Coming up with Chapter Titles

There is no wrong way to do chapters and chapter titles. Short titles. Long titles. Chapters titled with the name of the POV character. Excerpts of the chapter used as titles. Titles by date or location. Straightforward titles. Obscure titles. Numbers only. No titles (not even numbers). No chapters at all.

All of it has been done, and all of it can work. That makes everything I say here my opinion only. Ignore it as you will.

Think about what chapter titles are good for. Honestly, I think most readers ignore them, especially when so many books have only numbers to designate the chapters. For that reason, if you're not sure what to do, numbering the chapters is a good, safe default.

As both writer and reader, I use chapter titles as markers, to remember what happens and where (in the book) it happens. I don't always flip back for information, but when I do, it's nice to have those markers there. So I think a good chapter title is ACCURATE and MEMORABLE.

ACCURATE means the title makes sense after the reader has read the chapter. A symbolic title like "Red Cats" (for a chapter in which there are no red cats, nor does any character compare plot events to red cats--which is to say, the connection is just an exercise for the reader) might be very clever on a re-read, but serves no other purpose.

MEMORABLE means the title makes it easy to remember what happened in that chapter later. "Vague Omens" might not be a good chapter title, unless the omens were memorable by themselves.

But chapters can serve one more purpose: to make the reader want to know more. I don't know about you, but when I finish a chapter, I often read the title of the next one, even if I plan to put the book down, and sometimes, that title convinces me to keep going. A hint of what's to come, naming an event or mystery the reader has been looking forward to, an implication that something terrible is about to happen...all of these can make good chapter titles.

But as I said, that's just my opinion, and there is no wrong way to do it. How do you title your chapters?

7 Things You Never Wanted to Know

I have been coerced by the hilarious and talented K. Marie Criddle to tell you 7 things about myself. I'll understand if you stop reading the blog after this.

1)
I first beat Super Mario Bros. 2 on Wednesday, February 15, 1989. That's right, I KNOW THE DATE.

2)
The Care Bears Movie still creeps me out.

3)
I learned to play Bryan Adam's "Everything I Do" on the piano to impress girls. It worked once. We broke up 2 months later.

4)
I straighten things obsessively, especially board games. My wife, Cindy, used to taunt me in Ticket to Ride by intentionally bumping her trains out of place, because she knew it drove me crazy. (I do love her, though. Really.)

One day, we were on vacation with my family and teaching them Ticket to Ride. Cindy said, "It's fun to bug Adam with this game. Watch." She bumped a train out of place, and every single member of my family shouted, "What are you doing?!" and moved to straighten it.

4a)
I love my family.

5)
When I was a kid, I stapled my thumb trying to put together my first novel (an illustrated Choose Your Own Adventure). After crying, running to Mom, getting a tissue, and waiting for the blood to clot, I went back to the novel and STAPLED MY THUMB AGAIN.

6)
In order of increasing terror, the creatures I am most phobically afraid of are: spiders, scorpions, facehuggers.

7)
Presented without comment:


Yeah, I think we're done here.

The Power of Story

I sometimes come across the opinion that non-fiction is "useful" while fiction is purely for entertainment. For someone who loves to read, it can be hard to hear (especially when it's followed by an implication that what I write is not useful).

Ah, but it's not true. Non-fiction is certainly useful, just like a history textbook is useful, but it doesn't have the power of story.

Let's start with geography. I'm pretty good at it, but even I have trouble finding most countries in Africa. I can find Egypt, Libya, Madagascar, South Africa, and maybe Ethiopia and Somalia, but the other 48 countries are harder to pin down. I think most Americans are the same. Why? Well think about the countries you know. I know Egypt from the Bible (among other things). I know Madagascar because its the only island nation and I've seen the movie. I know Libya and Somalia because we've fought wars there.

And I know Tunisia because of Star Wars.

I know where these countries are because I have stories--even dumb ones--associated with them in my mind. No matter how many times I've memorized African geography (and I have), the only nations that stick over time are the ones for which I've learned a story.

Another example: I've been to church my whole life, but I'd have a hard time telling you the content of most sermons. Not because I didn't listen, but because they didn't stick. I do, however, remember stories. Like when my pastor went fishing without a line "so the fish wouldn't bother him." Or the story of the bridge raiser who sacrificed his son to save the people on the bridge.

Stories stick, even fiction. I have trouble remembering the details of C.S. Lewis' Mere Christianity, but I will always remember the moment in Voyage of the Dawn Treader when Eustace needed Aslan's help to shed the dragon skin he could not.

We DO write fiction to entertain, but I hope the stories I write also have meaning for those who read them. Because those stories--meaningful or not--will stick in their minds a lot longer than most non-fiction.

What stories mean something to you?

D&D vs. Fiction

One of my first novel attempts--which crapped out at 20,000 words and which you will never read--was a Dungeons & Dragons novel. I've been playing D&D and other games like it since 1989, and writing a novel was a natural extension of the worlds and characters I'd been making up all along.

But D&D does not necessarily make good fiction. It's sort of a running gag in the fantasy genre that you can tell which novels were really D&D games. This post is about why that is.

In D&D, there is no protagonist. D&D is not about one character, but about the party. They share the story and tell it together. This can work in fiction, but it usually doesn't.
In fiction, even if there are many major characters, the story is still about only one of them. THE LORD OF THE RINGS was always about Frodo, even though every party member had their adventures.

In D&D, the story and world revolve entirely around the party. Because D&D is half shared storytelling and half strategy game, it has to revolve around the players, otherwise they get bored. So when the mysterious stranger approaches the party with a quest, nobody asks, "Why us?"
In fiction, there needs to be a good reason the world can only be saved by the protagonist (especially in YA, where there are often more skilled and more experienced characters about). Anything else feels like it's happening because the plot needs it to. It feels fake.

In D&D, a character is defined by what they can DO. They're defined by their classes, skills, and statistics. Their character arc is the levels they gain and the equipment they pick up.
In fiction, a character is defined by what they WANT and what they CHOOSE. Their character arc is internal--what does the character learn about themselves and how does that change them? In fiction, a half-elf fighter is just a stereotype, but a half-elf fighter who wants to be a wizard, but whose human father wouldn't let him because he hates magic, is interesting.

In D&D, every world is essentially the same. Oh, the kingdoms and politics are different, and some DMs will come up with unique deities and monsters. But the races, classes, and rules are the same. They have to be so the players know what to expect from game to game, and can feel secure that the rules are balanced. Translated to fiction, this results in a feeling of sameness to the worlds. Everyone is a fighter, thief, cleric, or wizard. Primary cultures are medieval-European in flavor. Magic is just something certain people do (but only a limited number of times per day).

There's nothing inherently wrong with this. Some people want this when they read fantasy, and certainly there are DMs who get uber-creative with worlds and rules. But if you're not careful, this sameness is what will happen.

