First off, a couple of early reviews for The Thief-Taker’s Apprentice: - “a gripping read, with engaging characters, that bodes well for future books in the series (and it has me that little more eager for ‘The King of the Crags’)” Graeme’s Fantasy Book Review. Not going to argue with that, although I’m sure there will be plenty more. And
“This apprentice has potential. Please, Mr Deas, can I have some more?” Yes, International Writers Magazine, you may. Books two and three, The Warlock’s Shadow and The King’s Assassin will follow in 2011 and 2012. I’m writing them both right now (strictly rewriting, if there’s truly a difference). Faster than I was a few days ago, having been poked about King of the Crags…
“I also sincerely dislike the fact that I now have to wait for the next instalment to find out what happens next. *Pokes Stephen with a pointy metal stick* Write faster!!“ Ow! The next installment is with my editor! Poke him!
Even a new review of The Adamantine Palace “Deas gives classic fantasy a unique twist, and I am really curious to see where he will take us from here.”
After posting last week about how role-playing games were a fantastic sandbox for story design, I thought maybe I should justify that statement (of the obvious, to my mind) in a little more depth. So here and there I’ll be putting up what hints and tips I can that I think help in the design of a good story. With a bit of luck, they’ll work for writing novels just as well as for writing adventure campaigns, and I thought I’d start with foreshadowing.
So what is this foreshadowing thing and where do I get some? It’s actually pretty straightforward. Look it up on the internet if you want, but basically, it’s dropping hints early on about stuff that’s going to happen later. So in the first scene of your story, you describe the room where your main character lives and you put a gun on the wall and make of point of mentioning that it’s loaded. In the last scene, someone takes the gun off the wall and shoots him. Mentioning the gun much earlier than it was actually relevant to the story, that’s foreshadowing. Easy. If the apparently goody two-shoes king’s mage is actually going to launch a coup half way through your story and seize the kingdom in the name of Zarkz the Lord of Demons, then foreshadowing is, well, mentioning the existence of Zarkz the Lord of Demons at some point before it happens. Foreshadowing is having the players/protagonists get wind that the king’s mage isn’t quite as nice as people think, whether they see something themselves or hear it through others (if the entire focus of the plot is stopping Zarkz, then it’s arguable that this isn’t foreshadowing so much as, well, plot. So imagine the focus of the story being elsewhere…)
Anyway, the lesson I’ve learned from running too many RPGs is that, whatever you think your story is going to be about, there’s a fair chance that your players will have other ideas and go find some other piece of story. So you might have meant them to investigate the king’s mage and stop Zarkz from being summoned, but in fact, chances are they’ll start running a scam involving bear-baiting, a druid and a lycanthrope, and the first they’ll know about Zarkz is when the Abyssal Palace rises from the earth, half the city falls apart around their feet and there are demonic servitors roaming the streets. So look, for my playing group, I don’t just put a loaded gun on the wall and hope they players notice; scatter them about like confetti. The champion bear is called Zarkz and everyone goes on about how he fights like a demon. That sort of thing. I ran a game once set in the near future where every single item of news ended up being related to the plot, somehow. Just litter the storyline with stuff that takes your fancy, even if you have no idea what you’re going to do with it. Half the time your players won’t notice, the other half you’ll come up with something ten sessions later. Trust your imagination. You can throw in a bit of foreshadowing without having a clue what you’re going to do with it. Have no fear – you’ll find something. Leave ‘em lying around, and whenever you need a bit of inspiration as to how the hell you’re going to cope with whatever bizarre plan of action your players come up with, they’ll be waiting for you with open arms…
Books, I think, are much the same. Maybe a bit easier and a bit harder at the same time, in that readers are a little more attentive than players. You don’t need to litter the place with bits of foreshadowing quite so much and you need can’t let them go unused quite so much.
I’ve heard it said, on the subject, that if you’re going to put a loaded gun on the wall in scene one, someone had better use it before the end of the story. Well if you make a big deal of it, yes, but otherwise my advice is to throw the kitchen sink at the foreshadowing, don’t worry if you don’t even know where half your ideas will lead or how they tie into the plot, and don’t worry about the devices you end up not using. In a game, your players will pick up on the ones that interest them and all the rest, well, they probably never noticed in the first place. In a book you can take out the ones that didn’t go anywhere later. That’s what rewrites and editors are for.