Dear Hollywood,
It has come to my attention that a live-action version of Akira is being made (YAY!) starring white actors (BOO!).
Look, I don't have anything against white actors. I love them. But if you're going to adapt one of the most well-known (in America) anime movies of the past 20 years, AND you're going to give the characters Japanese names, shouldn't they also LOOK Japanese?
Now, I didn't say anything when you made Dragonball, and I had different problems with The Last Airbender. But this is getting ridiculous. From 2000-09, you released like 1,000 movies. Of those, 13 had Asian leads. There are 13.8 million Asian Americans in the US, and over half of those live in your state. I know they're not all computer programmers. Surely some of them are actors?
My friend Emmet asked me, quite appropriately, "Aside from Jet Li and Rain (Ninja Assassin), who would you have cast in Akira?"
My first answer was I didn't know. And I didn't know because YOU NEVER CAST ANY, HOLLYWOOD. Google wasn't a lot of help either (fair or not, I blame you again for that), but I managed to find/remember a few.
So here are some Asian American actors for you to cast in lead roles. If not in Akira, how about Ghost in the Shell, Escaflowne, or Evangelion? You know you're going to remake those eventually!
John Cho, most recently appeared as Sulu in the new Star Trek.
Sung Kang, appeared in Fast & Furious and War.
Ken Leung, appeared in Lost and X-Men 3.
Dante Basco, best known as the voice of Zuko on the good version of the Last Airbender, but I saw Take the Lead. He can act too.
And even though he's not American, I'd like to suggest Ken Watanabe for all your older Asian role needs. Because basically, I can't get enough of this guy.
So come on, Hollywood. Asians are cool! Can you please stop pretending America doesn't have any?
Your friend (for now),
Adam Heine
PS: These are just a few examples. I'm sure my friends will have more suggestions for you in the comments.
PPS: It's not directly related, but Keanu Reeves as Spike? Seriously?
Dear Hollywood: Asians are Cool
—
March 25, 2011
(14
comments)
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Fury of the Phoenix Giveaway!
—
March 23, 2011
(13
comments)
Cindy Pon's latest book, Fury of the Phoenix, is due to come out next week. I love the ancient-China-like world Cindy has created, and I really want to know what happens after Silver Phoenix! From the website:
TO WIN 2 BOOKS: Fury of the Phoenix and it's prequel, Silver Phoenix, you must write some bad sequel dialog in the comments. See, when an author writes a sequel, they have to somehow catch new readers up on what came before. Clearly the best way is to have the characters talk about the prequel for the reader's sake. For example:*
The one I deem funniest will win. Length is unimportant (though you know: brevity, wit, etc). The sequel in question can be fake, as above, or for an actual novel, whether a true sequel exists or not. Heck, even for a movie, I don't care.**
Alternatively, TO WIN A COPY OF Fury of the Phoenix, all you have to do is comment on this post, and I will randomly choose a winner.
Winners will be announced next Wednesday, March 30. An entry to the 2-book package is automatically an entry to the random drawing (though you can't win both). Contest is open internationally. Spreading news of the contest is encouraged, but not required.
I can answer any other questions in the comments. Have fun!
* The nature of this contest is in no way related to actual Fury of the Phoenix dialog (I haven't even read it yet!). I just thought it would be funny.
** If you do write fake dialog for an actual sequel, keep in mind that I might not have read the books in question. I'd hate for a great joke to be wasted just because I never read Pride and Prejudice or something.
When Ai Ling leaves her home and family to accompany Chen Yong on his quest to find his father, haunted by the ancient evil she thought she had banished to the underworld, she must use her growing supernatural powers to save Chen Yong from the curses that follow her. Part supernatural page-turner, part love story, and altogether stirring, Fury of the Phoenix further heralds the arrival of Cindy Pon as a stellar author of paranormal romance and fantasy.Want a copy of this book? Here's what you have to do.
TO WIN 2 BOOKS: Fury of the Phoenix and it's prequel, Silver Phoenix, you must write some bad sequel dialog in the comments. See, when an author writes a sequel, they have to somehow catch new readers up on what came before. Clearly the best way is to have the characters talk about the prequel for the reader's sake. For example:*
"You remember that time the evil Dr. Shiv nearly killed us all with his plan to clone razor-toothed marsupials?"
"Oh yeah! We would be his slaves now if you hadn't discovered your latent ability to cause animal shedding just by singing Bad Romance. Thanks, by the way."
"No problem. It's too bad I never figured out who I love more: you or your twin brother."
"I know, right? I was meaning to ask you about-- Hey, is that Dr. Shiv on the news?"
"Oh yeah! We would be his slaves now if you hadn't discovered your latent ability to cause animal shedding just by singing Bad Romance. Thanks, by the way."
"No problem. It's too bad I never figured out who I love more: you or your twin brother."
"I know, right? I was meaning to ask you about-- Hey, is that Dr. Shiv on the news?"
The one I deem funniest will win. Length is unimportant (though you know: brevity, wit, etc). The sequel in question can be fake, as above, or for an actual novel, whether a true sequel exists or not. Heck, even for a movie, I don't care.**
Alternatively, TO WIN A COPY OF Fury of the Phoenix, all you have to do is comment on this post, and I will randomly choose a winner.
Winners will be announced next Wednesday, March 30. An entry to the 2-book package is automatically an entry to the random drawing (though you can't win both). Contest is open internationally. Spreading news of the contest is encouraged, but not required.
I can answer any other questions in the comments. Have fun!
* The nature of this contest is in no way related to actual Fury of the Phoenix dialog (I haven't even read it yet!). I just thought it would be funny.
** If you do write fake dialog for an actual sequel, keep in mind that I might not have read the books in question. I'd hate for a great joke to be wasted just because I never read Pride and Prejudice or something.
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Space Travel for Writers
—
March 21, 2011
(13
comments)
Five basic rules for space travel in science fiction. Sci-fi writers probably know these already, but I'm still surprised how often they're ignored.
(The NRI, or Nerd Rage Indicator, is an estimate of how likely you are to get flak for breaking a given rule. 1 is the least likely (e.g. that guy who runs your local comic shop cares, and only that guy). 5 is the most likely (e.g. Wil Wheaton and John Scalzi publicly destroy your sci-fi cred)).
RULE #1: There is no sound in space. Sound means fluid (air, water, etc.) vibrating against your ear drum. No air, no vibrations, no sound. This happens more in movies than novels, but you should still be aware of it before describing that "bone-shaking explosion that ripped the skies."
NRI: 1 (as important as it is, most people don't notice until it's brought to their attention, especially in prose).
RULE #2: Astral objects are really, really, really far away from each other. The moon is 384 megameters (it's a thing!) away. At our very fastest, it takes us 10 hours to get there. Not so bad? Try Mars. At the same speed, it would take 2 months to get there at best. Jupiter? Almost 2 years. The nearest star system (which may not even have planets)? More than a century. Mostly this means your spaceships either need fuel and provisions for the whole trip, or they have to go really, really fast. The latter, though, raises other considerations (see Rules #3 and #4).
NRI: 5.
RULE #3: Spaceships can't travel faster than the speed of light, no matter how much we want them to. Unless science is wrong, it would take an infinite amount of energy to accelerate an object to the speed of light. There are ways you can mess with this (see Rule #5), but you should at least give a nod to the rule before doing away with it.
NRI: 4 (I figure Wil Wheaton can't complain too much since the biggest violation of this rule is Star Trek's "warp speed").
RULE #4: If you travel fast enough, you have to deal with the weirder effects of special relativity. In particular: time dilation. Effectively, the closer you get to light speed, the slower time moves for you. So if you fly to Jupiter so fast it only takes you 2 days, then decades will have passed back on Earth (and probably faster spaceships will have been built, which is pretty interesting in itself).
NRI: 3 (Star Trek totally ignored it, and most people have a hard time getting their heads around it. I'd say you're 50/50 for getting flak on it).
RULE #5: You can bend the rules, even make them up, but you must be consistent. Wormholes, hyperspace, jumpgates, folding space--these are all viable (and mostly-scientific) methods of faster-than-light travel. The details are entirely up to you, but once you make up the rules, don't break them. If you use a jump gate to get from Earth to Epsilon Eridani in five minutes, you can't say later, "It'll only take three hours for the Eridanis fleet to come through that gate and destroy us all!"
NRI: 5.
A lot has been done already in science fiction, which actually makes things easier for you. You don't have to explain jumpgates or wormholes much to include them. But even if you don't explain them to the reader, you need to know what's behind them. Not the science, necessarily, but the rules that govern it.
Are there any rules I missed? To the comments!
(The NRI, or Nerd Rage Indicator, is an estimate of how likely you are to get flak for breaking a given rule. 1 is the least likely (e.g. that guy who runs your local comic shop cares, and only that guy). 5 is the most likely (e.g. Wil Wheaton and John Scalzi publicly destroy your sci-fi cred)).
RULE #1: There is no sound in space. Sound means fluid (air, water, etc.) vibrating against your ear drum. No air, no vibrations, no sound. This happens more in movies than novels, but you should still be aware of it before describing that "bone-shaking explosion that ripped the skies."
NRI: 1 (as important as it is, most people don't notice until it's brought to their attention, especially in prose).
RULE #2: Astral objects are really, really, really far away from each other. The moon is 384 megameters (it's a thing!) away. At our very fastest, it takes us 10 hours to get there. Not so bad? Try Mars. At the same speed, it would take 2 months to get there at best. Jupiter? Almost 2 years. The nearest star system (which may not even have planets)? More than a century. Mostly this means your spaceships either need fuel and provisions for the whole trip, or they have to go really, really fast. The latter, though, raises other considerations (see Rules #3 and #4).
NRI: 5.
RULE #3: Spaceships can't travel faster than the speed of light, no matter how much we want them to. Unless science is wrong, it would take an infinite amount of energy to accelerate an object to the speed of light. There are ways you can mess with this (see Rule #5), but you should at least give a nod to the rule before doing away with it.
NRI: 4 (I figure Wil Wheaton can't complain too much since the biggest violation of this rule is Star Trek's "warp speed").
RULE #4: If you travel fast enough, you have to deal with the weirder effects of special relativity. In particular: time dilation. Effectively, the closer you get to light speed, the slower time moves for you. So if you fly to Jupiter so fast it only takes you 2 days, then decades will have passed back on Earth (and probably faster spaceships will have been built, which is pretty interesting in itself).
NRI: 3 (Star Trek totally ignored it, and most people have a hard time getting their heads around it. I'd say you're 50/50 for getting flak on it).
RULE #5: You can bend the rules, even make them up, but you must be consistent. Wormholes, hyperspace, jumpgates, folding space--these are all viable (and mostly-scientific) methods of faster-than-light travel. The details are entirely up to you, but once you make up the rules, don't break them. If you use a jump gate to get from Earth to Epsilon Eridani in five minutes, you can't say later, "It'll only take three hours for the Eridanis fleet to come through that gate and destroy us all!"
NRI: 5.
A lot has been done already in science fiction, which actually makes things easier for you. You don't have to explain jumpgates or wormholes much to include them. But even if you don't explain them to the reader, you need to know what's behind them. Not the science, necessarily, but the rules that govern it.
Are there any rules I missed? To the comments!
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Filed under:
geekery,
science fiction,
writing tips
What is Your Work Worth?
—
March 18, 2011
(17
comments)
There's an interesting article here on why Zoe Winters upped her self-published e-book prices from 99 cents to $4.95. The bottom line (though you should read the whole thing) was she felt the low price attracted readers she didn't want--readers who expected low-or-no prices, and who weren't really the kind of loyal fanbase that grow a career.
Personally I think this is a smart move, but there's been some debate. The arguments seem to be of two general camps: (1) Don't you want to sell as many copies as possible? (2) Don't you want to get your work to as many readers as possible? Both sound reasonable, but let's take a closer look.