D&D revolves around the players, outside the game. They're the ones making the decisions and steering the story. You might think, then, that fiction revolves around the reader, but it doesn't. The reader is like a spectator to a D&D game, which is not terribly interesting. They have no decisions to make, but they want to root for someone who does. That's why fiction revolves around the characters.

Have you ever transitioned from D&D to writing? Or have you read a novel that felt like it did? Tell me in the comments.

Writing Emotions

One recurring comment in my recent beta round of Air Pirates was to add more emotion. "How does he feel about this?" "Can there be some sort of emotional understanding here, not just an intellectualization of events?"

Turns out this is hard for me. I'm not a very emotional person. I don't really trust emotions, and I've spent large chunks of my life ignoring them. So now I find myself Googling things like "What does guilt feel like?"

I guess my transformation to android is complete.

But I've learned a couple things which might help those of you who, while not fully cybernetic perhaps, have similar emotional inhibitors installed.

1) The Bookshelf Muse has lists of common external and internal reactions to tons of emotions. Scroll down the sidebar (where they also have details for various common settings, weather conditions, colors, shapes, textures, and even symbolism!). I do find many of the reactions to be more excessive than my characters usually are (big surprise there), but even so it helps me thinks of similar reactions my characters would have. This site is indispensable.

2) Put myself in the character's situation. I ask myself what I would feel were the same thing happening to me. I realize this sounds obvious to most of you, and even ridiculous that I'd even have to mention it. But understand that, were I in the same situations as my characters, I'd shut down whatever feelings I have and think my way through the problem.

Probably that's not really true, but sitting in my writer's chair--rather than a piss-scented prison cell aboard a pirate ship--it's hard for me to do anything but intellectualize.

Anyway, those are the only tips I've got. Like I said, I'm not very good at this. I bet you've got some tips though, yes?

How to Use TVTropes.org

TV Tropes is a fantastic site, collecting every story trope humanity has ever done, along with examples. If you've got a spare month or two (not a typo), I highly recommend heading over there. If you've never been, let me give you some tips on how to use the site.

1) Let it depress you. Start with some trope you're writing, say air pirates. Follow the links to all the interesting, related tropes--especially ones you thought were original--like cool-looking airships or the villain's airborne fortress that threatens to rain cannonballs on the goodguys. Come to the realization that there is NOTHING original in your story AT ALL. Quit writing.

2) Let it encourage you. After you've quit writing for a few years, realize that nobody ELSE is original either. That makes unoriginality okay (within reason). The goal in fiction is not originality, but to take what's been done and make it fresh and interesting again. To make it YOURS.

3) Let it inform you. Now that the tropes are no longer soul-crushing, find your favorite trope to see how it has been handled before, how it's been subverted, and how famous the examples are so you know what you can get away with. Come up with subversions of your own, or mix it with other tropes in new and interesting ways.

4) Let it inspire you. Stuck for ideas? How about the origin story of a Judge-Dredd-style adventure hero and his possibly-insane sidekick facing an evil tribal circus in the African jungle. If that doesn't work, just hit the TV Tropes Story Idea Generator one more time until you find something you DO like! And if it sounds too lame or familiar, just add ninjas (or samurai or pirates or mecha or whythehecknot all of them). Because it's AWESOME.

Are any of you even still reading this, or did I lose you like 15 links ago?

So You Want to be a Ninja...

(Remix)

THE BASICS. Spelling, grammar, punctuation--these are your katas, the fundamentals. Any peasant can throw a punch or toss together a grammatically correct sentence. You must know why it is correct. You must be so familiar with the rules that even your Twitter updates are punctuated properly. Only then can you improvise, creating your own forms by intent, not laziness.

WORDS. Words are your weapons, and you must become familiar with as many as possible. More than familiar, you must become adept in their use. A simple farmer can pick up a sword and make a clumsy effort at wielding it. You must be its master. And you must know which weapons are appropriate for each situation. A polearm is all but useless in assassination, as "puissant" and "scion" would find a poor home in the mouth of the common taxi driver.

With knowledge of weapons and katas, you would make a decent fighter, a writer of e-mails, a composer of persuasive essays. Any daimyo would be glad to have you among their common militia, but you would not be a ninja.

STYLE. Fighting is more than killing your opponent, and writing is more than words strung in the proper order. The samurai know this, and you can learn much from them. You must be aware of the clarity of your writing, the variation of sentence structure, the powerful techniques of imagery and metaphor. Writing is an art, not simply a means of communication.

With a knowledge of style, you could choose your own path. You could become a mercenary, writing for whomever would pay you. You could begin the path of the samurai, accepting their bushido and writing only the truth--news, non-fiction, and the like. If you seek a life of security and reputation, then perhaps the way of the samurai is for you.

Or you could begin the life of a ninja. To the samurai, bushido is life. To the ninja, it is a hindrance. The art of the ninja is lies and misdirection, surprise and subterfuge. To become a ninja, you must learn many techniques the samurai are not taught, master them, and make them your own.

You must learn the secrets of tension and plot, what drives a story forward and hooks the reader until the end. You must learn to create characters that are real, believable, and can gain or lose sympathy with the audience, as the situation dictates. You must understand the ways of dialogue to make your characters to speak without tearing down the lie you have constructed.

These are basic knowledge to the ninja, but they are only the beginning. Millions have gone before you. Most do not survive. The shinobi masters whose names you've heard are the exception, not the rule.

It takes more determination than you've ever known to become a ninja, but you can do it. I believe in you.

And if I'm wrong, it won't matter. You'll be dead.

Cooking for Nine

You may know I have an acute fear of failure. The kind that makes me terrified of stupid things--like small talk or mowing the lawn--just because I might fail at it. This, of course, makes writing and getting critiques rather difficult. Anyone who's been writing for a while knows you can't please everybody--even the best books have haters, and the unpublished more than most.

Turns out cooking for my family is good practice then. For a sufficiently large family,* somebody will always hate whatever you cook for them. And they're kids, which means they're just as honest as if they were hiding behind the anonymity of the internet.

For someone who's afraid to even play a friendly game of soccer, you can imagine what this does to my ego.**

But here's the bright side, and hopefully something you can use in your writing: no matter how strange or bad my cooking is, there's always at least one person that likes it. See, the converse law of "You can't please everybody" is "You will always please somebody."

It might be only your mom or your best friend, but it will be somebody. In order to get past the crotch-kicking that is rejection, you have to focus on that person. Internalize their opinion. Believe them. Honestly, it's the only way to keep moving forward when you feel like everyone else is cranking your soul through a sausage grinder.

Mm, sausage. Maybe everybody will like that...


* I don't know for sure, but I'd bet "sufficiently large" might even mean "two."

