AMA: Torment Companion, "The Toy"

Garrett / Claive says:
I am fascinated with the idea of the "Toy" companion.  How much "growth" will there be from when you first encounter this creature to when it is finished with you?  How much influence will we as the player have on that growth?  Will that "directed growth" be predictable, variable, random, feed it fire seeds and pray?

Background: Early during our Kickstarter, we announced the following stretch goal: "Our initial plans for Torment included four possible companions for the player and at this Stretch Goal, we will be adding a fifth, which we’ve nicknamed “The Toy.” (That’s not its in-game name. ;) ) The Toy is a changing ball of goo: Is it a pet, an abandoned toy, a dangerous weapon? Whatever it is, it responds to the way you treat it by changing its appearance and abilities to reflect what it perceives as your desires. Its ultimate secrets are... well, you'll have to find out."

The Toy is part of the numenera, some leftover creature from a prior world, or maybe a byproduct of some ancient technological process. Who knows? What it is now is an extremely strange and loyal pet.

I can't tell you in detail how much growth it'll have from start to finish, but it'll be equivalent to the growth your other companions go through over the course of the game. The main difference is the Toy's development will affect its form as well as its abilities.

As it's master (if you choose to be so), you'll have a decent amount of influence over it, but you won't always know what you're doing. The Toy will learn from you, from what you praise or punish it for, from what you ask of it, and from what you yourself choose to do. If you encourage it towards violence, it might get better at that and become a killing machine. If you encourage it to be quiet, it might take that to the extreme, even to the point of becoming invisible.

Or it might not. We know what we want the Toy to do, but there's a lot of design and implementation left before we know what this specific character will do.

And like all the numenera, the Toy will occasionally do things you don't understand and don't expect. Nothing about the numenera is entirely predictable, and the Toy is a major example of this. Especially if it can't make sense of your desires (or maybe even if it can), it may occasionally swallow your enemies or burp a black hole or... who knows? You just can't tell with this thing.

AMA: If You Could Make Any Game...

The aftermath of my trip to California has kept me ridiculously busy, but I've finally snuck a little time to answer another question. And it's a good one.

Samuel asks:
You are currently the project lead for Torment: Tides of Numenera for InXile Entertainment. With that in mind, if you could be the "boss"/project lead for any type of Compute role-playing game, and decide everything about it's setting and design, what would you make?
 
(Clarification: I am not Torment's Project Lead. That distinction belongs to Kevin Saunders. I'm not even sure it's a job I'd want. I am Torment's Design Lead, in charge of gameplay systems and Numenera adaptation. And sometimes Colin and Kevin even let me write stuff.)

With that clarified, I'd make the game that I started 11 years ago: a space trader game set in my own Air Pirates world. If you know what both of those are, you can skip to the end. Otherwise...

A space trader game is an open-world (or at least pseudo-open world) space simulator in which the player is the pilot of a relatively small, outdated starship and must work his way up to some awesome, customized super star destroyer of his own design, by trading goods, accepting missions, and taking risks.

Often the game world has a number of factions the player can take missions for, gaining the goodwill or ire of each, and unlocking special missions, ships, weapons, etc. Many such games also have a story you can follow (or ignore). My favorite space trader games, in reverse chronological order, have been: Wing Commander: Privateer, Escape Velocity, and the BBS text version of Trade Wars.

Air Pirates is the world in which my single published story "Pawn's Gambit" is set, as well as the novel that got me my agent.

Air Pirates is not set in space, and it has almost nothing to do with space. It's really all about the airships and the pirates (hence the name). So that's the first thing I would change from the space trader formula: it would be set in a world and not in space.

The second thing I would tweak is I'd focus it on story and reactivity. I wouldn't remove the open-world aspect of it entirely, but for me that would be a side game. The story and the characters would be what was important, along with giving the player multiple really interesting ways to get through the game the way they want to.

Will I ever get to make that game? Probably not. But you asked, Samuel, and it's fun to dream.



Got a question? Ask me anything.

AMA on the Road

I am currently in Incheon Airport in Korea, awaiting the end of my 8-hour layover so I can finish another journey to Newport Beach and another week of design meetings, pizza, more design meetings, Greek food, brainstorming meetings (you know, where we brainstorm design), Mexican food, and the beach. Except for the part where I leave my family for 10 days (and, you know, kill 8 hours in an airport), I'm pretty excited about it.