SELLING AS MANY COPIES AS POSSIBLE
Makes sense, right? The more copies you sell, the more money you make. Well, anyone who's taken a HS economics course can tell you that's not exactly true. By that logic, you should sell your books for a penny apiece (or free!), but you'd have to sell 500 copies just to buy a Happy Meal. If you managed to sell 10,000 copies a month, it might cover your electric bill. It is easier to sell more copies at lower prices, but there is a point below which it's not worth doing.
Zoe mentions this in the article:
REACHING AS MANY READERS AS POSSIBLE
But what if your goal isn't money? What if you want to reach readers? What if you want to build that ever-elusive platform, so you can sell more books later?
It reminds me a lot of a debate about a year ago when John Scalzi blasted a magazine for paying fiction writers 1/5 of a cent per word. A lot of people felt like he was shutting down "the little guy's markets." As though aspiring writers needed low-or-no-pay markets to break in, work our way up, and build us a platform.
Scalzi's response (paraphrased): If your work is good, then it's worth good money. If your work isn't good, then giving it away for cheap isn't going to make it better, nor will anybody notice.
In the original article, Zoe noted that the 99-cent buyers were largely people looking for bargains, or who hoarded books intending to read them "later." These buyers placed as much value on the books as they had paid for them. Because they paid little, they also paid little attention. These are not readers who will remember you, who will watch for your latest novel in the Kindle store, who will tell their friends they have to pick up your book.
But what if they do? What if your book is so good it rivals Dan Brown and J.A. Konrath, regardless of the price? If that's the case, why the heck are you selling it for 99 cents?! Seriously, if your work is that good, isn't it worth more than that?
WHAT MATTERS TO YOU?
I'm assuming, of course, that what matters to you is earning a living. If you write for the love of writing, then sell for whatever the heck you want.* Otherwise, you have to ask yourself what your work is worth to you. There may be a point at which 99 cents makes economic sense, but I'm not sure.
It takes me a year or more to finish a novel. If people don't want them (and so far, they haven't), I'd rather figure out why and get better, not spend my time promoting a mediocre work for a couple hundred bucks. My opinion: if $4.95 a book isn't selling very much, write better, not cheaper. Don't settle. Your time is worth more than you think.
* Though if you write just for the love of it, why are you selling at all?
Personally I think this is a smart move, but there's been some debate. The arguments seem to be of two general camps: (1) Don't you want to sell as many copies as possible? (2) Don't you want to get your work to as many readers as possible? Both sound reasonable, but let's take a closer look.
SELLING AS MANY COPIES AS POSSIBLE
Makes sense, right? The more copies you sell, the more money you make. Well, anyone who's taken a HS economics course can tell you that's not exactly true. By that logic, you should sell your books for a penny apiece (or free!), but you'd have to sell 500 copies just to buy a Happy Meal. If you managed to sell 10,000 copies a month, it might cover your electric bill. It is easier to sell more copies at lower prices, but there is a point below which it's not worth doing.
Zoe mentions this in the article:
When I sold 6,500 ebooks in June 2010, that was around $2,300. Well, most people can’t live on that, especially after you take out Uncle Sam’s cut.
I’m not saying that everybody or even most indies will be able to make a living anyway, but if it’s your goal, 99 cents might not be the way to go. You only have to sell 677 ebooks in a month to make that same $2,300 if you are selling at $4.95. . . . the math just doesn’t favor 99 cent ebooks for anyone hoping to make a living.
REACHING AS MANY READERS AS POSSIBLE
But what if your goal isn't money? What if you want to reach readers? What if you want to build that ever-elusive platform, so you can sell more books later?
It reminds me a lot of a debate about a year ago when John Scalzi blasted a magazine for paying fiction writers 1/5 of a cent per word. A lot of people felt like he was shutting down "the little guy's markets." As though aspiring writers needed low-or-no-pay markets to break in, work our way up, and build us a platform.
Scalzi's response (paraphrased): If your work is good, then it's worth good money. If your work isn't good, then giving it away for cheap isn't going to make it better, nor will anybody notice.
In the original article, Zoe noted that the 99-cent buyers were largely people looking for bargains, or who hoarded books intending to read them "later." These buyers placed as much value on the books as they had paid for them. Because they paid little, they also paid little attention. These are not readers who will remember you, who will watch for your latest novel in the Kindle store, who will tell their friends they have to pick up your book.
But what if they do? What if your book is so good it rivals Dan Brown and J.A. Konrath, regardless of the price? If that's the case, why the heck are you selling it for 99 cents?! Seriously, if your work is that good, isn't it worth more than that?
WHAT MATTERS TO YOU?
I'm assuming, of course, that what matters to you is earning a living. If you write for the love of writing, then sell for whatever the heck you want.* Otherwise, you have to ask yourself what your work is worth to you. There may be a point at which 99 cents makes economic sense, but I'm not sure.
It takes me a year or more to finish a novel. If people don't want them (and so far, they haven't), I'd rather figure out why and get better, not spend my time promoting a mediocre work for a couple hundred bucks. My opinion: if $4.95 a book isn't selling very much, write better, not cheaper. Don't settle. Your time is worth more than you think.
* Though if you write just for the love of it, why are you selling at all?
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Filed under:
business of writing,
self-publishing
A Thousand Ideas in an Hour
—
March 16, 2011
(12
comments)
(Remix)
In Orson Scott Card's Characters and Viewpoint and How to Write Science Fiction and Fantasy, he this thing he calls A Thousand Ideas in an Hour. It's a fun exercise and a great way to get past writer's block. The idea is this. Starting with whatever idea you have, ask these three questions: How? Why? What result?
For example, you've got a princess locked in a tower. How did she get there? Why is she locked up? What happens as a result? Every answer is a branch. Some branches will end quickly, others will lead you into the rest of your story. Toss in a little, "What could go wrong?" and toss out anything that feels too cliche, and you've got yourself a story.
I did this once with a class of highschoolers, and it was their favorite part of the class. It went something like this:
Try it out and see what you come up with. Better yet, tell me how you brainstorm to get past writer's block.
In Orson Scott Card's Characters and Viewpoint and How to Write Science Fiction and Fantasy, he this thing he calls A Thousand Ideas in an Hour. It's a fun exercise and a great way to get past writer's block. The idea is this. Starting with whatever idea you have, ask these three questions: How? Why? What result?
For example, you've got a princess locked in a tower. How did she get there? Why is she locked up? What happens as a result? Every answer is a branch. Some branches will end quickly, others will lead you into the rest of your story. Toss in a little, "What could go wrong?" and toss out anything that feels too cliche, and you've got yourself a story.
I did this once with a class of highschoolers, and it was their favorite part of the class. It went something like this:
Let's start with something simple. Give me an occupation.Around here we had to end the class, but you get the idea. Leading the discussion, I tried to follow paths that sounded more original and had more conflict potential, but any of these answers could be turned into an interesting story with some more work.
Teacher.
Banker.
Lifeguard.
Swimmer.
Okay, let's go with the banker. What could go wrong at a bank?
It could get robbed.
Sure. I don't think we need to ask why yet, so how might this happen?
A man walks in with a gun and asks for money.
Some men take the bank hostage.
Someone blows up the safe.
Someone inside the bank robs it.
Okay, great. Let's go with someone inside the bank. Who could do that? Who's inside a bank?
Bank tellers.
Security guards.
Managers.
How could one of these folks rob the bank?
The guard could let other robbers inside the bank.
The teller could grab some money off the counter when nobody's looking.
The guard could raise a false alarm and, while everyone's distracted, go into the vault.
...or take money off the counter.
...or take money from someone's pocket.
What about the security guard. Why would he do that?
He hates his job.
He's been planning to rob the bank for months/years, and got hired so he could do it.
He needs the money for his daughter's operation.
Try it out and see what you come up with. Better yet, tell me how you brainstorm to get past writer's block.
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Filed under:
writing tips
Monopoly, Problems with
—
March 14, 2011
(22
comments)
You may be aware that I like board games. So it may surprise you to discover--especially if you're not into the euro-games--that I don't like Monopoly. I mean I really, really dislike this game. This post is about why it's just not a good game. Objectively.
If Monopoly is like your FAVORITESEST GAME EVAR, I apologize. To each his own, and all that. But I'm still going to tear it apart.
The Lack of Meaningful Decisions. Much like in fiction, games are made interesting by meaningful decisions--choices the protagonist (in this case, you) makes that affect the outcome of the game. In Risk, for example, you must decide where and how to allocate your forces, while in Candy Land you just do what the card says.
Monopoly is closer to Candy Land, unfortunately. There are decisions to be made, but they are few. Do you buy the property you landed on or not? Do you buy houses/hotels? And of course, how do you get your brother to give you Boardwalk in exchange for Baltic and Waterworks? With the exception of property trading, these decisions are usually non-decisions.
Unbalanced Gameplay. Rents begin at $2-50 (in our version), which, with your starting cash of $2,000, is negligible. Rents only get interesting around 2 or 3 houses (which is why "Do I buy houses?" is a non-decision: if you have spare money, then yes). The problem is the rents of 4 houses or a hotel is HUGE on most properties, and it costs no more to get there than to get to 2 houses. All it takes is for some sap to land on your hoteled Indiana Ave once to cripple them. Which leads to the third problem...
The Long, Slow Crawl to the End. So he lands on your hotel and loses all his cash and most of his houses. That's okay, he can still come back if you land on his properties, right? Well, no. He had to sell his houses, so the rent he gets from you now is (as I said) negligible. Certainly not enough to afford your four-figure rent and--whoops!--he landed on it again.
Game over? Well, no. He still has houses to sell, properties to mortgage, math to do. He has to wait until ALL his resources are gone. Why? Because them's the rules.
Of course house rules can mitigate some of this, but Parker Brothers is so convinced of the goodness of their game (or maybe just the money they can make from it), that they haven't changed the rules in decades (or God-knows-how-many Intellectual Property-opoly versions they've made). In fact, they've made it worse recently by adding a computer that knows nothing about your "rules."
So what do you think? Is Monopoly a good game and I'm just missing the point? Enlighten me.
If Monopoly is like your FAVORITESEST GAME EVAR, I apologize. To each his own, and all that. But I'm still going to tear it apart.
That's a lot of freaking Monopolys
The Lack of Meaningful Decisions. Much like in fiction, games are made interesting by meaningful decisions--choices the protagonist (in this case, you) makes that affect the outcome of the game. In Risk, for example, you must decide where and how to allocate your forces, while in Candy Land you just do what the card says.
Monopoly is closer to Candy Land, unfortunately. There are decisions to be made, but they are few. Do you buy the property you landed on or not? Do you buy houses/hotels? And of course, how do you get your brother to give you Boardwalk in exchange for Baltic and Waterworks? With the exception of property trading, these decisions are usually non-decisions.
Unbalanced Gameplay. Rents begin at $2-50 (in our version), which, with your starting cash of $2,000, is negligible. Rents only get interesting around 2 or 3 houses (which is why "Do I buy houses?" is a non-decision: if you have spare money, then yes). The problem is the rents of 4 houses or a hotel is HUGE on most properties, and it costs no more to get there than to get to 2 houses. All it takes is for some sap to land on your hoteled Indiana Ave once to cripple them. Which leads to the third problem...
The Long, Slow Crawl to the End. So he lands on your hotel and loses all his cash and most of his houses. That's okay, he can still come back if you land on his properties, right? Well, no. He had to sell his houses, so the rent he gets from you now is (as I said) negligible. Certainly not enough to afford your four-figure rent and--whoops!--he landed on it again.
Game over? Well, no. He still has houses to sell, properties to mortgage, math to do. He has to wait until ALL his resources are gone. Why? Because them's the rules.
Of course house rules can mitigate some of this, but Parker Brothers is so convinced of the goodness of their game (or maybe just the money they can make from it), that they haven't changed the rules in decades (or God-knows-how-many Intellectual Property-opoly versions they've made). In fact, they've made it worse recently by adding a computer that knows nothing about your "rules."
So what do you think? Is Monopoly a good game and I'm just missing the point? Enlighten me.
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Filed under:
geekery
Don't Knock Outlines 'til You've Tried Them
—
March 11, 2011
(23
comments)
I freaking LOVE outlining. I know a lot of writers like to wing it, and there's nothing wrong with that, but don't knock outlining until you've tried it. That's all I'm saying.
