Books I Read: The Count of Monte Cristo

Title: The Count of Monte Cristo
Author: Alexander Dumas
Genre: Historical Adventure
Published: 1844
Content Rating: PG (people die, but barely)

Edmond Dantes has everything: a loving father, a beautiful fiancee, and a promising career. Unfortunately, three men conspire against him and he is unjustly imprisoned on an island prison. But there he meets a man who teaches him everything he knows, including how to escape and how to find a treasure of untold millions. When Dantes escapes and learns how his enemies have prospered, he starts in on the longest and most classic revenge plan of all time.

I'm always iffy on the classics. I blame highschool. But while this book definitely had wordy prose, overwritten dialog, and a host of characters that were either black or white, it still managed to grab me from page one.

At first it was Edmond's generous character. Then it was the tension of escape and revenge. But by the end, what I was most interested in was the subtle and unexpected shades of gray that showed up. Edmond took much of his revenge on his enemies' families, but not all of them were horrible people.

I forgave this book a lot of flaws considering it was written 167 years ago, but even with its flaws it's still a good read, which is not something I say of most classics. Don't learn modern writing craft from this book, but adventure and revenge? Yes.

How Agents Can Make Rejection Easier (Maybe)

Querying sucks. There's no way around it. Tens of thousands of wannabe authors query a mere hundreds of agents, who submit to mere dozens of publishers. And we're not just querying ideas, but whole novels we spent months or years working on, only to be told no over and over again.

We all know rejections aren't personal, but they feel that way. It's an emotional process any way you look at it, but I think there are a few things that could make it hurt a little less.

Maybe.

AUTO-RESPONSES
Querying has enough uncertainty as it is. Some can be taken away with a short automatic reply when a query is received. Pretty much every e-mail program and service can do this.

The best part is the message can say anything you want. One agent I queried repeated their guidelines and the genres they represent in their auto-response, and I knew immediately that my information was outdated and they no longer represented what I sent them (whoops).

NO RESPONSE MEANS NO
I know I'm in the minority on this, but I honestly think that -- emotionally -- no response is better than getting a form rejection. No matter how many times I get turned down, every e-mail from an agent sparks a tiny, misguided hope. Having that hope shattered hurts more than not getting any e-mail at all.

That said, this only works (emotionally) if the agent offers a time limit. Most agents who've opted for no response have something in their guidelines that says, "If you haven't heard from me after X weeks, you may assume I have passed." (This is a great thing to get in an auto-response message, btw). When the time limit passes, I still have that tiny, misguided hope ("Maybe they're just behind in their queries..."), but as the days pass quietly, that hope dies a gradual death that I barely even notice.

It hurts, but it hurts less and I don't try to read into it.

IF YOU MUST RESPOND...
Not all form rejections are created equal. We all know not to read anything into the rejections, but there's a part of us that always tries. We can't help it. This is why I think no response is better, but for the agent that must send a form rejection, these are things I've seen that have taken a little of the sting out:

  • Something positive. Even the worst story can technically be said to "have potential" or "look promising." I know it doesn't mean anything, but small positive phrases like that help me trick my brain out of believing my work is crap and I'll never amount to anything.
  • Something hopeful. Similar to above, it can be said of any rejected manuscript that "it's not right for my list" or "it's not what I'm looking for at this time." The main thing we writers want to know is what did we do wrong? Agents don't have the time to tell us, but it helps me feel better about myself if I think it's not my fault.

Maybe these are misleading, especially for a particularly awful project. But honestly ANY form rejection is going to be misleading. I say it's better to mislead in a hopeful direction. It hurts less and makes us less likely to argue or ask for a reason.

PERSONAL REJECTION
Even a small personalization added to a form rejection takes a lot of time. I get that, but I wanted to mention that the very best rejections I've ever gotten were personalized (in one case, the agent said they recognized my name from the comments on their client's blog -- I don't care if it's true or not, it made me feel awesome!).

The few agents who personalize form rejections still say all the same things: "Your work has potential, but it isn't right for my list," "This is a subjective business and another agent might feel differently," or something equally nice-but-unenlightening. But that small personal touch at the beginning makes it different somehow. It feels like they mean it.

(Writers: this is also why you should personalize your queries, even just a little).


I'm under no illusions that this little post can change the industry, or even that my opinions are 100% correct. Even if I were right, I still expect silence from some agents with neither auto-response nor time limit. I still expect curt form letters that make me wonder if my ideas suck. And I still expect that, even for an agent who does all the "right" things, I will feel the sting of crushed dreams.

But, hey, it's my blog.

Have you ever gotten a form rejection that made you feel good? Terrible? Share in the comments.

    Plan a Novel 1: The Idea

    Someone asked me to talk about how I plan a novel, and the current size of my readership makes one person a significant sample size. So he wins.

    Before I go on, I'm required by law to say that everyone's process is different and valid (assuming it produces a novel -- my old process of "sit in front of the TV until I feel like writing 80,000 words" never really worked out for me). This is not how you must write a novel. It is only how I write a novel. Your mileage may vary.

    Okay, so the first thing you need is an idea. I can't tell you where to get ideas, but you need a lot of them to write a whole novel. Not all ideas are created equal, but I think any idea can be made novel-sized with enough work.

    I use sort of a loose version of the snowflake method. I start small and build up the idea piece by piece, adding characters, plot points, world-building, etc. One thing that's really important for me is writing down my initial idea somewhere, so when I'm stuck, or I feel like the story is dead-ending, I can remind myself what got me excited about the idea in the first place.

    Before I put the effort into plotting an idea, I want to know it's strong enough. For that, I have a checklist based on Nathan Bransford's fantastic post on how to write a novel (you may have noticed my process is not at all original):
    • Premise: One sentence about the main character (MC) and the plot. These don't have to be good. One of mine was the very generic: "MC sets out to save his town and ends up saving the world."
    • Main Plot Arc: Specifically four key parts: (1) where the MC starts, (2) the inciting event, (3) what they have to do (the journey), and (4) where they end up (the ending).
    • Obstacles: Whatever stands in the MC's way.
    • MC: Who they are and what they want (<-- this is very important!).
    • Setting: Including three aspects (from Nathan's post): (1) some setting-level conflict and change underway, (2) personality (what makes the world unique), and (3) unfamiliarity (what makes the world strange).
    • Style and Voice: Honestly I never know what to write for this, but it was in Nathan's post so it's in my checklist. Style and voice are usually the last things I think about.
    • Climax: I don't always have one of these either, but it's not a bad thing to have before deciding to write something.
    • Themes: What bigger issues does this story deal with?
    I think if you've got an idea of most or all of those points, you're well on your way to a strong story.

    You're NOT trying to fill all the boxes. Last time, I had six ideas, so I made a whole freaking table to see where the gaps were. And there were a lot of gaps. I had no climaxes, a lot of missing journeys, and settings with no personality. One story had an MC but no world, and another a world with no MC (though that was one place my table worked out great: I combined the two ideas).

    The table didn't tell me which idea was fully-formed. It helped me get a bird's-eye view to see how much work each one needed, and to get a feel for which one I was most excited about doing that work.

    About marketability. The perceived marketability of a concept is something I considered (and even put in my table), because I think whatever I work on should ideally be something other people want to read. But I don't think you can choose what to write based on what you think will sell. For one thing, nobody knows what will hit it big.

