First Impact: SHADOWCATCHERS by Kimberly Callard

— February 26, 2013 (12 comments)
It's time for 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.

Remember, anyone who offers their comments this month is eligible for either $10 for Amazon or B&N OR a 20-page critique from me.




This week we have the query for an upper-MG fantasy from Kimberly Callard. My overall thoughts are at the end. As always, this is all just my opinion. Your mileage may vary.

Query Letter
At only 14 years old Zane Blackthorne is the youngest Shadowcatcher on the force. He's also the best. He has to be. The ridiculous amount of gold he earns hunting down tax evaders is the only thing keeping him from ending up back in the slums where he was raised. And he'd rather eat a Narcow than end up back there.

Zane thinks he's hit the jackpot when the Empress commissions him to collect the shadow of a political opponent. Sure, she threatens to sic bounty hunters on him if he fails, but that doesn't scare Zane. He's too good to fail. At least, he is until a rat-faced urchin named Meescha gets in his way.

=D
A victim of the Shadowcatchers herself, Meescha shows Zane what happens to those who can't afford to buy their shadows back. Most become husks of their former selves, withering away with agonizing slowness; the rest die instantly, their lives snuffed out like street lamps at dawn. Haunted by the faces of the suffering shadowless, Zane must make a choice: continue living in luxury as the Empress's enforcer or quit do the right thing and spend what's left of his life hiding in the slums with a target on his back.

I believe agents assume it's a
multiple submission.
SHADOWCATCHERS is a 48,000-word Upper MG fantasy told from two viewpoints: Zane's and Meescha's. I am submitting it to you because (insert personalization here). Please note it is a multiple submission.

I am an associate member of SCBWI.

Thank you for your time and consideration.


Adam's Thoughts
There is a LOT of good here. Stakes and voice in the intro. Inciting incident in the 2nd paragraph. Sadistic choice in the 3rd. It's almost as if you've been reading my comments to the others, Kimberly.

The only comment I have is a nitpick about the choice. It's sadistic all right, but I kind of know what he's going to pick, and I'm curious about where the story goes after that. He doesn't hide in the slums, so what does he do? What's his new goal?

All that to say I feel like there's more story here. Honestly, this is probably good enough to garner requests, but if you wanted to improve it, that's the direction I'd go (but not too far in that direction, lest the query get too long, aye?).

What do the rest of you think?

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Chicken Little Gets Some Real Help

— February 25, 2013 (9 comments)

Cross-posted from Anthdrawlogy's Chicken Little week.

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What I've Been Doing Instead of Blogging

— February 22, 2013 (7 comments)
I hate having only First Impact posts go up, but I am trying to make money at this writing thing, so. Anyway, here are some of the things I've been doing in the last few weeks instead of blogging.

ON TORMENT...
Designing an alignment system. Basically codifying all of human experience and emotion into little boxes so we can tell the player things like, "You're Lawful Good." (Note: We're not using Lawful Good.) FUN LEVEL: High.

Thinking about what makes RPG combat interesting. There is quite a lot of debate in the hardcore CRPG world about whether combat should be turn-based or not. Part of my job has been to think about this a lot. FUN LEVEL: Medium (only because I'd rather get into specifics, but I can't yet).

Writing design docs. Fact: if we don't document it, it gets forgotten. FUN LEVEL: Tedious (but like our producer told me and Colin the other day, we don't get to do the fun stuff until we actually have money to do it).

(Anyway, tedious is a relative term. The most boring game design task is way cooler than anything I did for my Office Space job. I just want to think up cool stuff all day and have someone else write it down for me, is all.)

Writing Kickstarter copy. You'd be surprised how much work goes into a major crowd-funding campaign. I mean, look at a typical big-budget Kickstarter. Someone has to write all that stuff. FUN LEVEL: Tedious.

Planning Kickstarter videos. FUN LEVEL: High (until they start talking about my video update, then Abject Terror).