But I do have some questions to answer! So let's get to these.

All these questions are from Surface Rlf:
If the player it to be forewarned about possible failure, or chances for that failure - shouldn't that be dependent on level of his skill for that specific task?
So, a low level, beginner thief would not be able to know how dangerous some trap or lock is with any greater precision (this lock looks challenging, duh), while a master thief would be able to evaluate the dangers with more exact precision, presumably knowing the exact type and maker and specific of the lock or trap.
Or at least be able to deduce the potential risks with more precision?
- instead of some global knowledge available to everyone - of that class?
These are cool ideas, and if we had more resources to devote to implementing and debugging this kind of gameplay, I'd put it in Torment.  (I know it doesn't seem all that complicated, but even a small thing like this can increase balancing and debugging time exponentially.) At the moment, pending prototyping and iteration of our exploration gameplay, we're allowing the player to choose how much of the task difficulties they see (actual numbers vs. abstracted numbers (default) vs. none), primarily focusing our resources toward conversations, Crises, and reactivity instead.

Save scumming in usual gameplay may be fine, but what about saving during TB combat?
It's likely this will be possible in Torment (our Crises are planned to be longish, in-depth affairs), so I stand by my statement in this interview. Namely, we are taking care in our design so as not to encourage nor require savescumming, even in TB combat. But for some folks, that's how they want to play, so we're not going to expend tons of resources to prohibit it.

- have you played Age of Decadence?
Sadly, no.

As for [random number generation (a topic dealt with in the same interview)]... isnt that what gives RPG mechanics a very valuable sense of authenticity and believability? Lets look at... Sergei Bubka, at his prime. World recorder and master champion of his sport with no one equal or even close in skill at the time. Did he succeed in every single jump? Furthermore... shouldn't RNG lessen the more skilled a character is and be greater the lower level of skill is? (but never be completely removed?) Seems reasonable and believable to me.
I agree (though as I said in the interview, deterministic can be fun too). Sounds like you'll enjoy Torment's design :-)

Oh, i guess the fact that the player has the option of switching between all those Foci will be excused through narrative - of player being a castoff.
Something like that, yeah :-)



Have a question? Ask me anything.

AMA: 7 Quick Answers

The lovely Authoress asks:
Why aren't you writing a novel right now?   :)

Brian Fargo (my boss's boss) has been quoted as saying that we have generated 800 pages of design documents, and I'm personally responsible for about 150,000 words of those documents. (That's an excuse, I know. I am writing a novel, but much more slowly than before.)


Sandra asks:
What will you look for in an intern? What are some basic skills the intern must have? What kind of attitude should s/he have if they want to apply at a company? (Given that, ofcourse, the company you work for, accepts interns)

I, personally, do not look for interns. There are more than enough people in my house who require me to teach them everything I know for next to no pay, such that I don't need any more. I don't know if inXile takes interns, but I'm sure you can find out.


The even lovelier Cindy Heine asks:
What's the next gift you're going to give your wife? 

Either something from the States, something from an airport, or a hug. Maybe all three.


Ali Martinez asks:
Are you guys going to make the [Torment] combat system like Planescape/Baldur with the pausable real-time mode?. Because right now there are WAY too many "turn based combat games" like Banner Saga , Blackguards , ShadowRun, Wasteland, Divinity Original Sin ETC. And I really think that many people want that old school RPG complex combat system, so it would be great if you guys go with the real time paused system :) 

Torment's combat will be turn-based, which we've talked about (and there were "many people" on both sides of that decision).

(Also, real-time w/ pause = old school? Am I that old?).


Hiver asks:
How come the Changing God doesnt get that his discarded shells are continuing to live? He seems as a rather smart guy and he makes them himself. - Does every shell survive or just some? How come?

I can't answer too much without spoiling, but he does get it (at some point).


David asks:
Can I play T:ToN without having to learn the massive lore beforehand? Can I as a layman play the game and learn about the world and rules through playing the game rather than having to study beforehand?
I ask because whenever I see an interview or an update, I've got the strong sense I'm missing a vast amount of knowledge.