    Nobody.

    For another, no matter how marketable an idea might be, it's not worth writing if you hate it. So marketability goes into my decision, but it doesn't make the decision.

    Next week I'll talk about filling these gaps and turning an idea into the skeleton of a story. But tell me about your process. How do you decide whether an idea is novel-worthy or not?

    So You Want to Read Steampunk...

    While not pretending this list is comprehensive, these are some of the steampunk novels I've read that I would recommend to someone just strapping on their goggles and starting down the clockwork rabbit hole.

    What is steampunk? Very, very simply, steampunk is Industrial Revolution-era fiction with a sci-fi twist. Computers running on gears and steam, floating battleships, bio-mechanical soldiers, stuff like that. Steampunk is much more than that, of course, but that's the archetype.

    THE CLASSICS
    Jules Verne and HG Wells are considered the precursors to steampunk. Technically they're science fiction, not steampunk, because they were written in the era in which they take place. But if you want to understand the steampunk feel, you can hardly do better than to read The Time Machine, The Island of Dr. Moreau, or 20,000 Leagues Under the Sea.

    THE ORIGINAL
    One of the first steampunk novels is The Difference Engine by William Gibson and Bruce Sterling. Published in 1990, it takes place in a 19th-century Britain where Charles Babbage has built the first computer out of gears and cranks -- becoming a Lord among a new breed of tech-savvy nobility -- where race cars and tanks run on steam, and where the Japanese build clockwork robot servants.

    TODAY'S STEAMPUNK
    These are my three favorite steampunk novels. You can read a more in-depth review by following the links.

    Boneshaker -- An experiment gone wrong turns 19th-century Seattle into a walled-off zombie town, and a hard-working mother must go in to rescue her son.

    Leviathan -- An adventure novel set in World War I, except instead of Central vs. Allies it's the massive machines of the Clankers vs. the genetically-engineered monsters of the Darwinists.

    Perdido Street Station -- A dark tale that mixes technology, psuedo-scientific magic, a myriad of sentient species, and bio-engineered monstrosities in a city with the feel of 19th-century London, but way creepier.

    That's just a beginning of course. Other books I've heard of, but haven't been able to read yet, include Gail Carriger's Parasol Protectorate series, the Steampunk anthology edited by Jeff and Ann Vandermeer, Jay Lake's Mainspring trilogy, and Kenneth Oppel's Airborn.

    And probably lots more I've never heard of. Steampunk readers, got any good recommendations I've missed?

    Fantasy Slang: Starting from Scratch

    Last year, I wrote some posts on where slang comes from and how to make your own for a sci-fi/fantasy novel. Among other things, I said coming up with unique terms and idioms for a world was "very hard" at first.

    Man, was I right.

    The last couple of days I've been working on the beginnings of a glossary for my post-apocalypse world. The bad news is it's just as hard as I remember it being the first time around. The good news is, I've figured out some steps to help you (and future-me) start your own fantasy glossary.

    1. Determine what feel you want. Old West slang (like Firefly) has a very different feel from pirate slang (like Air Pirates) or Mexican slang or British rhyming slang. Each will flavor your book and your world differently.

    2. Research that type of slang. Write down words you like, that sound cool, that are so obscure you think you could use them without most people knowing the source. Even for words you don't like, write it down if it means something you think you'll need. In that case, pay attention to where the term came from (if possible) and see if you can use the same method to create something new.

    For example, when researching pirate slang, I wrote down "grog" and "booty." The terms were too well-known for me to use them (and, in fact, their origins made it impossible for me to use them realistically), but they helped me get the right feel for my own.

    3. Know your world's origins and metaphors. If your world is at all based on Earth, you'll want to think about how language might have evolved. For example, Firefly mixed Chinese phrases and swear words with English based on the idea that the two "mega-cultures" had combined.

    And Earth or not, every world has its own metaphors. What is (or used to be) important in your world? An icy world might have snow and cold metaphors (like, maybe they'd say "Toasty!" instead of "Cool!"). An agricultural society might use farming or animal terms -- like "groundhog" for someone who's never flown before -- while a city-planet might not know what a groundhog is (though maybe they used to know, and it's become a dead metaphor!).

    4. Make up some basic terms. Once you've collected everything above, start with some or all of the following (apologies in advance for some of the examples):
    • A greeting ("Hey!" "What's up?" "Are you well?")
    • A couple of honorifics (Mister, Miss, Your Honor, Madame, Sensei)
    • A term between friends (buddy, bro, mate)
    • One or two insults (bastard, prick, rat orphan)
    • One or two oaths (oh my God, damn it, sh-t)
    • A positive epithet (cool, awesome, rad, pure guava)
    5. Play with it. Try writing a dialog-heavy scene with your new terms. Don't worry about presenting it to the reader (or about writing well at all, actually). Just try to see where the new slang feels wrong, where it might be too much, but especially where you make up even more terms or phrases (e.g. where you've used some modern cliche that wouldn't make sense in the fantasy world).

    Once you've got the world in your head and a start to the language, it gets easier. You build momentum for thinking up future phrases, and the bigger your glossary (because you are writing them all down, aren't you?), the more momentum you have and the easier it gets.

    At least I hope it gets easier. Otherwise I got a loooooong road ahead of me.

    8 Stages of Querying

    NOTE: These stages are representative and are not indicative of any stage the author (me) is currently in. Although I have been in every stage at one time or another.

    1) The First Query is Sent. Subject spends most of their time refreshing their inbox and planning an "I Have an Agent!" blog post. A small amount of time is also spent researching what to ask when an agent calls, how much time to give other agents to make a competing offer, and how much the average advance is for a debut author.

    2) The 1st Rejection. Subject tells themselves everyone gets rejected. They try to remember what one is supposed to do to move on, but end up refreshing their inbox and staring at their query spreadsheet instead.

    3) The 5th Rejection. Mild depression sets in. Subject looks at their spreadsheet, and the as-yet unanswered queries, with despair. They wonder if the problem is their query letter or their story or their opening pages or that one comment they made on Twitter where all the agents could see or the fact that their blog is white text on black background...

    4) The 1st Request. Symptoms include an increased heart-rate and shaky hands, making it difficult to prepare the manuscript for the agent. Subject looks over the manuscript twenty times before realizing they're not paying attention to it because they were thinking about where they would do their first book signing. At this stage, the subject is completely incapable of working on anything new.

    5) The 1st Rejection of the Full Manuscript. Subject suffers severe depression. They may stop writing or querying for days. Some subjects stay off the internet while others stay on to research self-publishing.

    6) The 15th Rejection. Subject becomes resigned to rejection. They send out new queries reflexively, but don't really expect anything from them. Depending on feedback received and the state of the manuscript, subject may consider major revisions, a rewrite, or an entirely new novel.

    7) The 4th Request. Subject exhibits a timid hope, but continues work on the new project. When new query responses arrive, subject experiences brief excitement before reminding themselves it's just another rejection. Subject begins to see things in their new project that they like. They wonder if maybe -- just maybe -- they could fall in love with something new again.

    8) The Whateverth Rejection. Subject is excited once again. They have completely fallen in love with their new project. Rejections are noted in the spreadsheet but no longer obsessed over. Agents who express an interest in the subject's future novels are added to a new spreadsheet, and their blogs and Twitter feeds are followed.