Everything you love about winging it is what I love about outlining. It has the mystery, the discovery, the excitement of uncovering a new story, getting to know new characters. I love the random scenes that pop into my head like a movie trailer. I love sketching those scenes out, then figuring out the plot points that connect it to the other ones.
Outlines are fast. It takes me months to finish a first draft--usually over a year. But I can sketch out a world and an outline in less than a month.
Outlines give me faith the idea is sound. The plot may change during the draft, but at least I know it won't crap out halfway through. You can't paint yourself in a corner if you start with a plan (well, you can, but it's a lot harder).
My inner editor is not involved. See, he thinks all those dialog and scene snippets I'm writing will never make it into the final work. Also he's confused by roman numerals.
And despite popular opinion, outlining does not suck the fun out of the draft. Not for me, anyway. The scenes I'm excited about outlining are the ones I'm most excited to write in the draft. What slows me down are the parts I didn't plan for.
If writing by the seat of your pants works for you, then by all means keep doing it! But if you've never planned ahead before, give it a try. You might be pleasantly surprised. If it helps, you can think of it like a first draft, but with bulleted lists instead of paragraphs.
Whether you outline or not, what do YOU love about your process?
Everything you love about winging it is what I love about outlining. It has the mystery, the discovery, the excitement of uncovering a new story, getting to know new characters. I love the random scenes that pop into my head like a movie trailer. I love sketching those scenes out, then figuring out the plot points that connect it to the other ones.
Outlines are fast. It takes me months to finish a first draft--usually over a year. But I can sketch out a world and an outline in less than a month.
Outlines give me faith the idea is sound. The plot may change during the draft, but at least I know it won't crap out halfway through. You can't paint yourself in a corner if you start with a plan (well, you can, but it's a lot harder).
My inner editor is not involved. See, he thinks all those dialog and scene snippets I'm writing will never make it into the final work. Also he's confused by roman numerals.
And despite popular opinion, outlining does not suck the fun out of the draft. Not for me, anyway. The scenes I'm excited about outlining are the ones I'm most excited to write in the draft. What slows me down are the parts I didn't plan for.
If writing by the seat of your pants works for you, then by all means keep doing it! But if you've never planned ahead before, give it a try. You might be pleasantly surprised. If it helps, you can think of it like a first draft, but with bulleted lists instead of paragraphs.
Whether you outline or not, what do YOU love about your process?
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Filed under:
writing process
Waterworld and Other Worst Case Scenarios
—
March 09, 2011
(13
comments)
I learned some interesting things in the aftermath of the Rule of Cool post. In particular, did you know the underwater future of Waterworld can never happen? Shocking, considering one of the main messages of that (stupidly expensive) film was: "If we don't take better care of our planet, this is what will happen."
In order for the world to be entirely, or even mostly, covered with water, sea levels would have to rise over 8 kilometers.* But if all of the ice in the entire world melted, sea levels would only rise about 80 m. At worst, the Earth would go from this:
To this:**
Interesting. Devastating. But not world-destroying, which, really, is what I was hoping for.
So what's an inspiring author (who wants a world covered entirely in water) to do? Here are some possibilities:
* The metric system is just better, sorry. Do your own conversions.
** The map isn't entirely accurate. The program that generated it just uses altitudes, so places like the Caspian Sea wouldn't actually get bigger like they do in the picture.
In order for the world to be entirely, or even mostly, covered with water, sea levels would have to rise over 8 kilometers.* But if all of the ice in the entire world melted, sea levels would only rise about 80 m. At worst, the Earth would go from this:
To this:**
Interesting. Devastating. But not world-destroying, which, really, is what I was hoping for.
So what's an inspiring author (who wants a world covered entirely in water) to do? Here are some possibilities:
- Fantasy World. It's not Earth, so who's to say how much ice may or may not have melted to drown the civilization underneath?
- Ice Meteor. An asteroid made entirely of frozen water crashes into the planet, and then melts. Such a meteor would have to have a radius of 900 km (about a seventh the size of the moon) to contain enough water, and that kind of meteor collision would have other consequences. But we're talking thousands of years in the future anyway, right? A crater the size of Australia wouldn't be a big deal by then.
- Shrink the Earth. Theoretically, if enough internal pressure were released such that the Earth shrank, the existing water would be enough to cover the globe. Of course the very act of releasing that pressure, combined with whatever catastrophic event triggered the release, would probably wipe out life on Earth anyway.
- Science Is Wrong. This is my favorite one to fall back to. Science is not often wrong, but considering how much we don't know and those times science has been wrong before, it's always possible. Maybe the Earth is filled with water that comes to the surface. Maybe there's more ice underneath Antarctica than we thought. Who knows?
* The metric system is just better, sorry. Do your own conversions.
** The map isn't entirely accurate. The program that generated it just uses altitudes, so places like the Caspian Sea wouldn't actually get bigger like they do in the picture.
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Filed under:
charts and statistics,
fun,
geekery,
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5 Twitter Tips I Don't Like (and 2 I Do)
—
March 07, 2011
(12
comments)
I have kind of a love-hate thing with Twitter. On the one hand, I've gotten to know some awesome people because of it. Because of my random comments to people, I've found crit partners and even read a soon-to-be published trilogy.
On the other hand, it's too much. Too many people to follow. Too many links to click. Too many tips to "maximize" Twitter. With that, I give you FIVE TWITTER TIPS I DON'T LIKE:
1) When someone follows you, follow them back. An effective way to boost your numbers, but I don't know if it's the best way to use Twitter. When I see someone is following 1,000+ people, I wonder what their "follow" means (aside from, "Please follow me back so I can look more popular").
At some point, all those people you follow become just white noise. I realize there are lists to manage the tweets you keep up with, but eventually your "All Friends" list becomes meaningless because you're only listening to the lists you've made yourself.
2) Stop following inactive accounts. Apparently there are tools for this, but I don't care if someone I follow isn't active. I'm almost grateful! The folks I unfollow are the ones who clog my Twitter stream with tweet after tweet that I don't want to read.
3) Join Twitter chats. I was on IRC back when the internet was just a baby, and while I met some interesting people and learned interesting things, I also wasted a lot of time. Chat rooms--even useful, focused ones like #yalitchat--are attention suckers (and that's without the complex processing required to figure out who is responding to what). I say: "Use, but use with caution."
4) Personalize your Twitter background. Honestly, I don't even notice what people's backgrounds are. When I decide to follow someone, I look at what they're saying and what they add to my Twitter stream.
5) You have to interact with people. It's called "social media" for a reason, right? Well, yes and no. I love having conversations with people, but I'd hate to think people were unfollowing me just because I didn't talk to them (I'm trying to manage life too, you know?). Some people don't use Twitter for conversation at all, it turns out. They use it for (gasp!) news and information. Who knew?
I think I'm just rebelling against the idea that you "have to" do anything on Twitter. None of these are bad things, and they'll definitely get you followers. But followers are not readers. Though to be fair, here are 2 TIPS I'M A FAN OF:
1) Be interesting and/or funny. It's cool with me if you just listen on Twitter, but if you're going to speak, try to write something people want to read (even if it's just a couple people--that's cool, too). Helpful tip: A list of random people with an #FF or #WW tag is not interesting.
2) Learn to do the previous tip in 140 characters. This is more of a writing tip than anything. When I started trying to write things for Thaumatrope, I discovered all kinds of words and characters I didn't need. You don't have to abbreviate, or use 'u' instead of 'you' (in fact, I wish you wouldn't). You just have to use the same economy of language you're supposed to have in a novel.
Also, Twitter is a great place to craft that one-sentence pitch of your story. If you can tweet it, you can promote it!
Enough out of me. How do you use Twitter? What tips have you found useful (or not)?
On the other hand, it's too much. Too many people to follow. Too many links to click. Too many tips to "maximize" Twitter. With that, I give you FIVE TWITTER TIPS I DON'T LIKE:
1) When someone follows you, follow them back. An effective way to boost your numbers, but I don't know if it's the best way to use Twitter. When I see someone is following 1,000+ people, I wonder what their "follow" means (aside from, "Please follow me back so I can look more popular").
At some point, all those people you follow become just white noise. I realize there are lists to manage the tweets you keep up with, but eventually your "All Friends" list becomes meaningless because you're only listening to the lists you've made yourself.
2) Stop following inactive accounts. Apparently there are tools for this, but I don't care if someone I follow isn't active. I'm almost grateful! The folks I unfollow are the ones who clog my Twitter stream with tweet after tweet that I don't want to read.
3) Join Twitter chats. I was on IRC back when the internet was just a baby, and while I met some interesting people and learned interesting things, I also wasted a lot of time. Chat rooms--even useful, focused ones like #yalitchat--are attention suckers (and that's without the complex processing required to figure out who is responding to what). I say: "Use, but use with caution."
4) Personalize your Twitter background. Honestly, I don't even notice what people's backgrounds are. When I decide to follow someone, I look at what they're saying and what they add to my Twitter stream.
5) You have to interact with people. It's called "social media" for a reason, right? Well, yes and no. I love having conversations with people, but I'd hate to think people were unfollowing me just because I didn't talk to them (I'm trying to manage life too, you know?). Some people don't use Twitter for conversation at all, it turns out. They use it for (gasp!) news and information. Who knew?
I think I'm just rebelling against the idea that you "have to" do anything on Twitter. None of these are bad things, and they'll definitely get you followers. But followers are not readers. Though to be fair, here are 2 TIPS I'M A FAN OF:
1) Be interesting and/or funny. It's cool with me if you just listen on Twitter, but if you're going to speak, try to write something people want to read (even if it's just a couple people--that's cool, too). Helpful tip: A list of random people with an #FF or #WW tag is not interesting.
2) Learn to do the previous tip in 140 characters. This is more of a writing tip than anything. When I started trying to write things for Thaumatrope, I discovered all kinds of words and characters I didn't need. You don't have to abbreviate, or use 'u' instead of 'you' (in fact, I wish you wouldn't). You just have to use the same economy of language you're supposed to have in a novel.
Also, Twitter is a great place to craft that one-sentence pitch of your story. If you can tweet it, you can promote it!
Enough out of me. How do you use Twitter? What tips have you found useful (or not)?
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Filed under:
social media,
writing tips
How to Use Proper Nouns in a Query
—
March 04, 2011
(8
comments)
A lot of authors (myself included) love to tell you the names of everything and everyone in our stories. The people and places in it matter to us. I mean, when I talk about my wife and kids, it means so much more to me to use their names. I want them to mean the same to you.
But to you, they're nobody--just names. It's a common problem in query letters, where the author figures giving you a name for everything counts as "being specific." But it's not specific. It's actually confusing. Take this, for example:
But to you, they're nobody--just names. It's a common problem in query letters, where the author figures giving you a name for everything counts as "being specific." But it's not specific. It's actually confusing. Take this, for example:
Sam Draper needs someone non-threatening to consult a seer named Victoria, hiding among the monks at the Monastery of St. Jude -- he reckons Hagai Wainwright is as non-threatening as they come. Hagai agrees, intending to turn Sam in to Lt. Rafael Tobin at the first opportunity. But when Victoria says Sam is the key to finding his mother Anna, Hagai chooses Anna’s life over the law.
Kind of a lot to take in, right? And that's only a portion of the query. Imagine 2-3 more paragraphs packed with names like that. After a point, it gets hard to keep them all straight. Result? Confusion. Form rejection.
Using a proper noun is like taking a highlighter to your query. It can make important information pop out and your query easier to read. But used too much, it actually interferes with comprehension, to the point where it would be better to not name anything at all.
So then, in true analytical fashion, I give you 4 tips to using proper nouns in a query:
- Any character, group, or place that is mentioned only once should not be named.
- If possible, only the protagonist(s) and villain(s) should be named. No more than 3 names in a query!
- For characters (etc.) that need to be mentioned more than once, but do not deserve a place of importance next to the main characters, try meaningful identifiers: "his mother," "a group of assassins," "her home planet."
