Fact: NYC Has an Airship Dock

A friend of mine visited New York City recently and sent me this very important information along with photo evidence.
"The top section of the Empire State Building, including the spire, was actually designed  to allow dirigibles to dock at the building and passengers to disembark at the top. The interior of the spire has a massive winch installed where a drag line from the blimp could be attached and reeled in, then a small walkway would be extended to the bridge of the ship."
Click to enlarge
 Apparently the only reason it was never used was due to high wind speeds at that height.

Click to enlarge
Such a freaking shame. We were just a few gusts away from a steampunk utopia.

"Do you credit a Most High God?"

John Scalzi recently described himself as "an agnostic of the 'I'm almost certain God does not exist, but intellectual honesty requires me to admit I just don’t know' stripe." That's a belief I have a lot of respect for.

I'm both similar and opposite (yes, I can be both). I'm certain God exists and cares for us, but intellectual honesty requires me to admit I could be wrong.

I said I have a lot of respect for beliefs like Scalzi's, and that's because there isn't proof of a God -- not in the way we want there to be. If there were, the internet would have a lot less to argue about. And so of course I struggle with my own belief.

I'm certain God exists; I wouldn't be out here, doing what I'm doing, if I thought He didn't -- I'm just not that good. But why am I so certain? That's harder to quantify, and certainly I can't do it in a way that would irrefutably convince an atheist I am right.

But I don't believe blindly. As I said, I struggle constantly. I question why I believe what I do, and why others believe what they do. I question every word I teach my kids, refusing to teach the Sunday School lessons I was given unless I believe them myself. I frequently answer their questions with, "I don't know." I teach them what other people believe. Most importantly, I teach them that I won't ever make them follow God, that they have to make that choice for themselves.

To the point of this post, sci-fi/fantasy is usually so unabashedly atheistic, that I am always surprised -- quite pleasantly -- when it speaks directly to my own heart struggles. The passage below is from SFWA Grand Master Gene Wolfe's The Wizard. Sir Able, the narrator, is a knight more noble than any I have ever read about, who wrestles daily with what it means to be good and honorable. The sister of the king meets him in secret on an unrelated matter, but during the conversation, she asks him if he believes in God.

I'm sure it won't hit you the way it hit me, but I have to share it anyway, because I see a lot of truth in Sir Able's answer:

"Do you credit a Most High God?"

The question caught me by surprise. I said, "Why of course," stammering like the boy I pretended not to be.

"I do and don't." She smiled, and the smile became her laugh. It was music, but I never ached to hear it again as I did Disiri's. Even then, I thought her less than human, and that laugh was at the root of my opinion.

"I don't and I do." She cocked her head like a bird.

I bowed again. "Just so, My Lady. We can think only of creatures, of things He's made. Creatures are all we know, and can be all we know until we know Him. When we think of Him like that, we find we can't believe. He can't be like a creature any more than a carpenter is like a table."

Writing Game Dialogue

A lot of you know I'm a multiclassed programmer/writer. Before I drafted four novels and got an agent, I had a Computer Science degree, scripted for Planescape: Torment, and completed a few dozen Project Euler problems (until they got too hard). Unfortunately, since I've been more focused on writing, my levels in programming have gone largely unused.

Until now. It turns out game dialogue is the perfect job for my class combination. It's nowhere near as complicated as writing a program to solve Sudoku, but it's got all the puzzle-solving aspects of programming that I love.

And it's not as hard as it sounds. Here, I'll show you.

Typical dialogue in a novel goes something like this (excerpt from Post-Apoc Ninjas):

     "Tell me who you really are," the Marshal said.
     Here we go. The Marshal had already guessed much. Kai would have to be careful. "As I said, I grew up among mercenaries in Rivaday, though the mercenaries themselves were from all over."
     "Ah, so the story changes. How much did my grandson pay you, then?"
     "Pay me?"
     "In reward. Surely a mercenary would not rescue the Lord of Gintzu and take nothing in return."
     Kai hesitated. Marshal Aryenu was much sharper than his appearance made it seem. It felt very much like talking to Domino. Better to turn the questions on him. "How much of what Lord Domino told me was true?"
     "Your reward, mercenary?"
     Both sharper and more stubborn than his grandson. "Two thousand."

     "A lie. The boy doesn't pay anyone he doesn't have to."