    Subject tries not to think about what will happen if the old project is rejected entirely while simultaneously reminding themselves they haven't lost anything. Their life is as good as it ever was before they even started writing, except now they have a novel to be proud of.

    And hopefully, still, publish some day.

    5(ish) Reasons I Love Steampunk (and a Winner)

    Last week, I held a contest. After busting out my d20, the winner is: SID G! E-mail me at adamheine(at)gmail(dt)com to name and collect your prize.

    And now, five reasons I love steampunk.

    1. Floating mechanical castles



    2. Because where else can you take over the world with only science and a really awesome facemask?



     3. Airships



    4. Because you can introduce a guy with a mechanical arm, and nobody ever asks how it works.

    Arm and photo courtesy of Phillip Valdez


    5. AIRSHIPS!!
    (Seriously, I don't know what's wrong with me either, but LOOK AT THESE! AREN'T THEY AWESOME?)




    Confession of an Analytical Writer


    My characters don't talk to me.

    They don't talk to me. I don't feel like they're my friends or someone I know in real life. I don't spend time with them, and they don't bug me with their story until I write it.

    There, I said it.

    I know a lot of you writers are the opposite. A character starts talking to you, tells you their story, and you feel compelled to write it. And I'm really, really sorry, but that's never how it worked out for me.

    I usually get a world first, one that's in danger somehow. And then I have to think of an epic plot to save it. The characters come later as I ask questions like: Who lives in this world? Who has the abilities to save it but is least likely to do so? Who are their friends? Their enemies?

    Even once I find the characters, they don't tell me their story. If they ever did, it would be like, "I read books and don't do anything interesting." Or "I'm a ninja and go on missions and stuff." Or even "I start fires with my mind, but only when nobody's looking. I'm just trying to stay out of trouble."

    They don't talk to me, but if they did, this is what they would say. Because my characters wouldn't want to get involved in the story I put them in. That's the whole point (and maybe one of my themes): my characters don't want to save the world, which is exactly why I choose them.

    And they don't tell me their story. I tell it to them.

    My characters never break the fourth wall. They do whatever I need them to do. The guy who used to work in a bookstore? Now he works on his father's shipyard (and only wishes he worked in a bookstore), because there's more conflict that way. The ninja who was framed for killing his clan leader? Maybe he really did kill him -- or was about to -- because that makes later plot points that much more dramatic.

    They don't complain. They just...change.

    Sometimes I wish they spoke to me, because then I'd know I was starting with a strong voice and a deep character. Instead, I have to decide what I want their voice to be and what their goals are. And I have to decide if that fits the story I put them in.

    I know there's no wrong process, but when other authors talk about these characters that won't leave them alone, sometimes I wonder if I'm doing it right. So I had to confess: I'm not like most writers. I don't write novels in some kind of inspired dream state. I solve them like a computer program or a Rubik's Cube.

    And for some reason, it works, too.

    Throwing Rocks at Your Characters

    They say when you don't know what happens next, or when the story is slowing down, the best thing to do is throw rocks at the characters. It means make things hard for them. Just when they think they got out of one scrape, toss them in an even worse one.

    I learned this best from one of my favorite chapters in Air Pirates. Hagai (not a pirate) needs the help of Sam (pirate) to find his mother and plans to leave the town of Providence with him. Unfortunately, the Imperial Navy and another particularly nasty pirate named Jacobin Savage don't want Sam to go.

    The outline for this part said "Hagai helps Sam avoid arrest then together they escape Providence." But when the time came to write it, I wasn't sure what that looked like.*

    It started simple. Hagai boarded their airship just as two Navy ships showed up and starting shooting at them. Fortunately Sam and crew had a clever piratey maneuver to get them airborne fast and out of range. It was a good scene, but it felt too easy.

    So I threw rocks.

    They escaped the first two ships, but the Navy was ready for them. Over half a dozen new ships came out of the clouds and surrounded them. They attached themselves to Sam's ship with steel wires and started reeling them in.

    It was good. It was tense, but now I had a new problem: how would they get out of it? Whenever you throw rocks, you'll run into this, but that's when you know you're doing it right. If the situation isn't impossible, it means it's too easy.

    I won't tell you how they escape (hint: it gets worse before it gets better), but I will say that what started as a clever-but-simple maneuver turned into one of my favorite battle scenes in the entire book. (In fact, I had a hard time topping it for the climax...I'm still not sure I did). All from throwing rocks.

    To sum up:
    • When the story is slow, or you don't know what happens next, or things feel too easy: Throw rocks at the characters.
    • Throwing rocks means: Every time the characters think they're okay, make something even worse happen.
    • When the situation looks impossible, you're doing it right.
    Have you done this in your stories? How did it work out for you?


    * It's true, my outlines used to be really vague. They've gotten progressively more detailed the more novels I write. But no matter how detailed your outline is, eventually you do have to make up something.

    A Contest for My Tiny Little Cash Cow

    Beneath Ceaseless Skies, Winter 2011
    So it's not really a cash cow, but while Air Pirates fights its way through the query trenches, "Pawn's Gambit" is still over there making money.
    That's right, you guys. Those selfish requests I made? You totally stepped up. Thanks entirely to you, my first-and-only pro sale is going to be printed in Beneath Ceaseless Skies' Best of Year Two Anthology. And I'm going to pay you back the only way I know how: with a contest.

    Leave a comment, and one of you will randomly win your choice of the following:
    1. $5 for Amazon or Barnes and Noble (enough to buy, say, the anthology when it comes out in the fall...if you wanted).
    2. A critique of a query letter and/or the first 10 pages of a novel.
    3. A sketch of anything you like.
    The winner will be announced Friday morning, July 29th.

    I feel a little silly celebrating every little dollar this one story makes, but when you're in the query trenches, you gotta take what you can get, aye?

    And anyway, as long as I'm going to have a patron, I'm glad it's Beneath Ceaseless Skies. The art, the stories, the editor...that magazine is a class act all the way. If you haven't already, go check it out (besides, it's free).

    A Tip for Writing Multiple POV Characters

    My current WIP has two POV characters, kinda like Scott Westerfeld's LEVIATHAN. While I was outlining, I realized my favorite scenes were spread out between two of the characters: the ninja and the con artist. But neither of these characters had the whole story.

    See, when choosing a protagonist, you need to choose a character who does all the interesting things and who has the most interesting character arc. And I had two characters who had all the interesting stuff spread out between them (actually three: the con artist has a sister whose arc I want to explore too).

    There were a couple of ways I could've gone with this: (1) focus on one character while downplaying the other or (2) write a dual storyline. I've already written a shared story with mixed feedback, so I wanted to focus on one character this time. But who? To help me decide, I took a long look at each character and thought, "If this book was ONLY about them, what would their plot and character arc look like?" Then I would pick the arc I liked best.

    Instead, I ended up with A REALLY STRONG DUAL STORYLINE.

    Don't get me wrong. Writing from two POVs is still going to be a lot of work to do right, but this feels like a good way to start.

    Ever written a dual storyline? Got any advice before I take it too far?

    What Are Your Themes?

    Every writer has themes they come back to again and again. Whether intentional or not, these are the issues that weigh on our hearts.