Iterating. I get an e-mail asking what I think of a design doc. I critique said design doc. What do I think of the latest concept art? Review and reply with my thoughts. Music? Videos? Someone's possible response to a forum question? Review and respond. Oh, and also respond to all the critiques of my stuff. FUN LEVEL: Surprisingly High.


OTHER THINGS I'M DOING...
Waiting on Air Pirates. Submissions, man. FUN LEVEL: Zero.

Revising Post-Apoc Ninjas. FUN LEVEL: Really slow.

Playing chess online. Our producer, Kevin, saw this drawing and said he might challenge me sometime. I can't let him win. FUN LEVEL: High.

Playing games with the kids. We raise gamers. I can't imagine why. FUN LEVEL: High until their attention spans wear out (so about five minutes).

Fending off tiny tyrants. This one, in particular. She gets mad at me when I work. Or cook. Or read. Or do anything except give her 110% of my attention. FUN LEVEL: I don't like it when she screams at me.

Driving. Yeah. I'm basically a soccer dad. FUN LEVEL: Usually High (this is where I come up with ideas).


So... what are you all up to?

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First Impact: WANDERERS by KayC

— February 20, 2013 (12 comments)
It's time for 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.

Remember, anyone who offers their comments this month is eligible for either $10 for Amazon or B&N OR a 20-page critique from me.




This week we have the first page of a YA fantasy from KayC. My overall thoughts are at the end. As always, this is all just my opinion. Your mileage may vary.

First Page
It wasn’t a white feathery cloud, the sort that danced around in the sunlight on a spring afternoon. It was flat, and dark, and moved with intent.
This is a little too much description
for me. It slows things down. I wanna
know what the cloud is.
Rhanee stood on top of a bare knoll as the mist sank towards her. In the distance, a crimson moon followed its smaller white counterpart over the rim of a mountain range. Behind her the sun sank toward the horizon.
What does the image of her grand-
mother have to do with the creepy
cloud that's trying to grab her?
The leading edge of the cloud reared up and wispy tentacles slithered towards her. She swallowed as an image of her grandmother, lying in the hospital bed with staring, blank eyes, flitted through her mind. Her legs began to tremble. It was too late to change her mind, too late to run.
What barrier?
She clutched her arms to her chest and scrunched her face in concentration. The air around her shimmered and a translucent bubble appeared. Her arms dropped to her sides as the mist crept around the glassy surface of the barrier.
I really want to know what she's
talking about.
She chewed on her lip and sighed. But I’ve got to do it now, before I really lose my nerve. She clenched both hands until her fingernails dug into her palm. Be brave. The adults are too afraid, but I’m not! She clamped her teeth and released the barrier. Sweat broke out along her forehead as the cloud closed in and began to wrap around her. Wave after wave of despair washed over her.
Be brave. She sucked in a lung full of air and lifted her chin. “What are you? Where did you come from?”
No answer.
The swirling mantle thickened. Icy shards of grief and longing stabbed at her, burrowing like frenzied worms. Rhanee swiped at a tear as she dropped to one knee. I didn’t think it would be this bad.


Adam's Thoughts
Writing? Solid. Voice? Great. I've got nothing to say about these things.

My problem here is I don't know what's going on. Normally that wouldn't be so bad, but the problem is that the narrator does know what's going on, and I feel like she's not telling me. She knows what she's there to do. She knows about the barrier (that I guess she made?). She knows what the cloud is, or at least thinks she does.

And because I don't know, I'm not in there with her. I don't feel her fear, because I don't understand why she's afraid, or what she thinks the cloud is going to do to her. I don't know her goal or the stakes or anything.

So my suggestion is don't be afraid to explain things. You don't have to explain them in paragraph one, but by two or three, I want to know what Rhanee thinks the cloud is, what her understanding of it is. Not all of it, but enough so I can follow the rest with her.

What do the rest of you guys think?

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First Impact: DRUID'S MOON by Deniz Bevan

— February 12, 2013 (12 comments)
It's time for 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.

BUT BEFORE WE GET THERE, I neglected to announce a winner for January. That winner is . . . . . . . . . K Callard! E-mail me at adamheine@gmail.com, and let me know if you'd like the gift card or the critique.

