Went to my first convention the other weekend - CONfusion in Novi, Michigan. I've considered going for the last couple years but somehow always found an excuse not to, despite the con always being held less than an hour from where I live.
I had an incredible time.
Aside from the fact that the panels I attended were excellent and I was able to meet up with several people whom I've long wanted to meet face-to-face, the con experience filled a notable void in my life. I don't know a lot of other SFF writers personally. I know plenty of other writers, but they often write in wildly different genres, modes, and mediums than I do. There is plenty we can share, but plenty also that we cannot. Thus, when I want to talk about writing in a manner more specific to what I do myself, I turn to the internet. Good enough in a pinch, but nothing beats a real-time, meatspace conversation. Time to plan the next trip!
I try to stick to topics like writing and publishing - but no promises. It says 'ramble' right there in the title.
Monday, January 25, 2016
Wednesday, June 17, 2015
Six Months Behind? Right On Schedule!
My internal target for getting Twixt Heaven and Hell and the first Wandering Tale collection into print was March of this year. As with most self-imposed deadlines, I didn't make that. But for good reason! Much of my time in the last year was eaten up by a job search, which has at long last concluded. This of course means more resources I can invest into this nasty little publishing habit I've got.
What's the new target? Before 2016. I figure that's generous enough. At least for the Wandering Tale, which is my current priority to get to print. The additional material is mostly written, leaving me with a map or two to finish (it has changed somewhat from the one I've posted here previously) and editing left to do.
What's the new target? Before 2016. I figure that's generous enough. At least for the Wandering Tale, which is my current priority to get to print. The additional material is mostly written, leaving me with a map or two to finish (it has changed somewhat from the one I've posted here previously) and editing left to do.
Thursday, November 6, 2014
On the Ethics of Making Substantial Changes to Already-Published Books
So I'm still hoping to get a couple of my publications into hard copy (via Amazon's CreateSpace service) by early next year. This has caused me to go through another round of deep-comb editing, even above and beyond what I did for the initial publication. Typos in hard copy are forever.
Of course, this also has me thinking about the quality of the books themselves. I stand behind everything I've published - I think they're good stories that lots of people would be perfectly happy to spend money on (else I would not have published them). But reading through Twixt Heaven and Hell I've come face to face with a couple issues that I badly, badly want to fix. The problem is, they aren't just typos. They are story issues, structural issues, and occasionally self-awareness issues.
The odds are that many readers woudn't notice them. For obvious reasons I am hyper-aware of any extant criticism of my own books, and also of criticism I think could be fairly leveled. Currently, the representation of women and minorities in speculative fiction is a very hot topic. I have been aware of it for some time even before it reached the level it has now. The problem is, I wrote Twixt at a time when my awareness, appreciation, and understanding of said issues was fair less advanced. And now I'm feeling a bit ashamed of that, because it shows.
On one hand, there are plenty of instances of writers who've felt this way about past works. Quality or content-wise, we always improve and always look back on our past works with a hint of resignation that they don't measure up to our current abilities. It's natural and inevitable, and nothing to be ashamed of if you are capable of (and do) better work in the current day.
On the other hand... very few people have read this book yet, and it only exists in electronic form as yet. The thought has sneaked into my head that I could fix it. But somehow, it feels vaguely dishonest to do so. Furthermore, if the problems are truly fundamental, it may be a better use of my writing time simply to work on the NEXT book rather than constantly trying to fix an old one.
On the THIRD hand, maybe being able to sneak in "improvements" is just a little boon of being an as-yet unknown author with very few readers.
Chances are, I will try to address some of these issues before I put it in print. I have the feeling some of the "fixes" will be relatively easy and will increase the quality of the book enough to be worth the time. In reading through the book again, I still feel good enough about it that I'm not ready to abandon it as a relic of my early career. A bit of maintenance may well be in order.
Of course, this also has me thinking about the quality of the books themselves. I stand behind everything I've published - I think they're good stories that lots of people would be perfectly happy to spend money on (else I would not have published them). But reading through Twixt Heaven and Hell I've come face to face with a couple issues that I badly, badly want to fix. The problem is, they aren't just typos. They are story issues, structural issues, and occasionally self-awareness issues.
The odds are that many readers woudn't notice them. For obvious reasons I am hyper-aware of any extant criticism of my own books, and also of criticism I think could be fairly leveled. Currently, the representation of women and minorities in speculative fiction is a very hot topic. I have been aware of it for some time even before it reached the level it has now. The problem is, I wrote Twixt at a time when my awareness, appreciation, and understanding of said issues was fair less advanced. And now I'm feeling a bit ashamed of that, because it shows.
On one hand, there are plenty of instances of writers who've felt this way about past works. Quality or content-wise, we always improve and always look back on our past works with a hint of resignation that they don't measure up to our current abilities. It's natural and inevitable, and nothing to be ashamed of if you are capable of (and do) better work in the current day.
On the other hand... very few people have read this book yet, and it only exists in electronic form as yet. The thought has sneaked into my head that I could fix it. But somehow, it feels vaguely dishonest to do so. Furthermore, if the problems are truly fundamental, it may be a better use of my writing time simply to work on the NEXT book rather than constantly trying to fix an old one.
On the THIRD hand, maybe being able to sneak in "improvements" is just a little boon of being an as-yet unknown author with very few readers.
Chances are, I will try to address some of these issues before I put it in print. I have the feeling some of the "fixes" will be relatively easy and will increase the quality of the book enough to be worth the time. In reading through the book again, I still feel good enough about it that I'm not ready to abandon it as a relic of my early career. A bit of maintenance may well be in order.