    One of those issues for me is trust. All my stories seem to have some character wondering whether or not they can trust someone and a critical point where they need to decide if they do. I don't know whether this is something I struggle with or not (maybe it is!). But while I was writing Cunning Folk, I was consciously thinking of one of our kids who had difficulty trusting authority figures. They had good reasons for their mistrust, but it was very difficult for them to believe they could really trust us.

    Actually, a lot of our kids struggle with that. Maybe that's where the theme comes from?

    What about you? What themes do you keep going back to, either in what you write or what you watch/read? Where do those themes come from?

    How Creativity Dies

    A couple weeks ago, I drew this pig for one of my kids. He came up with an awesome story about how the pig ran away from his mommy but his mommy was coming to find him. You can see the whole drawing and story here at Anthdrawology.

    One of the other artists asked the excellent question: "Why does that crazy creativity go away when we grow up?"

    I can think of a couple of reasons, though these might just be why my creativity died, or almost did.*

    WE'RE TOLD IT'S NOT CREATIVE
    My son's story about the pig and his mommy comes almost directly from The Runaway Bunny (which I know only because I read it to him all the time). It would be easy for me to say it's not creative because I know where he got it, and I think a lot of people -- parents or not, well-meaning or not -- do exactly that.

    But his story is creative. He added bits that are totally unique (at least I don't recognize where he got them, which is the same thing), and the whole thing put together is his own creation, whether I know where he got all the pieces or not.

    A lot of people assume originality means something completely new, never been done before. Unfortunately, that's an unreasonable expectation, especially for a kid who hardly knows any tropes and has no idea he's "stealing" them.

    WE'RE TOLD IT'S NOT GOOD
    A friend of mine was teaching a Jr. High art class. One of the students was very good, with a unique style all her own, and the teacher said so. This student's mom, however, disagreed because her daughter's art wasn't "realistic." She kept asking the teacher to help her daughter "get it right."

    Stories like this make me mad. Can we just agree that art is subjective? What moves one person may not move another, even if those people are a kid and their own mother. Realism does not equal art.

    We could define good as something that moves a lot of people, or moves more people than it doesn't. But to get to that level takes practice. Telling a newbie they're no good isn't helpful and -- especially with kids like I was -- it can make them quit forever.

    I understand the difficulty. When one of my kids brings me a piece of paper covered in green scribbles, usually the best I can muster is, "That's nice, buddy. Put it over there with the rest of them." But I try really hard to praise creativity when I see it, and especially to praise practice and hard work, because those are the things that will turn those green scribbles into Awesome some day.

    I have to remember that for myself too. I'm constantly getting down on myself for not being creative (that's why I keep writing posts about how nothing's original; it makes me feel better). It's the thing I hate hearing the most, but it's true: you have to fail a lot before you get good at anything.

    What are your thoughts? Did you ever have your creativity squashed by some well-meaning authority? How did you get through it?


    * For the record, my parents were fully supportive of my artistic endeavors. I don't actually remember who taught me that "original" and "good" were required for creativity.

    Using Tropes to Fix a Weak Plot

    I am heavily plotting Post-Apocalyptic Ninjas (with Mechs!) in a vain effort to forget that, right now, agents are judging my soul. It's taking a lot longer than I think it should (the plotting, not the soul-judging), partly because my wife and I decided nine kids wasn't enough, and partly because Post-Apoc Ninjas is the novel I have to love more than the one I'm querying,* so I want the plot to be STRONG before I start writing.

    And I've discovered a couple things: (1) my first idea is often a trope I'm dangerously familiar with and (2) the weak parts of my plot are where I used my first idea.

    Take, for example, the Engineered Public Confession (warning: TV Trope link), in which the hero tricks the villain into admitting to his plan while he secretly records it. It was done in Minority Report, UHF, Monsters Inc, practically every episode of Murder, She Wrote, and it's #189 on the Evil Overlord List.

    Does that mean we can't do it? HECK, NO! (Dude, Murder, She Wrote ran for twelve seasons!) The question is: how?

    First: Identify the point at which the reader will recognize the trope. It could be as early as when the hero confronts the villain, or later when the villain begins to gloat, or (depending on how you play it) it might not be until the hero reveals his recording device. Finding the point is subjective, and varies depending on what genre you're writing (a reader of detective novels will probably see it coming long before a romance reader, for example), but do your best.

    Everything before that point doesn't matter. It's what you do after that point that makes or breaks the trope.

    Second: Decide how to play the trope. There are a number of ways you can do this:
    1. Subvert it. We talked about this before. Subverting a trope means it looks like you're going to do the trope, then you twist it in some way. Maybe the recording device doesn't work, or the villain is genre savvy and doesn't fall for the trope, or the intended audience hears the confession and doesn't care (or agrees with the villain!). Don't make the mistake of thinking your twist is completely original, but it's a good way to keep the reader guessing, and it can take you down some unexpected plot paths.
    2. Avert it. This means don't do the trope at all. The reader recognizes the trope is coming then...it just doesn't. There never was a recording device, or there was but the recording is never used. Sometimes averting a trope can be just as clever as a subversion. Sometimes it's just a different trope. But it's another way to go.
    3. Play it straight. Wait, wouldn't that be cliche? That's always a danger, but even played straight, there are a million ways you can pull it off (TWELVE SEASONS!). The recording could be accidental. It might be witnessed instead of recorded. There might be obstacles keeping the hero from showing the recording to the public. (This, btw, is where TVTropes.org is most useful).
    The trick is to keep it unpredictable. That point when the reader recognizes the trope? It's at that moment she creates expectations in her mind of how the story will play out. If you meet all those expectations exactly, you will (probably) have bored your reader. That's what you have to avoid.


    * Yes, there's Cunning Folk. There are definitely things we like about Cunning Folk, but we're not convinced it's the novel to get us an agent, not without a significant amount of rewriting anyway. (When did we start using the royal we?) Anyway, it's not trunked yet, but neither is it a priority. It's just waiting for me to love it again.

    Loincloths and the Undead

    A brief selfish request (last one, I promise!): "Pawn's Gambit" made it to voting round two! So please, PLEASE, if you're on Facebook, vote for it here to get it into Beneath Ceaseless Skies' Year Two Anthology. (Please?!).

    And now our regularly scheduled post:


    So I'm not drawing every day, but Marie Criddle did convince me to join this group blog where we draw every week. I'll probably cross-post things here every once in a while, but if you're interested in random sketches by some fantastic artists (and some by me too), head on over to Anthdrawology.

    Last week's theme was "Board Games." Check it out.

    You're Not the Best (and that's Okay)

    One aspect of my overwhelming fear of failure is that when I see someone do something I can do, but much MUCH better, it makes me want to stop trying.

    This is ridiculous, of course. Did I really expect to be the best guitar player? Or the best sketch artist? Or to play Moonlight Sonata better than someone who's had it memorized for years (that would be my wife)?

    No. But sometimes I fool myself into thinking maybe I'm the best bass player in my church, or the best writer in my crit group. Then someone comes along in what was supposed to be MY realm, totally shows me up, and makes me wonder what I was ever doing there in the first place.

    And even this is ridiculous. No matter what I do, or how small my realm is, there will always, eventually be someone better than me.*

    There's the obvious lesson: Don't compare yourself to others. It's a game with no winner and one loser (you).

    But there's also this: The fact that there are people better than you is a GOOD thing!

    If you're close in skill level, that person can challenge you to become better.

    If you're not so close, that person can educate you to become better.