I backed both Project Eternity and Torment Tides of Numenera, but my attention had been focused mostly on following Project Eternity. I now have this idea that starting T:ToN I might be well out of my depth. I hope not, because so far, I like everything I've read. And as a fairly critical person, that's rare.

You will absolutely be able to play Torment without knowing anything beforehand. If you come in having read every post and novella, you'll notice cool things here and there, but we are explicitly assuming the player has no background knowledge coming in.


Hugo Chavez asks:
You're pretty cool. What's your shtick?

Clean living, Jesus, and a barrel of children who won't let my head get big for even a second.



Got a question? Ask me anything.

AMA: Adapting Numenera to a CRPG (and what that means)

Thomas said: 
A lot of Numenera's rules seem to be designed around a push-pull between the players and the GM. Are you finding that difficult to adapt to a cRPG where the "GM" is static content that is predetermined?  
This question I thought would be of broader interest to Torment backers, so it is answered in today's Kickstarter Update.


Steve MC said:
Can you explain the above question before you answer it? 
For my faithful blog readers (who are, perhaps, beginning to feel as though they've been dragged into something beyond their experience or comprehension... which is probably kinda true), first some definitions:
  • Numenera is the tabletop role-playing game (RPG) whose rules and setting we have licensed for Torment: Tides of Numenera.
  • A tabletop RPG is like D&D and is played something like this.
  • GM = gamemaster, the referee of sorts who determines what happens as a result of the things the players try to do.
  • cRPG = Computer RPG, which is basically the same thing as the tabletop except now the computer is the GM.
Hopefully that gives you enough context to already understand the question, but to take it further...

Tabletop RPGs, and Numenera in particular, rely on the imaginations of the players and the GM to collaboratively tell a story. This works because the GM can adapt to anything, even to the point of changing the rules.

In a cRPG, we have to somehow limit the player's options (so we can handle the consequences in a believable and satisfying way) while simultaneously making the player feel like they have freedom of choice in any given situation. It's a tricky wire to walk, and that's what the Q&A is primarily about.



Got a question? Ask me anything.

Jules Windu

Because:
  • The blog says drawing in the subheader.
  • The last drawing I posted was over a year ago.
  • I actually like this sketch.
  • I finished all my work, played games with the kids, and even wrote words today (read: I've earned a post).
  • It's Jedi week at Anthdrawlogy.
  • Samuel Leroy Jackson.

AMA: GM Intrusions and Messing With Time

Surface Rlf says:
Hi Adam, very nice of you to provide this channel into your brain. :P

Gm intrusions... how about achieving them through gameplay itself. You mentioned a simple example of getting a sword knocked out of players hands so im going to stick with that (because its easy). How about it is done by some enemy or some monster in the game? Or an environmental event, or some artifact in another scenario or situation... and so on?

You also mentioned player being able to revert his latest action? Is that like some quick time travel backwards... like some kind of Prince of Persia sands of time mechanic - trick?
Just checking.

Great to hear that changing Foci will cost something - and even better hearing you dont like respecing... respeccing? (what an awful word too). I was afraid that might be included. 

GM Intrusions
A brief definition for those new to Numenera: GM Intrusions are a means for the GM of a Numenera game to spice up a situation by introducing a difficulty, without making the players feel like he's screwing them over just because. This is accomplished by giving players an out; if they accept the complication, they gain 2 XP, or they can refuse the intrusion by spending 1 XP.

In Torment, this is trickier to pull off because there is no GM and because intrusions have a way of reminding the player he's playing a game (a thing we'd rather not do in a CRPG).

Your suggestions, Surface, are pretty much along the lines of what we've been thinking. As I said in that interview, we haven't solidified how GM Intrusions will work in Torment yet, but we do have some goals that give us a framework:
  1. Intrusions should be cool (not "good," but cool), something the player wants to accept. Of course, giving them XP is a major part of this.
  2. Intrusions should change an encounter in interesting ways, not just make things harder for the sake of making things harder.
  3. Intrusions should be framed as complications arising from external events, not from the PC screwing up (pretty much what you said, Surface).
Some ideas we've had along those lines are things like: extra guards appearing, a bridge going down (changing the terrain and the tactics of an encounter), a Broken Hound confers a Diseased fettle in addition to their normal attack, an item turns out to have been misidentified doing something different from what the player thought it would, etc. Will these feel right? We won't know until we can prototype them and try them ourselves, but it's in the right spirit.