** It doesn't help that they're all Thai, so the foods I actually
like to cook are generally frowned upon.

That Can Be My Next Tweet! (also, Markov Chains)

I found this site via Keriann Martin, and I've been spending far too much time on it. It's a Tweet jumbler called That can be my next tweet! Here were some results it made from my Twitter feed:

(My next business venture)
Individually-wrapped bananas. I could tape record everything they know how to be as 4.99. Done.

(No, really. I clever.)
I really clever. Dreamworks is endearing themselves to buy those are not actually really need to really?

(In which I am apparently stealing from Firefly)
I was afraid of fixing Hagai's emotional arc today like Wash and Inara's banter in which is that?

(Poor novel planning)
From Reading? My mom was present when I think of a puppy? I think it's not a good inciting event...

(I think I know who drank the rum)
Shoot, with the rum gone? S.C. Butler says you're NOT looking for the rewards are not fame.

(A special message for Keriann)
:-D It's okay, Keri. You can compose wonderful stuff like a water bender. I just watch DIEHARD.


Okay, well I think it's fun. If those were lame, or my geekery posts aren't your thing, you might want to step back. I'm about to explain how this thing works.

It's a simple statistical model using something called Markov chains. Basically, you give the model some set of input text (in this case, your Twitter feed), and it uses that to generate a statistically similar output. For example, say you give it a very small input of 3 tweets:


Why is the rum gone?
Firefly is the bomb. Why is it cancelled again?
I'm gone, watching Firefly and drinking rum.

To produce output, first the model will randomly select one of the starting words: Why, Firefly, or I'm. (Why) Then it looks at what words follow that one. In this case, both instances of the word are followed by 'is'. (Why is)

Here's where it gets interesting. After 'is' comes either 'the' (twice) or 'it' (once), so the model will choose 'the' 66.7% of the time and 'it' the other 33.3%. (Why is the) Then again, after 'the' comes either 'rum' (once) or 'bomb' (once). (Why is the bomb)

Finally, when it reaches an end word--gone, again, or rum--it starts a new sentence using one of the random starting words, or it just stops, having produced all the output it's going to produce. (Why is the bomb. Why is the rum. Firefly and drinking rum. I'm gone.)

So there's your useless fact for the day. The model can be made smarter a number of ways, for example by taking into account not just the current word, but also the word before it (e.g. 'is' might be followed by 'it' or 'the', but 'Firefly is' will always be followed by 'the'). Also, notice the tweet jumble ignores @ mentions, URLs, and hashtags.

What are Markov chains good for, other than silly-sounding word jumbles? It turns out they're great for modeling thermodynamics or economics, for prediction in speech recognition software, for auto-generation of music. Spammers use them to insert real-looking paragraphs in an attempt to get past spam filters, and Google's PageRank is defined by Markov chain probabilities.

But I just use them to waste time with insightful tweets about publishing and Jesus: "Okay, how you can just heard of Publishing? Thanks for Jesus or not? Yeah, I'm quite okay with one."

Scams and Cons

Among other oddities, I've been researching con artists for my latest shiny. For some reason, these grab my attention, from The Sting to Matchstick Men to Ocean's Eleven. Here are a few of the more interesting cons I've come across.

In the interest of readability, the target in these cons is named Mark. The con artist is Carl, and his accomplice (if there is one) is Anna.

THE FIDDLE GAME
Dressed as a poor musician, Anna buys something cheap from Mark's restaurant. When the bill arrives, Anna tells Mark she left her wallet elsewhere. She offers to leave her old, beat-up fiddle as collateral, then leaves.

Later, Carl enters the restaurant and spies the fiddle. After asking where Mark got it, Carl says the fiddle is a classic and offers $50,000 for it. Mark can't sell it, of course (it's not his), so Carl leaves his business card and tells him to tell the owner of the fiddle of his offer. Carl leaves.

Anna finally returns with her wallet. If Mark dutifully passes on the message, the con fails (though with no repercussions for Carl or Anna). But Mark is greedy and desperate for $50,000. He offers to buy Anna's fiddle. Anna, of course, refuses, as the fiddle is her work, but she is finally convinced to sell it for a modest sum, say $500.

At that point, Anna and Carl disappear, with a profit of $500, less the cost of the piece-of-junk fiddle now in Mark's hands.

THE FALSE GOOD SAMARITAN
Anna mugs Mark, but Carl shows up just in time to save him. Now Carl has Mark's trust. With a bit of smooth-talking, Carl can get a reward or a favor from Mark--one that would make him more money than simply mugging Mark would have.

THE RAINMAKER
This one requires some charisma. Carl claims he can make it rain for Mark's crops (or that his medicine can cure Mark's disease, or that he can change the outcome of a sporting event in Mark's favor, etc). Mark pays up front, and if it actually rains, Mark believes Carl did it. If it doesn't, Carl convinces Mark he needs more time and/or money.

THE INVERTED PYRAMID
Like Rainmaker, but more about math than charisma. Carl sends out a free tip on some sporting event (say the first game of the NFL playoffs) to many marks. Half of them are told the Chargers will win, the other half, the 49ers. Whatever the outcome, half of Carl's tips will have been right.

The second week of the season, he sends out another tip, but only to those marks who received the winning tip from the week before. Again, half the tips say Team A, half say Team B, and in the end half of them will have been proven right.

He does this each week, until the day before the Super Bowl when he has a very small group of people who have received apparently perfect winning tips for the entire season. That's when he sells the final tip--who will win the Super Bowl--for $1,000 each.

The key to a good con is charisma and legitimacy. Maybe you imagine Carl as a sleazy, underhanded crook--easy to spot because he feels like a liar.

 Carl?

But for a con game to work, Mark has to trust Carl completely (con is short for confidence, after all). That means Carl is going to be the friendliest, most humble person Mark ever met.

Carl!

Man I can't wait to write that character.

Anyway, what have you been researching lately?

How to Make Deadlines

Most of the time, I don't make deadlines for myself. I'm lazy. Instead I just keep plugging along, figuring 50 words is better than zero. While that's true, it's stupid of me not to set goals. I work BETTER with them, even if it's just to squeeze out another couple sentences because I'm almost there.

Until recently, one of my rationalizations was that writing is subjective. How could I set a deadline for something creative and unpredictable? Turns out that's crap. Two of my previous jobs were both creative (game design) and unpredictable (computer programming), but if I didn't tell my bosses when I thought a task would be done, they'd be pissed.

And you know what? I did do it. I set deadlines for tasks that were impossible to measure, and most of the time I met them. Here are three tips that (hopefully) will help me do it again, without the bosses who taught me these things.

1) Take your initial estimate and double it. It's human nature to underestimate how long a task will take. Unless you have strong data backing you up (e.g. you have written your last three novels in under two months), doubling your estimate will take care of this bias and give you flexibility when the unexpected happens.

2) If a task will take longer than two weeks, break it up into smaller tasks. Two weeks is about as long as most people can accurately plan. When a deadline is farther away, the tendency to procrastinate increases. Breaking a huge task up into smaller ones will keep the necessary pressure on and make your estimates more accurate.