    And if they're so much better than you that their skills are the equivalent of MAGICAL WIZARDRY,** then at the very least they can entertain you.

    So there you go. Don't compare yourself to others, but if you do (cuz it's basically impossible not to), USE IT.


    * Unless my realm is just me, which is either just sad or else exactly the solution I should be looking for.

    ** As opposed to regular wizardry.

    On Endings

    (Remix)

    While writing your story, you are making certain promises to your reader. Some of those promises are inherent in the genre you're writing: if you're writing a murder mystery, you promise the reader will learn who did it and why; if it's a romance, you promise the right people will get together in the end. (Mostly. You can break these rules, but you should know what you're doing first).

    But genre aside, every story makes promises, and it's your job to give the reader what they want. That doesn't mean you have to be predictable, but throw in the wrong kind of twist and your reader will toss your book across the room in frustration.

    Let's look at an example. Halfway through Back to the Future, everything's set up for a big climax. The two major conflicts (will Marty get back to the future? can he get his parents together so he still exists when he gets there?) are set up so that Marty's only chance at both is at the same time: the night of the Enchantment Under the Sea Dance. How does this have to end? You might think there are a thousand ways it could end--after all, anything's possible--but the truth is that the viewer is expecting a very limited subset of what is possible.

    In BttF, the viewer expects Marty to get home and his parents to get together. Why? Because it's a light-hearted, funny movie. From the very beginning, the movie sends subtle clues that this will be a fun story, which implies a happy ending. There are a number of twists that can happen, but if Marty dies in the end, or gets stuck in the past forever, the viewer will be upset.

    BttF also sent signals about what kind of climax it would be. Because there are action scenes (the Libyans attacking Doc Brown, Biff and his goons chasing Marty), the reader expects not just similar, but bigger, action for the climax. Because the movie is funny, we expect a little comic relief from the climax (or at least aren't blind-sided when it happens).

    There's more. Marty's dad didn't have to become confident, did he? Could Marty have gone home and found everything exactly as he left it--loser parents and all? He probably could have, but we're all glad he didn't. The viewer expects the characters they care about will not only win, but win big (or, if it's a tragedy, lose big). It's not enough for George McFly to get the right girl, he has to become more than he was before Marty interfered. Marty doesn't just come back home, he comes back to something better (a new truck, Doc Brown lives and is a closer friend to him than ever).

    Not all endings have to be happy and predictable, but they have to be satisfying. They have to be bigger and better than anything that's happened in the book so far. If you twist it, the twist should be better than the straight-forward ending would have been--don't twist just to be unpredictable.

    Ask yourself, what has to happen in the end? Twists and details aside, where do the characters have to end up for me to be satisfied? That's where the ending needs to go.

    Books I Read: Perdido Street Station

    Title: Perdido Street Station
    Author: China Miéville
    Genre: SF/F/Steampunk/Horror(?)
    Published: 2000
    Content Rating: R for language, sex, and the sucking of brains

    Beneath the ribs of a dead, ancient beast lies New Crobuzon, a squalid city where humans, arcane races, and bio-engineered Re-mades live in perpetual fear of Parliament and its brutal militia. Everyone's got something to hide, including Isaac -- a brilliant scientist who's in over his head. He's been hired to help a de-winged birdman fly again, but that's not the problem. The problem is one of the specimens he collected for his research: a caterpillar that feeds only on a hallucinogenic drug. What finally emerges from the cocoon turns out to be so terrible, not even the Ambassador of Hell will aid in its capture.

    The world in this book is AMAZING. It felt like a dark, more-serious version of Terry Pratchett's Discworld. It's got everything: steampunk tech, psuedo-scientific magic, fantastic sentient species, monstrous terrors, mafiosos, oppressive governments, even artificial intelligence.

    The writing is really good, if you don't mind the tangents into a description of some new burrough of New Crobuzon (which really aren't tangents, as the city is one of the main characters in the book, but some might not see it that way). The plot, too, was really strong. I admit there were moments I felt were too coincidental (like when Isaac learned what to feed the caterpillar), but it led me along nicely. And especially once the cocoon hatched, I couldn't put the book down.

    Assuming the content doesn't freak you out, you should totally read this book.

    On the Probability of Success

    A conversation I had with my wife Cindy the other day:

    Cindy: "It's so hot!"
    Adam: "We should invent like a portable room with air conditioning and just drive it around."
    Cindy: "You mean like a car?"
    Adam: "No, no. We'll put a couch in it and a TV or something. We can rent it out!"
    Cindy: "Good luck with that, honey. I think you've got a better chance with getting published."
    Adam: "Wow. I didn't think the idea was THAT bad."

    Life After Rejection, or How to Pick Yourself Up Again

    One of the hardest things a writer ever faces is the fact that the novel they love so, SO MUCH is not good enough and must be trunked. Maybe you've gotten to the end of your agent list, or you have an agent but the publishers aren't biting, or you self-published, but after a year of 20-or-fewer sales per month, you realize maybe that novel is never going to take off.

    A lot of writers quit at this point, because they LOVE that novel, they put SO MUCH work into it, and they just don't think they could do it all over again.

    I'm thinking about that right now. Not that my current query round has failed -- it hasn't by a long, long shot -- but after 100+ rejections on two previous novels, even a single form letter can make me wonder if I'll ever get past this stage.

    So here's what I do (in order of increasing surety of failure):
    1. Take another step. If you got a rejection, send out another query. Another month of slow self-pubbed sales? Hit up some book bloggers, write some guest posts. Basically, as long as there's something you can do about it, get up and do it.
    2. Remind yourself what's good about the novel. Find the critiques where people told you how much they loved the humor or the dialog, or the comments on your query that said, "I would request this." Remind yourself that you DIDN'T write crap. You just haven't found the right agent/readers yet.
    3. Make a new plan. You love that novel a lot, right? So how can you revise it to be even stronger? What critiques did you ignore before that now, maybe, look like something you could do? Revise that novel you love so much, then try again.
    4. Find a new story you love. Maybe there are no more steps you can take. No more agents, no more revisions. That novel is done. This is hard to accept, but the best way through it is to find a new idea that you can love even more than the first. Believe it or not, you DO have more than one story in you. Everyone does.
    5. Take a break. Feel you have no more ideas, or the ideas you have just aren't big enough? Take a break. Remind yourself why you love your life, and why writing is NOT your life. If writing really is your passion, then the ideas will come, but don't worry about that right now. And don't write the first idea that comes knocking either. Give them time. Let them grow into something HUGE, and enjoy your life in the meantime.
    How do you pick yourself up after rejection?

    Answers! (and a Selfish Request)

    Before I get to the questions, I have a task for you. You remember that story I wrote, "Pawn's Gambit"? The one about the escaped convict trying to find his daughter (before the assassin he works for does)? If you haven't read it, go read it now.

    Your task (assuming you like the story, of course) is to go to this thread on the BCS forums and vote for "Pawn's Gambit" to appear in their Year Two anthology. And next time you need an internet vote for something, I'll vote for you too.

    (There are lots of other stories you can vote for in addition to mine (you're allowed up to 5). Beneath Ceaseless Skies is easily my favorite fantasy mag (all the more for being free), and it's worth clicking through to read the other stories.)

    Now, TO THE QUESTIONS!


    Jodi Meadows says: Your Q&A comes with sound effects: how much input do you have in that aspect of your videos? Can you request certain sound effects?