In my mind, the real hard part is not what the intrusions will be, but how they're presented to the player. We have yet to delve into that UI in depth.

Reverting an Action
(Surface's question here is in the context of the interview again, where I mentioned that the player might be able to spend XP to undo a recent action.)

The tabletop game doesn't explain how this mechanic works narratively, probably because it's easier to immerse yourself in a story told around a table. We haven't talked about how this will be explained in-game for Torment. It might not be explained at all, simply something you can do, just like how you can use "renown" in Banner Saga to purchase items and food.

But the way you describe is not out of the realm of possibility. Numenera does actually have an "Undo" ability that lets you do exactly what you describe, taking back a character's most recent action. For Torment, we're talking about additional abilities along these lines as well, ones that let you fiddle with time in interesting ways.

The Ninth World is a strange and magical place, where nanites live in the air and dirt, where mysterious forces can be called on by someone who knows what they're doing -- or even some people who don't. It's entirely possible that this XP mechanic is one such situation.



Got a question? Ask me anything.

AMA: On writing too concisely

Valerie asked:
Do you have any advice for people who write too concisely (i.e., me)? 

Write more.

Okay, kidding. Honestly, I don't know how much help I can be here because personally I try to write concisely. I'm not a fan of purple prose, and I'm not sure how to write elaborate description well without falling into the purple trap (although I know it can be done).

So I aim for concise. I'm not sure you can write too concisely.

Rather than worrying about concise or verbose (which is really just word count, which really only matters if you're getting paid per word), take a look at whether the prose does it's job: to pull the reader into the story. There's like a bazillion ways to do that, but I think it can be done both concisely and verbosely. I've seen great authors do both.



Got a question? Ask me anything.

AMA: Self-mutilation in Torment?

hightechzombie asked:
Do you intend to add self-mutilation to Tides of Numera like in Planescape: Torment during Ignus "lessons"?

Probably asking this way too early, considering that you are still in pre-production. Still, this is very important to me!

Backstory (because my audience includes non-Torment fans as well):
In Planescape: Torment, you played the role of an immortal who lost his memories each time he died. Because you're immortal, we were able to include moments like plucking out your own eye and replacing it with a demon's, or having a powerful wizard (Ignus) teach you how to use powerful fire magic by, literally, burning the lesson into your body.

In Torment: Tides of Numenera, you don't play an immortal, but the castoff shell of a man who cheats life by jumping from body to body (he doesn't realize the bodies he leaves behind wake up and have their own lives after he leaves them).

So you're not immortal, but the castoffs are quite hard to kill. We haven't drilled down into the details of every area yet (which is where a lot of this stuff will surface), and I'm not allowed to give spoilers, but there is definitely the opportunity for PST-like moments like Ignus and Ei-Vene.



Got a question for me? Ask me anything.

Ask Me Anything

I'm adding a new feature to the blog (poor, neglected blog). You can now ask me anything you want. At any time. About writing or game design or how Torment's going or what it's like parenting a billion kids or living in Thailand or how awesome Firefly and Avatar are . . . whatever. Periodically, I'll answer your questions here (NDAs notwithstanding, of course).

Don't have any questions right now? There's a tab up top and a link on the sidebar. Use 'em.

(Why don't I use an existing platform for this, like tumblr or Formspring? (1) I have control here. (1a) When those platforms die (like Formspring almost did last year), I'll still be here. (2) I have enough platforms, thanks. (3) You don't need more places to go either, I imagine.)

That's it. Use it if you want it. I'll just be over here. You know. Waiting.


Why I Love the Banner Saga

Guys, I think I love this game. I mean, it's over now, which makes me sad, but... Well, maybe I should tell you what it is.

The Banner Saga is a tactical RPG, kickstarted by Stoic Studio almost 2 years ago backed by over 20,000 people. It feels like what would happen if George R. R. Martin hired Don Bluth to make a short version of Final Fantasy Tactics set in a Norse world. You think I'm joking, but play it and tell me I'm wrong.