- If you must give a character's FULL name, do it once at the beginning.
Your mileage may vary, of course, depending on your story. But let's apply these tips to the example above:
Sam needs someone non-threatening to consult a seer hiding among the monks -- he reckons Hagai is as non-threatening as they come. Hagai agrees, intending to turn Sam in at the first opportunity. But when the seer says Sam is the key to finding his mother, Hagai chooses his mother’s life over the law.
If nothing else, it's more clear who the major players are now. If the seer came up again in the query, I'd probably give her name (but she doesn't, so I didn't). Otherwise, who cares about the name of the monastery she's at? And the specific officer Hagai goes to isn't important either, just that he goes to the law (or thinks about it).
Anyway, that's just my take. What do you think?
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Filed under:
Air Pirates,
query letters,
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The Pillar of Skulls
—
March 02, 2011
(6
comments)
Near the gate between the first and second layers of Hell, there lies a grotesque monument of the damned. It towers over a mile high, howling and writhing with eternal torment--a terror to match any other in the Nine Hells.
It is the Pillar of Skulls, and it seethes with the frustration and hatred of a billion souls, moaning and wailing in endless, hopeless agony.
But it is also the greatest store of knowledge in all planes of existence. Among the Pillar's eternal prisoners lie great thinkers, world leaders, teachers, scientists... the entirety of the world's lore and experiences can be found within.
Once in a great while, a knowledge seeker will brave Hell itself to speak to the Pillar. Should they survive--through the charred wasteland, past endless legions of Lord Bel's devils, beneath the watchful eyes of the five-headed Tiamat--they must still contend with the Pillar itself.
Whenever a visitor comes, the billion skulls fight each other to make themselves heard. The surface of the Pillar billows and pulsates, one skull appearing--howling unintelligible obscenities--then disappearing to be replaced by another.
And should the seeker find the right one--a soul who has the information they are after--there is always a price. For every skull on the Pillar, every soul doomed to live out eternity in the Nine Hells, wants only one thing. "I'll tell you what I know," they say. "I'll do anything you ask. Just, please, take me off this pillar. Please, I...
"I just want to be published."
It is the Pillar of Skulls, and it seethes with the frustration and hatred of a billion souls, moaning and wailing in endless, hopeless agony.
But it is also the greatest store of knowledge in all planes of existence. Among the Pillar's eternal prisoners lie great thinkers, world leaders, teachers, scientists... the entirety of the world's lore and experiences can be found within.
Once in a great while, a knowledge seeker will brave Hell itself to speak to the Pillar. Should they survive--through the charred wasteland, past endless legions of Lord Bel's devils, beneath the watchful eyes of the five-headed Tiamat--they must still contend with the Pillar itself.
Whenever a visitor comes, the billion skulls fight each other to make themselves heard. The surface of the Pillar billows and pulsates, one skull appearing--howling unintelligible obscenities--then disappearing to be replaced by another.
And should the seeker find the right one--a soul who has the information they are after--there is always a price. For every skull on the Pillar, every soul doomed to live out eternity in the Nine Hells, wants only one thing. "I'll tell you what I know," they say. "I'll do anything you ask. Just, please, take me off this pillar. Please, I...
"I just want to be published."
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Filed under:
business of writing,
fantasy,
fun,
query letters
What to Do When the Critics Disagree
—
February 28, 2011
(8
comments)
One of the more common questions from my post on when your critics are right was what to do when the critics disagree. When one person says your sad ending should be happy, but another says it's not sad enough, who's right?
A little background: Air Pirates is written with two POVs--the main storyline in Hagai's perspective and backstory told in Sam's past. I've gotten all kinds of comments on this.
(For the record, ALL of my beta readers are awesome people who get it. Not a single jerk has read this novel. They just differed in their opinions of where it should go.)
If I were to follow this advice, I would simultaneously have to: (1) remove Hagai's story, (2) remove Sam's story, (3) write a novel each for Hagai and Sam, and (4) change nothing.
You can see where that might be difficult.
But the purpose of critiques is not to fix the novel for you. Critiques give you an idea of how people are responding to your novel. It's up to you how you address that. To the tips!
What do you do when critics disagree?
A little background: Air Pirates is written with two POVs--the main storyline in Hagai's perspective and backstory told in Sam's past. I've gotten all kinds of comments on this.
(For the record, ALL of my beta readers are awesome people who get it. Not a single jerk has read this novel. They just differed in their opinions of where it should go.)
- "I love the two storylines. It never gets boring."
- "I like both Sam and Hagai, but switching back and forth like this is hard. What if you took out Sam's story and made it it's own novel, like a prequel?"
- "Sam is awesome, but I thought Hagai was annoying. Can it just be about Sam?"
- "I LOVE Hagai, but Sam is too much. Can it just be about Hagai?"
If I were to follow this advice, I would simultaneously have to: (1) remove Hagai's story, (2) remove Sam's story, (3) write a novel each for Hagai and Sam, and (4) change nothing.
You can see where that might be difficult.
But the purpose of critiques is not to fix the novel for you. Critiques give you an idea of how people are responding to your novel. It's up to you how you address that. To the tips!
- FOLLOW YOUR GUT. You know your story best, and you can usually tell which comments resonate with you and which don't. When it was suggested I split the novel in two, I debated it a lot, but ultimately decided it would turn the story into something I didn't want to write. That freed me to focus on what I would change.
- LOOK AT THE ROOT OF THE COMMENT. Even though their advice was contradictory, all of my beta readers were correct. I just had to go deeper than the advice and look at the reason behind it. Hagai was annoying sometimes, and Sam was sometimes too much, but removing one or the other as a main character wasn't an answer I liked. Knowing the root cause, however, I could fix the real issue: make Hagai more proactive; make Sam less of a Mary Sue.
- LOOK FOR THE TRUTH IN EVERY COMMENT. So I ignored the suggestion of splitting the novel in two, but did I ignore the comment entirely? Heck, no. There was something that reader didn't like about switching back and forth, and it was my job to figure out what it was. Realizing that made me take a cold, hard look at both storylines to figure out what made "switching" difficult for some people. I shortened some chapters, deleted others, and focused the tension so each storyline could stand on its own, resulting in a far less boring story overall.
What do you do when critics disagree?
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Air Pirates,
critiques,
writing process,
writing tips
10 Ways to Tell a Critic Doesn't Get It
—
February 25, 2011
(17
comments)
On Monday, I said your critics are usually right. But there are times when you get someone who just doesn't get it. How can you tell the difference? Here are some guidelines.
Got anymore?
- They get your characters' names wrong. Repeatedly.
- They hate your favorite part. Not some clever bit of dialog, but the part where the whole story's about an ex-smuggler who works for an assassin and hopes to find his daughter before his boss does. THAT part.
- You write a story where evil isn't all black and white, with good guys and villains who are varying shades of gray, and they say, "Your characters seemed to have both good and bad qualities, so that I couldn't identify with any of them."*
- They suggest you change the vampires because "vampires that drink blood are cliche."
- The best thing they have to say for your story is, "It didn't make me throw up."
- They think your epic fantasy is "too unrealistic. Who really believes in dragons anyway?"
- Their favorite part is the maid with no name and one line of dialog--the one you deleted in the revisions you did while waiting for this critique.
- Their idea to improve your zombie story is to get rid of the zombies.
- They end their critique by saying, "I suspect that no matter what I say, you're going to continue trying to write."
- They send you a link to their self-published novel as "an example of how to do it right."
Got anymore?
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critiques
The Kitchen-Sink Story VS. The Rule of Cool
—
February 23, 2011
(11
comments)
The Kitchen-Sink Story: A story overwhelmed by the inclusion of any and every new idea that occurs to the author in the process of writing it.
The Rule of Cool: Most readers are willing to suspend their disbelief for something that is totally awesome.
-- TV Tropes (intentionally unlinked because I care about you)
Yesterday I posted this on Twitter and Facebook:
Most of the responses were combinations. Steampunk ninjas. Jumper elves. The most common response, though, was all six: elven ninjas with Jumper powers, driving steampunk mecha in a genetically perfect waterworld (possibly fighting dragons).
It sounds great, largely due to the Rule of Cool stated above. Take two cool things, slap them together, and nobody cares how impossible the outcome is BECAUSE IT IS AWESOME!
But the fear, then (well, my fear), is being accused of writing a Kitchen-Sink Story. "You're just throwing in ninjas because you think they're trendy, not because they add anything to the work!" "Mecha don't make sense anyway, but in a world covered entirely in water?!"
At first glance, it sounds like these are two different sets of people: the SF geeks (who love ninjas) vs. the erudite literary heads who Take Fiction Seriously. But the SF geeks who find all this stuff awesome are also the folks who will nitpick your story to death. They want the cool stuff and a world they can dig deeply into (I know, I'm one of them).
Fortunately folks like me are willing to accept any explanation you can give them, provided it's consistent. So I think I'll do what I always do. You can feel free to follow suit:
- Ignore those who Take Fiction Seriously. Much as I'd love to win a Hugo, those guys aren't my target audience.
- Pick the elements I want, figure out why it makes sense later. It worked with Air Pirates, after all.
- Apply the Rule of Cool where necessary. Giant mecha don't make sense, neither tactically nor physically, but who the heck cares? They're awesome.
- Ensure whatever I make up follows its own rules. Sufficiently strange technology, or elements that don't exist in the real world, is treated like magic. State the rules, then follow them.
Oo, KRAKEN! Those are definitely going in the waterworld.
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Filed under:
fantasy,
geekery,
ninjas,
Post-Apoc Ninjas,
science fiction,
steampunk,
temporary insanity,
writing tips
When Your Critics are Right
—
February 21, 2011
(13
comments)
"Originally we tried to find a publisher, but each had their reason why THE SHACK was not a book they wanted, or they asked for substantive changes that we felt diminished the story." -- William P. Young, author of THE SHACK
When I first read the above quote, I laughed a little. I'd just finished reading THE SHACK, and while a lot of the ideas in it are frigging fantastic, the story and the prose grated on me the whole way through. I don't know what "substantive changes" were suggested, but at the time I was thinking, "Yeah, like make the story good!"
It may be that Young's potential publishers really would've diminished the things THE SHACK did well. I don't know. I do know that most writers have a vision, an idea of what their story is. And when a critiquer tells them why something isn't working for them, the tendency is to believe the critic is wrong--that the changes they suggest would change the fundamental vision of the story.
Sometimes this is true. Mostly, I think, it isn't.
Most of the time, your critics are right. Even if they don't know writing, they know what they like and what's not working for them. And chances are they represent a significant percentage of your potential readership.
One of my very first beta readers said a certain scene wasn't working for them. He said the prose was too florid, looked like I was trying too hard. I did nothing about it at the time, because I had a "vision" for the scene. It was supposed to be florid, like the narration of someone who thought too much of themselves.
As it turned out, the narrator who thought too much of themselves was me. One year and four major revisions later, I read that scene again and wrote in the margin: "This IS over the top."
All that time, I thought I was being "true to my vision," but after a year's worth of learning the craft, I discovered my friend--who had never written a novel in his life--was 100% correct.
That's today's lesson: Trust your critics. When someone says something isn't working, nine times out of ten, they're right. The people who don't get it are the exceptions.
When I first read the above quote, I laughed a little. I'd just finished reading THE SHACK, and while a lot of the ideas in it are frigging fantastic, the story and the prose grated on me the whole way through. I don't know what "substantive changes" were suggested, but at the time I was thinking, "Yeah, like make the story good!"
It may be that Young's potential publishers really would've diminished the things THE SHACK did well. I don't know. I do know that most writers have a vision, an idea of what their story is. And when a critiquer tells them why something isn't working for them, the tendency is to believe the critic is wrong--that the changes they suggest would change the fundamental vision of the story.
Sometimes this is true. Mostly, I think, it isn't.
Most of the time, your critics are right. Even if they don't know writing, they know what they like and what's not working for them. And chances are they represent a significant percentage of your potential readership.