Game dialogue is not so different from this, at least for a game like Torment. Prose-wise, there are only a few changes:
  • Dialogue tags ("the Marshal said") are rarely necessary, since the character speaking is usually indicated on the game screen.
  • The Player Character's thoughts (in this example, our PC is Kai) are not tied to the PC's lines, if they're included at all; sometimes all information is conveyed through dialogue or item description instead.
  • PC lines are typically very brief. (In some games, you don't even get a line, just a motive or emotion that the game designers interpret for you).
  • Any description is written in present tense and second person (though I suppose it doesn't have to be).
So a more Tormenty version would look like this (speaker tags added for clarity):

Marshal: "Tell me who you really are."
PC: "As I said, I grew up among mercenaries in Rivaday."
Marshal: "Ah, so the story changes. How much did my grandson pay you, then?"
PC: "Pay me?"
Marshal: "In reward. Surely a mercenary would not rescue the Lord of Gintzu and take nothing in return." He examines you carefully. Suddenly, he seems much sharper than his appearance first suggested.
PC: "How much of what Lord Domino told me was true?"
Marshal: "Your reward, mercenary?"
PC: "Two thousand."
 
Marshal: "A lie. The boy doesn't pay anyone he doesn't have to."

Those differences are primarily cosmetic. The real difference, and the most fun, is that game dialogues allow the player to choose what they say.

Marshal: "Tell me who you really are."

1)
[Lie] "As I said, I grew up among mercenaries in Rivaday." 
2) "I'm a ninja."
3) "How much of what Lord Domino told me was true?"
4) Attack the Marshal.

Each one of those choices goes to a different branch of dialogue (or exits dialogue and starts combat, in the case of the last one). It's pretty much exactly like a Choose Your Own Adventure novel combined with a combat mini-game.

But a game should be better than that, no? We can respond, not just to what the player chooses to say, but to their other choices as well -- things they've done in the past, how they've customized their character, who they choose to travel with, etc. We call this reactivity.

Marshal: "Tell me who you really are."

1)
[Lie] "As I said, I grew up among mercenaries in Rivaday." 
2) "I'm a ninja."
3) "How much of what Lord Domino told me was true?"
4) Attack him.
5) (If the PC betrayed his clan) "I'm a ninja, and a fugitive from my clan."
6) (If the PC killed the guards outside the keep) "I'm the guy who killed your guards."  
7) (If the player took the Read Minds ability) Try to read his mind.

And then each of those responses might have reactivity as well. The lie in (1) might succeed if you have a high deception skill, for example. What you learn from (7) might change depending on your level in the ability.

What you end up with is a branching, interlinking dialogue tree, hopefully one that is every bit as interesting for the player to navigate as combat or exploration.


It might seem overwhelming, but really such a thing evolves gradually as you write each line and think about what the player might want to say in reply. In fact, it's difficult NOT to write a huge, unwieldy conversation tree. For me, that's half the fun: trying to figure out how to guide the player to all the information I want them to get, without forcing them.

Here, if you want to play with a free, online example, try this online game where you play a dragon. But, um, don't blame me for any productivity loss.

So You Launched a Kickstarter Campaign


ARE YOU CRAZY? WHAT DID YOU DO THAT FOR?!

Kidding.

So, you know you're ready for Kickstarter, and you've put your entire pitch together. What can you expect from the campaign itself?

THE LIFE OF A KICKSTARTER CAMPAIGN
Most Kickstarter campaigns follow the same general trend:
  1. A large amount of pledges on the first day.
  2. A quick drop-off of pledges over the next couple of days.
  3. A long "lull" where the amount of pledges per day is about the same.
  4. A spike of incoming pledges on the last two or three days.
From this, I can tell you a few things.

First, don't freak out during the lull. It's perfectly normal, and there's nothing you can do about it (almost nothing; see below). Instead, interact with your backers and continue your non-spammy publicity (again, see below).

Make the first day of your campaign count. A lot of projects, even major ones asking for millions of dollars, like to throw their project up one day and surprise everybody. Mostly, this doesn't go like everybody thinks it will.