It's set in a fantasy world inhabited primarily by humans, varl (giants with massive horns), and nasty armored things called dredge. For some reason, the sun stopped moving near the horizon and the world is freezing. On top of that, the dredge are rushing out of the north, crushing everything and everyone in their path. Men and varl have to put aside their differences to save both their peoples, but that proves rather difficult.

And then things get worse.

You play a few different characters across the game, reluctant leaders of men and varl stuck in impossible situations. This is the first thing I love about the game. You don't know how to lead. You don't even want to lead. But the game asks you to make impossible decisions of the stand-and-fight vs. run-and-abandon-our-ancestors-home variety and then it makes you question whether you did the right thing.

The second thing I love is the game makes you feel like your decisions matter. They don't always, but so many of them do that you don't even notice the others. If you stand and fight, you might lose and be run off anyway, or you might actually win and be forced to make a different decision. Do you let the women of your clan train to fight, even though the men are dead set against putting their wives and daughters in danger? Do you encourage a town you pass by to flee with you, as you did, or stay and defend their homes, as you wish you did?

The game itself is a series of macro decisions on how to help your clan escape and survive, interspersed with tactical battles pitting your heroes against a few enemies. These were the third thing I loved. There's almost no dice-rolling; the outcome of your attacks is almost entirely deterministic (some people like to give me crap for designing elements of chance, but guess what? I can love both). And the abilities of the different heroes at your disposal can be combined in unique, sometimes unexpected ways, so that a clever commander can sometimes win even a hopeless battle.

The music, the art, the prolonged scenes watching my caravan trudge across the waste (it sounds weird, but those scenes are part of what really drew me into the game), the deaths, the questioning myself as a leader, the triumph when I finally did something right... It's just a good game. If you like tactical games or RPGs, check this one out. The Banner Saga is strong evidence that games are art.


"You must keep writing, because you are a writer."

You know those writers who say, "I really need to get back into writing," and then two weeks later they're still saying that? Guess who's become one of them.


Well, not that guy. Me. I'm one of them.

You may be familiar with some of my reasons. Drafting is my least favorite part of the process, and with two unpaid novels in the hopper, and a yes-paid job, my motivation for doing the sucky part has been sapped.

And you know what? My reasons are good reasons. I'm doing creative work for my dream job and excelling at it, and I've got novels on the submission train. My priorities are right where they should be. This is what 99.9% of my friends tell me when I bring up the fact that I've written an average of 1,000 words/month lately.

They're absolutely right. Everything's cool. I don't have to write.

But there was that 0.1%, that one friend (I have exactly 1,000 friends; prove I don't), who had to go and say something different that stabbed me right in the gut because it was exactly what I needed to hear. The wonderful and not-at-all maniacal Authoress grabbed me by the shoulders and said, "You must keep writing, because you are a writer."

Ow! OwowowowowieowieOWow.

It's absolutely true that when push comes to shove, the paid job wins (actually the family wins, but they get on a timeout when they shove me, so . . .). But I've been tackling every single day like my job was in crunch time. I am a game designer. But I'm also a writer. If I can't figure out a way to do both, then . . .

Well, I just have to figure out a way to do both.

I know it can be done. I know because I find time to tweet, read, play chess online, and even draw. I don't have to write a lot (see the aforementioned priorities), but if I can't find time to squeeze out even 250 words in a day? That qualifies as pathetic.

Well, pathetic for me. You make your own goals.

What are your goals? How's your writing going?

You Get One Debut... But That's Not All You Get

My friend and former query twin* Krista Van Dolzer wrote this excellent post for authors trying to get published.
There have been a few exceptions...but for the most part, you only get one chance to make a first impression. Stated another way, you can only be a variable when you're actually a variable. If you don't have a sales record, publishers have to rely on a set of complicated formulas--and possibly their tea leaves--to determine how much your book is worth...

But once you have a sales record, it will follow you around for the rest of your career. Publishers no longer have to guess how much your books are worth; your sales figures will tell them.
Her point (which I totally agree with) is that you should be careful how you debut and whom you debut with. Don't jump at the first small press or self-publishing option you get without really thinking about it. People generally put more value in unknown potential than they do in someone who has a record we can look at. Publishers and the reading market are not immune to this. (This has recently become an additional reason for me not to jump onto Kickstarter with my beloved-but-rejected novels. Not yet, anyway.)