    My sound effects team is not the easiest to work with. She only takes on projects she's interested in and rarely takes creative input. And if her mommy's around, she refuses to do any work at all.

    Despite all that, she's one of the best in the business. After all, she was raised by sound effects masters:





    Susan Quinn asks: When are you going to start writing for children? You have a massive built in critique group. :)

    I don't know if I can trust my critique group. They still pick Garfield the Easter Bunny for bedtime reading (if I forget to hide it). I do, however, have an idea for an ABC book that includes "A is for Airship" and "Z is for Zombie." If I could illustrate it, I think they'd really like it.


    Dave asks: If you could fight anyone from history, who would it be?

    Man, I don't know. Why would I fight someone? Cuz it's cool? Cuz I hate them and want to beat them up? Cuz I want to learn something?

    See, I'm pretty sure if I fought someone, I'd lose (unless I'm fighting a five-year-old, but then why am I beating up a five-year-old?). Does growing up in a dojo and sparring with other ninjas count? Maybe I could do that.


    Deniz Bevan asks: Where or when would you vacation if money and time were no object?

    My wife and I really, really, really want to go to Italy someday. And maybe Paris. I think we could pull together the money, but the real issue is the ten kids we'd be leaving behind (or worse, dragging along behind us...man, that would be terrifying).

    The funny thing is, I think both of us want to visit those places because of the food.


    C Ann Golden asks: If you could be any superhero who would you be and why?

    That's a really tough question for someone like me. I want to spend weeks researching all the different superheroes and their powers, then write a thesis about it. (That's only partially true. I actually just want to read a lot of comic books).

    He's probably on my mind because of the movie, but as a kid I always liked Green Lantern. He seemed so cool because he could do ANYTHING. Though I have to admit having your weakness be "the color yellow" is kinda lame.



    David Jace asks: If you could become any animal (and turn back) what animal would it be?

    A seagull. No seriously, check this out: I could fly, live near the ocean, have no natural predators, and feed on a diet of sushi and beach BBQs. IT'S THE PERFECT ANIMAL!


    That's it! Thank you for your questions (seriously, one time nobody asked any questions and I cried for a week (okay, so I didn't cry)), and don't forget to vote for "Pawn's Gambit"!

    Question/Answer Time

    It's been a while since I opened things up for questions, so now's your chance. Same as before: ask anything you like in the comments -- serious or silly, professional or totally inappropriate -- and next week I will answer your questions. I'll probably even tell the truth.

    And because I hate leaving you with nothing on a Friday, here's a peek at what it looks like when I'm reading your comments and blogs.

    Star Wars, Gangsta Style

    This has been around since before YouTube, but if you haven't seen it, you need to. Right now.

    The Future of Print Books?


    We've got a new girl in our home, so posts will be lighter this week. By which I mean they're shorter, not fewer.

    Piracy FAQ

    It's the end of piracy week. As you've seen, my opinions on piracy are mixed (or "balanced" or "wishy-washy," depending on your point of view). I don't like the practice, but I don't think it's worth getting upset about, but also I don't think it's something to be proud of.

    Mostly, though, I don't like the justifications used to support piracy. Granted, the arguments against it aren't great either, but since they're supporting a mostly-reasonable law, I have less issue with them.

    This post, then, addresses some of the more common arguments for piracy. In FAQ form.

    1) Is it okay to pirate something if --
    Let me stop you for a sec. "Okay" is kinda vague. I think you mean to ask whether it's legal, or maybe whether it's ethical, yeah?

    2) Okay, smarty pants. Is it legal to pirate something in certain situations?
    In general, no. Never. Though apparently it depends where you live. I've heard it's okay in the Netherlands. If you get caught in New Zealand, they shut off your internet. It just depends.

    3) Fine. It's illegal, but isn't it ethical in some situations?
    This is something of a gray area. Your sense of "ethical" might differ from mine.

    I see it as a spectrum. On one end, there's the guy in Thailand who makes $7 a day selling computers. He can't afford to pay $500/copy to put Windows on each computer (and if he could, his customers couldn't afford to buy it). If he doesn't sell computers, his family doesn't eat (at $7 a day, they barely eat as it is). So for him to buy the $3 version of Windows around the corner, and install it on every machine he sells, could be considered ethical.

    A little farther on the spectrum, you have the poor mountain villager who makes $1/day and has a stack of copied VCDs next to their ancient DVD player. Those VCDs aren't legal, maybe aren't ethical (since they're not necessary to survive), but I'm not going to begrudge the entertainment of a village that only eats rice and chilis most days.


    Near the other end of the specturm, you've got the middle-class American with his $2,000 computer system, his "low-end" job that pays $100/day, his easy access to libraries, his unrestricted Amazon and Hulu and Pandora, and his difficult decision of whether to order pizza or to microwave burritos whenever he's hungry. Unless this guy's got some kind of medical condition in which he must read 20 hours a day or he'll die, I'm going to say his piracy is both unethical and kinda silly.

    But hey, that's just me.

    4) Dude, isn't that kind of harsh?
    Probably, yeah. Sorry. My point is we need to take a broader worldview before we decide our lives are hard enough to justify downloading things that we can reasonably afford and don't need.

    5) But e-books are so expensive, and I can't even loan them out or give them away. How is that fair?
    It's not fair. It's capitalism. I think it's unfair that I have to spend $1,000 to visit my parents, even though the plane flies there whether I paid for the ticket or not. I think it's unfair that the Thai goverment requires I make $16,000/year to "support my wife" and therefore stay in the country. Fairness is subjective, but fair or not, it's not okay for me to forge a plane ticket or to stay in Thailand illegally.

    If you think e-book prices are unfair, don't buy them. If enough people agree with you, the publishers will eventually get the hint and lower their prices. Whether they do or not, the perceived unfairness of it does not make piracy any more ethical.

    6) What if I want to pay for it, but I can't? Like if the publisher doesn't release an e-version, or they don't release it in my country?
    It doesn't change the ethics of it.

    7) But what if I payed for the hard copy and want an e-version, too?
    It still doesn't change anything. Look, I would love it if life worked this way, but it doesn't. I owned Star Wars on VHS for years, but they didn't let me sneak into the theater for the re-release, or take home the original-release DVD edition for free. Companies release products the way they want and price them the way they want. Unless I pay for it, there is no justification that gives me a right to a similar-but-different product, no matter how much I might want it.

    Companies release different versions of things for a reason. If you want the e-version, buy the e-version. If there isn't one, read something else.

    8) What if I want to try it out? How else am I going to find new authors I like?
    Try one or more of the following: libraries, Amazon's "Search Inside" feature, excerpts from the author's website, reviews on Amazon and Goodreads, read a few pages in a bookstore, ask your friends.

    If you aren't satisfied with these, maybe don't try that author out at all. It's not like you have to.

    9) What's the difference between reading for free at the library and downloading?
    Libraries buy the books they loan, and loaning physical books is legal. There is no question of ethics there. They pay the authors and follow the law.

    10) Are pirates bad people?
    No (and I'm sorry if I made anyone feel that way). There is not a single person on this planet who doesn't do mildly unethical things, then justify it after the fact.

    If you know they're only justifications, we don't really have a problem. You pirate books, I'll break the speed limit (or eat my chocolate cake), and we'll still hang out afterward. Just don't tell me piracy is a good thing.