One of my very first beta readers said a certain scene wasn't working for them. He said the prose was too florid, looked like I was trying too hard. I did nothing about it at the time, because I had a "vision" for the scene. It was supposed to be florid, like the narration of someone who thought too much of themselves.
As it turned out, the narrator who thought too much of themselves was me. One year and four major revisions later, I read that scene again and wrote in the margin: "This IS over the top."
All that time, I thought I was being "true to my vision," but after a year's worth of learning the craft, I discovered my friend--who had never written a novel in his life--was 100% correct.
That's today's lesson: Trust your critics. When someone says something isn't working, nine times out of ten, they're right. The people who don't get it are the exceptions.
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Filed under:
critiques,
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Blog Growth
—
February 18, 2011
(10
comments)
I want to take a look at how a blog grows, what does and does not affect it, what you can do to...
Okay, that's a lie. I just want to geek out about statistics.
This blog has been running since May 2008. Other than the spikes, you can see that it has had a pretty steady growth. Let's take a look at the spikes, the dips, and things I think should've affected this growth but didn't.
THE SPIKES
Both spikes were a direct result of someone linking to a post (this one in Oct 2009 and this one a year later, though I think that first spike is a fluke ... as I recall, most of those visitors came from Google looking for this picture). Although I definitely gained readers both times, there was no significant, long term change in the blog's readership, no matter how big the spike. This is almost certainly due to the lack of swearing, drinking, and scantily-clad women on my blog needed to keep people coming back.
MORAL: Swear more, dammit.
THE DIPS
The dips are usually when I posted less, like last August when I disappeared for two weeks. Makes sense in a graph that shows monthly readership as opposed to per post.
MORAL: Post more often to artificially boost my number of readers per month.
STUFF THAT DID (ALMOST) NOTHING
In Nov 2008, I started posting blog links on Facebook and Twitter. There's a little growth, but not what I'd call significant.
In Sep 2009, I started posting on a regular schedule. Again, there's growth, but that's more easily explained by the fact I went to 13 posts/month instead of 8 (see moral to THE DIPS, above).
In Apr 2010, I got published and ran a contest. I got a few extra page loads that month (usually indicative of new people checking out old posts), but otherwise no big change.
MORAL: Nothing matters. Give up.
CONCLUSION
I don't really believe nothing matters. The graph obviously shows growth, but it also shows there's no single event to magically boost your readers (at least not this side of being agented). I'd say the growth correlates more with me getting better at social media than anything else--commenting on blogs, interacting on Twitter/Facebook, stuff like that.
Not that I'm awesome (I'm SO not), but I try to figure out what people do and do not like to read, and then give them that while still being me. And I'm slowly learning how to actually talk to people, even if it's just over the internet. Honestly, this is stuff anyone can do.
So do you keep track of your readership stats? Have you noticed any trends in what works or doesn't?
Okay, that's a lie. I just want to geek out about statistics.
This blog has been running since May 2008. Other than the spikes, you can see that it has had a pretty steady growth. Let's take a look at the spikes, the dips, and things I think should've affected this growth but didn't.
THE SPIKES
Both spikes were a direct result of someone linking to a post (this one in Oct 2009 and this one a year later, though I think that first spike is a fluke ... as I recall, most of those visitors came from Google looking for this picture). Although I definitely gained readers both times, there was no significant, long term change in the blog's readership, no matter how big the spike. This is almost certainly due to the lack of swearing, drinking, and scantily-clad women on my blog needed to keep people coming back.
MORAL: Swear more, dammit.
THE DIPS
The dips are usually when I posted less, like last August when I disappeared for two weeks. Makes sense in a graph that shows monthly readership as opposed to per post.
MORAL: Post more often to artificially boost my number of readers per month.
STUFF THAT DID (ALMOST) NOTHING
In Nov 2008, I started posting blog links on Facebook and Twitter. There's a little growth, but not what I'd call significant.
In Sep 2009, I started posting on a regular schedule. Again, there's growth, but that's more easily explained by the fact I went to 13 posts/month instead of 8 (see moral to THE DIPS, above).
In Apr 2010, I got published and ran a contest. I got a few extra page loads that month (usually indicative of new people checking out old posts), but otherwise no big change.
MORAL: Nothing matters. Give up.
CONCLUSION
I don't really believe nothing matters. The graph obviously shows growth, but it also shows there's no single event to magically boost your readers (at least not this side of being agented). I'd say the growth correlates more with me getting better at social media than anything else--commenting on blogs, interacting on Twitter/Facebook, stuff like that.
Not that I'm awesome (I'm SO not), but I try to figure out what people do and do not like to read, and then give them that while still being me. And I'm slowly learning how to actually talk to people, even if it's just over the internet. Honestly, this is stuff anyone can do.
So do you keep track of your readership stats? Have you noticed any trends in what works or doesn't?
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Filed under:
blogging,
charts and statistics,
geekery,
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A Simple Fix: -ing Verbs
—
February 16, 2011
(11
comments)
I love Dr. Seuss, but there's one of his books I always edit as I read. Bartholomew and the Oobleck just has an overabundance of passive -ing verbs. Example:
There's a lot of good stuff here. Strong verbs. Apt comparisons. Colorful imagery. But the past progressive (which is what we call -ing verbs used this way) kills me every time.
It seems accurate. I mean, the oobleck didn't hit the palace just once. It was hitting it. Continuously. But this construction is passive, and in fiction it slows things down. Compare the above passage with this one.
I don't know about you, but the new passage feels a lot more tense to me. And at no point am I confused as to whether the oobleck hit or was hitting. The scene it paints is perfectly clear.
Fortunately this is an easy, if somewhat tedious, fix. Search for "ing", and examine each one to see if it can be removed. (Of course you'll find a lot of gerunds too--verbs turned into nouns via -ing--which is what makes it so tedious).
Or you can do it the lazy way, like me. Learn the rule, and hope you catch them on your own read through. With practice, you can actually catch a lot, though probably not all of them. It is called the lazy way for a reason, after all.
With an angry roar, the oobleck was suddenly hitting the palace harder. It was battering and spattering against the walls as big as greenish buckets full of gooey asparagus soup!
Like a sinking sailboat, the whole palace was springing leaks. The oobleck was ripping the windows right off their hinges.
It was dripping through the ceilings. It was rolling down the chimneys. It was coming in everywhere ... even through the keyholes!
There's a lot of good stuff here. Strong verbs. Apt comparisons. Colorful imagery. But the past progressive (which is what we call -ing verbs used this way) kills me every time.
It seems accurate. I mean, the oobleck didn't hit the palace just once. It was hitting it. Continuously. But this construction is passive, and in fiction it slows things down. Compare the above passage with this one.
With an angry roar, the oobleck suddenly hit the palace harder. It battered and spattered against the walls as big as greenish buckets full of gooey asparagus soup!
Like a sinking sailboat, the whole palace sprung leaks. The oobleck ripped the windows right off their hinges.
It dripped through the ceilings. It rolled down the chimneys. It came in everywhere ... even through the keyholes!
I don't know about you, but the new passage feels a lot more tense to me. And at no point am I confused as to whether the oobleck hit or was hitting. The scene it paints is perfectly clear.
Fortunately this is an easy, if somewhat tedious, fix. Search for "ing", and examine each one to see if it can be removed. (Of course you'll find a lot of gerunds too--verbs turned into nouns via -ing--which is what makes it so tedious).
Or you can do it the lazy way, like me. Learn the rule, and hope you catch them on your own read through. With practice, you can actually catch a lot, though probably not all of them. It is called the lazy way for a reason, after all.
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writing tips
Never Tell Me the Odds
—
February 14, 2011
(11
comments)
Three years ago, I thought all you needed to get published was a half-decent book.
Most of you are laughing now.
The thing is if I knew, when I started writing Travelers, that it would take eight years and three novels to get to the place where agents said, "I like your writing, but...", I think I would've given up from the start. I'm glad I didn't know how hard this road would be when I started it.
But there are a few things I wish I had known, and I'll share these with you:
What do you wish you had known starting out?
Most of you are laughing now.
The thing is if I knew, when I started writing Travelers, that it would take eight years and three novels to get to the place where agents said, "I like your writing, but...", I think I would've given up from the start. I'm glad I didn't know how hard this road would be when I started it.
But there are a few things I wish I had known, and I'll share these with you:
- Critiquing other stories can help you get better faster than writing them. You can critique dozens of short stories in the time it takes to craft one, and as I've said it's easier to see problems in other stories.
- In terms of learning technique, short stories are equivalent to novels, but with a quicker turn-around time. You can write dozens of short stories, and have them critiqued and revised, in the time it takes you to write a novel.
- A story must have tension at all times. Tension is what keeps the reader reading. They're either afraid something will happen or they want to learn the mystery behind it all.
- Nathan Bransford's blog is a gold mine. There are many, many good resources out on this internet, but if I could only point to one, I'd say read EVERY POST in Publishing Essentials on the sidebar.
- Backup your stuff. Remember that time you had to retype a month's-worth of work? Yeah. Backup your stuff.
What do you wish you had known starting out?
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What's DRM Good For?
—
February 11, 2011
(6
comments)
Wednesday's post garnered some very awesome comments, making good points for both sides: paper and e-books. A couple of them got me thinking about DRM, and what makes it bad or good. That's what we're talking about today.
First, a definition. DRM stands for Digital Rights Management. Once upon a time, media was produced as physical objects. You had to have a printing press or a recording studio or a pinball parts factory to copy your favorite book/song/game for your friends. Today, software, music, movies, games, and books exist as strings of 1's and 0's, on machines designed to copy those strings at ridiculous speeds, all connected to each other via networks that send 1's and 0's at the speed of light.
Point is, it's easy to copy stuff, and DRM is the software that makes it harder.
The best argument against DRM is that it can always be cracked. There is no such thing as the perfect security system, so why bother having that system at all? Especially when DRM hurts consumers more than the pirates.
The problem with that argument is that piracy is more about culture--about thought--than it is about the law or the means to enforce it. If digital media had nothing to protect it, it would be hard for even the most law-abiding citizen to justify not copying their library for a friend.
But the second half of the argument is spot on: DRM often makes things more inconvenient for the paying consumer than it does for the illegal pirate. So this is what I think good DRM should look like:
The underlying assumption here is that the people who paid for the digital media want to follow the rules. When a customer asks if he can download his music again, or explains that he deleted his old copy of MS Word before deactivating it, he's not trying to pull one over on the company. That'd be like the lamest way to pirate stuff ever!
The real pirates already do everything I listed above, for the low price of hanging around seedy webpages and having to scan for viruses every other day. They're not going to e-mail tech support asking for someone else's legitimate library--they already have what they want from Pirate Bay.
Can it be done? Many DRM schemes already do some or all of the things I've listed. Many don't. Those that don't are hurting paying customers and doing absolutely nothing to pirates (except maybe to convert a few more to piracy). I think we need DRM, but I don't think it has to be so draconic.
What do you think? I'd love to hear your opinion in the comments.
First, a definition. DRM stands for Digital Rights Management. Once upon a time, media was produced as physical objects. You had to have a printing press or a recording studio or a pinball parts factory to copy your favorite book/song/game for your friends. Today, software, music, movies, games, and books exist as strings of 1's and 0's, on machines designed to copy those strings at ridiculous speeds, all connected to each other via networks that send 1's and 0's at the speed of light.
Point is, it's easy to copy stuff, and DRM is the software that makes it harder.
The best argument against DRM is that it can always be cracked. There is no such thing as the perfect security system, so why bother having that system at all? Especially when DRM hurts consumers more than the pirates.
The problem with that argument is that piracy is more about culture--about thought--than it is about the law or the means to enforce it. If digital media had nothing to protect it, it would be hard for even the most law-abiding citizen to justify not copying their library for a friend.
But the second half of the argument is spot on: DRM often makes things more inconvenient for the paying consumer than it does for the illegal pirate. So this is what I think good DRM should look like:
- When your stuff is lost (computer crashed, dropped the Kindle in the bathtub, someone stole your iPod, etc), you should be able to get it back without a hassle.