However, I would submit that you're more likely to write a bestseller in your 3rd or 4th or 10th book than you are in your first. I'm basing this on the fact that many of the bestselling novels I know and love were not debut novels:
  • Orson Scott Card. Best known for Ender's Game (1985). It was his 8th published novel.
  • Suzanne Collins. Best known for Hunger Games (2008). It was her 8th published novel.
  • Scott Westerfeld. Best known for Uglies (2005) and Leviathan (2009). Uglies was his 8th published novel (dang, a trend!).
  • Brandon Sanderson. Best known for Mistborn (2006) and his contributions to the Wheel of Time series (2009+). Mistborn was his 2nd published novel.
  • Neil Gaiman. Best known for Sandman (1989+), Neverwhere (1996) and a bunch of other stuff. But his first published novel was co-written in 1990 and he'd been writing graphic novels since 1987.
  • Chuck Palahniuk. Best known for Fight Club (1996). This actually was his first novel, but according to Chuck it "was a huge failure" and the film (released three years later) "was a flop."
Of course we know plenty of debut success stories: J.K. Rowling, Pat Rothfuss, Kiersten White, Stephanie Meyer. But I hypothesize that they are the exceptions. (I admit I could be totally wrong about this, of course. I would love to see some data on this :-). Most of the big authors I've seen have worked and failed** and worked hard again until FINALLY they had something that hit that elusive golden snitch of a nerve that every publisher is looking for.

My point is that, yes, your debut is something special that you should take care of. Don't squander it the first chance you get. BUT if selling stories is something you really want, don't stop writing. Ever. No matter how you debut, no matter what publishers or the market thinks of you, there will always be a way for you to get new words to your readers. There will always be a chance that the next thing you write could be The One.

Statistically, the more you write, the better that chance gets.

---------------------------------------------------
* Krista and I were on surprisingly parallel querying-agent-submission paths for about a year or two, before she got a book deal and I got a job.

** Maybe not "failed" so much as "didn't hit it ridiculously big."

Status of the Update

For those of you who don't read every single one of my Facebook posts (it's cool; even my wife doesn't read them), here's a quick rundown of what's going on and where.

I sent Ninjas off to my agent. You probably know this. She's still reading it, but I'm naively hoping she likes it and wants to start submitting like really, really soon. Cuz getting published (and paid) would be rad.

I went to California. I spoke at my church, had meals with a quarter bazillion people, played and occasionally acquired new games, and then spent a week at inXile HQ where...

I got promoted to Torment's Design Lead. That does not mean I'm in charge of the whole thing (thank God; Colin's still Creative Lead (making sure the story, characters, writing, etc. are awesome) and Kevin's still the Project Lead (making sure the game actually gets done)). It does mean I'm in charge of the game's rules, systems, interfaces, and other designy tidbits. It's pretty much the same stuff I was doing before, except with higher expectations and less ability to blame others when things go wrong. Should be fun.

I watched like 8 movies/shows on the plane trip back. And I have determined that Disney's The Lone Ranger is stupid. BBC's Sherlock, however, is intelligently awesome.

I got home. Wherein I've played a bunch of games with the boys, given out cheap American candy, seen Catching Fire with the wife, and done very little work (except the work of getting over jet lag, which is ongoing).

Tomorrow I plan to play Wasteland 2, write >= 500 words (I've lowered my standards, for reasons), and entertain a 3-year-old tyrant. Among other things.

What have you been up to?


Coming Up with a Book Title

I am preparing, finally, to send Post-Apoc Ninjas to my agent. "Post-Apoc Ninjas" is the title I use for it online, short for Post-Apocalyptic, Dragon-Riding Ninjas (with Mechs!). While that title is perfectly descriptive of what's in the book, it isn't quite the right tone for the novel.

I have another working title for the novel, which is The Con of War. It's meant to be a play on Sun Tzu's The Ancient Art of War, but (a) I don't think it really comes across and (b) it's just not cool enough. The thing is, I usually just go with whatever title comes to me. Turns out that doesn't always work (shocker!).

So instead I came up with a process (super shocker!).

