Confession of an Analytical Writer


My characters don't talk to me.

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

There, I said it.

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

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

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

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

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

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

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

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

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

And for some reason, it works, too.

Throwing Rocks at Your Characters

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

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

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

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

So I threw rocks.

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

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

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

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


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

A Contest for My Tiny Little Cash Cow

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

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

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

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

A Tip for Writing Multiple POV Characters

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

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

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

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

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

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

What Are Your Themes?

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

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

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

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

How Creativity Dies

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

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

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

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

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

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

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

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

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

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

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

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


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

Using Tropes to Fix a Weak Plot

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

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

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

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

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

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

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


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

Loincloths and the Undead

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

And now our regularly scheduled post:


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

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

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

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

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

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

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

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

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

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

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

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

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


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

** As opposed to regular wizardry.

On Endings

(Remix)

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

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

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

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

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

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

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

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

Books I Read: Perdido Street Station

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

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

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

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

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

On the Probability of Success

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

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

Life After Rejection, or How to Pick Yourself Up Again

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

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

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

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

Answers! (and a Selfish Request)

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

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

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

Now, TO THE QUESTIONS!


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

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

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





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

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


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

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

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


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

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

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


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

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

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



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

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


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

Question/Answer Time

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

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

Star Wars, Gangsta Style

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

The Future of Print Books?


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

Piracy FAQ

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

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

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

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

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

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

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

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


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

But hey, that's just me.

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

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

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

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

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

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

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

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

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

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

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

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

Piracy and Other Things that are not Theft


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

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

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

Opinions on Piracy (and Some Data)

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

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

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

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

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

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

Tropes vs. Cliches

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

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

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

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

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


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

Dr. Bananas

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

(Yeah, okay, maybe a little).

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

How to Get Me to Unfollow your Twitter Feed

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

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

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

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

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



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

How This Blog Works

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

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

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

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

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

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

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

How do you blog?

When (and When Not) to Prologue

(Remix)

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

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

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

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

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

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

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

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

    Time Travel for Writers

    Technically, time travel is impossible, but as Isaac Asimov said, "I wouldn't want to give it up as a plot gimmick." Unfortunately, time travel has also been done A LOT, which leaves it open to accusations of cliche. It doesn't mean you can't do it (You can! Do!), but you need to know how it's been done and where your story fits into that (vast) collection.

    MEANS OF TIME TRAVEL
    Just because it's impossible doesn't mean you can't do it. Four common methods:
    1. Faster-than-light travel. If you travel close to the speed of light (theoretically possible), you actually travel into the future. If you could travel faster than the speed of light, you would go back in time. You can't, of course, but this is fiction. See also rules #3, 4, and 5 for space travel.
    2. Dial-a-time. You've seen Bill and Ted's Excellent Adventure, yes? Keanu Reeves' finest hour (if ever there was one). Their time machine was the soft sci-fi standard: don't explain how it works, just punch in a time and go. See also: Back to the Future.
    3. Wormholes. This is probably the most scientifically feasible method. If wormholes can be used to leap through space, then it should work for time too.
    4. In the minds of others. Like Quantum Leap, you don't go back in time yourself, but your mind does, implanting itself in the minds of others. You might be a watcher or you can take over that person's personality for a time and change things through them.

    RESOLVING THE PARADOX
    Most time travel stories must, at some point, deal with The Paradox. That is, they must answer the question: what happens to the present if you change something in the past? The impossibility of time travel means nobody knows, so you have a lot of freedom here. Beware, though, some of these devices are hard for a reader to wrap their head around.
    1. Time fork. If you change the past, then you actually create a fork in time. There's the "old" present that you came from, and the "new" present created by the events you changed. If you take your time machine back to the present, it will always be the "new" present, unless you can undo the changes you made.
    2. The Butterfly Effect. Like the time fork, except that any change--even your very presence or the butterfly you just swatted away--will have drastic effects on the future. This makes it highly unlikely that you can undo said changes.
    3. No change until you return. Say you kill your great-great-grandfather. In this scenario, you will continue to exist until you try to go back to the present, at which point you (and all descendants of your g.g.g-father) disappear. It doesn't make much sense, but it means you have a chance to undo things.
    4. Change occurs gradually. Like Back to the Future, your changes to the past become a ticking clock. If you stop your parents from falling in love, it's only a matter of time before you cease to exist.
    5. Change occurs immediately. If you kill your ancestor, you cease to exist there and then. Of course that's the true paradox: if you never existed, how did you kill your ancestor? Wouldn't that undo everything? Sometimes it does, sometimes it doesn't. This is where stories get REALLY complicated.
    6. Events cannot be changed. The opposite of the paradox. Any attempts you make to change the past will either (A) be thwarted (e.g. the gun jams, your ancestor trips and dodges the bullet, your ancestor is saved by a medical miracle after you leave the scene, etc.) or (B) prove to have been a part of the timeline all along (e.g. he never was your ancestor, but his death is what brought your real ancestors together).

    PLOT HOLES
    The biggest problem with time travel is how powerful it is. If you can go back in time and change any mistake before it happens, it immediately raises the question, "Why don't you just...?" Like, "Why don't you just go back in time to before you made the machine and stop everything from happening?" This is another place where time travel gets all headache-y, and where you need to be the most careful. Some ideas:
    1. The machine is broken. So you can't go back and forth until it's fixed. Of course, once you fix it, you could just go back and undo everything, but if everything is right again, maybe you don't want to.
    2. It's against the rules. Time travel is essentially magic: you make up the rules, then stick with them. If there's a plot hole, make up a rule to patch it up, but make sure that new rule is consistent with everything else that happens. Maybe time travel is uncontrollable (as in Quantum Leap, or anything with wormholes), or you can get somewhen in a broad sense (say, a certain year), but not close enough to fix details (i.e. the exact place and time where you would have opportunity to fix everything). Maybe you can't change the past. Maybe you can only go one direction (forward or backward, not both) or you can only jump a specified amount of time (like in 5-year increments).
    3. It makes things worse. In an attempt to subvert the plot hole, you do go back in time to fix it, but your old self doesn't listen, or someone worse comes back and fixes the machine after you broke it, or you killed a butterfly and spaces monkeys take over the planet in ten years. Whatever.