Thursday, August 14, 2014
KDP Introduces Preorders
Only a couple days after I voice the expectation, Amazon shows once again they'll never let a competitor do anything alone for long. Just got an email about Preorders now being open to KDP users. I'll definitely be using it for my next release, at the very least to learn the system.
Not sure how much of a bump a low-seller like me will experience from preorders - Smashwords says all preorders will accrue to the sales on the first day, giving a boost to sales rank which in turn increases the likelihood of the book being marketed to other readers as a "maybe you'd like this too!" offer. I imagine the same will be true of the KDP system.
At first glance it seems that Preorders will be available to ALL KDP users, not just Select as I half-expected when I saw the email. Hopefully that's true, and will not change.
Not sure how much of a bump a low-seller like me will experience from preorders - Smashwords says all preorders will accrue to the sales on the first day, giving a boost to sales rank which in turn increases the likelihood of the book being marketed to other readers as a "maybe you'd like this too!" offer. I imagine the same will be true of the KDP system.
At first glance it seems that Preorders will be available to ALL KDP users, not just Select as I half-expected when I saw the email. Hopefully that's true, and will not change.
Tuesday, August 12, 2014
Echoes and Memories
My newest publication, Echoes and Memories, is now available on Smashwords and Amazon. As per the usual cycle, it will soon trickle out from Smashwords to the various other retailers such as Kobo and Barnes and Noble.
In the end, I cut a couple of the stories from the collection as they simply weren't strong enough. One of those I hope to whip into shape and put in front of the public at a later date. The other I'm not sure about... it has potential as an idea, but as-is it just doesn't have enough substance to stand on its own. The concept may need to get folded into another story.
Anyway, the end result is that this collection comes in at around 30k words, which is about the minimum it had to be for me to think it could be published, even when the stories themselves are strong. I have half an intention to eventually publish an updated version which inserts a new story. Cuz I'm a self-publisher damnit, and I can do that.
As I was going through the publication process on this one, I saw that Smashwords now has a "publish for preorder" option where you can schedule a publication date in the future and open the book up to preorders. Might try that for the next book. Maybe by that time Amazon will have something similar for indie publishers.
In the end, I cut a couple of the stories from the collection as they simply weren't strong enough. One of those I hope to whip into shape and put in front of the public at a later date. The other I'm not sure about... it has potential as an idea, but as-is it just doesn't have enough substance to stand on its own. The concept may need to get folded into another story.
Anyway, the end result is that this collection comes in at around 30k words, which is about the minimum it had to be for me to think it could be published, even when the stories themselves are strong. I have half an intention to eventually publish an updated version which inserts a new story. Cuz I'm a self-publisher damnit, and I can do that.
As I was going through the publication process on this one, I saw that Smashwords now has a "publish for preorder" option where you can schedule a publication date in the future and open the book up to preorders. Might try that for the next book. Maybe by that time Amazon will have something similar for indie publishers.
Wednesday, May 7, 2014
Square Grid vs. Hexagons
The more I play tile-based strategy games, the more enamored I am of hexagons. Both from the player perspective and the design side. Player-wise, they're awesome because they retain visual distance correctly. Some grid based games try to even up moving diagonally by making it more expensive, and some don't. Sometimes you forget which is true in a game you're playing.
From the design perspective, hexagons are awesome because there's very little work that needs to be done, data-wise, to implement hexes. In the simplest case, a simple conversion rule lets you use a normal 2d array and you just "ignore" the data points that don't fit into a hexagonal grid. Hexes make range calculations much more simple, from ranged attacks to movement to area-of-effect.
So, being that I prefer one so heavily, what's the problem? Other people, naturally. As I'm finishing up the prototype for Conquer the Castle, I'm toying with the idea of switching to hexagons when I move into the creation of the final product. But I have this anecdotally-supported idea in my head that the average player finds hexagons confusing, and prefers a square-tile grid. I'm wary of "aiming for the largest possible audience," but that doesn't mean I want to shoot myself in the foot by discounting a lot of players who might otherwise try the game.
Guess it's audience research time.
From the design perspective, hexagons are awesome because there's very little work that needs to be done, data-wise, to implement hexes. In the simplest case, a simple conversion rule lets you use a normal 2d array and you just "ignore" the data points that don't fit into a hexagonal grid. Hexes make range calculations much more simple, from ranged attacks to movement to area-of-effect.
So, being that I prefer one so heavily, what's the problem? Other people, naturally. As I'm finishing up the prototype for Conquer the Castle, I'm toying with the idea of switching to hexagons when I move into the creation of the final product. But I have this anecdotally-supported idea in my head that the average player finds hexagons confusing, and prefers a square-tile grid. I'm wary of "aiming for the largest possible audience," but that doesn't mean I want to shoot myself in the foot by discounting a lot of players who might otherwise try the game.
Guess it's audience research time.
Friday, April 18, 2014
Strategy Games and Morale
For several years now, I've had the opinion in the back of my head that "serious" strategy games incorporate several mechanisms that more casual games do away with. Morale is one of the primary ones. When the various dudes who do your fighting in these games value their own e-lives, it vastly complicates things.
When it comes to games, I prefer things on the complicated side. Games like Starcraft or Supreme Commander (or just about any other popular strategy game) allow you to treat your units as disposable cannon fodder. The continued existence of any single unit counts for practically nothing in the grand scheme of things, greatly simplifying the playing experience (this also allows the games to play faster, which is a benefit).