- You should be allowed to use your stuff on whatever device you prefer, even if it's not the same device as the company you bought the media from. So you should be able to read B&N e-books on a Kindle, or listen to iTunes music on that cheap MP3 player you bought years ago. If I paid for it, I don't want to lose money just because they pulled a Borders on me.
- You should be allowed to use your stuff on a reasonable number of devices. If you own a laptop, iPad, iPod, and desktop computer, you shouldn't have to remember which one is licensed to watch those episodes of House you bought.
- It should be easy to register/unregister devices so you can use your stuff wherever you happen to be. In other words, you shouldn't have to uninstall MS Word on your old computer before you can activate it on your new one.
The underlying assumption here is that the people who paid for the digital media want to follow the rules. When a customer asks if he can download his music again, or explains that he deleted his old copy of MS Word before deactivating it, he's not trying to pull one over on the company. That'd be like the lamest way to pirate stuff ever!
The real pirates already do everything I listed above, for the low price of hanging around seedy webpages and having to scan for viruses every other day. They're not going to e-mail tech support asking for someone else's legitimate library--they already have what they want from Pirate Bay.
Can it be done? Many DRM schemes already do some or all of the things I've listed. Many don't. Those that don't are hurting paying customers and doing absolutely nothing to pirates (except maybe to convert a few more to piracy). I think we need DRM, but I don't think it has to be so draconic.
What do you think? I'd love to hear your opinion in the comments.
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Filed under:
business of writing,
demotivational,
piracy
The Arguments Against eBooks
—
February 09, 2011
(31
comments)
There are good reasons to favor paper books over eBooks, but they are more limited than most people think. This post is intended to clarify what is and is not a good argument, using the most common ones I've come across.
(NOTE: The first two arguments are actually TRUE for the iPad, which is more of a tablet than an e-reader.)
1. "I get a headache looking at a computer screen for too long." FALSE. Not that you don't get a headache, but that you're not looking at a computer screen. E-readers treat your eyes more like paper than anything. The screen reflects light like paper, rather than shining light into your eyes. And it doesn't constantly refresh (which is what causes the headaches). If you've never tried an e-reader, I'm not sure you're allowed to use this argument.
2. "You have to charge it everyday just to read." FALSE. Because the screen isn't constantly refreshing, the e-reader only uses power when you change the page (and then not very much). Unless you leave the wireless connectivity on all the time, the battery could easily last a month or more.
3. "It doesn't look/smell/feel like a real book." TRUE. It's smaller, lighter, and lays flat on the table.
4. "You can't loan books you love out to friends." FALSE...ish. You can loan, but it's limited. Honestly, this is my biggest hold-out too. But it's also my biggest draw because I could borrow books from anyone in the world.
5. "You can't borrow e-books from libraries." FALSE. You can do it without even leaving your home (though not with a Kindle, apparently).
6. "E-books cost as much as, or more than, a paperback that I could loan to my friends." Varies. Some are more expensive. Some are cheaper. Really, it's up to the publisher, and publishers are still figuring this out. Meanwhile, there are hundreds of (legal, non-self-published) books you can download for free.
7. "DRM sucks. You have to tie yourself to a specific device forever." TRUE. It'd be nice if we could just pay for the e-book and then copy it as much as we like to whatever device we like. But you can see why that's a bad idea in general, right? On the plus side, if you lose or break your device, you can still get all your books back.
8. "You can't take an e-reader in the bathtub." FALSE. I mean, no, you can't put it in the water, but you can't do that with books either. You could put the e-reader in a plastic bag and still turn the pages, which is something you can't do with books.
9. "You have to turn your e-reader off during take-off/landing." TRUE. What? You thought I had a backhanded counter for everything?
10. "You can't trade/sell/buy used books." TRUE. It's possible Amazon and others will have programs to trade in old e-books for new ones, but I wouldn't count on it. And no, the concept of 'used books' doesn't quite fit the e-book paradigm.
Like I said, there are good reasons to favor paper books, but they're limited--and getting more limited every day.
Know any arguments I missed? Disagree with my reasoning? Let us know in the comments!
(NOTE: The first two arguments are actually TRUE for the iPad, which is more of a tablet than an e-reader.)
1. "I get a headache looking at a computer screen for too long." FALSE. Not that you don't get a headache, but that you're not looking at a computer screen. E-readers treat your eyes more like paper than anything. The screen reflects light like paper, rather than shining light into your eyes. And it doesn't constantly refresh (which is what causes the headaches). If you've never tried an e-reader, I'm not sure you're allowed to use this argument.
2. "You have to charge it everyday just to read." FALSE. Because the screen isn't constantly refreshing, the e-reader only uses power when you change the page (and then not very much). Unless you leave the wireless connectivity on all the time, the battery could easily last a month or more.
3. "It doesn't look/smell/feel like a real book." TRUE. It's smaller, lighter, and lays flat on the table.
4. "You can't loan books you love out to friends." FALSE...ish. You can loan, but it's limited. Honestly, this is my biggest hold-out too. But it's also my biggest draw because I could borrow books from anyone in the world.
5. "You can't borrow e-books from libraries." FALSE. You can do it without even leaving your home (though not with a Kindle, apparently).
6. "E-books cost as much as, or more than, a paperback that I could loan to my friends." Varies. Some are more expensive. Some are cheaper. Really, it's up to the publisher, and publishers are still figuring this out. Meanwhile, there are hundreds of (legal, non-self-published) books you can download for free.
7. "DRM sucks. You have to tie yourself to a specific device forever." TRUE. It'd be nice if we could just pay for the e-book and then copy it as much as we like to whatever device we like. But you can see why that's a bad idea in general, right? On the plus side, if you lose or break your device, you can still get all your books back.
8. "You can't take an e-reader in the bathtub." FALSE. I mean, no, you can't put it in the water, but you can't do that with books either. You could put the e-reader in a plastic bag and still turn the pages, which is something you can't do with books.
9. "You have to turn your e-reader off during take-off/landing." TRUE. What? You thought I had a backhanded counter for everything?
10. "You can't trade/sell/buy used books." TRUE. It's possible Amazon and others will have programs to trade in old e-books for new ones, but I wouldn't count on it. And no, the concept of 'used books' doesn't quite fit the e-book paradigm.
Like I said, there are good reasons to favor paper books, but they're limited--and getting more limited every day.
Know any arguments I missed? Disagree with my reasoning? Let us know in the comments!
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business of writing
Gummi Bears and Obsessive Compulsions
—
February 07, 2011
(22
comments)
Everyone's got their quirks. Some people have to collect the same edition of a book (mass market, trade, or hard) for the entire series. Some people straighten cards and game pieces constantly. Some won't watch a movie if they have to start in the middle. Some have to peel their orange in one giant piece, while others put each piece on the table such that none of them are touching.
Okay, so those are all me (except the last one, but that's my son, so it's the same thing). When I was a kid, I'd dump all the Gummi Bears on the table, separate them into groups, and eat them in order from my least favorite to my most favorite. That way I'd have the best flavor still in my mouth when I was done.
It's, uh . . . it's possible I still eat food like that.
But I'm discovering it's not just me. My wife, after separating the colors into groups, would eat from the largest groups until they were even. Then she'd eat a bear of each color, keeping them as even as possible until they were gone. My dad, on the other hand, ate the groups that had the least number first. Why? So the strongest would survive.
I have no point, except that it's okay to be crazy. So how do you eat Gummi Bears?
Okay, so those are all me (except the last one, but that's my son, so it's the same thing). When I was a kid, I'd dump all the Gummi Bears on the table, separate them into groups, and eat them in order from my least favorite to my most favorite. That way I'd have the best flavor still in my mouth when I was done.
It's, uh . . . it's possible I still eat food like that.
But I'm discovering it's not just me. My wife, after separating the colors into groups, would eat from the largest groups until they were even. Then she'd eat a bear of each color, keeping them as even as possible until they were gone. My dad, on the other hand, ate the groups that had the least number first. Why? So the strongest would survive.
I have no point, except that it's okay to be crazy. So how do you eat Gummi Bears?
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Filed under:
temporary insanity
Actually Critiquing
—
February 04, 2011
(10
comments)
Have I talked about critique partners enough yet? Well they're important. I do believe you can learn from anybody, at any skill level, but you can learn a heckuva lot more when you find the right folks.
But all the awesome friends in the world will run out if your critiques aren't all that useful. Fortunately, you don't have to be an awesome writer to give good critiques. You just need to pay attention to what's working (and not working) for you, then communicate that.
The rest is just being nice and professional, like so:
So go out there and be good critters. Seriously, if I hear one of my blog readers is being mean out there, no more Thai food for you!
But all the awesome friends in the world will run out if your critiques aren't all that useful. Fortunately, you don't have to be an awesome writer to give good critiques. You just need to pay attention to what's working (and not working) for you, then communicate that.
The rest is just being nice and professional, like so:
- Don't be a jerk. In particular, assume the author is as intelligent as you are.
- Be positive. Say everything you like about the story, even if it's small. This not only makes the negative stuff go down easier, but it helps the author know what they're doing right.
- Be timely. When someone gives me a novel, I tell the author when I think I'll be done (based on life and my normal critique speed). I'd also tell them if I wasn't going to make the deadline for some reason, but so far it hasn't happened.
- Know what the author wants. Is the manuscript a first draft doomed to revision? Then maybe don't nitpick grammar and spelling so much. Are you the last reader before an agent? Maybe you shouldn't suggest sweeping changes (unless you feel strongly about them, of course).
- (Optional) Use Track Changes and Comments within the document itself. Obviously this depends on what the author wants, but I've found MS Word's features (and many other word processing programs do this as well) to be the easiest to track. I will always use them unless the author can't read them for some reason.
- And one more time because it's so freaking important: DON'T BE A JERK!
So go out there and be good critters. Seriously, if I hear one of my blog readers is being mean out there, no more Thai food for you!
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critiques,
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More on "The Entire Freaking Internet"
—
February 02, 2011
(11
comments)
NOTE: Apparently, I'm not the only one who decided it was Critique Week. On Monday, LT Host wrote about the different kind of beta readers, and Natalie Whipple is running a crit partner classifieds. I'm starting to feel redundant, but I'm nothing if not lazydetermined. Let us press on!
Stop me if you know this feeling. You find a critique group only to discover its members are where you were five years ago. Their comments are glowing because they don't know what to say, or else they're pedantic nitpicks that don't help you improve.* You'd prefer a critique from that recently-agented blogger you follow (or Neil Gaiman, if we're being honest), but they stopped answering your e-mails after that "I'll show you mine if you show me yours" comment you made on their blog.
What are you supposed to do?
Fortunately, God and Al Gore made the internet. Do you know how many unpublished authors of every skill level are out there? Thousands. Blogging, commenting, tweeting, and most importantly, critiquing. What you need to do is find the ones who (a) are around (or above!) your skill level and (b) like you a little. Then ask as politely as possible if they want to swap critiques.
How do you know if they like you? Comment on their blog, respond to their tweets, and be a friend. Don't be creepy. Don't be overly-friendly if you hardly know them. And DON'T interact just to get a critique (people can smell that).
How do you know their skill level? Most of the time you don't until you swap a critique. But generally, I say if you've got the time then swap. You can learn something even from beginners, and friends are friends regardless of (current) skill level.
Critiquing an 80,000-word manuscript is a big undertaking, so you need to know what you're asking of people. This is why you swap. This is why you're always professional. This is why you're understanding if they say no, regardless of the reason.
And this is why you're always, always thankful when someone does accept your offer. Even if this is the only manuscript of yours they read, you're making a friend, and that counts for a lot.
* I once got a critique for Pawn's Gambit that said, "Let me send you a story written in Scottish dialect. You deserve it for the headache I got from reading your story.... I suspect no matter what I say you're going to continue trying to write fantasy dialog."
Fortunately, by then I'd had so many people tell me they loved Air Pirates slang that the critique just made me laugh.
Stop me if you know this feeling. You find a critique group only to discover its members are where you were five years ago. Their comments are glowing because they don't know what to say, or else they're pedantic nitpicks that don't help you improve.* You'd prefer a critique from that recently-agented blogger you follow (or Neil Gaiman, if we're being honest), but they stopped answering your e-mails after that "I'll show you mine if you show me yours" comment you made on their blog.