3) Pay attention to how often you beat (or miss) your deadlines. This is how you improve over time. If you usually miss your deadlines, loosen them up a bit. If you usually beat your deadlines by a lot, maybe you don't have to double your estimates anymore. The longer you practice this, the better your estimation skills will be.

Remember, the goal of deadlines is not to make you work faster. The goal is to accurately estimate how long a task will take and to help you work at a consistent pace.

Granted, for most of us (myself included), "a consistent pace" and "faster" are the same thing. When I don't make deadlines, I tend to go on a writing binge followed by weeks of self-justified laziness. There's nothing wrong with taking breaks, but they should be intentional, which mine weren't.

Do you keep deadlines? Got any tips to share for those of us who can't even make them, let alone keep them?

Who is Your Dream Agent?

I realized something today: I don't have a dream agent. I mean, I have agents I like, agents I've heard of, agents who represent authors I love and/or write like me. But the truth is I'm too analytical to have a dream agent.

My dream agent has to be perfect: I like them and they like me, they love what I write, their revision process meshes with the way I work.* But it's impossible to know all that until you meet someone and actually work with them.

But lots of other people have dream agents, so I'm throwing it out to you. Who is your dream agent and why? What do you like about them? (You don't have to name names, of course. I've queried a bit. I know how it is.)

And if you already have an agent, that's even better! Tell us what you love about them in the comments.


* Also they have the ability to get me a six-figure, three-book deal within a week.

How to Write a Terrible Sequel

Brought to you by 17 years of Disney direct-to-video animated sequels.

LOWER THE STAKES. Make the conflict less important and less exciting than the original. Like in Cinderella 2, in which Cinderella stresses about throwing the perfect party for her new father, the king. Wonderful!

CREATE CONFLICT OUT OF NOWHERE. Conflict should never arise naturally from the original's conclusion. It should appear as though you made it up on the spot, just so you could have something to write about. Like in Kronk's New Groove, where Kronk wants to impress his father who was never proud of him--a conflict and character not even hinted at in the original.

INTRODUCE A WHOLE NEW SET OF CHARACTERS WHO FOLLOW THE SAME EMOTIONAL ARC AS THE ORIGINAL ONES. That way you avoid TWO common pitfalls: giving the audience more time with the characters they love AND giving them a unique story as interesting as the first.

Do it like they did in Little Mermaid 2. Ariel('s daughter) desperately wants to be a mermaid instead of a human (see what they did there?), so Ursula('s sister) tricks her into a deal to get her hands on Triton's trident. They even replaced Sebastian and Scuttle with a comic relief penguin and walrus. Genius!

TURN A PREVIOUSLY SYMPATHETIC CHARACTER INTO SOMEONE THE AUDIENCE HATES. In the original Mulan, Mushu is the victim, mocked and despised by Mulan's ancestors until he can prove himself by aiding Mulan in her quest. But in Mulan 2, the writers gave us an unexpected twist. Mushu is now the taunter, treating the ancestors like his servants. When he discovers that Mulan's upcoming marriage will mean he doesn't get pampered anymore, he tries to break them up. How can you not love that?

And a bonus method, brought to you by midi-chlorians and the planet Zeist:

IF THERE WAS A MYSTERY IN THE ORIGINAL, PROVIDE AN EXPLANATION THAT IS LAMER THAN ANYTHING THE READER COULD'VE COME UP WITH THEMSELVES. This is the crowning achievement of a terrible sequel: when it is so bad, that it makes the original suck even more just by being made. Where the reader has to pretend the sequel never happened in order to enjoy the original again.

If you can do that, you no longer need my help.

5 Reasons You Should Read Dune

I noticed some of you haven't read Dune. That's okay. I mean, there's TONS of books I haven't read. But because Dune is one of my favorites, I thought I'd give you a few (more) reasons to read it.

Sandworms. In the desert, these ginormous creatures follow any vibrations that feel like life. One of them will swallow you whole before you realize those are its teeth rising out of the sand all around you.

Fremen. They're like desert ninjas. You know the sandworms? These guys ride them.

Spice. It turns your eyes blue, enables faster-than-light space travel, sometimes gives visions of the future, and tastes like cinnamon. What more could you want? Well, maybe something less addictive, I suppose.

Sting. Okay, so he's not in the book. He was in the movie (that you should never see), but you can imagine him while you're reading.

Arrakis. Imagine a world with almost no water at all, where you need a special suit to reuse as much of your body's fluids as possible, where massive sandstorms rage across the surface, rivaled in their destructive power by only the monstrous sandworms that prowl the desert. It should've been a useless world, except for one thing: the spice. Without it, travel between the worlds is impossible and the Galactic Empire crumbles, and the spice is only found on Arrakis.

He who controls the spice controls the universe.

Have you read Dune? If so, what's your favorite part about it? If not, why the heck not?

The Peeta Complex

So there's this book called THE HUNGER GAMES. If you don't know it, go read it now. Seriously, it'll be worth it (the book, that is--I can't promise the same for this post).

You like it? It's one of my very favorites. That's important to know, because I'm about to bag on one of the characters, but do understand: I love this book.

So, Peeta. He's perfect, isn't he? Strong, sensitive, artistic, and willing to do absolutely anything for the girl he loves--even though she's never shown any affection for him (the opposite, actually) and has few redeeming qualities whatsoever.

Not that I don't like Katniss. She's an awesome survivor, and she takes care of those she loves. I just don't see what Peeta sees to make him repeatedly sacrifice everything for her.

It's not just Peeta. I've read a number of recent YA novels in which the protagonist inexplicably gains the affections of the Perfect Guy, and keeps them even though she's very clear that she loves someone else, or at least doesn't like him. Sometimes he wins her over, sometimes she feels she doesn't deserve him, and sometimes he tragically dies for her. Oh, so tragically.

It doesn't matter what happens to him, though, the point is HE IS IMAGINARY.

Just like real life Bad Boys are not often redeemable (sorry, ladies, they're just jerks), so real life Nice Guys will not wait years and years, sacrificing everything they have until the girl who obviously doesn't like them comes around.

Sorry, girls. There are nice guys out there, but we're not all strong and handsome, and most of us will move on once we've been spurned. (We're nice, not perfect.)

If you love the Perfect Guy trope, or you're writing it, don't worry. It's not Wrong, and I've never hated a book because of it, just rolled my eyes sometimes.

It's not hard to fix either: give the boy flaws. Peeta's problem was he was too perfect. His greatest weakness was his inability to see how perfect he was (which: really? not a flaw). Real guys are sometimes a little arrogant, a little vindictive, a little dishonest. It doesn't make us jerks or bad guys, it just makes us human, believable. Believe it or not, it works in fiction, too.

Have you noticed the Peeta complex? Does it bug you, or (like most things) is it just me? Let me know!