I identify two general approaches to making an individual unit's "life" matter more: Unit-side and Player-side. The latter is about making the Player care about that unit's ability to live or die. This usually involves mechanisms like gaining experience (and thus combat effectiveness) over time, but can be as simple as giving units individual names. Even when they differ only cosmetically from the rest of their ilk, this allows the player to invest some sort of emotion in them (but only works on players so inclined to do so).
On the other hand, you can make the unit care about it's OWN life: thus, morale. I think this has historically been one of the mechanisms designers are quickest to ditch. By necessity it implies developing some kind of AI for those instances in which morale "breaks" and the unit no longer obeys the players actions, but rather starts behaving according to some other directive (usually being, "run away!"). This can not only be frustrating for a player (it lessens their control over the game, always a risky thing especially with more casual players) but time-consuming for the developer to implement effectively. If a routing unit doesn't behave at least somewhat intelligently, it only aggravates the player further.
In my current project I'm developing the morale system right now. The actual numerical book-keeping is relatively easy, though there are quite a few factors to consider (should the unit gain morale by killing enemies?). The hard part is fleshing out the behavior a unit takes when it's morale is broken and it routes. Currently, I'm aiming to satisfy a simple three-step decision process:
1. If enemies are nearby, retreat along the path which will put maximum distance between you and them.
2. If no enemies are nearby, retreat towards the nearest board edge.
3. If multiple board edges are nearby, bias towards the one near your player's start zone.
So, first a unit runs away from the enemy. After that, it tries to get off the map, preferring to get off the map near where it started (retreating back the way it came). But how far away will it look for enemies? What if a unit breaks near to the enemy start zone and there is a clear path off that edge, but some enemies are somewhat nearby? Generally speaking, units fleeing in panic should behave "intelligently" for a given small set of information, but planning far ahead isn't a requirement.
This is one of those situations where you design with a few simple rules and hope that the emergent behavior seems to make sense...
When it comes to games, I prefer things on the complicated side. Games like Starcraft or Supreme Commander (or just about any other popular strategy game) allow you to treat your units as disposable cannon fodder. The continued existence of any single unit counts for practically nothing in the grand scheme of things, greatly simplifying the playing experience (this also allows the games to play faster, which is a benefit).
I identify two general approaches to making an individual unit's "life" matter more: Unit-side and Player-side. The latter is about making the Player care about that unit's ability to live or die. This usually involves mechanisms like gaining experience (and thus combat effectiveness) over time, but can be as simple as giving units individual names. Even when they differ only cosmetically from the rest of their ilk, this allows the player to invest some sort of emotion in them (but only works on players so inclined to do so).
On the other hand, you can make the unit care about it's OWN life: thus, morale. I think this has historically been one of the mechanisms designers are quickest to ditch. By necessity it implies developing some kind of AI for those instances in which morale "breaks" and the unit no longer obeys the players actions, but rather starts behaving according to some other directive (usually being, "run away!"). This can not only be frustrating for a player (it lessens their control over the game, always a risky thing especially with more casual players) but time-consuming for the developer to implement effectively. If a routing unit doesn't behave at least somewhat intelligently, it only aggravates the player further.
In my current project I'm developing the morale system right now. The actual numerical book-keeping is relatively easy, though there are quite a few factors to consider (should the unit gain morale by killing enemies?). The hard part is fleshing out the behavior a unit takes when it's morale is broken and it routes. Currently, I'm aiming to satisfy a simple three-step decision process:
1. If enemies are nearby, retreat along the path which will put maximum distance between you and them.
2. If no enemies are nearby, retreat towards the nearest board edge.
3. If multiple board edges are nearby, bias towards the one near your player's start zone.
So, first a unit runs away from the enemy. After that, it tries to get off the map, preferring to get off the map near where it started (retreating back the way it came). But how far away will it look for enemies? What if a unit breaks near to the enemy start zone and there is a clear path off that edge, but some enemies are somewhat nearby? Generally speaking, units fleeing in panic should behave "intelligently" for a given small set of information, but planning far ahead isn't a requirement.
This is one of those situations where you design with a few simple rules and hope that the emergent behavior seems to make sense...
Wednesday, April 16, 2014
Expanding Subjects and Switching Gears
Well, the stories that are become Echoes And Memories have all passed the initial draft phase. Now I send them off to beta readers for outside opinions while simultaneously working on something else so I get some mental distance, all the better for whipping them into shape for final publication this summer. (*Note to self: work on the book blurbs BEFORE the day of publication!)
However, I'm switching to work primarily on something not writing or publishing related. As I mention every now and again I do a lot of hobbyist game design, and much as with my writing I'm hoping that will eventually turn into a professional pursuit. This next month will be occupied with finishing up a prototype of a game I've been creating for a few months.
In that light, I'm officially making this blog a Writing/Publishing blog as well as a Game Design/Creation blog. I imagine there is enough overlap in the fandom that I won't annoy my handful of readers too much, and it beats having to start up a whole other blog that no one reads. I can always split them up later if need be.
So, expect my rants, rambles, and raves for at least the next month to be on game topics!
However, I'm switching to work primarily on something not writing or publishing related. As I mention every now and again I do a lot of hobbyist game design, and much as with my writing I'm hoping that will eventually turn into a professional pursuit. This next month will be occupied with finishing up a prototype of a game I've been creating for a few months.
In that light, I'm officially making this blog a Writing/Publishing blog as well as a Game Design/Creation blog. I imagine there is enough overlap in the fandom that I won't annoy my handful of readers too much, and it beats having to start up a whole other blog that no one reads. I can always split them up later if need be.