A better idea is to float the idea of a Kickstarter to your existing network (you do have one, right?). These are your core fanbase and your early backers. By telling them what's going to happen ahead of time, not only do you make sure that some people show up on that first day, but you can also get a sense of whether your Kickstarter is even a good idea. Are they excited about it? Worried? Do they have ideas for rewards you can offer? You can learn a lot from your core fans, so don't hesitate to include them on the idea.

Prepare for the last days. You'll have spent the lull interacting with the core backers who hang around the Kickstarter page, but on that last day you'll see an influx both of people who haven't been to the page in a while and who have never heard of your project at all. Make sure the information on your front page is still clear to someone who knows nothing about your project or stretch goals. Make sure your updates are inclusive.

THE LULL
Every Kickstarter campaign has a lull. It's perfectly normal, but your backers might not feel so. You can educate them on the basic life of a Kickstarter, but there are other, better things you can do to make them feel like the campaign is still moving.

Interact with, and listen to, your backers. I cannot stress this part enough: people want to feel like they're making a difference. If people suggest good ideas -- stretch goals, rewards, ways to improve the product -- take them, run with them, and don't forget to credit the people who submitted them.

Also answer their questions or just hang out with them in the comment threads. People are much more likely to invest in a person than a project, so make yourself real and personable to them.

Make stretch goals. Now, stretch goals are not appropriate for every project, but if they make sense for yours, then do them. In fact, plan them even before you launch (you never know when you might, you know, break the fastest to a million dollars record). They won't break the lull (more on that in the next section), but they'll give your core backers things to watch and root for.

Some of them might even plunk down more money just to meet a stretch goal.

BREAKING THE LULL
There is very, very, very little you can do to break the pattern of the Kickstarter lull. For the most part, there are only three things that can give you a spike in the middle of your campaign:
  1. Get to within a few percent of your funding goal. If you look at the pledging stats for other projects, you will notice that almost every single one has a spike of new pledges and new backers on the day they met their goal. Once again: people want to feel like they're making a difference.
  2. Get publicity to an audience that hasn't heard the news yet. This is about marketing. By the middle of your campaign, your core fanbase knows about the project. Their friends have heard about it. Is there anyone else in your target audience who might not have? Find them. Find the forum or news sites they hang out at, and tell them too. (But DON'T SPAM. Spamming only reaches the same audience repeatedly, thus annoying them. Even well-intentioned fans can be guilty, so be careful.)
  3. Make an announcement that changes the nature of the project (in a good way). For example, say you launched a Kickstarter to get internal illustrations for your book. Halfway through the campaign, you announce that Tony DiTerlizzi(!) has agreed to do the illustrations. Whether it's a newly revealed stretch goal or not, this sort of announcement can give you a huge spike in pledges once people hear about it.
Don't freak out if these spikes don't create a new level of daily pledges. Very likely, the pledges will jump up for a day or two then go back to the normal lull. But that's okay. You've created excitement, given your core backers something to talk about, and made just that much more money. And that ain't bad.

Hopefully this little mini-series (written while my novella is in the hands of the most awesome critique partners in the world) will help you, should you ever decide to Kickstart a novel. Or anything, really. You can't predict everything, but neither is it all completely random. Let me know if you have any more questions.

So You Want to Launch a Kickstarter Campaign

I think one of the reasons 56% of Kickstarter projects fail is because people tend to believe it goes:
  1. Have idea.
  2. Click 'Publish.'
  3. Rake cash.
But a Kickstarter campaign, a good one, is a lot of work. Not as much work as writing a novel, but it's not something you just post on a whim. Before you click "Launch," you need to know (or have) ALL of the following.

WHY KICKSTARTER?
This is every backer's first question: "Why are you coming to me for money instead of doing it yourself?" There are lots of great answers to this question. For example, you might want to:
  • Gauge interest before spending a year of your life writing it (though be warned: if you have no writing experience, people are going to wonder what, exactly, you're gauging).
  • Fund a nice print run, limited edition hardcovers, etc.
  • Fund a marketing campaign for a novel you've already written.
  • Hire an illustrator for the book cover, a map, or internal illustrations.
  • Hire an editor to give the book you've already written the polish it deserves. 

Whatever your reason, it's part of your pitch, and part of the reason people are going to back you. They want to be a part of something important, so make them feel that.