    And, uh, maybe don't pirate my books, okay?

    Piracy and Other Things that are not Theft


    One of the quickest ways to get a (media) pirate angry is to equate piracy with stealing. "Piracy is not theft!" they cry. Theft removes the original, thus making it so the true owner can no longer use it. But when you pirate something, you're only making a copy. The original is untouched.

    Legally and semantically, they're right. Piracy is not theft. But there's a justification implied: that because the owner still has the original, the copier didn't do anything wrong.

    We talked a lot in the comments yesterday about how the negative effects of piracy are not as bad as we think, but that doesn't necessarily make it right. For example, here's a list of other things that, like piracy, are also not theft:
    1. Hacking into someone's secured wireless network.
    2. Breaking into a government facility and copying down top secret information.
    3. Sneaking into a movie theater.
    4. Forging a plane ticket (unless the plane is full, of course, then you're stealing a seat).
    5. Plagiarism.
    6. Writing a program that steals rounded-off fractions of financial calculations (yes, like Office Space).
    7. Hacking into an Air Traffic Control computer and changing the schedules.
    8. Slander.
    9. Most acts of federal treason.
    10. Kicking someone in the nuts.
    So, yes, I agree that piracy is not theft. But that doesn't justify it.

    Opinions on Piracy (and Some Data)

    I've decided this week is going to be piracy week here at Author's Echo. Not the cool kind of piracy where you swing from the rigging and swash and buckle and stick it to the mean, oppressive, royal navy. But the lame kind, in which copyrights are infringed and authors get all upset over lost sales.

    Apparently, I have a lot to say on the topic, but I hope to contain it to three posts (so I don't have to bore you with it again for a while). First, some of my opinions on the subject, so you know where I'm coming from, and maybe where I'm going.

    Tomorrow's a little more fun.
    • Pirates are not bad people. That has to be said up front. I have lots of friends who pirate stuff (I live in Thailand, remember?), and I still like them. I still like you. And heck, even I sometimes take advantage of "gray areas." Just, uh, don't expect a high five from me because you "stuck it to the man."
    • Most arguments for piracy are empty justifications. Just like telling myself I can eat a chocolate cake because I ran a mile today, justifications don't make a bad thing okay. (Note: I don't actually tell myself this. I just eat the friggin' cake and don't run at all.)
    • Piracy is illegal. There are gray areas, and some things are legal in some countries, but for the most part, if you download something people usually pay for? Yes, that's illegal.
    • Piracy is not worth getting angry about. For one thing, there's no strong evidence that pirated downloads = lost sales. Certainly some are, but I think for the most part, if we magically figured out how to prevent piracy forever, it would result in approximately the same number of sales. Getting angry about piracy, on the other hand, is likely to lose paying customers more than it stops the illegal ones.
    • Pirates are not doing authors any favors. It's often argued that piracy leads to new readers. The data (what little there is) doesn't support this argument either. Certainly some pirates turn into paying fans, but most don't, and not enough to justify the practice.

    For those last two, Tobias Buckell does a great job discussing the data here. He also sums up his opinion (and mine) thusly:
    "I believe piracy [has] a neutral effect from all the studying I've done, but also that standing up to declare you didn't pay for it for whatever mental judo justification you have means you're being kind of a dick." -- Tobias Buckell
    To that end:

    To reiterate: pirates are not bad people and I still like you. I don't want to beat up on pirates this week, though neither do I want to imply that piracy doesn't hurt anybody. Mostly I want to be clear that the justifications for piracy are just that: justifications -- something humans are very good at composing.

    Feel free to disagree with me in the comments, especially if you've got good (non-anecdotal) data to contradict anything in the links here. Of course, you can agree with me too. We love that sort of thing around here.

    Tropes vs. Cliches

    A trope (in a story sense) is any plot, character, setting, device, or pattern that we recognize as such. It's kind of everything, from the unassuming farm boy to the rebellion against an oppressive government to the wise mentor to the chase scene in which the car smashes through a pane of glass being carried across the street.

    Tropes are what make stories run. A story is not good or bad based on whether or not it has tropes. ALL STORIES HAVE TROPES. A story is good or bad based on how those tropes are used.

    What we like about tropes is familiarity ("Yay, ninjas!"), excitement ("Oo, the hero's going to get all awesome on the badguys!"), and especially when our favorite tropes are twisted in interesting ways ("I did NOT see that coming").

    What we don't like is when tropes are predictable to the point of boredom. That's when a trope becomes a cliche.

    Now, cliches are subjective. What's old and tired to you may be brand new to someone else, or it might be someone's favorite trope--they don't care HOW much it's been done; they love it every time. So how do you keep your stories from slipping past trope into cliche? Here are a few ideas:
    1. Be trope-savvy. One of the things I loved about Avatar: The Last Airbender was how it was always aware of its own tropes. Sokka knew he was the comic guy, the plan guy, the boomerang guy, or "the guy in the group that was normal." They knew they were being silly (and yet a little bit serious) when they came up with a name for their group or for the bounty hunter Zuko sent after them.* It worked because they showed you they were aware of their tropes, through action and dialog.
    2. Subvert the tropes. I thought Megamind was fantastic because even though it used all the superhero tropes, it never played them straight. It took one of the oldest tropes (villain captures girl, threatens hero, hero outsmarts villain), showed they were trope savvy (girl mocks villain's threats as cliche), then twisted it (villain kills hero?!). And that was where the movie started. That sort of thing kept me guessing the whole time, even though I knew the ultimate end.
    3. Don't bother. Seriously, the subjectiveness of cliches is one of the reasons you can't please everybody. One completely viable method of dealing with this is to not even try. Use the tropes you love, put them together in ways you think are awesome, then find the people who agree with you.
    What do you think? How can we use the same old tropes (there are no new ones) while avoiding cliche? When have you seen it done well?


    * And the fact they never tell you his real name proves even more they know the tropes they're playing with:
    Sokka: Wait, YOU sent Combustion Man after us?
    Zuko: Well, that's not his name, but--
    Sokka: Oh, sorry. Didn't mean to insult your friend!

    Dr. Bananas

    K. Marie Criddle is challenging herself to draw something every day for a year. It has inspired me--no, not to draw every day, are you INSANE? It inspired me to draw for the first time in 6 weeks (gosh, every time I put a sketch up here, it's been months since my last one...maybe I SHOULD draw something every day *slap* *slap* NO! What, are you INSANE???).

    (Yeah, okay, maybe a little).

    Her first sketch also inspired me to draw something with a gun for an arm, so I'm not being very original here. But then this is what was in my head. You HAVE TO draw what's in your head, right?

    How to Get Me to Unfollow your Twitter Feed

    I know this is going to cause a swath of readers freaking out wondering, "Am I good enough? Will Adam unfollow me too?!" Because, of course, you're ALL worried about what I think of you. (That's how it is in my head, at least. Maybe I should see someone about that...).

    Okay, so nobody's worried about my follow. But to avoid hurt feelings, I want to lay this disclaimer: I unfollow people rarely, and only when they define themselves by tweets like the ones below. If you do some of these sometimes, but other times post something witty or interesting, or converse with me like a human being (as opposed to a marketeer), then chances are very good you're safe.