The rest of you remember, anyone who offers their comments this month is eligible for either $10 for Amazon or B&N OR a 20-page critique from me.

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



This week we have the first page of a paranormal romance from Deniz Bevan. My overall thoughts are at the end. As always, this is all just my opinion. Your mileage may vary.

First Page
“’The Curse of the Octopus,’” Lyne read out loud, translating the runes as she went. The vellum crackled in her hands, even inside its plastic covering.

“Octopus? Are you certain of that?” Professor Ronald peered over her shoulder. His brows rose as he read, lips moving. “There seems to be a mark here,” he muttered, and tilted the sheet towards the light coming from the entrance to the cave.

The rest of the team was outside, tiny figures in the distance, kneeling on grass and mud. Lyne had been continuing her excavations near the well at the far end of the site, when she’d uncovered the crumbling parchment. She’d raced back to the cave to tell Professor Ronald and gather up the protective covering and other tools. Once the Professor was satisfied there were no other sheets, and not even so much as a lead case to hold the lone parchment, she’d followed him to the cave, eager to be there as he speculated on the meaning of the inscription.

She worked out the next two lines under his pointing finger. “Beast brought forth by man’s blood / the mound-keeper repays the sacrifice, but shall sense the wind.”

If she didn't speak them aloud, maybe
they should be in italics.
She hadn’t spoken them aloud, but a thrill went through her at the words. There was violence inherent in their tone, even if she had no idea what they meant.


Adam's Thoughts
The language geek in me is loving this.

Honestly, this whole opening sounds really good to me. The writing is solid. The mystery draws me in immediately. And the last lines she translates hint of an exciting story to come.

If I had to nitpick on something (and I do, cuz why else are you here?), I'm wondering how a single, crumbling parchment survived after having been buried for (presumably) so long. Maybe this is something unusual that you deal with later (you did call out the fact that wasn't so much as a lead case, for example), but it made me wonder.

Also, if the vellum is crackling in her hands, doesn't that mean the "crumbling" parchment is crumbling even further? It makes me wonder about their archaeological practices at this particular dig -- not that I'm an expert or anything.

What do the rest of you think?

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First Impact: THE LEGACY OF THE EYE (first page) by Patricia Moussatche

— February 06, 2013 (9 comments)
It's time for 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.

Remember, anyone who offers their comments this month is eligible for either $10 for Amazon or B&N OR a 20-page critique from me.



This week we have the first page of a sci-fi novel from Patricia Moussatche. Some of you may remember critiquing the query for this one. My overall thoughts are at the end. As always, this is all just my opinion. Your mileage may vary.

UPDATE: Patricia has a revised version of the first paragraph in the comments.

First Page
Chapter 1--Proposal

Catrine blinked as her eyes adjusted to the brightness outside the school building. She should have worn a hat. She glanced at David, who had closed the heavy wood door behind them. Her best friend’s smile was as bright as the afternoon light. This was the first time either of them had left the school since their enrollment at the age of two. They were both eighteen now, but David looked ready to conquer the galaxy.

“Maybe we should go over your speech one more time,” she said.

His smile dimmed. “We went over it five times on the way here.”

“Four. And you’re still forgetting to mention that the tutors will be traveling to the pupil’s home planet. That’s the whole point of the proposal.”

“Do you want to give the speech?”

Her inside twisted in knots. “No.”

"Then stop fretting. If the council hadn’t liked our idea, they wouldn’t have requested an audience.”

“They probably read the proposal once. You’ve read it a dozen times and you still forget some of the details. I should have made you write it.”

David's smile returned. “Then it wouldn’t have been perfect.”

Or written at all, she thought.


Adam's Thoughts
I've actually read an earlier version of this (Patricia was one of the lucky winners of the 20-page critique). So keep in mind that I have more of the backstory in my head than a new reader might.

I really like the banter between them. It feels natural, shows off the characters (especially Catrine), gives useful information without being obvious about it, and it even makes me smile in a couple of places.

