Foreshadowing (7/6/2010)

Posted in News

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.

Writering and Gaming (30/6/2010)

Posted in News

A few weeks ago I was at the UK Games Expo, last stop on an unplanned and impromptu little tour of panelling events that was accidentally co-incident with the release of King of the Crags. Or at least, it appeared accidental to me. This involved, never mind getting in free to something I’d have paid to visit, but being actually paid my expenses to show up. This is immensely cool, so thank you, UK Games Expo for that fleeting moment of feeling important.

In most panels I do[1], the subject of role-playing games gets raised at some point. Questions like ‘how did you get started as a writer’ or ‘what was the first story you wrote’ can’t get an honest answer without straying into the land of Dungeons and Dragons. Anyone who’s spent much time on my website won’t be surprised (what, you haven’t been reading Diamond Cascade, The Chronicles of the Anti-Kvothe)? When I mention D&D, I’ll get a reaction that, broadly, is one of three:

  1. Wow! Cool! He’s one of us!
  2. Whut?
  3. Eeeiieee, he’s one of them! Someone please teleport me to another panel.

I’m not proud to be a D&D player any more than I’m proud to be a five-a-side football player or to be someone who drinks coffee. It’s not something I feel any need to stand up for or justify, it’s a just a thing that I’ve done for the last pushing twenty-five years and would be quite happy to do for twenty-five more. Still, that last reaction does surprise me. I know that, to people who’ve never gone near a role-playing game, the whole concept can seem a bit strange. Making up stories and pretending to be someone else? Isn’t that a bit creepy? But guys, gals, I’m a writer now. Making up stories and pretending to be someone else is almost what I do for a living[3]. Is Salman Rushdie creepy because he makes up stories? Writers get let off because, well, apparently simply because we’re writers. Somehow we’re allowed. So if you can make a living from it, that’s fine, but if you simply do it for fun, that’s creepy[2]? I don’t get that.

The strangest thing, though, is that I never get reaction 4)

4) Well, duh, obviously spending years and years designing and then road-testing story-lines that need to be robust the the incalculable whimsy of a party of player characters who are under no obligation to follow your nominated plot-line and indeed will frequently go to great lengths to avoid doing so, obviously that’s going to teach you a thing or two about story design, and don’t even get me started on how self-evident it is that having to build a consistent and believable game-world might, y’know, help just a tad. And as for characterisation? It’s like in the name, dude! Role. Playing. I mean seriously, bro, it’s so patently obvious that RPGs are the perfect sandbox for anyone with a passion for stories that it’s like totally an insult to my intelligence that you even mention it.

Roleplaying games won’t necessarily make you a great story-teller, but if that’s what you want to be, they’re a great sandbox to play in while you’re learing.

The last person to give me one of those ‘you just fumbled your charisma check’ looks for mentioning RPGs had previously been extolling the virtues of giving a page in your notebook to each of your main characters for a description and a few notes on their habits and personality. Or, as we call them, character sheets. I didn’t say anything.

[1] One might argue this has something to do with the panels I sit on and the events I attend, but hush.

[2] I am old enough to remember a time when, apparently, we were all satanists. Fortunately, the rest of the world largely grew up.

[3] About half a living.

Research and E-books (23/2/10)

Posted in News

It’s a Tuesday so it must be time to witter about something. There’s not much book-news to get excited about at the moment. Am rewriting the last quarter of the Order of the Scales after finally figuring out what was bothering me about it (yes, something is getting cut). Am waiting impatiently for Thief-Taker to come back from my editor (impatiently because I have free evenings coming out of my ears at the moment and there’s only so much Bioshock a man can play. Well, actually there isn’t, but there probably ought to be).

Still: Last night was the annual Orion bash, and a couple of comments still ring in my ears. Amid the Amazon vs. Macmillan malarkey, iPads and other shenanigans and the poorly advertised possibly-not-actually-a-fact that the e-book version of The Adamantine Palace will have something pushing 60,000 words of extra material in it, I’d somehow gained the impression that e-books were, somehow, well, y’know, important? Apparently not. According to Peter Roche, chief executive of the Orion Publishing Group, there is the possibility that e-books will expand greatly in 2010, possibly up to a whopping great 2% of total sales. Woo-hoo. Yes, the trend will doubtless continue and yes, it will vary from genre to genre (cookery e-book? Better be sauce-proof). But still. Woo-hoo. I’ll do the bonus material but I’ll not be rushing out to acquire a system developers tool-kit for iPad apps just yet.