A FUNDING GOAL
How much money are you trying to raise? This is more critical than you think. People often judge a campaign based on how much it asks for. If you ask for $1,000, people don't expect much, but you lose some respectability. Ask for $10,000, and now people expect something serious -- a midlist author or a book that had a publishing contract but backed out for some (respectable) reason, for example.

Obviously it's not just about appearances either. How much do you actually need? What are you using it for? Are you barely covering your costs or did you build in a profit? Did you remember to take into account Kickstarter's fees? Rewards? Shipping? Once you are successfully funded, you are responsible for all the promises you made during the campaign. Make sure that, if you hit your minimum funding goal, fulfilling all those rewards will still be worth your while.

BACKER REWARDS
What are you offering your backers in return? Obviously a copy of the novel, but in what format? For how much? Do you have more rewards for people who want to back you at a higher level? Think carefully about this, because fulfilling rewards (especially physical ones that have to be mailed) can eat up a lot of your budget. But at the same time, people won't back a project if the reward they want is too expensive.

ART
You're a writer, so what do you need art for? Well, you don't have to have it, but if you can get good-looking art -- maybe concepts of your story, a map of your world -- it can make an average pitch look great.

Be careful, though. Bad visuals are worse than no visuals at all. 

THE PRODUCT
You might think that because the Kickstarter is meant to determine whether or not you'll even make the product, you shouldn't have to do any work on the product at all. This couldn't be further from the truth. The more work you put into your novel (or whatever you're pitching) ahead of time, the more faith your backers will have that you can pull it off.

There's a balance though. If your product is completely finished, people will wonder why you need to raise x-thousand dollars for it, and they could be more hesitant to put their faith in you. Again, people want to feel like they're making a difference.

THE VIDEO
This is the first thing people see when they hit your Kickstarter page. You don't have to have one, but some people are more likely to watch a two-minute pitch than read all the text on your page. How to make a good video is beyond the scope of this post, but in general:
  • Keep it brief.
  • Pitch what you're doing, why you're the one to do it, and why you need the backers' help to do it.
  • Show off any art you've got, even if it's just concepts.
  • Don't show anything that makes you or your product look bad. Kickstarter is about transparency, but you can go too far.
THE PITCH
This is the meat of your Kickstarter page. It's got to have all the information listed above, plus more to pre-emptively answer any questions a potential backer might have. The better you anticipate and handle potential questions, the better your launch will go.

What happens after launch? I'll deal with that in the next post.

So You Want to Kickstart a Novel

Kickstarter has funded the hopes and dreams of thousands. Could it do the same for you?

Maybe.

First things first: Kickstarter is not the new self-publishing. A quick look at their own stats will prove it: less than half of the projects put up on KS have been funded. The statistics for the publishing category are even more grim: only a 31% success rate.

Still, it's better than querying, amirite?

I want to spend a couple of posts talking about what you can do to get yourself in that 31%, and why you might want to do it at all. Kickstarter isn't a magic bullet.

NOTHING IS.

But it does have a couple of benefits over publishing straight to Amazon. Specifically:
  1. It shifts the risk. Instead of spending a couple years writing a novel only to discover nobody wants it, you can learn the same thing after only a couple of months.
  2. You can get input directly from the people you're writing for on what they like and don't like.
What Kickstarter can't give you is writing experience, which is admittedly kind of critical. So I can't really recommend it to inexperienced writers. But if you've been writing a while, and you've got this great idea for a story, but nothing of yours has ever sold really well and you're not sure if it'll be worth your time, well.... you might look into it.

There are 3 things you should probably have to run a successful Kickstarter. If you're only asking for a little money (say $1,000 or less), maybe you can get away with one of these. From $1k-10k (where most of the successful publishing projects are), you want at least two out of three.

(1) A great idea. Be careful here. Everybody thinks they've got a great idea. You've got to have an idea people want. No, more than that: an idea they need. It's hard to pitch something innovative, and a lot of great-but-untested projects fail right here. This is why nostalgia and spin-offs sell really well. But if you're an author looking to self-publish, you don't have the luxury of a license. High concept is your friend.

(2) Evidence that you can pull it off. Because everybody has great ideas, people are hesitant to back someone if that's all they've got. They want to know why you're the person to put this together. Anything that proves you can write: short stories, a blog with a following, even a popular Twitter feed. If you don't have anything, try an excerpt of what you're planning to make.

