to say about the history of the Sidhe (or why it's pronounced 'she').

Readers that love your characters will love your world, not the other way around.

What about you? Did you get into fantasy because of Tolkien? Where do you stand on stuff like this:

Go on, John Ronald. Tell me why this was necessary.

What Makes a Character Funny?

I'm still trying to figure out funny. It seems like just another kind of voice: once I get my head in it, everything kinda flows. When I put the right kinds of characters together, funny just sort of happens.

But not all my characters end up funny, and I can't always figure out why. This is my attempt to figure out certain types of characters that make humor easy to write.

SELF-DEPRECATING
"You know me. Just when I'm getting a grip on something Fate comes along and jumps on my fingers." -- Rincewind, Interesting Times by Terry Pratchett

This is my preferred form of funny (and the reason I'm writing this post, lest all my characters end up this way). This character probably has good points, but either they can't see them or they don't think they're useful. They're cynical about themselves, even as they step forward to achieve their goals.

Examples: Rincewind (Discworld novels), Hiccup (How to Train Your Dragon), Flint Lockwood (Cloudy With a Chance of Meatballs)


IGNORANT
"You know what the chain of command is? It's the chain I go get and beat you with 'til ya understand who's in ruttin' command here." -- Jayne Cobb, Firefly

There are a lot of flavors of ignorant. The thug who doesn't understand the clever wit of those around him. The genius with zero social skills. The ultra-strong gentleman who can't believe someone would actually lie about being in trouble so they could steal his money. One important thing about all of them, though, is that while they're ignorant about one thing (to the point of hilarity), they are specialists in what they do best. 100% ignorant isn't as funny as you'd think.

Examples: Jayne Cobb (Firefly), Carrot (Discworld novels), Nobby (also Discworld), Joey Tribiani (Friends)


CYNICAL
"The bright side of it is that if we break our necks getting down the cliff, then we’re safe from being drowned in the river." -- Puddleglum, Silver Chair by C. S. Lewis

If you're ever optimistic, the cynic will be sure to correct you. They'll point out that the plan will never work because nothing ever works (this is especially good if they're genre savvy). It's easy to go too far, but if you keep the character sympathetic, they can be one of your most lovable.

Examples: Puddleglum (Silver Chair), Sam Vimes (Discworld novels), Dolorous Edd (Song of Ice and Fire saga)


ECCENTRIC
"Your work is unparalleled. And I'm a huge fan of the way you lose control and turn into an enormous green rage monster." -- Tony Stark, The Avengers

These are the characters that seem disconnected from reality in some way. You're never sure if they really know something you don't, or if they're just crazy. But they're willing to watch spoiled rich kids put themselves in danger, to commandeer large Navy vessels by themselves, and to poke green rage monsters with a needle. The weird thing is, most of the time it works.

Examples: Tony Stark (Ironman and The Avengers), Captain Jack Sparrow (Pirates of the Caribbean), Willy Wonka (Willy Wonka and the Chocolate Factory)


The beauty is you can combine these types (and others!) to create lots of unique characters. The trick with all of them, I think, is to keep them sympathetic so the humor doesn't go too far. Give them goals, real emotions, and moments of awesome, otherwise you'll end up with the opposite of funny.

There are lots of types of funny I haven't mentioned. What can you think of? Or how would you define characters like Wash and Chandler, or Sokka and Bolin?

When Characters Are Too Safe

(Remix)

So, you're watching The Incredibles. You get to the part of the climax where the giant robot knocks Violet out and is about to crush her. Is it tense? Are you afraid Violet might die? Well, a little, but deep down you know that something will happen at the last second to save her. Why? Because she's safe. She's a major character -- and a child at that -- in a movie in which nobody has yet died on-screen.

For The Incredibles, that's no big deal. We don't need the added tension of "somebody might die." It's enough to wonder if they'll win, and how. But what if you want your reader to truly believe that anybody could die at any time, even the protagonist?

If you want the reader to believe that anything could happen, that the stakes are real, you need to build a reputation. Some authors spend multiple books building that reputation and carry it with them in every book they write, but you don't have to be a multi-published author to let the reader know that nobody is safe. All you have to do is kill safe characters in this book.

What makes a character safe? There are many contributing factors. How important are they? How likable? How innocent? The safer the reader believes them to be, the more tension is added when they die. Kill enough safe characters, and by the time the climax hits the reader will believe that nobody is safe.

A great example is Joss Whedon's Serenity (SPOILER WARNING; if you haven't seen it, skip to the last paragraph). Coming off a well-loved TV series, and with serious sequel potential, it was easy for me to believe that none of the main cast would die. Normally this would result in a final battle that -- like The Incredibles -- is totally fun but not very tense because I know everyone will be okay in the end. Then Joss goes and kills my favorite character.

When he did this -- in such a way that it was clear Wash was really, for real dead -- it made the rest of the battle more intense than any adventure film I can think of. Zoe gets slashed in the back, Kaylee gets hit by poison needles, Simon gets shot, and the whole time I really believe they could all die. And while I still think Mal is going to accomplish their goal, I'm fairly certain he's going to die in the process too. If Wash had lived, I wouldn't have felt any of that. (END SPOILER)


Today's tip, then: If you want the reader to believe the main character could die, kill a safe character or two before the climax. The safer, the better. Your reader might not like it, but maybe it's for their own good.

Getting Unstuck

I've been working on revisions for Post-Apoc Ninjas, and it's been taking way too long. I once again have questioned whether I really should be writing, whether I deserve an agent, whether Air Pirates is some kind of one-hit wonder. I keep thinking if Air Pirates doesn't make it, Ninjas will be my next shot. Which means it has to be not just as good as Air Pirates, but better. And it's not.

But that's totally unfair. Of course it's not better. I've been working on Air Pirates for 4 years. It's been through dozens of beta readers and two or three major revisions. Post-Apoc Ninjas has only been through one very rushed draft.

But that didn't help me get unstuck. Here are some of the things that did, eventually, get me through it:
Pen and illustrations
courtesy of K. Marie Criddle
  • Read books on writing.
  • Think about the story 24 hours a day.
  • Create a dozen text files full of brainstorming and trying to work things out, with titles like "Random Revision Thoughts," "More Revision Planning (Invasion-Focused III)," and "Revision, Take Whatever" (You think I'm joking?).
  • Write plot points on index cards and shuffle them for no reason.
  • Use Awesome Pen of Power.
  • Make ridiculous, masochistic Twitter bets.
  • Make even more ridiculous punishments.
  • Take really long drives alone, like say: drive your daughter to her mountain village 2 hours away.*

I did finally get unstuck, and though all of these things helped (especially putting off reading BEHEMOTH), the only way I got through it was to never give up.

Who knew?

How do you get yourself unstuck?

* For the purposes of this post, driving "alone" and "with a teenager" are the same thing.