    But if these are the ONLY things you Tweet, then you might rethink your social media strategy:
    • Follow Friday (#FF) lists of random Twitter handles, with no explanation as to why I should follow all these people you crammed into 140 characters.
    • Publicly thanking a list of random Twitter handles for the #FF mention.
    • Tweeting "Good morning" every time you get on and nothing else.*
    • Links to your blog, your book, you, you, YOU.
    • Tweet 20 times within a couple of minutes, thus filling my entire timeline with you.

    Again, if you sometimes tweet things like this, don't worry. I link to my blog post too (a lot of my traffic comes from Twitter), but I try to keep that from being the only thing I say. The people I drop are the ones who followed me just for the follow-back, who just want to up their numbers even though nobody's actually listening to them, who don't intend to interact or read anyone's tweets but their own.

    What behavior on Twitter (or any social media) bugs you the most? What do you LIKE people to do?



    * I realize some people use Twitter only for conversation, and "Good morning" is a way to let their followers know they're on and ready to talk, but if I don't converse with you, it's all I see. Besides, we can talk without me following you.

    How This Blog Works

    At the risk of spoiling the magic, I thought some of you might benefit from knowing how I do things around here. Here goes.

    THE SCHEDULE
    A long time ago, I wrote posts whenever I thought of them, trying for a vague "once or twice a week." Now I post every Monday, Wednesday, Friday. I don't know if you guys care (because of Google Reader, and living 11-15 hours ahead of the US, I never know when people post), but it makes it easier for me to plan and to know I'm being consistent.

    THE IDEA LIST
    There is no way I could come up with a blog post idea on the spot three days a week. Shortly after I began a schedule, I started a list of blog post ideas. This takes off tons of pressure, and also allows me to cherry-pick the best ideas. They come in waves: one week I'll have a dozen ideas, the next couple of weeks I'll have none.

    THE WEEK BEFORE
    I've taken to writing my posts a week ahead of time (right now, it's May 23rd). I usually have all three posts written by Wednesday or Thursday the week before, scheduled to go up between 7-8 PM, my time, on their respective days. Occasionally real world news will inspire a real time post, but not as often as you'd think. As with the idea list, this takes a lot of pressure off me.

    THE CHOOSING OF THE POSTS
    When I choose a post topic, my general rule (that I made up just for this post) is each post must attempt to be one or more of the following: helpful, funny, interesting (in that order of preference). I try to avoid "housekeeping" posts, which is why you usually don't see blog awards and why I've never mentioned the change in my background picture (um, until now). I also try to avoid rants, albeit with limited success.

    THE ACTUAL WRITING
    Every post is unique to its own topic, but there are a few things that seem to occur often:
    1. I make lists and/or embolden key sentences. That's cuz I know how lazy a reader I am, and I figure other people are the same. It's also because I like lists.
    2. I link to myself a lot. I link to other places too, but basically I'm self-centered. Partially because I hate to think those posts are forgotten. Partially because linking to an old post feels better than repeating myself. I know you can't follow all of them, but I hope you click on one every once in a while.
    3. I add images. I used to do it only where I needed one, but a lot of feed aggregators (like Blogger's blogroll widget, or the blog apps on Facebook) grab a thumbnail from the post. So lately, if I can think of/find a good image, I'll throw it in to help the post stand out.
    4. I try to ask you guys a question at the end. Because unpublished-author blogging is more about getting to know people than anything else. And because when you comment, it makes me all happy inside.
    THE COMMENTS
    Though I read them all, I'm a little sporadic with replying to comments. It depends how many comments I have to respond to and how late the girls are to school and how many boys hit how many other boys that morning. Besides, I'm pretty sure my lame replies aren't why you come here. I've been experimenting with replying to comments via e-mail (for those of you who allow that in your Blogger profile), and I have to admit, it's a lot easier and feels more personal. If I learn anything else useful, I'll let you know.
     
    THE TIMES REAL LIFE GETS IN THE WAY
    I try to save funny pictures, question/answer times, and short posts for those weeks I need something quick, or when I just want a bit of a break. Once or twice a month I'll remix a post for my sanity (I like "remix" better than "repost," especially since I usually update them before reposting), but never one younger than a couple of years. If I need a longer vacation, I'll go with guest posts or in extreme cases, a 1-2 week hiatus.

    There. Now you know what goes on behind the bamboo curtain. Hopefully you can forget you know all that now, so you can still pretend I'm cool.

    How do you blog?

    When (and When Not) to Prologue

    (Remix)

    There are three things that make something a prologue:
    1. It comes before the first chapter.
    2. It is a part of the story (as opposed to an introduction, preface, or forward, which are about the story, but not part of it).
    3. It says "Prologue" at the top.

    Simple, right? That's what makes something a prologue instead of, say, "Chapter One," but it doesn't explain what makes a good prologue. That's what this post is about.

    WHEN NOT TO PROLOGUE
    A lot of writers use prologues as a band-aid for a bad beginning. This doesn't work (I'll explain why in a second). It actually has the opposite effect, to the point where some people skip prologues entirely. TIP #1: Don't use a prologue because you need a better beginning. Fix your beginning.

    There are generally two kinds of band-aid prologues. The first is the FALSE ACTION SCENE, in which the writer is told he should start with action, so he inserts a scene that has nothing to do with the inciting incident. Sometimes the writer will use a flash-forward, inserting a tense scene from the climax and letting that be the tension that drives the reader through their boring beginning.

    The reason this doesn't work is because starting a story is hard, and when you add a prologue, you require the reader to start your story twice. TIP #2: Don't use a prologue just to suck the reader in. You'll only have to suck them in a second time when the prologue's over.

    The second band-aid prologue is the BACKSTORY INFODUMP. This happens when the writer is afraid the reader will become lost without all the background. Sci-fi and fantasy are notorious for this. A good genre writer, though, is able to mix telling details into the story so they don't have to put it all up front in one big exposition. TIP #3: Don't use a prologue to explain the world or backstory or any other kind of telling exposition. 

     Once again, George Lucas shows us what not to do.

    WHEN TO PROLOGUE
    Despite their downsides, I like prologues. Used wisely, they can be very effective. Here are some situations in which a prologue can be useful.
    1. To show a point of view that doesn't appear anywhere else, or doesn't appear until the end. For example, if you need to dramatize some event the protagonist never witnesses, like, say, the mysterious circumstances of their birth.
    2. To create tension that the protagonist is not immediately aware of. This can be especially effective in mysteries and thrillers, where the real tension (e.g. When will the killer strike next? Will the protagonist learn the truth before the killer comes for him?) is behind the scenes. Then the opening scene, in which the protagonist is going through their daily life, is flavored by the tension that the reader knows something is wrong.
    3. To manage the reader's expectations about your story. Have you ever read a story that was all dragons and swords and magic, only to discover the evil villain is a space alien with his own spaceship? Genre blending like this can be done well, but if it's done poorly you end up sucker-punching the reader. A prologue establishing that your fantasy world is a forgotten Earth colony, or that "God" in your story is an intelligent super-computer orbiting the planet, can sometimes go a long way towards easing the reader into the weirdness.
    Keep in mind, though, that these are all guidelines. There are no rules in this business. That's why the best tip is this one, from the illustrious Nathan Bransford:
    Take out the prologue and see if your book still makes sense. If it does, you didn't need it.
      What do you think about prologues? Love 'em? Hate 'em? To the comments!