So, expect my rants, rambles, and raves for at least the next month to be on game topics!
Friday, February 21, 2014
The Myth of Talent
There was a thread over on Mythic Scribes recently (can't find it to link just at the moment, sadly) which once again got me thinking about talent. I used to be a believer in the concept - there just seemed to be things which came so naturally to me, and which others seemed unable to grasp well on a very basic level. Naturally, the opposite was true in certain fields. So I believed that each person has within them some few "talents" or natural dispositions that were inborn and unalterable. They'd always have advantages in certain tasks, and disadvantages in others.
I guess you could say I still believe in talent, though I no longer believe in talent as a single phenomenon. Rather, I see talent now as something of a derived composite of certain other characteristics. These may be truly basic, some the result of nature and others of nurture, and they are probably most likely to change early in life - our formative years, but they are by no means static after that.
Puncturing the myth of talent is important, I think, because of how often I see people say "well, I'm just good at X activity. It's not something I can teach." To which I think "Bullshit. Damn near everything can be taught." And learning what truly lies at the root of our talents can help us develop them even further.
That's not to say that teaching it will be easy. When I think of writing talent I always consider empathy as its predominant component. It seems to me (though I am ready to be argued with) that the ability to understand and share a wide range of emotions - even to be able to experience them at will - is the most important tool for an artist. Furthermore, I'm of the opinion that the primary purpose of the arts is in growing human empathy, the better for helping us all be a little less of an asshole to each other from time to time.
But I digress.
The point is, empathy can be taught. Likewise for any other of talent's components - for writing or for any activity (because the components of talent change as the task does, of course). Dramatic and comedic timing, for instance. Hard to teach, but possible.
That part - hard to teach - is the real reason why people like to think of talent as some insurmountable static trait. It's just easier to think "they've got it, I don't." We like to do what we're already good at, after all. There aren't a whole lot of people in the world prepared to put in the work required to learn talent.
I guess you could say I still believe in talent, though I no longer believe in talent as a single phenomenon. Rather, I see talent now as something of a derived composite of certain other characteristics. These may be truly basic, some the result of nature and others of nurture, and they are probably most likely to change early in life - our formative years, but they are by no means static after that.
Puncturing the myth of talent is important, I think, because of how often I see people say "well, I'm just good at X activity. It's not something I can teach." To which I think "Bullshit. Damn near everything can be taught." And learning what truly lies at the root of our talents can help us develop them even further.
That's not to say that teaching it will be easy. When I think of writing talent I always consider empathy as its predominant component. It seems to me (though I am ready to be argued with) that the ability to understand and share a wide range of emotions - even to be able to experience them at will - is the most important tool for an artist. Furthermore, I'm of the opinion that the primary purpose of the arts is in growing human empathy, the better for helping us all be a little less of an asshole to each other from time to time.
But I digress.
The point is, empathy can be taught. Likewise for any other of talent's components - for writing or for any activity (because the components of talent change as the task does, of course). Dramatic and comedic timing, for instance. Hard to teach, but possible.
That part - hard to teach - is the real reason why people like to think of talent as some insurmountable static trait. It's just easier to think "they've got it, I don't." We like to do what we're already good at, after all. There aren't a whole lot of people in the world prepared to put in the work required to learn talent.
Sunday, December 29, 2013
The Sigma of the Stigma
I've been catching up on some writerly-world blogs lately, including Dean Wesley Smith's. I just finished his sum-up of the year 2013 in publishing. Plenty of good thoughts and observations in there, as is expected from this particular industry vet. If you haven't yet, definitely peruse his and his wife's blogs: they have lots of info for aspiring authors of all stripes.
A few of the comment's to the post I was reading sparked my memory of a topic I'd wanted to revisit for some time now. The stigma of self-publishing: how it continues to affect reader perceptions and how it is changing. Especially in the area of copyediting.
I can say without a doubt that two out of the last four traditionally-published books I've read recently had a higher rate of typos and other proofing errors than my own offered books. I've been hearing more and more from non-writers who are beginning to notice this downward trend in quality from the major houses.
Yet, in most reviews I see of trad-published books, such a thing as a typo is never mentioned, whereas in reviews of indie-published books they are mentioned with a high frequency even when it is to say "I didn't find many."
In many ways, the stigma of the self-publisher is dying. People rarely bat an eye anymore when I say I'm self-published as opposed to traditionally published. The world of the serious indie publisher is becoming more refined and polished, with business and production practices trending to a standard much closer to the major houses. In a lot of cases (including, I hope, my own) you cannot tell the product of one from the other.
Except, it seems, in the case of editing, in which self-publishers are taking the lead in quality. Because we have to. When a reader stumbles across an error in a book they know is self-published, it becomes a major event. That still-present stain is seen more clearly; the book feels soiled in their hands. It becomes a confirmation of the "not-quite-there-yet" status of the indie crowd.
But the same reader takes no similar notice of errors in traditionally-published books, even when present at a higher rate. With indie published work, the reader is on the lookout for that confirmation of a second-tier status they still believe in. Thus to be taken seriously, self-publishers don't have to be "as good as" a traditionally published work.
They need to be better.
A few of the comment's to the post I was reading sparked my memory of a topic I'd wanted to revisit for some time now. The stigma of self-publishing: how it continues to affect reader perceptions and how it is changing. Especially in the area of copyediting.