This was a statement made during the annual Orion state-of-the-union address. The second most thought-provoking comment came from Adam Roberts, which went something along the lines of ‘What? You’re just going as a tourist? You’re not even doing research?’ This in response to me being off on a little trip in a couple of months. I didn’t have an answer to that, and it’s taken me a full day to realise why. So in lieu of being on the panel about fantasy research at Eastercon, here’s my ha’penny on researching for epic fantasy. It’s simple, really. Everything is research. I’m never a tourist. I was doing research last night in the Royal Opera House, listening to the acoustics and looking at the shape of the ceiling. I will be doing research in the Andes, on the look and feel of mountains. Not all that long ago I did some research on what it’s like to stand on the open top of a tall tower (very windy). Right now I’m researching how to share your lap between a laptop and a cat (tricky and prone to typos). Research for fantasy is endless. Go visit every terrain the world will offer you. Master geography. Understand how every culture works and why. Learn how science and technology developed. Get your head around the sum of human history. Slide into the heads of other people and figure out what make them tick. Do all of that and you’ll have everything you need to build worlds that are effortlessly real. “You’re not even doing research?” Doesn’t have an answer because the question doesn’t compute.

Story-Writing 101 (20/1/2010)

Posted in Critical Failures

A while back I was invited into the local infant school to teach children a little bit about writing stories. I think what I actually managed to teach them was how to draw a cartoon dragon and a cartoon goblin, but hey, they liked the visuals, so here they are, in case anyone wants to try and do a better job.

StoryBeginning

The ideas I was trying to present are pretty simple, and are also pretty much how I set about writing a novel:

Start at the beginning of the story

Know who your story is about

Know what problem they need to solve

(or what challenge they need to overcome – remember I’m talking to six-year-olds here)

StoryEnd

Know the end of the story

What is their last chance to succeed?

What is the final outcome?

(Between you and me, sometimes I do this the other way around and get the end before I even know to whom it is happening, but remember: 6 years old).

(The “story” we ran through here is pretty obvious: Dragon and Goblin want to make a book. Contrary to popular (6-year-old) opinion, Simon Skeleton in the last scene isn’t Simon Cowell…)

Now you’re ready to start. Think of the rest as setting off on a journey: You know where you’re starting, you know where you want to go, but you don’t know how to get there. You need a map (or a compass and some orienteering skills or some combination of both in practice but we’re keeping it simple, remember?).

StoryMiddle

This is the bit where you just think of a couple of things that sound fun and exciting and happen between The Beginning and The End. I have to admit I’m not very good at describing what happens here: make some stuff up. Don’t lose track of where you’re trying to go.

Anyway, anyone who fancies using the pictures, help yourself. They’re probably a damn sight better than the words that went with them.

The rewrite-athon continues (4/1/10)

Posted in News

I was having a minor grump over the holidays about how much time the rewriting of Order of the Scales was going to take (Simon, don’t expect to see it early). Well, the rewrite is going OK, but it’s still taking up a lot of time that could otherwise have been spent doing more worthwhile things like playing Dragon Age: Origins or Call of Duty: Modern Warfare II or Assassin’s Creed II. But over the weekend, someone dropped me this comment:

“I’ve bought and half finished 5 books in the last month and had thought I’d lost my passion for sci-fantasy. Now I realise I’ve just been picking shitty books to read. Until now that is. I bought and finished The Adamantine Palace today and absolutely loved it. Thanks for giving me what I thought was lost Stephen!”

One happy reader doesn’t make a book good, but it makes an author happy too and not mind that he’s spending his evenings in front of his laptop. Also, he is apparently not alone. Been a while since a new review for The Adamantine Palace came out…

As noted my last post, my the first draft of Order of the Scales is needing rather more work than I’d hoped (largely because it was written about a year ago before King of the Crags went through its edit and the Gazetteer changed a few things). So instead of the usual two re-writes, this one’s going to need three before submission. Usually, there’s a first rewrite to iron out any inconsistencies in the story, character or background and put on the last icing and sprinkles. Then there’s a pause of a month or two while I go and do something else and then a second rewrite that all buff and shine and polish.

I like re-writes when I’ve finished them. I don’t like doing them. They’re treading familiar paths and rarely taking me anywhere new. Bleh.

Right. And that really is about it for any ’system’ I use.