Books I Read: The Forest of Hands and Teeth

Like dystopia?* The Alliterati are giving away 4 YA dystopian novels over at the Secret Archives. Check it out!

* See what I did there?

Title: The Forest of Hands and Teeth
Author: Carrie Ryan
Genre: YA zombie dystopian
Published: 2009
Content Rating: R for zombie violence

All her life, Mary has only known the village--the Sisterhood that rules it, the fences that surround it, and the ever-hungry Unconsecrated trying to get in. Life is...okay--restricting, depressing, and the boy she likes is marrying her best friend--but things get worse when Mary learns secrets about the Sisterhood that threaten to destroy them all.

This book hooked me pretty fast. Even the cover and the title make me want to read it (plus I have a thing for zombie apocalypses). The writing--something I rarely care about in favor of a good story--is fantastic. It's beautiful, creepy, and tense.

I did have a problem whenever Mary did something stupid. I know, she's been through a lot and doesn't have much hope, but it was hard for me to excuse her occasionally-risky behavior in a world where the smallest risk can get you zombified. Other than that, I thought this book was great. The zombie scenes were properly scary, and the world was properly interesting.

I've read some folks who were upset that not all secrets were revealed, nor all questions answered, but that didn't bother me at all. They gave the information I cared about, and I can fill in what I like pretty readily. If you like zombie stories, check this one out.

5 Things to Know About Multiple POVs

  1. It's a normal and common structure. I know folks who aren't sure if multiple POVs are okay or not. They are. Some examples: Westerfeld's LEVIATHAN, Gaiman's NEVERWHERE, most of Terry Pratchett's DISCWORLD novels, Sanderson's MISTBORN trilogy, Card's ENDER'S GAME (those snippets of conversation at the beginning of each chapter constitute a separate POV), and many, many more.
  2. Multiple POVs can be used with any narrator except an omniscient one. Third person limited is the most common, but in theory it could be done with first person too. Though I suspect it would be more difficult to signal whose POV it is.
  3. Switching POVs is jarring. Readers get used to being in someone's head, and it's easy to forget what's going on when they rejoin an old character. You have to signal to the reader not only that the POV has changed, but who it has changed to, where they are, and what they're doing. Some ideas:
    • Switch only at chapter or scene breaks.
    • Switch consistently (e.g. alternate every other chapter between two characters).
    • Get the POV character's name and situation as close to the first sentence as possible.
    • Give each POV character a unique narrative voice.
  4. Switching POVs is a chance for the reader to put the book down. That means, in addition to signalling to the reader whose POV it is, you also have to make each POV shift start somewhere interesting, with a hook to immediately draw the reader back in. Every. Time.
  5. Each POV character should matter. Don't use a character's perspective just because you need to show certain interesting events. Use that character because they are interesting, because they have their own arc and crucial decisions. Ask yourself, if this perspective were the only one in your novel, would it be worth reading?
Have you ever written with multiple POVs? What would you suggest?

    What Stops You From Reading?

    It's rare that a book bothers me so much I have to put it down (especially if my to-be-read pile is small, an event which happens all too often out here). In 2.5 years I've read over 70 books (thanks, Goodreads) and only stopped 3. But there are a few things that might stop me from reading a book.

    I hate a main character. They're arrogant, stupid, or both, to the point where reading about them makes me feel angry and/or dumb. It has to be pretty bad, though. I mean, I've never stopped reading a James Patterson novel.

    It's boring. Usually this will be because there is some promised tension in the beginning, then pages and pages pass before the tension is ever brought up again. I'll put up with slow books, though, if something else is driving me: a fascinating world, witty banter, or sometimes just a friend who said it was worth the whole read.

    The writing pisses me off. This is really, really rare. I don't normally care about quality prose one way or the other--even when it's not very good, I can still get through it so long as it makes sense. But there was this one book, with a host of featureless characters and As You Know, Bob dialog oozing out of its spine. I stopped that one on page 62 and never looked back.

    So what stops you from reading a book?

    Sketch: Harkonnens on Hard Times

    So Emmet Blue called me out on my Quick and Dirty fantasy map. He made an educated guess (Indonesia), and now I owe him a sketch. Let that be a lesson to the rest of you: before putting a Google Fantasy Map in your book, maybe rotate it, tweak the coastlines, and don't ask Emmet if he knows where it is.

    It's been over two months since I drew anything for you guys, though. Maybe I deserved it.

    The commission was, and I quote, "an Elvis-suited Baron Harkonnen singing karaoke while floating at an odd angle, maybe with Sting backing up on bass. That, or whatever that imagery makes you think of." Here's what you get:

    What Can a Train Wreck Tell Us About the Future of Publishing?

    You probably heard of the Jacqueline Howett fiasco a couple of weeks ago, wherein one self-published author got a bad review, yelled at the reviewer, and then began swearing at everyone who came to the reviewer's defense. In reading it, I understood the train wreck analogy: I knew people were getting hurt, but I couldn't not watch.

    It got a lot of people thinking about self-publishing (and the social psychology of the internet), but to me it says that maybe the worlds of traditional publishing and self-publishing aren't as different as we think they are.

    Before I go on, though, a little Professionalism 101:  

    DO NOT RESPOND TO NEGATIVE REVIEWS!*



    Okay. What was interesting to me about this incident was what happened on that book blog was the same thing agents complain about in the slush pile. Namely, an unprofessional author got mad about a rejection.

    The only difference is, this time, everybody got to see it.

    It's like the slush pile is being made public, along with everything that means--unprofessional authors arguing with rejections, berating reviewers on their blogs, complaining about the unfairness of the system. Except now, "the system" isn't a centuries-old institution trying to make money off authors. It's just people.

    Some revolutionists say this New World, in which anyone can find their own audience, removes the gatekeepers. But seeing a slush-pile-like reaction like this seems to imply the opposite: the gatekeepers are not gone, they're changing.

    A gatekeeper's job is to sift through the slush, separating the good from the bad using the only measuring stick they have: their opinion. Book bloggers, like the one Howett railed against, are among those new gatekeepers. They can't keep people from buying something, of course--just like Random House can't keep me from renting my own printing press and hand-selling throughout the country--but they have a very strong word-of-mouth influence. Many book bloggers even have a very agent-like process, with submission guidelines, queries before full requests--and, apparently, dealing with the angrier members of the slush pile.

    Understand, I don't think this incident says anything about self-published authors in general. For one thing, traditionally-published authors sometimes do the same thing.

    For another, all the indie authors I know are professional, stand-up folks. Howett is an outlier.** My point is that the same outliers are, and always have been, in the query system. What happened two weeks ago is the same kind of thing agents deal with all the time.

    It makes me think the Old World and the New World might not be as different as we thought.


    * I do believe that, in theory, an author could respond to a negative review in some positive way. Something like, "I'm really sorry you didn't like that aspect of my book, but I appreciate the constructive criticism. I'll try and improve that in the future."