I can say without a doubt that two out of the last four traditionally-published books I've read recently had a higher rate of typos and other proofing errors than my own offered books. I've been hearing more and more from non-writers who are beginning to notice this downward trend in quality from the major houses.
Yet, in most reviews I see of trad-published books, such a thing as a typo is never mentioned, whereas in reviews of indie-published books they are mentioned with a high frequency even when it is to say "I didn't find many."
In many ways, the stigma of the self-publisher is dying. People rarely bat an eye anymore when I say I'm self-published as opposed to traditionally published. The world of the serious indie publisher is becoming more refined and polished, with business and production practices trending to a standard much closer to the major houses. In a lot of cases (including, I hope, my own) you cannot tell the product of one from the other.
Except, it seems, in the case of editing, in which self-publishers are taking the lead in quality. Because we have to. When a reader stumbles across an error in a book they know is self-published, it becomes a major event. That still-present stain is seen more clearly; the book feels soiled in their hands. It becomes a confirmation of the "not-quite-there-yet" status of the indie crowd.
But the same reader takes no similar notice of errors in traditionally-published books, even when present at a higher rate. With indie published work, the reader is on the lookout for that confirmation of a second-tier status they still believe in. Thus to be taken seriously, self-publishers don't have to be "as good as" a traditionally published work.
They need to be better.
I Made a Top Five List! and other things
I managed to rate a mention over at the Fantasy Review Barn with their 5 Self-Published Gems of 2013 list. Yay for the Wandering Tale!
There should be more of the Wandering Tale published next year as well - I'm hoping to finish at least two additional novellas, and one of those will be continuing the saga of the malevolent blade, Peace.
On the immediate writing plate I have a story I'm writing for a contest submission (alternate history) as well as the ongoing effort to gather enough SciFi shorts for the anthology I mentioned in the last post. Following that, I intend to make it a priority to get the first Wandering Tale collection and Twixt Heaven and Hell out in paperback. I've been dragging my feet on those for too long.
Speaking of the Science Fiction anthology, if you happen to know of any good scifi artists, please put me in contact with them! Browsing DeviantArt is fun, but a lot of those guys are hard to get a hold of...
There should be more of the Wandering Tale published next year as well - I'm hoping to finish at least two additional novellas, and one of those will be continuing the saga of the malevolent blade, Peace.
On the immediate writing plate I have a story I'm writing for a contest submission (alternate history) as well as the ongoing effort to gather enough SciFi shorts for the anthology I mentioned in the last post. Following that, I intend to make it a priority to get the first Wandering Tale collection and Twixt Heaven and Hell out in paperback. I've been dragging my feet on those for too long.
Speaking of the Science Fiction anthology, if you happen to know of any good scifi artists, please put me in contact with them! Browsing DeviantArt is fun, but a lot of those guys are hard to get a hold of...
Friday, December 20, 2013
Back From Another Blogging Sabbatical
Forced sabbatical, really. Another semester down, and finally the degree is within reach. That should be the last time I can accuse school of pulling me away from other things. I'll need to find different excuses in the future.
Fortunately, despite not blogging over the last few months, I was still doing plenty of writing. 13th Night is not complete - I and the professor decided to amend our goals to three completed acts rather than an entire five-act play, which turned out to be a bit too ambitious given both of our schedules. So, yes, I have about half of a play. It needs a lot of work, but it was definitely cool to be able to get credit for a creative project. I wish I'd clued in to the possibilities of Independent Studies ages ago.
I've also completed a couple of short stories and made beginnings to several more, in anticipation of publishing the SciFi shorts anthology sometime next year. I still don't have quite enough finished material to round out the entire anthology in the theme that I originally intended. I may decide to loosen up the theme itself, or simply work on writing more stories that belong within it.
Consciously attempting to think up stories that conform to a certain theme, or feeling, is an interesting experience. I've never lacked for a pile of story ideas to start my next project with, even after discarding many as simplistic, unworkable, or more fit to include as subthreads within another story (a planned fantasy series of mine has absorbed a lot of stories into itself over the years). Now I find myself actively trying to create concepts that revolve around this unifying idea, and it is... more difficult than I expected. A lot of the ideas end up being too similar, derivative. I'm okay with a certain amount of subject bleed - there's no harm in revisiting topics more than once, so long as each story stands on its own feet. Too much repetition, though, will just harm the entire group.
So, can't really say when the anthology will be published. Once I have most of the stories written I'll start putting them out individually to some beta readers, and then I'll start thinking about getting feedback on story order and other formatting issues. I'm already thinking about the book cover - artwork always weighs heavily on my mind as it's the one part of a publication where I'm not much use.
Fortunately, despite not blogging over the last few months, I was still doing plenty of writing. 13th Night is not complete - I and the professor decided to amend our goals to three completed acts rather than an entire five-act play, which turned out to be a bit too ambitious given both of our schedules. So, yes, I have about half of a play. It needs a lot of work, but it was definitely cool to be able to get credit for a creative project. I wish I'd clued in to the possibilities of Independent Studies ages ago.
I've also completed a couple of short stories and made beginnings to several more, in anticipation of publishing the SciFi shorts anthology sometime next year. I still don't have quite enough finished material to round out the entire anthology in the theme that I originally intended. I may decide to loosen up the theme itself, or simply work on writing more stories that belong within it.