    WHAT'S BEEN DONE
    The short version of what's been done in time travel fiction is: EVERYTHING. Nothing's original, we talked about that. If you want to see for yourself what's been done, take a week off of work and read these.

    However, anything can be done well again. Mix it in new ways and make it your own. Just don't make the mistake of thinking you're the first person to come up with the idea of time tourism, time police, fixing the future, stopping someone from wrecking the past, beings that move through time, a modern-day teenager stumbling upon a trip to that period in history he can never seem to understand in school (God bless you, Keanu)...

    It's all been done, but you can do it again and better. Just don't be boring, and you'll be fine.

    So You Want to be a Geek

    Fine, nobody wants to be a geek, except those of us who are already geeks and need a way to feel proud about that (God bless you, Internet, for giving us that way!). But maybe you want to hang out with geeks? Understand what's going on at Comic Con? Date a geek?

    Stop laughing. It happens.

    Consider this an unofficial, non-exhaustive primer on the things you should know to understand the geek world...or at least to be able to visit our world without falling asleep or cringing all the time.

    Please understand that the term "geek" is very broad (and yet completely distinct from "nerd"--we'll have that conversation later). The following list will help you with the most common breed: the sci-fi/fantasy geek. Although geek types frequently overlap, this list will not be as helpful with computer geeks, techno-geeks, math geeks, physics-and-other-hard-science geeks, history geeks, or any other form of "useful" geekery.

    1. Watch the original Star Wars trilogy. Original theater edition is preferable, if you can find it.
             a) Although you are not required to have an opinion on the matter, know what it means that Han shot first.

    2. Familiarize yourself with some form of Star Trek. Preferably TOS (the Original Series) or TNG (the Next Generation).
             a) You are not required to watch more than one episode or movie, but you should be able to recognize (by name or face) at least 3 crew members.
             b) Watching the new Star Trek movie is acceptable (because it's awesome), but assume that conversations about Kirk, Spock, etc. are speaking of the original series, unless otherwise specified. If you, for example, say, "Spock and Uhura are so hot together" without specifying the context, you will be known for a fraud.
             c) Actually, just avoid stating opinions in general.

    3. Know your comic book superheroes:
             a) The origin stories of Superman, Batman, and Spider-Man.
             b) The identifying powers/features of the aforementioned superheroes, as well as: Wolverine, Cyclops, the Incredible Hulk, Punisher, each of the Fantastic Four.
             c) Although you should see Nolan's new Batman movies (again: awesome), do not assume the original Batman ever trained as a ninja. Though he should have.

    4. Watch or read the entirety of LORD OF THE RINGS. Reading is preferable but, dude, it's 1,000+ pages. We understand.

    5. Watch every episode of Firefly. (NOTE: This may no longer be relevant in 5-10 years, but for today's geek it is a necessity).

    6. Know what anime is.
             a) Know the difference between "anime" (Japanese animation, which includes many different styles) and "anime-style" (non-Japanese animation that looks like it).
             b) Know the difference between dubbed and subbed.
             c) Never, under any circumstances, assume or imply that because something is animated, it is for children.

    7. Watch one or more of the following, preferably subbed:
             a) Neon Genesis: Evangelion
             b) Vision of Escaflowne
             c) Cowboy Bebop
             d) Naruto (one season is acceptable)
             e) Dragonball Z (the cartoon, not the live action movie; one season is acceptable)
             f) Any film by Hayao Miyazaki (e.g. Laputa, Nausicaa, Porco Rosso, My Neighbor Totoro, etc.)
             g) Avatar: the Last Airbender (this is not anime, but I think it counts)

    8. Play one of the following RPGs for at least one hour:
             a) Dungeons & Dragons
             b) World of Warcraft
             c) Any Final Fantasy game

    9. Know the following terms:
             a) Saving throw
             b) Red shirt (from Star Trek)
             c) Orc
             d) d20
             e) Klingon
             f) Mech or Mecha
             g) Skynet
             h) XP
             i) Grok
             j) Holodeck

    10. Memorize some obscure piece of trivia related to any of previous items. Example: "Did you know Neil Gaiman wrote the English dialog for Miyazaki's Princess Mononoke?" (true story).


    I know that seems like a lot of work, but nobody said being a geek (even an honorary one) was easy.

    Also understand there are many, MANY things that could adequately replace items on this list. If my fellow geeks were to make similar lists, they would all be different and would include things even I'm not familiar with.

    So to you: Do you know everything on this list? What would you add/replace for someone who wanted to understand the geek world?

    Coming up with Chapter Titles

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

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

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

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

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

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

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

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

    7 Things You Never Wanted to Know

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

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

    2)
    The Care Bears Movie still creeps me out.

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

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

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

    4a)
    I love my family.

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

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

    7)
    Presented without comment:


    Yeah, I think we're done here.

    The Power of Story

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

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

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

    And I know Tunisia because of Star Wars.

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

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

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

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

    What stories mean something to you?

    D&D vs. Fiction

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

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

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

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

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

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

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

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

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

    Writing Emotions

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

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

    I guess my transformation to android is complete.

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

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

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

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

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

    How to Use TVTropes.org

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

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

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

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

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

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