STEP #1: What does a winner look like?
I thought about what the above titles were lacking in, and what I thought a good title should do. I came up with four general categories. Note that these were just my categories. You may have your own (you should probably look at titles you particularly like or something; I was too lazy):
  1. Tone and Feel: A measure of how well the title hints at what is to come. For my novel, this meant as many of the following as possible: an Asian feel, ninjas, dragons, mechs, post-apocalyptic setting, con game, and war.
  2. Multiple Meanings: A measure of how many ways the title can be interpreted (the more, the better), and the relevance of those interpretations to the novel.
  3. Use in the Novel: A measure of whether the title is a phrase from the prose itself and how relevant that phrase is to the novel's theme(s). Is it an important phrase? Repeated? Does it have special meaning, or is it a throwaway term?
  4. Overall Coolness: A measure of how cool the title might sound to someone who knows absolutely nothing about the story.
STEP #2: Enter the contestants.
Brainstorm. Just make up titles out of whatever. Scan or all-out read the novel looking for metaphors, themes, and cool turns of phrase. Write them all down. I ended up with twenty entrants (including the two contenders above). It helped that I was reading through the novel for a final revision and writing down anything that sounded remotely title-worthy.

STEP #3: Battle Royale. Fight!
Stick them in a table (or an Excel sheet, or Post-Its, whatever floats you) and judge them. Come up with a scale for your categories (I rated all categories from 1 to 3, because I don't need or like a lot of granularity).  Try to be objective. Try to judge them without comparing one to another. Hire someone to clean up the blood and teeth afterwards.

STEP #4: Semi-Finals.
Now that all of your contestants have been judged, determine your criteria for moving on. It might be an objective look at the totals across categories. Maybe you require that one of the categories have a certain score. Maybe you give a special pass to ones you like. Copy only the winners of the Battle Royale to a new place, so you can see them against each other, without the losers cluttering them up.

My criteria was at least 8 out of a possible 12 across the categories (although a couple of 7's passed because I liked how they were used in the novel). It cut the field down from 20 to 12, which wasn't much, but when I sorted them by total, I realized that the only ones I really liked were the ones that achieved 9 and up. These three titles became my Semi-Final winners.

STEP #5: Championship.
The next thing I did kinda surprised me. Instead of choosing a winner from among the three (although I did have a favorite at this point). I looked at all three and tried to make them better.

In my case, I realized most of them were a little shy of the Tone and Feel I wanted. I clarified to myself what that feel was (mostly kung-fu), looked up a bunch of related titles (mostly kung-fu movies), and figured out what made those titles sound like they were related (basically became a human kung-fu movie title generator: Way of the Master's Deadly Dragon Fist!).

It was pretty fun.

STEP #6 (Optional): Poll Your Audience.
Because I'm nothing if not shameless (and also I think by this point most of you want to know what my finalists were). Yes, I am serious. No, I won't necessarily use the most-voted as the title. Yes, you may vote whether or not you've read the novel. (If you're reading this from e-mail or a feed reader, you'll have to click through to see the poll):


Feel free to expand upon your vote, say how stupid these are, or even suggest other titles in the comments.

My Boys' First RPG

I've been wanting to try my boys out on an RPG for a while now, but I wasn't really sure how. I'd given away a lot of my sourcebooks, so all I had left was the d20 SRD which, while great, wasn't quite what I wanted.

Then I got this fancy schmancy Numenera corebook in the mail. This system is what I wanted: simple, flexible, and with a heck of a lot of leeway for a GM who wasn't sure how well his players would get things. But the Ninth World can be kinda . . . creepy, at least for 6- and 7-year-olds. I wanted something they could be excited about.

"Why don't you just make something up?" said my wife, ever supportive of even my geekliest dilemmas.

"Are you kidding?" I said. "Do you know how much work that would take? Even if I adapted what I have, I'd still have to make up a bunch of equipment and powers. Though the types would be pretty easy to adapt, I guess. Most of the esoteries are basically Force powers anyway. And the descriptors work okay. . ."

And then I couldn't stop thinking about it.

The next couple of days looked like this:







Now all I have to do is figure out the rules for lightsabers before they earn theirs. . .

Loving What You Write

I've had a hard time writing lately. Oh don't worry, there's still a novel on sub, and another novel ready to go after that one. This page is still up to date (wait, is it up to date? . . . Yes, now it's up to date).