Consciously attempting to think up stories that conform to a certain theme, or feeling, is an interesting experience. I've never lacked for a pile of story ideas to start my next project with, even after discarding many as simplistic, unworkable, or more fit to include as subthreads within another story (a planned fantasy series of mine has absorbed a lot of stories into itself over the years). Now I find myself actively trying to create concepts that revolve around this unifying idea, and it is... more difficult than I expected. A lot of the ideas end up being too similar, derivative. I'm okay with a certain amount of subject bleed - there's no harm in revisiting topics more than once, so long as each story stands on its own feet. Too much repetition, though, will just harm the entire group.
So, can't really say when the anthology will be published. Once I have most of the stories written I'll start putting them out individually to some beta readers, and then I'll start thinking about getting feedback on story order and other formatting issues. I'm already thinking about the book cover - artwork always weighs heavily on my mind as it's the one part of a publication where I'm not much use.
Sunday, October 13, 2013
Of Course You Can
This is a quibbly, nitpicky thing, but I really wish people - generally beginners - in the arts would quit asking "Can I do <X>?"
Of course you can do it.
What you should be asking is: Should you do it? Do you have the ability to do it effectively? Even if done effectively, will it achieve the goal you want? What will be the consequences?
Naturally, a couple of the above are technically impossible to answer accurately, such as the "do you have the ability..." one. Can't know until you try - and even then, you'll get mixed reactions.
The "Can I..." question smacks to me of asking permission, and for some reason that really gets under my skin. I realize most people are probably actually asking "Can I... effectively?" which is an altogether more productive line of inquiry. Even then, though, the answer is almost certainly "Yes, if you're good enough."
So I suppose what I'm really trying to encourage artists to do is forego asking the "Can I" question. Instead, do whatever it is you wondered about, and do it as well as you can. Then take that work to people whose opinions you trust, and ask this question instead:
"Have I done <X> effectively?"
Then all you have to do is reconcile the many conflicting opinions you'll get in return...
Of course you can do it.
What you should be asking is: Should you do it? Do you have the ability to do it effectively? Even if done effectively, will it achieve the goal you want? What will be the consequences?
Naturally, a couple of the above are technically impossible to answer accurately, such as the "do you have the ability..." one. Can't know until you try - and even then, you'll get mixed reactions.
The "Can I..." question smacks to me of asking permission, and for some reason that really gets under my skin. I realize most people are probably actually asking "Can I... effectively?" which is an altogether more productive line of inquiry. Even then, though, the answer is almost certainly "Yes, if you're good enough."
So I suppose what I'm really trying to encourage artists to do is forego asking the "Can I" question. Instead, do whatever it is you wondered about, and do it as well as you can. Then take that work to people whose opinions you trust, and ask this question instead:
"Have I done <X> effectively?"
Then all you have to do is reconcile the many conflicting opinions you'll get in return...
Friday, September 20, 2013
Hatching Old Eggs
It's pretty common for me to incubate story ideas for quite awhile before actually writing them. I'll pound out a beginning - a couple of chapters or a few thousand words - and write up an accompanying outline of where I think the story might go, who the principal characters are, etc. Then I'll find that the idea hasn't formed enough in my head to be really confident writing it yet. Thus, it rests in a file somewhere until I'm perusing old ideas looking for the next project to finish.
I've got dozens of those, but there are always the principal ones which tend to be often on my mind. One such that I've mentioned here before is a play called ThirteenthNight. It is a sequel to Shakespeare's Twelfth Night, dealing with a revenge plot hatched by the wronged Malvolio.
I wrote the opening pair of scenes to 13th Night almost two years ago. A couple days ago I added the first new words since then. It always feels good to take up an old project - especially when new ideas come rolling in more easily than they had when you began.
I don't really intend to become a playwright. The stories I like to tell, by and large, wouldn't translate well to the medium of the stage. Still, there are certain elements to any form of creative writing that are transferable. Attempting to mimic the style and quality of Shakespeare is a formidable task (some would say I'm guilty of hubris for even trying) but I'm confident that in this case, even failing to do it well ought to be pretty damned hilarious.
I've got dozens of those, but there are always the principal ones which tend to be often on my mind. One such that I've mentioned here before is a play called ThirteenthNight. It is a sequel to Shakespeare's Twelfth Night, dealing with a revenge plot hatched by the wronged Malvolio.
I wrote the opening pair of scenes to 13th Night almost two years ago. A couple days ago I added the first new words since then. It always feels good to take up an old project - especially when new ideas come rolling in more easily than they had when you began.
I don't really intend to become a playwright. The stories I like to tell, by and large, wouldn't translate well to the medium of the stage. Still, there are certain elements to any form of creative writing that are transferable. Attempting to mimic the style and quality of Shakespeare is a formidable task (some would say I'm guilty of hubris for even trying) but I'm confident that in this case, even failing to do it well ought to be pretty damned hilarious.
Monday, August 26, 2013
Weeding the Garden of my Mind
Vis a vis that last post: I think a lot about biases and faulty judgement, because I'm of the opinion that all human beings possess them. Some will, once revealed, cling to them and deny evidence that there is anything faulty about them in the first place. Having seen this several times, I resolved to always try and rid myself of them without regard for my own pride. Even assuming that I'm able to do that in each case, I first need to be made aware of them in order to excise them from my thinking.
This always leads me to wonder what sort of biases still lurk in my mind, completely unknown to me...
Wednesday, August 21, 2013
How Will My Writing Age?
I've been reading some Heinlein, lately. He's one of my favorite Science Fiction writers and I realized that there is still far too much of his portfolio I have yet to experience, and set out to fix that.