I'm less certain about the opening paragraph. It feels slower and less interesting to me. I don't think it should be cut necessarily, because it grounds us, but it didn't shine for me like the dialog did.

What do the rest of you guys think?

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Torment Concept Art

— February 04, 2013 (4 comments)
Hey, if you're interested in that game I'm working on, we've got some concept art up.

This first shot is a work-in-progress picture of The Bloom, a literally living city, with tendrils creeping through other dimensions. The concept artist who did this is one of my (new) favorite artists ever. His name's Chang Yuan, and you can see more of his work here.


This next shot is one of the weapons in the game. Our setting is kind of a Dying Earth setting, where the highly advanced technology of the past becomes the scavenged weapons and magic of the future. Some of you might know this is exactly the kind of setting I love to work in.


So listen, I'm not gonna post every single tidbit of the game here. If you want to follow news about it, you might try liking the game's Facebook page, or else following my Twitter feed or Brian Fargo's (being the leader of inXile, whose Torment-related tweets I pass on).

I will for sure let you know when the Kickstarter goes off, so don't worry about that. Otherwise, I'll try to stick to writerly posts in general. Today, though, I just wanted to share with you the pretty.

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Kickstarter, Self-Publishing, and Video Games

— February 01, 2013 (10 comments)
You've all heard of the literary self-publishing revolution. (Heck, some of you are on the barricades). What you might not know is there is a similar revolution going on in video and board games. It has to do with Kickstarter.

Kickstarter is a funding platform for creative projects. Anyone with an idea for a book, a movie, a game, a technology, or whatever can launch a project page and see if people are interested in funding their project. Authors have used it to self-publish: to fund cover artists and editors, and to see if there's a market for what they want to write before they write it.

We all know why authors self-publish: because breaking into the Big 6 is freaking hard, especially if you write for what is essentially a niche audience. Turns out the same thing is true in games.

Video games, in particular, have their own Big Publishers -- companies with the connections and resources to develop triple-A titles for the major gaming consoles. I don't even know how an independent developer would sign on with them. You'd probably have to prove you have a significant platform first, or else develop a Halo clone or something else they know will work. (Sound familiar?).

But not everybody wants to make Halo.* A number of developers have been using Kickstarter to pitch the games they always loved, and to see if enough people feel the same. You may have even heard of some of the biggest ones:

* Nothing against Halo, of course. There are some very talented folks making those games.

Double Fine Adventure was a Kickstarter campaign by developer Tim Schafer, maker of some of my favorite games of all time: the Monkey Island games, Grim Fandango, and Day of the Tentacle. Last March he asked for $400,000 to make a new adventure game -- something big publishers haven't wanted for decades. He got $3.3 million and kickstarted a revolution (see what I did there?).

A month later, inXile entertainment (starring my former and current boss) pitched a sequel to a very old post-apocalyptic RPG. Wasteland 2 got running with nearly $3,000,000.

Project: Eternity is the brain child of Obsidian Entertainment, home of most of my former coworkers. They asked if people wanted to see a spiritual successor to the old Infinity Engine games like Baldur's Gate, Icewind Dale, and Planescape: Torment. Seventy-four thousand people said, "YES!"

Why am I telling you this? Well, partially because it's fascinating to me. Anything that makes it easier to fund, create, and distribute creativity is awesome, in my opinion.

But also to show that independent publishing is not strictly a book thing. In the last year, there have been seven million-dollar video game projects on Kickstarter, dozens of smaller ones, and who knows how many hundreds of similar board games, RPGs, and other things.

And just like in the book world, I think the way to look at self-publishing is not as a challenge to publishers, but more like filling holes that publishers leave unfilled. Three million dollars sounds like a lot, but when triple-A budgets regularly hit 30 or 40 million, you can understand why EA and Microsoft might not be interested in a niche RPG.

In the same way, ten thousand book sales might not interest a publisher used to selling books in the hundreds of thousands, but to the self-published author, those ten thousand sales are game changing.

Whatever. I just like where the future is going. I'm excited to see what happens next.

What about you? Have you ever backed (or launched!) a Kickstarter? What do you think about the platform.

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