What's been hard is writing something new. Part of that has been RPG crafting systems and dialogue design (who knew two full-time jobs would be so much work, am I right?). Part of it is in that first paragraph: I'm on sub, have another ready to go, and my brain is saying, "Why are you writing more?"

BUT I've figured out something that makes it hard to write no matter how many jobs or kids I have: I'm bored of the book.

It sucks, I know, but it has two very easy fixes:
  1. Find what you love about the book (you did love something, right?) and do that.
  2. If all you're left with is things you don't love, fix them until you do.
For me, that played out in a few ways.

I read ahead in my outline until I hit a scene I was excited about. Once I remembered the cool thing I was working toward, it gave me motivation and ideas for how to get there. SO much better than thinking, "Okay, now I have to write a scene where he goes to school again . . ."

(Obviously if you're Zuko-ing it, you won't have an outline, but you have notes, right? Ideas? You can at least think ahead even if you can't read ahead).

World-building. You may know I love me some world-building. A lot of times when I'm bored it's because the world is boring. So I fix that and add something cool. Like mechs or displacer beasts.

I made up some slang. This is part of world-building, but it's become such a fundamental part of my process (and it was such a fundamental part of me getting unstuck today) that it deserves its own paragraph. I HEART SLANG. I came up with six new words and a system unique to this world for just a couple of pages (which, for you math-minded, means that about 1% of the words on those pages are completely made up).

If those don't work for you, then maybe it's the characters, maybe you need to know what they want or fear. Maybe you need to talk to yourself about the story a while, or maybe you just need to get out.

The important thing is that if you're bored with the story, your readers probably will be too. Find what you love and fill the story with that.

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?

Dead Boys, Invisible Girls, and Teens That Can't Read Minds

I apologize for the blog silence. I'm deep in the drafting tunnels of a certain science fantasy novella and/or role-playing game. I'll resurface once I get this novella worked out. Until then, please see the last part of the official blog schedule.

But I'm sending this missive via miner's canary* because there are three very important books I need to tell you about. All of them are cool, written by exceedingly cool people, and I think I'm in the acknowledgements of two of them (which ones? You'll just have to read them to find out!).

* Please send the canary back, by the way. The air in these tunnels is starting to smell funny.


Jack of Hearts by Ricardo Bare
Jack lost someone, causing a deep pain he could no longer endure. Most boys would take their own life. Jack gave his heart to the Lady of Twilight and has become her heartless assassin. Now he feels nothing, even as he does the Lady's bidding in hunting a thieving wizard.

But when he meets a beautiful girl trapped in a mirror, something stirs inside of him. A shadow of what he used to be. He wonders if he made the right decision after all, but getting his heart back from the witch will prove more difficult than any mission he's been on.

Jack of Hearts, is Ricardo's debut novel that came out just a couple weeks ago. He is one of my most awesome critique partners, and also happens to be the lead designer of the critically acclaimed stealth action/adventure game Dishonored, released last year. Check this book out, folks.


Transparent by Natalie Whipple
Touted as X-Men meets Godfather. Fiona McClean was born invisible, which makes her the perfect daughter for Vegas's biggest crime lord. But when her father pushes her too far, she goes on the run and tries to live a normal life in a small town far from her father's reach. Far, but not far enough. When her father tracks her down, she has to decide how far she'll go to protect the people she loves.

Transparent is Natalie's debut (that doesn't actually come out until next week, but you can pre-order it now). She's a good friend of mine, and it's been both heartbreaking and exhilarating to watch her journey to publication these last few years. She is (as I've said) hugely imaginative, and it shows in her ideas. She is also part of our writing team for Torment, which makes her and Torment extra awesome. 

Open Minds by Susan Kaye Quinn
Kiera is a zero, a non-reader in a world where everybody can read minds. Until the day she accidentally control's her best friend's mind and discovers she's an entirely different kind of freak: a mindjacker. It turns out she's not the only one, and she's soon drawn into an underworld that she never suspected existed.

As it happens, this was Susan's debut as well. Yes, okay, this book came out two years ago, AND I've already talked about it. But I'm bringing it to your attention now because Open Minds is, now and forever, free to download.

So what are you waiting for?