He's the sort of writer who, even for his less well-received works, I'm likely to come away glad I read it. He dwells upon many of the issues I find interesting, he was extremely smart, and did not seem to hold any ideals to absolutism (though there are many who would argue otherwise), so even when things get a little clunky in the execution I enjoy his work.
While reading Methuselah's Children, though, I find myself noting how the customs of his time have made their way into the future in a way that I would now find laughable. For instance, language that betrays the far more standardized gender roles of fifty or so years ago persists, even in a society he seems to be positing as possessing greater equality.
All this makes me wonder how my writing will eventually show the differences between my time and whenever the reader is from (assuming - with cheerful and unwarranted optimism - that people will be interested in reading my books after any significant span of time). What mores will it reveal that I myself don't even consciously know about? What assumptions? What biases?
He's the sort of writer who, even for his less well-received works, I'm likely to come away glad I read it. He dwells upon many of the issues I find interesting, he was extremely smart, and did not seem to hold any ideals to absolutism (though there are many who would argue otherwise), so even when things get a little clunky in the execution I enjoy his work.
While reading Methuselah's Children, though, I find myself noting how the customs of his time have made their way into the future in a way that I would now find laughable. For instance, language that betrays the far more standardized gender roles of fifty or so years ago persists, even in a society he seems to be positing as possessing greater equality.
All this makes me wonder how my writing will eventually show the differences between my time and whenever the reader is from (assuming - with cheerful and unwarranted optimism - that people will be interested in reading my books after any significant span of time). What mores will it reveal that I myself don't even consciously know about? What assumptions? What biases?
Thursday, August 15, 2013
Still Flirting With Validation
For a time, just after I made the decision to treat self-publishing as my main avenue, I wondered if I'd even bother to submit things to any traditional venue. I was pretty much done with the large publishers and the agents that basically enabled one to pursue them, but what about smaller publications - in other words, the magazines?
Well, apparently I'm not done with them yet. I've decided to rack up a few more rejections and have been sending some short work off to such prestigious rejectors (shut up, it's a word now) as Asimov's and Clarkesworld. I'll probably stick to a smaller number of reliable and successful magazines. Researching the others bulk of the sector, with many magazines which tend to rise and fall pretty quickly, takes more time than I'm willing to give it. And each one will have separate formatting preferences. If there's one thing the industry needs to standardize...
In any case, I'm aiming for maximum efficiency in time, even if the trade off is minimum likelihood of acceptance. Now that I've relegated traditional channels to the backburner, I can afford to keep my standards high. The time I'd otherwise spend researching and sending off story after story can be better spent writing.
There is one other project I'm looking at submitting to, though. Antimatter press is running a little novelette pitch contest, and given the (relative) success of my Wandering Tale series I think dabbling a little more in the short-form pool couldn't hurt. Only problem is, now I have to look through my catalog of "stories-to-tell" and figure out which one would work best as a series of novelettes, rather than as a novel. Though as I found with the Wandering Tale, switching the format can be rather invigorating to the story, so I'm looking forward to the experiment.
Well, apparently I'm not done with them yet. I've decided to rack up a few more rejections and have been sending some short work off to such prestigious rejectors (shut up, it's a word now) as Asimov's and Clarkesworld. I'll probably stick to a smaller number of reliable and successful magazines. Researching the others bulk of the sector, with many magazines which tend to rise and fall pretty quickly, takes more time than I'm willing to give it. And each one will have separate formatting preferences. If there's one thing the industry needs to standardize...
In any case, I'm aiming for maximum efficiency in time, even if the trade off is minimum likelihood of acceptance. Now that I've relegated traditional channels to the backburner, I can afford to keep my standards high. The time I'd otherwise spend researching and sending off story after story can be better spent writing.
There is one other project I'm looking at submitting to, though. Antimatter press is running a little novelette pitch contest, and given the (relative) success of my Wandering Tale series I think dabbling a little more in the short-form pool couldn't hurt. Only problem is, now I have to look through my catalog of "stories-to-tell" and figure out which one would work best as a series of novelettes, rather than as a novel. Though as I found with the Wandering Tale, switching the format can be rather invigorating to the story, so I'm looking forward to the experiment.
Wednesday, July 31, 2013
Why Not? Let's Make Some Dick Jokes
I don't really believe in so-called Writer's Block.
I think that anybody who sits down at a computer really wanting to write can put words on the page. Perhaps they won't be great words. Perhaps they'll need to be changed or cut later. Still, they'll get out of you and onto the page, and you'll have written something.
Most of the time I feel that Writer's Block is really just a lack of motivation to do the work of writing. It's a person - who fancies themself a writer - sitting down not to write, but to be brilliant. We can write whenever we want to. We can't always write well whenever we want to. However, if you aren't prepared to write badly every now and again you're going to have a hard time making steady progress.
I know this. I believe this. And yet, I often find myself unwilling to write badly. It is a holdover element of my old perfectionism that if I let a word remain on the page for very long it needs to be good. It can't just be serviceable. It can't be "I'll replace it later." It can't be "Let's just get through this portion and come back to it, when the rest of the book can inform it better."
It's a bad habit, and I need to break myself of it if I ever want to get all these stories out of my head. I've decided that I will first start with renaming the problem. I don't like Writer's Block.
I'm going to call it E-write-tile Dysfunction (EWD). Yes, I am basically writing this post for the sake of that joke alone. Sue me.
I've had a bad case of EWD for awhile now, but I think I'm getting through it. My commitment is firming up, you might say. I'm ready to go at it hard and fast. Once I've covered the page, I'll take a second look and see what sticks. But rest assured, at the end of it all I'll make sure my audience is satisfied.