    But it's only a theory. I've never seen it done, nor done it myself, so I don't know how it would be received.



    ** Also, Ms. Howett may have been having a very bad day, or any other number of things, that might have contributed to her public outrage. This post isn't intended to mock her, just to take a look at how similar it is to a slush pile.

    Five Things I Love

    I don't remember where I got this meme, but here it is. You may see it again in the future.

    Also, you may notice there's a poll in the upper-right corner (some of you will have to click through to see it). I'm thinking of doing polls this way every once in a while, but probably not if nobody's voting. It's up to you guys.

    Anyway, 5 things I love:

    Ninjas
     

    Rainy Days

    Princesses

    Deep Fried . . . Whatever

    Wash

    Hook, Hook, Where is the Hook?

    The hook is what you say when your friends ask, "So what's your book about?" It's how you tweet about your book. It is the fundamental concept behind the plot of your story, written in such a way as to make the reader say, "Cool, tell me more."

    But how the heck do you distill 100,000 words into one sentence of cool? It's not easy. The internet has some good tips already, but I'm going to throw my own version into the mix because with something as subjective as a novel hook, you can't have too many ways to think about it.

    I think there are 7 things the hook should have:
    1. Protagonist. Who is the story about?
    2. Antagonist. Who or what is against the protagonist?
    3. Goal. What does the protagonist want to accomplish?
    4. Stakes. What will happen if the protagonist does not accomplish their goal?
    5. Conflict. What is keeping the protagonist from accomplishing their goal?
    6. Setting. Where/when does the story take place?
    7. Theme. What is the story's main subject or idea?
    Figure out that information, then stuff it into a sentence. That's your core. The rest of your query, synopsis, and even your novel needs to be focused around that. For example:

    A cowardly bookworm receives a package from his supposedly-dead mother, so he joins a crew of air pirates to find and rescue her.

    This is the hook for Air Pirates. Can you see the elements? Some are weaker than others, but they're there:

    Protagonist: cowardly bookworm
    Antagonist: not specified, but implied in the word "rescue"
    Goal: to rescue his mother
    Stakes: his mother will be hurt or die (implied in the word "rescue")
    Conflict: he doesn't know where she is, and presumably someone doesn't want her to be rescued
    Setting: implied with "a crew of air pirates"
    Theme: a coward overcoming his fears

    As you can see, not everything has to be stated explicitly, but the more clear the 7 elements are, the stronger your hook will be. (There's a lot to be said for voice, too, but I'm not dealing with that here).

    Also be certain nothing else is included. The more you try to cram in, the more questions are raised. In the example, I didn't tell you about the future-telling stone in the package because, although it is important to the story, it raises a lot of questions. And as far as the hook goes, it doesn't matter what's actually in the package, just who it came from, and that he thought she was dead.

    So an exercise for you. Take a look at the (current) hook below for my Shiny New Idea,* and see if you can find the 7 elements in it. Which ones are weakest? How could they be made stronger? (I'm not asking you to do this in the comments, though you're welcome to, if you want).

    A fugitive ninja must convince a young con-artist to take the throne, before the nobles kill everybody in civil war.

    Then take a look at your own hook and do the same!


    * Post-Apocalypse Dragon-Riding Ninjas (with Mechs!). Don't worry. It all makes sense in my head.

    (This post is a remix of an older one) 

    Sifting Through Self-Pub Statistics

    It's hard to find good statistics on what's going on in the publishing industry. If you read J.A. Konrath's blog, it sounds like making five figures a year in self-publishing is easy. If you read almost any publishing insider blogs, he's an unpredictable outlier.

    I want to know what the averages look like, not the outliers. Let's see what we can find.

    Disclaimer: I'm working with a lot of averages and assumptions in this post. Feel free to refute them if you've got hard, non-anecdotal facts.

    CHANCES OF BEING PUBLISHED
    Traditional publishing is tricky. I've heard everything from 0.03% to 1%. Agents get something like 10,000 queries a year, and take on a handful of new clients each. Of those, only some get published. Probably the number is lower than we'd like to think. Traditionally published: 0.1%.

    Self-pubbed is easy. Anyone can do it, that's the whole point. Self-published: 100%.

    So far, self-publishing looks like an easy pick, but getting published isn't our goal, is it? We want to make money.

    HOW MUCH CAN YOU EXPECT TO MAKE?
    No one likes to talk about advances in the publishing world, except to say that "it varies." Tobias Buckell did a survey a few years ago and found the median advance on a first novel was $5,000. Those numbers are old, but we'll go with it. Apparently most novels don't earn-out their advance, meaning royalties become a moot point. So unfair though it may be, I'm sticking with the simple number (minus your agent's 15%). Traditionally published: $4,250.

    Self-publishing has no advance, but depending on how you do it, you may not even pay for editing, cover art, or printing services(!). On top of that, Amazon gives authors 70% royalties. JA Konrath suggests an eBook price of $2.99 to increase sales, and I have no reason to refute him here. That means $2.09/book.

    But how many books? That's more difficult. Konrath sells thousands of copies per month, hundreds of thousands totals, but that's on many books. Breaking down his numbers, it looks like he has sold, on average,* about 4,000 copies/title. On a given title, then, he made $8,360, almost twice as much as our traditionally published debut author.

    But we're not Konrath, are we? We're Average Debut Author Joe (or Joan). And the average unknown author sells, as near as anyone can figure, somewhere between 100 and 400 copies on a single title. Self-published: $522.50.

    Traditional publishing wins, right? Well, this is still not the whole story.

    EXPECTED VALUE
    If I offered you $10 right now versus a chance to win $80 for rolling a '6' on one die, which is the better bet? You have to look at the expected value. If you take the former, you have a 100% chance of getting $10. If you take the latter, you have a 17% chance of getting $80, for an expected value of $13.30 ($80 x 0.17). So, the $80 is a better bet (though the risk-averse might not care and opt for the ten-in-hand).

    That's what we've got here. Traditional publishing offers more money on average, but it's much harder to get there. From the numbers I've got, the expected value for traditional publishing is low. $4,250 x 0.1%. Traditionally published: $4.25.

    Where as self-publishing gets 100%. So, Self-published: $522.50.

    ALL THE STUFF I IGNORED
    But it's still not even this simple. These numbers make it sound as if $522.50 is a sure bet (the ten-in-hand, as it were). If that were the case, I'd be working on a random novel generator right now and sell books at $500 a pop! But randomly generated novels will not make you money. In both cases, you have to write something people want to read.

    And in both cases, you have to do an insane amount of work both to write the novel and promote it. Once again, you have to ask what your work is worth. Nothing is certain, whichever direction you go.