Travelling Hopefully (30/12/09)

Posted in Critical Failures | News

Someone asked me a couple of days ago whether I plan in detail or use the ‘travel-hopefully’ method. Now being asked questions like that makes me feel all unnaturally important, as if my words and methods might carry some weight and I was all set to write a lengthy post on how to set about writing a story. Fortunately some sense prevailed; the fact is that everyone seems to write in different ways and I think everyone probably has to find what fits the way their head works.
That said, ‘travel hopefully’ does describe the way I write quite well once I get going, but having said that, there does have to be some sort of framework in place before I start; everyone has to have something, right? Otherwise how do you know where to begin? I don’t think I know anyone who sits down in front of a keyboard knowing nothing more than that they are about to write a story…

So what do I need? I need:

  • A world. It doesn’t have to be fleshed out an detailed, but it needs to be there in skeleton form. In particular, I think what matters are the general rules by which the world operates. The big things that will shape it need to be thought through. The Adamantine Palace may not have that much world-building actually in it, but that doesn’t mean it wasn’t thought about. For a fantasy world, is there an analogous period in history? I will always start from something real and then add bits (magic, dragons, the fact that the moon is made of cheese, whatever). These bits need a little basic thinking through, too, about what the consequences are for the base society when you add the extras. I’ll do most of this as a go along, but I need to know how the rules that govern the way the world works have changed because of whatever I’ve added (or taken away). Same principle goes for Science Fiction and technology. If you’re going to set a story in the real world, then which part of the real world and which time in history?
  • Some driver characters. A few main protagonists with what they are trying to do and why and very roughly what they’re like. These might be characters who will be in the foreground of the story (example: Prince Jehal: Intelligent, cynical, callous, wants to be top dog (because being the top dog is the only place that’s safe), deep down also wants to be… <spoiler deleted>) or they might be in the background (Saffran Kuy in The Thief-Taker’s Apprentice). They are the characters who are shaping events. What they are trying to do and why they are trying to do it will define the way the world changes during the course of the story.
  • Some front-line characters. These might be the same as the above or they might be different, but these are the characters who are in the foreground of the story. I find they tend to acquire their own personalities and colour themselves in as the story goes on, so all I have here at the start are a few seed characteristics that make them stand out from those around them (Angry, guilty, can swing a sword. That sort of thing).
  • An end. In some ways most important of all, I need to know how the end is going to feel. Someone has to either achieve something or fail to achieve something. It’s not so much the specifics of what that I have up front, it’s how it’s going to feel for the reader (bitter-sweet is always a favourite with crushing despair a close second, but there’s always the possibility of a happy success). There may well be several ends for several different story-lines.

And that’s it. After that it’s travel hopefully time. Which has worked extremely well on some occasions and less well on others. This year’s submissions will be The Order of the Scales and The Warlock’s Shadow, both already written in draft straight off the back of their prequels (on the grounds that all the preparation work had already been done) and both examples of FAILURE of the method, dammit! The Order of the Scales in particular has rolled a fumble (er, I mean has a lot wrong with it). I can see at least three re-writes being necessary before it’s good enough to be submitted. The first one started this week, along with the stress headaches.

This would also be the time when some sort of review of the year would appear, but I haven’t got time for that right now. Here’s one someone else made earlier.

How to Get Published: Myths and Legends (23/09/09)

Posted in Critical Failures

Hints and tips brought back from Fantasycon 2009 and a few reminiscences.

So you’ve written a novel. You’ve got the craft of putting words together into coherent sentences, choreographing those sentences into scintillating paragraphs, corralling your paragraphs into scenes and assembling a story. How do you get from there to seeing your name up on the shelves in the local Waterstones? The internet will fall over itself to tell you what you can do. All sorts of books will do that too. Trouble is, do any of them really work?

1. Write such a good novel than no one can possibly turn you down.

Yeah, but what do you do if they do? The rewriting trap seems to be one that a lot of people fall into, and that certainly included me once upon a time. It’s true that there are first novels out there that were worked on for years and eventually got noticed and turned out to be exquisitely good and immensely successful. The trouble is, there are several reasons why this might fail (the powers that be think the market is already saturated for whatever you’re writing; the powers that be think the market isn’t ready for what you’re writing; the powers that be just don’t like it for reasons you will never understand; the power that be don’t even get around to picking it up off the slush pile until after your grandchildren have started drawing their pensions).

Yes, absolutely make your novel as good as it can possibly be, but what are you going to do after you submit it? For the love of god don’t be sitting there twiddling your thumbs imagining you’ll ever get a quick answer to anything. Write something else while you’re waiting. And then something else. In fact a good plan would be to have your next project loosely figured out so you can get right on with it when the first one goes out. Reasons to do this include a) it keeps you occupied as you grow old and grey waiting for anyone to respond b) through writing something different you might learn something new you can feed back into the next rewrite of the novel you just sent. c) you might  write something better. d) Your typing fingers won’t atrophy and become useless. e) planning for your inevitable success. Think about it; it is very, very unlikely that anyone, including you, wants to publish exactly one of your books. f) planning for your inevitable failure: Best to get right back in the saddle, eh?