(3) A network of people to spread the word. Kickstarter does not mean instant visibility. While it's true your backers have a vested interest to spread the word on your behalf (another benefit of Kickstarter), you have to get some backers first. Having a platform to start from can help a lot.

If this looks a lot like what you need to succeed in self-publishing -- or querying agents and editors, for that matter -- you shouldn't be surprised. Kickstarter doesn't change the playing field. It just shifts things around. Instead of WRITE => BUILD PLATFORM => MAKE MONEY, now it's BUILD PLATFORM => MAKE MONEY => WRITE.

These are all just guidelines, of course. It depends very much on how much money you're asking for, and even then there's no guarantee that any of these will make your Kickstarter successful (see what I said before about magic bullets). Though if you've got an idea people are craving, a history that shows you can pull it off, and an audience just waiting for you to launch so they can tell their friends about it, well . . . then you might have something interesting indeed.

But you still need a campaign. We'll talk about that next time.

First Impact: THE ANKULEN by Kendra E. Ardnek

It's been a while, but we have another First Impact Critique, where we take a look at your queries, first pages, back cover copy, and more. You want to make an impact right from the start. We're here to help you do that.

If you'd like to submit your first impact material, send it to firstimpactAE@gmail.com. Details here.




This week we have the back cover copy for a fantasy by Kendra Ardnek (I see what you did there) called THE ANKULEN. My overall thoughts are at the end. As always, this is just my opinion. Your mileage may vary.

Back Cover
When she was seven, Jen had an amazing imagination - one she could make real. Then her parents adopted Chris. He disappeared a few weeks later - and with him went her imagination. But when her adopted brother Chris disappeared, her imagination went with him.

Eight years later, he reappears and makes a startling revelation. He was her imaginary friend. Indeed, she has an entire imaginary world - and it still exists!

That's a mouthful :-)

The world-building is confusing me
here a little. See my thoughts below.
But it's dying - eaten by a horrid creature called the Polystoikhedron. She must find her Ankulen - the special bracelet that brought her imagination to life in the first place, and fight for her world. She's willing to fight.

But is she willing to die?


I'm assuming these are two versions
you want me to critique.
Or ...



Not a fan of this opening sentence.

Why is she wishing it now? Also it
seems odd that what she's worried
about is her imagination, not her
probably-kidnapped brother.
Stuck outside until her notebook shows signs of a story, Jen makes a wish that the adopted brother who disappeared when she was seven, shows back up and tell her what happened to her imagination. Which disappeared the same day. Of course, she never expected him to actually do so.

How did she not know she had this
bracelet? Wouldn't she have noticed
it ALSO disappeared the same day
Chris did?

I don't understand her 2nd task.
Turns out, he was actually her imaginary friend, and she had an Ankulen, a special bracelet that brings imagination to life. With her imagination in reach, there are only three things she needs to do to get it back: find the Ankulen, find her missing memories of building her imagination, and fight off the Polystoikhedron, a hydra-like monster that has been making a feast of her imagination in her absence.

All in a day's work, you know?


Adam's Thoughts
I like the concept, but I don't know if I'd read the book based on this back-cover copy. It raises a lot of questions for me in a not-good way, which makes me wonder if the author has thought the implications of everything through.

Here's the thing. As soon as I read that her imagination became real, I immediately begin thinking what *I* would do with that kind of power. I'm willing to grant a lot of leeway because she's seven at the time, but still, I'd expect unicorns and dragons and princesses in castles. Or SOMETHING totally fantastic that doesn't belong in this world. (And that's not even counting things like infinite candy/pizza/video games ;-).

But then what does it mean that it became real? Could her parents and other people see this stuff? If so, wouldn't that have freaked everybody out? And if not, what does "real" mean? Was it a world she went to? Did anybody believe her? Because the opening makes it sound like it was really, definitely real -- especially since her parents could presumably see Chris. But then why is she the only one who notices when it goes away?

Two other overall comments: (1) this feels like Middle Grade, though the submission labeled it as simply "fantasy." That probably doesn't matter for the back cover, but it's something you might want to know as you seek out your target audience. (2) This feels a LOT like The Never-Ending Story. That's not necessarily a bad thing (as I said, I like the concept), but I do think your back-cover copy could add something to distinguish it from that classic.

What do the rest of you guys think?