What are you supposed to do?
Fortunately, God and Al Gore made the internet. Do you know how many unpublished authors of every skill level are out there? Thousands. Blogging, commenting, tweeting, and most importantly, critiquing. What you need to do is find the ones who (a) are around (or above!) your skill level and (b) like you a little. Then ask as politely as possible if they want to swap critiques.
How do you know if they like you? Comment on their blog, respond to their tweets, and be a friend. Don't be creepy. Don't be overly-friendly if you hardly know them. And DON'T interact just to get a critique (people can smell that).
How do you know their skill level? Most of the time you don't until you swap a critique. But generally, I say if you've got the time then swap. You can learn something even from beginners, and friends are friends regardless of (current) skill level.
Critiquing an 80,000-word manuscript is a big undertaking, so you need to know what you're asking of people. This is why you swap. This is why you're always professional. This is why you're understanding if they say no, regardless of the reason.
And this is why you're always, always thankful when someone does accept your offer. Even if this is the only manuscript of yours they read, you're making a friend, and that counts for a lot.
* I once got a critique for Pawn's Gambit that said, "Let me send you a story written in Scottish dialect. You deserve it for the headache I got from reading your story.... I suspect no matter what I say you're going to continue trying to write fantasy dialog."
Fortunately, by then I'd had so many people tell me they loved Air Pirates slang that the critique just made me laugh.
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business of writing,
critiques,
social media
Finding Critique Partners
—
January 31, 2011
(7
comments)
I've decided (somewhat randomly) this is going to be Critique Week on Author's Echo. Some of this stuff I've said before, but finding critique partners and getting/giving good critiques is so dang important, it's worth repeating.
But where do you find someone willing to read 80,000 words and tell you what they think? More over, where do you find people who are actually good at that sort of thing?
I know of three places, though the first two specialize in SF, Fantasy, and Horror. Hopefully folks can offer more in the comments.
Now, thanks to my *cough* "charisma" and a LOT of time wasted on the internet, I feel comfortable asking for critiques from multiple writers at or above my level, two agented authors, and two published (or scheduled-to-be-published) authors. Shoot, if I can make friends this awesome, so can you.
Social media, man. It really works.
But where do you find someone willing to read 80,000 words and tell you what they think? More over, where do you find people who are actually good at that sort of thing?
I know of three places, though the first two specialize in SF, Fantasy, and Horror. Hopefully folks can offer more in the comments.
- Critters Writers Workshop. Cost: Free. Wait Time: 4-5 weeks for each submission (you may submit many at once though, and they will be put up for critique one week at a time). Requirement: Critique at least 3 stories every 4 weeks. Submission Length: Up to 20,000 words.
- Online Writing Workshop. Cost: $49/year (first month free). Wait Time: Minimal. Requirement: Critique at least 4 stories for every submission (after the first). Submission Length: Up to 7,500 words.
- The Entire Freaking Internet. Cost: Free. Wait Time: Varies based on social media skills-slash-how nice you are: a week to years for the first submission. Subsequent submissions usually have minimal wait time. Requirement: Usually critique 1 story for every submission. Submission Length: No limit.
Now, thanks to my *cough* "charisma" and a LOT of time wasted on the internet, I feel comfortable asking for critiques from multiple writers at or above my level, two agented authors, and two published (or scheduled-to-be-published) authors. Shoot, if I can make friends this awesome, so can you.
Social media, man. It really works.
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business of writing,
critiques,
social media
The Great Criddle-Heine Art Swap
—
January 28, 2011
(10
comments)
The great K. Marie Criddle approached me to exchange sketches, which does all kinds of nonsense to my ego (e.g. "Your ego's so fat, it uses Wilson Fisk's socks for finger puppets"). ESPECIALLY since I failed to win a Criddle sketch from her recent contest. It's like I won the contest for free!
Well, not free. I got to draw this:
This is Miss Hannah P. Bartleby, the main character of a manuscript Marie is revising for her agent. She's not the most graceful of young ladies, but she can be a mean duelist with that grappling hook when she wants to (that's right, it's for DUELING).
And for me, Marie drew a picture of Ren from Air Pirates:
He's a machinist who took care of Sam for a number of years (before Sam ran off to become a pirate). His face and arm got kinda messed up in the war, but he can still wield a mean sledgehammer.
Speaking of Air Pirates, the YA revision is finished (did I mention that yet?) and in the hands and Kindles of some betas. Also the query is being worked on, even though I plan to do at least one more revision/beta cycle before I call it finished. I'm getting excited, but that always happens in this stage. Talk to me again in 6-8 months when I either have a new idea for revision or have decided nobody wants a steampunk adventure about fortune-telling stones, air pirates with mechanical arms, mothers who were presumed dead...
HOW COULD NOBODY WANT THAT?!
Well, not free. I got to draw this:
This is Miss Hannah P. Bartleby, the main character of a manuscript Marie is revising for her agent. She's not the most graceful of young ladies, but she can be a mean duelist with that grappling hook when she wants to (that's right, it's for DUELING).
And for me, Marie drew a picture of Ren from Air Pirates:
He's a machinist who took care of Sam for a number of years (before Sam ran off to become a pirate). His face and arm got kinda messed up in the war, but he can still wield a mean sledgehammer.
Speaking of Air Pirates, the YA revision is finished (did I mention that yet?) and in the hands and Kindles of some betas. Also the query is being worked on, even though I plan to do at least one more revision/beta cycle before I call it finished. I'm getting excited, but that always happens in this stage. Talk to me again in 6-8 months when I either have a new idea for revision or have decided nobody wants a steampunk adventure about fortune-telling stones, air pirates with mechanical arms, mothers who were presumed dead...
HOW COULD NOBODY WANT THAT?!
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Filed under:
Air Pirates,
drawing,
fan art,
steampunk
Answers the Second: Randomness and Torture
—
January 26, 2011
(8
comments)
Matthew Rush asks: Would you rather be Jirayah (Pervy Sage) or Kabuto (the dork with the glasses)?
I can't say I approve of Jiraiya's choice of hobbies or Kabuto's choice of employer, though they are both pretty powerful. But any way I look at it, Jiraiya's got one thing going for him that Kabuto doesn't. Sage Mode:
Susan Kaye Quinn asks: Favored platform: Mac or PC?
I would love a Mac. Thank you for offering.
Every time I buy a new computer, I have to make this decision, and it always comes down to the same thing: Macs are expensive, and PCs have all the open source software I want.
Preferred literary success: Bestseller or Hugo?
Oy. Fine, if I have to choose, I go with the one that gets more readers: bestseller.
Apocalypse: Super virus or sentient computers?
Neither. The world is destroyed by robot pirates and zombie ninjas (also dinosaurs).
Awesomeness: Star Wars or Lord of the Rings?
For the purposes of this exercise, we will pretend George Lucas stopped fiddling with Star Wars in 1983. With that in mind, the most awesome trilogy ever is ISTHATSAMUELL.JACKSONINANICKFURYMOVIEZOMGITIS!!!
Caped Guy: Batman or Superman?
Batman, hands down. Did you know he has a file on every superhero's weakness, just in case he ever has to fight them? The guy's a genius.
Asea asks: What's your favorite local food?
Market food: fried pork and bananas, dim sum and pork dumplings, chicken satay, rotee, fried potatoes... (Hm, just got a Mary Poppin's song stuck in my head).
If your characters (from your various WIPs) were caught in a zombie apocalypse, would they make it?
Heh. Hagai would be the first to go, though Sam and Ren might last a while (good fighters, and I bet the zombies would have a hard time storming their airship). Suriya, on the other hand, should have no problem. She has a tendency to blow things up when she's mad.
Do you ever make up your own board/card games? How about twists to existing ones? Do you play games in combination (e.g. you play Monopoly, and the profits from it fund expansion in Puerto Rico)?
Before I focused my creative energies on getting published, I designed games all the time. As for twisting existing ones, we don't do it often (I tend to assume the game balancers did their job well), but we do it to our most familiar games. We've played Settlers with a blind setup (i.e. flip the numbers over after you place your settlements) or with a 12-sided die, and we once played Ticket to Ride: World Domination, in which we combined a board of regular TtR and TtR:Europe. I don't like Monopoly much, but I love your combination example. Sounds like it would be fun for a tournament or a gaming marathon.
Thanks again for your questions and for putting up with my answers. Don't forget our special guest artist on Friday!
I can't say I approve of Jiraiya's choice of hobbies or Kabuto's choice of employer, though they are both pretty powerful. But any way I look at it, Jiraiya's got one thing going for him that Kabuto doesn't. Sage Mode:
Susan Kaye Quinn asks: Favored platform: Mac or PC?
I would love a Mac. Thank you for offering.
Every time I buy a new computer, I have to make this decision, and it always comes down to the same thing: Macs are expensive, and PCs have all the open source software I want.
Preferred literary success: Bestseller or Hugo?
Oy. Fine, if I have to choose, I go with the one that gets more readers: bestseller.
Apocalypse: Super virus or sentient computers?
Neither. The world is destroyed by robot pirates and zombie ninjas (also dinosaurs).
Awesomeness: Star Wars or Lord of the Rings?
For the purposes of this exercise, we will pretend George Lucas stopped fiddling with Star Wars in 1983. With that in mind, the most awesome trilogy ever is ISTHATSAMUELL.JACKSONINANICKFURYMOVIEZOMGITIS!!!
Caped Guy: Batman or Superman?
Batman, hands down. Did you know he has a file on every superhero's weakness, just in case he ever has to fight them? The guy's a genius.
Asea asks: What's your favorite local food?
Market food: fried pork and bananas, dim sum and pork dumplings, chicken satay, rotee, fried potatoes... (Hm, just got a Mary Poppin's song stuck in my head).
If your characters (from your various WIPs) were caught in a zombie apocalypse, would they make it?
Heh. Hagai would be the first to go, though Sam and Ren might last a while (good fighters, and I bet the zombies would have a hard time storming their airship). Suriya, on the other hand, should have no problem. She has a tendency to blow things up when she's mad.
Do you ever make up your own board/card games? How about twists to existing ones? Do you play games in combination (e.g. you play Monopoly, and the profits from it fund expansion in Puerto Rico)?
Before I focused my creative energies on getting published, I designed games all the time. As for twisting existing ones, we don't do it often (I tend to assume the game balancers did their job well), but we do it to our most familiar games. We've played Settlers with a blind setup (i.e. flip the numbers over after you place your settlements) or with a 12-sided die, and we once played Ticket to Ride: World Domination, in which we combined a board of regular TtR and TtR:Europe. I don't like Monopoly much, but I love your combination example. Sounds like it would be fun for a tournament or a gaming marathon.
Thanks again for your questions and for putting up with my answers. Don't forget our special guest artist on Friday!
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Filed under:
Air Pirates,
computers,
Cunning Folk,
geekery,
ninjas,
questions/answers,
Thailand,
zombies
Answers the First (or "Hi, This is What I Do")
—
January 24, 2011
(8
comments)
Apparently 88% of us would rather be lonely (and smart) than stupid (with friends). I'm with you guys, but you should know this is how super villains are made.
You guys asked some fantastic questions! I'll be answering some today, some Wednesday, and on Friday we have a double sketch featuring a very special guest artist. Now, to the questions!
An anonymous visitor from Natalie's blog asks: Can I ask what your main profession is?
Believe it or not, the "About Me" description over there is pretty much it: I write and I foster kids. My wife and I have a heart to give a family to kids with nowhere else to go, and most of our income comes from folks who support that mission (though obviously I'd love it if writing could help with that!). In my previous incarnations, I programmed computers, led Christian worship, and developed computer games.
Yeah, I don't see the connection either.
Advice for people who did not study writing or English or anything related to that in university...and struggling on how to really "start". Is there a method?
Ha! As you might have guessed, I studied Computer Science in college, not English. I think I wrote a total of ten papers--none fiction--and I haven't read a novel for a class since I graduated high school. So no, I don't think a formal education is necessary at all to write good fiction.