At the very least, if you have two ‘Best Novel Ever’s on the go then you can alternate so there are no awkward gaps between rewrites.

2. Write the most commercial novel you can.

Also has definitely worked for some. If you can still love the story you’re writing and the characters in it then do it. Seriously. Writing a story about <insert The Next Big Thing here> is vastly more likely to result in success that writing an equally good story about, say, an action-adventure romance about a were-piano, it’s battle against a secret society of super-evolved flat-pack bookshelves and its secret angsty relationship with a broken trombone.

Two little catches. The ‘equally good’ and the <insert The Next Big Thing here>. Equally good is up to you. If you don’t love your work then neither will anyone else and nor will it love you back, but if you love both ideas, then for the sanity of everyone around you, pick the commercial idea first. You can always write that story about the were-piano later. The Next Big Thing is a bit harder, but not as impossible as some people make out. Research (it helps to work in the genre section of a bookshop). Find out what’s coming out soon. Find out what new authors various publishers are excited about. Really what you want to be able to do is simultaneously mind-meld with all the genre editors and agents in the field and find out what they’re thinking, what they’re excited about that’s coming out soon, rather than what’s already a big hit. Do the work to get to know who all the relevant people are and keep track of who they sign and what they’re putting out (these things are generally announced well before books hit shelves). There’s nothing editors like more than enthusing about their latest great find (and they mean it too – they have to, otherwise there wouldn’t have been a deal in the first place). If you can get hold of an editor or an agent, they will usually be willing to talk and they will have a better idea of where the genre is going than most. Since they’re only human and thus still get it completely wrong from time to time, spread your bets. This is what conventions are good for (although not Fantasycon this year for some reason). Alternatively skip all that hard work part and write about some spunky woman in complex relationships with some sort of supernatural creature. My tip for for The Next Big Thing is currently Kung-Fu Vampire Dragons In Love. But that’s my idea and if you steal it, you deserve all the rejection letters you’ll get :-p

Yeah. Don’t imagine The Next Big Thing will be several of the current Big Things mashed together. Someone always tries it, someone always publishes it and it usually sinks like a depleted uranium balloon[1] [2].

3. Promote yourself to death at conventions and over the internet.

Oh there are so many ways to do this, aren’t there? Where’s a budding writer to start? There’s Twitter and Facebook and MySpace and LiveJournal and Blogging and Podcasting and LuLu and Self-Publishing and Conventions and and and and and…

There are a lot of stories about people having built a successful publication deal on the back of some form of self-promotion. These are the exceptional people. They are the exceptions to the rule and that is why they get talked about. Anything might work, but anything also very probably won’t. Sorry, but that’s just the way it is. If there was a magic bullet then everyone would be doing it and it wouldn’t be magic any more. I know there are some very successful writers who have squillions of Twitter followers or else have very popular blogs; in almost all cases, the successful writing came first and the on-line following came later. In microcosm – are you reading this blog because of The Adamantine Palace, or are you going to buy The Adamantine Palace because you’ve read this blog?

The one thing I’ve (very slowly) picked up from talking to people at Fantasycon and the like is that the people who’ve been picked up and had some success because they managed to promote themselves into a publishing deal generally had two things going for them. The first is that they had genuinely good material to back up the self-promotion. The second is that they not only worked bloody hard at promoting themselves, they also had a particular something at which they were particularly talented and exploited that talent. So if you’re going to promote yourself, don’t try and do it in some particular way because it happened to work for someone else – chances are they were a lot better at that particular thing that you are and worked a lot harder then you think to get where they got. Look at your own talents. Start with what really interests you and what you happen to be good at. Then figure out how to use it.

4. Make statistics work for you.

My personal favourite, since this is what worked for me. Do all of the above. Fail at most of them but don’t let that bother you. Write shit-loads of material. Try and try and try again and don’t stop. Luck has a lot to do with who gets published and who doesn’t but you can at least make luck work for you a little bit. I tend to think of it as throwing darts at a dartboard while wearing a blindfold and then someone stuck legs on the dartboard and made it into a sort of dartboard-spiderman hybrid that scrabbles all over the wall shouting abuse. Being able to write a good story is the equivalent of being able to throw a dart accurately and have it land exactly where you want it to: Necessary but no damn use when someone keeps moving the board. When that happens, all you can do is throw lots of darts.

[1] Like a lead balloon but heavier and with more environmental protesters.

[2] And anyway, there’s almost certainly already a bunch of films from Hong Kong about Kung-Fu Vampire Dragons In Love.