    For me, I'm still aiming at traditional publishing because it's not (strictly) about chance, and I believe I can do it. Because I wouldn't be the writer I am today if I had self-published the first thing I wrote, and I want to see how much better I'll be in the future. Because I'd rather hold the novel for some point in the future when I can make it much better, than make a couple hundred dollars today.

    But that's today. Who knows what the future holds?

    What's your route, and why do you do it?



    * I'd prefer the median, since all of these stats are tainted with outliers, but I gotta work with what I got. Anyway, medians would just lower the numbers, not raise them.

    Books I Read: Elantris

    Title: Elantris
    Author: Brandon Sanderson
    Genre: Fantasy
    Published: 2006
    Content Rating: R for action violence

    It used to be that men and women were transformed, seemingly randomly, into nigh-immortal, magical beings. When this happened, they and their families moved to Elantris, the city of the gods. Ten years ago, the magic died. Elantrians lost their power and beauty, becoming like the living dead--unable to heal, enduring pain and hunger so severe that most succumbed to insanity.

    When Raoden, beloved prince of the kingdom, becomes one of the fallen Elantrians, his father covers it up, telling the kingdom he has died. Sarene, his bride from another land, arrives in her new home a widow. Meanwhile Hrathen, high priest of the enemy's religion, intends to convert the entire kingdom, because if he doesn't, his god will annihilate them all.

    The book alternates between the viewpoints of the three main characters. I admit, I wasn't always interested in all three points of view (most of the time I found Raoden's the most interesting, though the political and religious tension were usually on Sarene and Hrathen's side). Also the novel felt like it started slow to me, but then it's epic fantasy. I understand Sanderson has a world he needs to reveal (and it wasn't infodump-slow, just slower than I wanted).

    But by the end, I loved it. One of my favorite things about Sanderson (having read two of his worlds now) is how he reveals the complexities of his world through the story. Not by hiding things from the reader, but by revealing secrets as the characters figure them out. In both Elantris and Mistborn, the characters initially believe the world works a certain way. As they try to save their world, however, they discover there is much to it than they thought possible.

    It's that aspect of Sanderson's fantasy that is starting to make him my new Orson Scott Card (no disrespect to Card--Ender's Game is still my favorite novel of all time). If you like fantasy, and you've already read the Mistborn trilogy, try this one out. You might like it.

    Is that your Fantasy Trope Smashed and Bleeding on the Floor?

    Today is the day! (Well, yesterday, actually, but you get the point). Cindy Pon's novel, FURY OF THE PHOENIX, is out in the world, and to celebrate I'm giving away two copies here today.

    The first copy, by random drawing, goes to....

    J.J. Debenedictis!

    And the best bad dialog--winner of both FURY OF THE PHOENIX and the prequel, SILVER PHOENIX--is the one that not only mocked As You Know, Bob sequel dialog, but it tore apart every single fantasy trope at the same time.

    Seriously. I have to rethink my own WIP now.
            "Let's go. We must hurry to Mount Sin."
            "Varen, you mean so we can find out you if you are not really the son of your father who is a farmer but may in fact have royal lineage flowing in your veins, and your mother died because she kept you secret because the evil Lord Goranthianolian received a prophecy from a wandering gypsy who said a child with a glaring star birthmark on their forehead is the only thing that could destroy his evil empire at the solar eclipse sixteen years hence, which just happens to be this summer, but your fake mother, who is actually your mother's nurse maid who ran away with you on your real mother's order to save your life kept this great secret from you for unknown reasons until now, and we only know about it because of Moira, who we thought was a boy but is a girl who was dressed as a boy so she could avenge her father's death and whose death may be from the hands of Lord Goranthianolian's most trusted war leader and chief commander, Tim, and is only exceeded in evil by the great lord himself, and for a little bit we thought she was related to you, but that turned out to not be true, which is a good thing for you, and now we have to travel across hundred of miles to Mount Sin and seek the wisdom of an old shaman woman who lives on a volcano for no apparent reason and see if you truly are the star child of the great prophecy, and we have to do it before the month wears out so we still have time to assemble an army, make new friends, probably pick up a talking cat, and a couple of side quests along the way to deter us, oh, and Moira will probably be kidnapped at some point as well and we will have to rescue her, and do it all in a logistically impossible short amount of time, and save the world?"
            "Yes, exactly. Saying it like that makes it sound horrible. Please don't ever say it like that again."
            "Yes, young possible lord."

    It also may be the single longest sentence in the history of bad dialog. Anyway, congratulations Heather Zundel! If the winners could e-mail me at adamheine@gmail.com with a shipping address, I'll have their prizes shipped straight away.

    As for the rest of you, are you sad you didn't win? A bit jealous, maybe? Well get your own copy! You know you want to.

    Quick and Dirty World Building

    They say you should spend a lot of time crafting your world--the history, traditions, cultures, language. I think that's true. The more detailed your world is, the more it will feel real. But do you really have to flesh out everything?

    The correct answer is yes. Yes, you should. So don't tell anybody that I sometimes use the following tricks to speed up my world-building process.

    GOOGLE MAPS
    Have you ever noticed how fractal geography is? You can zoom in on any part, and it generally looks like any other bit of land. To use this to your advantage, go to Google Maps, find a relatively obscure bit of geography (i.e. don't use Long Island or the SF Bay Area, or anything) and zoom in until it looks like something you can use. Take a screenshot, change the scale, and voila! One fantasy continent.

    If you can tell me where in the world these maps are from, you win a custom sketch. Not even joking.

    WIKIPEDIAN HISTORY
    It turns out history is just as fractal as geography: zoom in on any point, and you can find something to use for your world. Need a war? Take your pick. How about a revolution or a realistic-but-obscure form of government? Wikipedia (and the internet in general) is full of stuff like this. Just change the names and dates, perhaps a few key details here and there, and you've got your own semi-original history.

    WIKIPEDIAN CULTURE
    The same thing applies to creating a civilization. Do a little research on some unknown people group, then mix and match their traditions and values with some other culture you're into. Choose a technology level, flesh it out by asking how, why, and what result, and pretty soon you have a viable society with relatively little work.


    Does this sound unoriginal? Like plagiarism? It's not, really. Stealing from our own world's history, geography, and cultures is no different than creating characters by mixing and matching attributes from yourself and the people you know. Just like making up fantasy languages, the trick is obscuring your sources.

    And I'm not suggesting you build your entire world this way. Use this as the foundation, then tweak and twist things as you go. Ultimately the parts you care most about will be the parts that are most originally you, while the rest of the world still feels fleshed out because it has a strong, realistic base behind it.

    Anyone have any other quick-and-dirty tips on building a world? I'd love to hear them.

    Dear Hollywood: Asians are Cool

    Dear Hollywood,

    It has come to my attention that a live-action version of Akira is being made (YAY!) starring white actors (BOO!).

    Look, I don't have anything against white actors. I love them. But if you're going to adapt one of the most well-known (in America) anime movies of the past 20 years, AND you're going to give the characters Japanese names, shouldn't they also LOOK Japanese?