Here's what I do instead:
And I'd love to know what a typical "day" or daily schedule is like for you (how you fit in work, writing, reading, eating, etc).
Yeah, I'd love to know how I fit all that in too.
Seriously, most days kinda look like this:
Myrna Foster asks: Have you written a ninja story?
Sadly, no. I've got ideas for one, but it still feels too much like Batman Begins (which I guess isn't a bad thing). Later this year, I expect to choose a new project. We'll see if the ninjas make the cut.
How many children are you guys raising at the moment?
Nine. And we're in the process of adopting a tenth. This is what we look like now (click to enlarge):
More answers on Wednesday!
You guys asked some fantastic questions! I'll be answering some today, some Wednesday, and on Friday we have a double sketch featuring a very special guest artist. Now, to the questions!
An anonymous visitor from Natalie's blog asks: Can I ask what your main profession is?
Believe it or not, the "About Me" description over there is pretty much it: I write and I foster kids. My wife and I have a heart to give a family to kids with nowhere else to go, and most of our income comes from folks who support that mission (though obviously I'd love it if writing could help with that!). In my previous incarnations, I programmed computers, led Christian worship, and developed computer games.
Yeah, I don't see the connection either.
Advice for people who did not study writing or English or anything related to that in university...and struggling on how to really "start". Is there a method?
Ha! As you might have guessed, I studied Computer Science in college, not English. I think I wrote a total of ten papers--none fiction--and I haven't read a novel for a class since I graduated high school. So no, I don't think a formal education is necessary at all to write good fiction.
Here's what I do instead:
- Write.
- Read.
- Get and give critiques.
And I'd love to know what a typical "day" or daily schedule is like for you (how you fit in work, writing, reading, eating, etc).
Yeah, I'd love to know how I fit all that in too.
Seriously, most days kinda look like this:
- Wake up (or get woken up) about 6 am.
- Get boys fed, girls ready for school, etc.
- Check e-mail and the rest of the internet.
- Write (my wife teaches the boys, and a helper takes care of the baby for a couple of hours).
- From about 11 am - 4 pm: watch/play with the boys, keep the baby happy, clean the house, fix the house, and (if possible) write blog posts, critique manuscripts, and maybe read or draw.
- Pick up the girls from school.
- Repeat #5 until bedtime.
- Bust out Secret Snacks. Watch So You Think You Can Dance until unconscious.
- Wake up.
- Check e-mail.
- Play Agricola.
- Eat bacon and ham sandwiches.
- Visit Lutiya's school.
- Play Agricola.
- Write blog post.
- Pick up girls.
- Play Agricola.
- Pass out.
Myrna Foster asks: Have you written a ninja story?
Sadly, no. I've got ideas for one, but it still feels too much like Batman Begins (which I guess isn't a bad thing). Later this year, I expect to choose a new project. We'll see if the ninjas make the cut.
How many children are you guys raising at the moment?
Nine. And we're in the process of adopting a tenth. This is what we look like now (click to enlarge):
More answers on Wednesday!
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Filed under:
ninjas,
questions/answers,
real life,
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Questions! 2011!
—
January 21, 2011
(5
comments)
It's been a while since we've done questions, and there are a number of new faces around the blog lately. I figure it's time to do it again.
The rules are simple. Put your questions in the comments. You may ask anything you like, serious or silly, professional or totally inappropriate. I'll answer all of them as best I can and may even do so honestly!
You may, if you like, review old questions and answers, but it's not required. Part of thinking like a pro means realizing some questions will be asked repeatedly. I'm okay with that. Ask away!
And just to keep things fair, here's a question for you, devised by one of my most devious Irish friends:
The rules are simple. Put your questions in the comments. You may ask anything you like, serious or silly, professional or totally inappropriate. I'll answer all of them as best I can and may even do so honestly!
You may, if you like, review old questions and answers, but it's not required. Part of thinking like a pro means realizing some questions will be asked repeatedly. I'm okay with that. Ask away!
And just to keep things fair, here's a question for you, devised by one of my most devious Irish friends:
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Filed under:
polls,
questions/answers
Books I Read: Favorites of 2010
—
January 19, 2011
(6
comments)
I know it's a bit late, but here are some of my favorite books I read last year. A few I've talked about before. Those have just a brief summary and a link to my original post on the topic, but there are a couple here outside my regular genre(s) that I wanted to point out.
Curious Incident of the Dog in the Night-time
Mark Haddon, 2003, Mystery/Literary
An autistic teenager investigates the death of the neighbor's dog and ends up learning secrets about his parents he was never meant to know. Read more...
Million Dollar Baby: Stories from the Corner
F.X. Toole, 2000, Short Stories
A collection of stories drawn from the author's experiences in the world of boxing. Now I don't like boxing, and I don't normally like short stories, but I really enjoyed this book. The trainers and fighters in this book are smart, showing that boxing isn't just about hitting the other guy until one of you drops. It's about strategy, timing, knowing where and when to do the most damage. As Toole put it, "Boxing is like chess with pain."
Hunger Games
Suzanne Collins, 2008, YA Science Fiction
Do I really need to talk about this book more? It's awesome. Worth all the hype (the two sequels are pretty good too). Read more...
Mistborn trilogy
Brandon Sanderson, 2006-8, Fantasy
In a world where the nobility exhibit super powers just by ingesting metal, a small band of thieves sets out to do the impossible: start a revolution among the commoners, and overthrow the immortal tyrant known as the Lord Ruler. Read more...
Itchy Brown Girl Seeks Employment
Ella deCastro Baron, 2009, Memoir
A collection of stories, poems, and essays that serve as an ironic resume of experiences one wouldn't normally tell a potential employer. Ella is a first generation Filipina American who writes about her struggles with faith, prejudice, eczema, death, miracles, and more. I'm biased, as Ella is a good friend of mine, but there is a lot here to make you laugh and to make you think. I was most moved by the story of her friend Emilia who died of cancer, and Ella's struggle to trust a God that didn't answer our (because I was there too) repeated prayers for her to be healed.
So tell me, what were your favorite reads of 2010?
Curious Incident of the Dog in the Night-time
Mark Haddon, 2003, Mystery/Literary
An autistic teenager investigates the death of the neighbor's dog and ends up learning secrets about his parents he was never meant to know. Read more...

F.X. Toole, 2000, Short Stories
A collection of stories drawn from the author's experiences in the world of boxing. Now I don't like boxing, and I don't normally like short stories, but I really enjoyed this book. The trainers and fighters in this book are smart, showing that boxing isn't just about hitting the other guy until one of you drops. It's about strategy, timing, knowing where and when to do the most damage. As Toole put it, "Boxing is like chess with pain."
Hunger Games
Suzanne Collins, 2008, YA Science Fiction
Do I really need to talk about this book more? It's awesome. Worth all the hype (the two sequels are pretty good too). Read more...
Mistborn trilogy
Brandon Sanderson, 2006-8, Fantasy
In a world where the nobility exhibit super powers just by ingesting metal, a small band of thieves sets out to do the impossible: start a revolution among the commoners, and overthrow the immortal tyrant known as the Lord Ruler. Read more...

Ella deCastro Baron, 2009, Memoir
A collection of stories, poems, and essays that serve as an ironic resume of experiences one wouldn't normally tell a potential employer. Ella is a first generation Filipina American who writes about her struggles with faith, prejudice, eczema, death, miracles, and more. I'm biased, as Ella is a good friend of mine, but there is a lot here to make you laugh and to make you think. I was most moved by the story of her friend Emilia who died of cancer, and Ella's struggle to trust a God that didn't answer our (because I was there too) repeated prayers for her to be healed.
So tell me, what were your favorite reads of 2010?
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books I read,
fantasy,
literary,
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YA
Think Like a Pro
—
January 17, 2011
(5
comments)
"There is a secret that real writers know that wannabe writers don't, and the secret is this: It's not the writing that is hard. What's hard is sitting down to write."
-- David Mack, Kabuki: The Alchemy
Do you want to be a pro?
I didn't at first. I knew I wanted to write. I wanted to prove to myself I could finish a novel, maybe publish it if anyone was interested (little did I know finishing a novel is the easy part).
Then I learned about the system. I read the blogs of authors and agents. I researched everything I could about writing a good query letter. I looked up statistics on debut author's advances. And as I poked my head into the publishing world, I discovered something.
I really, really wanted to be a part of it.
Something weird happened that day, and has been happening since. I wanted to be a pro, and suddenly I began acting like one. I tried to write everyday. I paid attention to what worked and what didn't on my blog, even kept a schedule. I became more professional (a term which often means "silent") when voicing my opinions on the internet. Sometimes I even interacted with people in real life(!) thinking they might someday buy the book I don't have published.
Totally insane, but helpful, I think. If you're writing for fun or therapy, and you don't care whether you ever sell anything, then who cares? Do what you want. BUT if you want to become a professional someday, now is a good time to act like one. It might feel silly at times, even a tad arrogant -- and you should never, ever let it get in the way of real life.
But for all that, it works.
"You imagine what you want to be and you act as if you are that. Ghandi said, 'Be the change you want to see in the world'.
If you want to create, you must treat it with the respect and dedication that a pro would."
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Filed under:
business of writing,
War of Art,
writing tips
Books I Read: Leviathan
—
January 14, 2011
(2
comments)
Title: Leviathan
Author: Scott Westerfeld
Genre: YA steampunk
Published: 2009
Content Rating: PG for action and mild violence
It's around the start of World War One, except Archduke Ferdinand (whose murder started the war) has a son, Alek, who could inherit Austria should the emperor die. He goes into exile with only a walking warmachine and a small band of men to help him. On the other side is Deryn, a girl from Britain who wants to join the air corps so badly she disguises herself as a boy.
These two find themselves stuck in the middle of the biggest war the world's ever seen, between Clankers and Darwinists.
Oh, you don't know what those are? Dude, they're the best part of this novel. Clankers (Austria, Germany, and some other Central Powers) have advanced machine technology beyond what we have today, to the point where they sport multi-legged land dreadnoughts and Stormwalkers instead of silly tanks. The Darwinists, on the other hand, (Britain, France, and other Allied Powers) have taken the teachings of Charles Darwin to a whole new level and are fabricating animals to serve them in a variety of ways. Among them: talking message lizards, hydrogen-breathing jellyfish, and an enormous living airship.
If you're not excited yet, maybe this isn't the book for you, but I loved it. It's illustrated too, bringing to life all the best, most interesting aspects of the world. And on top of everything, there's action and adventure every other page. This is a totally fun book. My only complaint is I wanted more closure at the end, but that won't stop me from getting the next book when I get a chance.
Author: Scott Westerfeld
Genre: YA steampunk
Published: 2009
Content Rating: PG for action and mild violence
It's around the start of World War One, except Archduke Ferdinand (whose murder started the war) has a son, Alek, who could inherit Austria should the emperor die. He goes into exile with only a walking warmachine and a small band of men to help him. On the other side is Deryn, a girl from Britain who wants to join the air corps so badly she disguises herself as a boy.
These two find themselves stuck in the middle of the biggest war the world's ever seen, between Clankers and Darwinists.
Oh, you don't know what those are? Dude, they're the best part of this novel. Clankers (Austria, Germany, and some other Central Powers) have advanced machine technology beyond what we have today, to the point where they sport multi-legged land dreadnoughts and Stormwalkers instead of silly tanks. The Darwinists, on the other hand, (Britain, France, and other Allied Powers) have taken the teachings of Charles Darwin to a whole new level and are fabricating animals to serve them in a variety of ways. Among them: talking message lizards, hydrogen-breathing jellyfish, and an enormous living airship.
If you're not excited yet, maybe this isn't the book for you, but I loved it. It's illustrated too, bringing to life all the best, most interesting aspects of the world. And on top of everything, there's action and adventure every other page. This is a totally fun book. My only complaint is I wanted more closure at the end, but that won't stop me from getting the next book when I get a chance.
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Filed under:
books I read,
boy books,
steampunk,
YA
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