Yeah, I'm done now.
I think that anybody who sits down at a computer really wanting to write can put words on the page. Perhaps they won't be great words. Perhaps they'll need to be changed or cut later. Still, they'll get out of you and onto the page, and you'll have written something.
Most of the time I feel that Writer's Block is really just a lack of motivation to do the work of writing. It's a person - who fancies themself a writer - sitting down not to write, but to be brilliant. We can write whenever we want to. We can't always write well whenever we want to. However, if you aren't prepared to write badly every now and again you're going to have a hard time making steady progress.
I know this. I believe this. And yet, I often find myself unwilling to write badly. It is a holdover element of my old perfectionism that if I let a word remain on the page for very long it needs to be good. It can't just be serviceable. It can't be "I'll replace it later." It can't be "Let's just get through this portion and come back to it, when the rest of the book can inform it better."
It's a bad habit, and I need to break myself of it if I ever want to get all these stories out of my head. I've decided that I will first start with renaming the problem. I don't like Writer's Block.
I'm going to call it E-write-tile Dysfunction (EWD). Yes, I am basically writing this post for the sake of that joke alone. Sue me.
I've had a bad case of EWD for awhile now, but I think I'm getting through it. My commitment is firming up, you might say. I'm ready to go at it hard and fast. Once I've covered the page, I'll take a second look and see what sticks. But rest assured, at the end of it all I'll make sure my audience is satisfied.
Yeah, I'm done now.
Wednesday, July 24, 2013
Talk to Me in a Different Setting
Not that you talk to me much here. Would it hurt to call now and then?
That of course doesn't apply to those of you who do, in fact, talk to me here. And elsewhere. Love you guys.
In any case, I'm the Reddit Fantasy Writer of the Day over at /r/Fantasy. Basically it means I get to shamelessly self-promote for a day and answer some questions. Stop on by if you'd like to ask me something!
That of course doesn't apply to those of you who do, in fact, talk to me here. And elsewhere. Love you guys.
In any case, I'm the Reddit Fantasy Writer of the Day over at /r/Fantasy. Basically it means I get to shamelessly self-promote for a day and answer some questions. Stop on by if you'd like to ask me something!
Wednesday, July 17, 2013
Short Stories: Complete Arc vs. Slice of Life
Personally, my definition of what constitutes a "short story" is pretty loose. Observe:
A short story is A) Short and B) ... nope, that's it.
By which I mean, I don't really have any expectation that a short story will give me a complete character arc or a complete "story" in the traditional sense. Many of my favorite short works serve largely to enunciate some idea, or to sketch a picture of an interaction that is more or less fully sensible without further context.
This means that a lot of my favorite short stories can easily be pieces of a larger work - which is A-OK by me. In fact, my first introduction to Ender's Game was through an excerpt included in the anthology There Will Be War. It stood perfectly well on its own.
My freely-available short "Le Morte d'Arthur" has garnered a number of reviews, most fairly positive. The most common negative mentioned, though, is that it is "too short." Now, I'm fine with this - first of all because nobody ever says a terrible story is "too short" so at least I know they wanted to read more. Second of all because most of the elaborations mention they don't think it constituted a full story - that it read more like the first chapter of a book.
To which I usually respond (silently): "Sometimes that's what a short story is - the first chapter to a book that hasn't been written."
I find it wonderful that so many people have expressed desire for an extension to that story. I'll gladly write it (I aim to please. If there's an audience for a story, I'm going to give it to them). However, I disagree that it needs it in order to be complete. The idea has been enunciated. The picture has been formed. As a short, I don't think it requires a complete character or story arc in order to stand alone.
This has come up a lot with me lately as I write additional short stories for a planned collection. Some of them are complete stories in the traditional sense, but many of them aren't. I keep wondering whether or not to address this issue within the collection itself through some kind of authors note. I suppose it must be a consequence of being an indie publisher that makes me want to prepare the reader's expectations so much...
A short story is A) Short and B) ... nope, that's it.
By which I mean, I don't really have any expectation that a short story will give me a complete character arc or a complete "story" in the traditional sense. Many of my favorite short works serve largely to enunciate some idea, or to sketch a picture of an interaction that is more or less fully sensible without further context.
This means that a lot of my favorite short stories can easily be pieces of a larger work - which is A-OK by me. In fact, my first introduction to Ender's Game was through an excerpt included in the anthology There Will Be War. It stood perfectly well on its own.
My freely-available short "Le Morte d'Arthur" has garnered a number of reviews, most fairly positive. The most common negative mentioned, though, is that it is "too short." Now, I'm fine with this - first of all because nobody ever says a terrible story is "too short" so at least I know they wanted to read more. Second of all because most of the elaborations mention they don't think it constituted a full story - that it read more like the first chapter of a book.
To which I usually respond (silently): "Sometimes that's what a short story is - the first chapter to a book that hasn't been written."
I find it wonderful that so many people have expressed desire for an extension to that story. I'll gladly write it (I aim to please. If there's an audience for a story, I'm going to give it to them). However, I disagree that it needs it in order to be complete. The idea has been enunciated. The picture has been formed. As a short, I don't think it requires a complete character or story arc in order to stand alone.
This has come up a lot with me lately as I write additional short stories for a planned collection. Some of them are complete stories in the traditional sense, but many of them aren't. I keep wondering whether or not to address this issue within the collection itself through some kind of authors note. I suppose it must be a consequence of being an indie publisher that makes me want to prepare the reader's expectations so much...
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