    Now, I didn't say anything when you made Dragonball, and I had different problems with The Last Airbender. But this is getting ridiculous. From 2000-09, you released like 1,000 movies. Of those, 13 had Asian leads. There are 13.8 million Asian Americans in the US, and over half of those live in your state. I know they're not all computer programmers. Surely some of them are actors?

    My friend Emmet asked me, quite appropriately, "Aside from Jet Li and Rain (Ninja Assassin), who would you have cast in Akira?"

    My first answer was I didn't know. And I didn't know because YOU NEVER CAST ANY, HOLLYWOOD. Google wasn't a lot of help either (fair or not, I blame you again for that), but I managed to find/remember a few.

    So here are some Asian American actors for you to cast in lead roles. If not in Akira, how about Ghost in the Shell, Escaflowne, or Evangelion? You know you're going to remake those eventually!

    John Cho, most recently appeared as Sulu in the new Star Trek.

    Sung Kang, appeared in Fast & Furious and War.

    Ken Leung, appeared in Lost and X-Men 3.

    Dante Basco, best known as the voice of Zuko on the good version of the Last Airbender, but I saw Take the Lead. He can act too.

    And even though he's not American, I'd like to suggest Ken Watanabe for all your older Asian role needs. Because basically, I can't get enough of this guy.

    So come on, Hollywood. Asians are cool! Can you please stop pretending America doesn't have any?

    Your friend (for now),
    Adam Heine

    PS: These are just a few examples. I'm sure my friends will have more suggestions for you in the comments.

    PPS: It's not directly related, but Keanu Reeves as Spike? Seriously?

    Fury of the Phoenix Giveaway!

    Cindy Pon's latest book, Fury of the Phoenix, is due to come out next week. I love the ancient-China-like world Cindy has created, and I really want to know what happens after Silver Phoenix! From the website:
    When Ai Ling leaves her home and family to accompany Chen Yong on his quest to find his father, haunted by the ancient evil she thought she had banished to the underworld, she must use her growing supernatural powers to save Chen Yong from the curses that follow her. Part supernatural page-turner, part love story, and altogether stirring, Fury of the Phoenix further heralds the arrival of Cindy Pon as a stellar author of paranormal romance and fantasy.
    Want a copy of this book? Here's what you have to do.

    TO WIN 2 BOOKS: Fury of the Phoenix and it's prequel, Silver Phoenix, you must write some bad sequel dialog in the comments. See, when an author writes a sequel, they have to somehow catch new readers up on what came before. Clearly the best way is to have the characters talk about the prequel for the reader's sake. For example:*

         "You remember that time the evil Dr. Shiv nearly killed us all with his plan to clone razor-toothed marsupials?"
         "Oh yeah! We would be his slaves now if you hadn't discovered your latent ability to cause animal shedding just by singing Bad Romance. Thanks, by the way."
         "No problem. It's too bad I never figured out who I love more: you or your twin brother."
         "I know, right? I was meaning to ask you about-- Hey, is that Dr. Shiv on the news?"

    The one I deem funniest will win. Length is unimportant (though you know: brevity, wit, etc). The sequel in question can be fake, as above, or for an actual novel, whether a true sequel exists or not. Heck, even for a movie, I don't care.**

    Alternatively, TO WIN A COPY OF Fury of the Phoenix, all you have to do is comment on this post, and I will randomly choose a winner.

    Winners will be announced next Wednesday, March 30. An entry to the 2-book package is automatically an entry to the random drawing (though you can't win both). Contest is open internationally. Spreading news of the contest is encouraged, but not required.

    I can answer any other questions in the comments. Have fun!


    * The nature of this contest is in no way related to actual Fury of the Phoenix dialog (I haven't even read it yet!). I just thought it would be funny.

    ** If you do write fake dialog for an actual sequel, keep in mind that I might not have read the books in question. I'd hate for a great joke to be wasted just because I never read Pride and Prejudice or something.

    Space Travel for Writers

    Five basic rules for space travel in science fiction. Sci-fi writers probably know these already, but I'm still surprised how often they're ignored.

    (The NRI, or Nerd Rage Indicator, is an estimate of how likely you are to get flak for breaking a given rule. 1 is the least likely (e.g. that guy who runs your local comic shop cares, and only that guy). 5 is the most likely (e.g. Wil Wheaton and John Scalzi publicly destroy your sci-fi cred)).

    RULE #1: There is no sound in space. Sound means fluid (air, water, etc.) vibrating against your ear drum. No air, no vibrations, no sound. This happens more in movies than novels, but you should still be aware of it before describing that "bone-shaking explosion that ripped the skies."
    NRI: 1 (as important as it is, most people don't notice until it's brought to their attention, especially in prose).

    RULE #2: Astral objects are really, really, really far away from each other. The moon is 384 megameters (it's a thing!) away. At our very fastest, it takes us 10 hours to get there. Not so bad? Try Mars. At the same speed, it would take 2 months to get there at best. Jupiter? Almost 2 years. The nearest star system (which may not even have planets)? More than a century. Mostly this means your spaceships either need fuel and provisions for the whole trip, or they have to go really, really fast. The latter, though, raises other considerations (see Rules #3 and #4).
    NRI: 5.

    RULE #3: Spaceships can't travel faster than the speed of light, no matter how much we want them to. Unless science is wrong, it would take an infinite amount of energy to accelerate an object to the speed of light. There are ways you can mess with this (see Rule #5), but you should at least give a nod to the rule before doing away with it.
    NRI: 4 (I figure Wil Wheaton can't complain too much since the biggest violation of this rule is Star Trek's "warp speed").

    RULE #4: If you travel fast enough, you have to deal with the weirder effects of special relativity. In particular: time dilation. Effectively, the closer you get to light speed, the slower time moves for you. So if you fly to Jupiter so fast it only takes you 2 days, then decades will have passed back on Earth (and probably faster spaceships will have been built, which is pretty interesting in itself).
    NRI: 3 (Star Trek totally ignored it, and most people have a hard time getting their heads around it. I'd say you're 50/50 for getting flak on it).

    RULE #5: You can bend the rules, even make them up, but you must be consistent. Wormholes, hyperspace, jumpgates, folding space--these are all viable (and mostly-scientific) methods of faster-than-light travel. The details are entirely up to you, but once you make up the rules, don't break them. If you use a jump gate to get from Earth to Epsilon Eridani in five minutes, you can't say later, "It'll only take three hours for the Eridanis fleet to come through that gate and destroy us all!"
    NRI: 5.

    A lot has been done already in science fiction, which actually makes things easier for you. You don't have to explain jumpgates or wormholes much to include them. But even if you don't explain them to the reader, you need to know what's behind them. Not the science, necessarily, but the rules that govern it.

    Are there any rules I missed? To the comments!