Tag Archives: Islevale Cycle

Writing-Tip Wednesday: Let’s Talk Trunk Novels

A good idea remains such, regardless of the market and our inability to execute that idea when first it comes to us. Sometimes we need to grow into the ambition of certain projects.

Let me tell you about my trunk novels. Not all of them – that would take a while. But I have two in particular, the first two books of what I once thought might be a three- or four-book series, that I have been working on for the past week or so.

Many of us have trunk novels and don’t even know it. For those unfamiliar with the term, a trunk novel is a book – complete or partial – that we worked on for a time and then put away, for any number of reasons. The idea is, we shove them in a trunk somewhere – metaphorical? Metaphysical? – and try to forget about them.

Sometimes we put these projects away because we can’t sell them. Sometimes, we are so convinced that the books are deeply, deeply flawed, that we don’t even try to sell them. Sometimes we get feedback on the books – suggestions for revisions – that we’re unwilling or at least not ready to implement. Sometimes we write something, but the market is not right at that moment for the book in question.

I put these books away for several of those reasons. I LOVE the first book, but the market wasn’t right for it. And while I thought it had some great moments, I also knew that it needed serious revision. The prose needed tightening. It had too much exposition, which was slowing down sections that should have been punchy and concise. The second book… well, the second book was a hot mess. Again, I liked elements of it, loved certain passages and plot twists. But I never did figure out the ending. I knew it needed to be torn apart and put back together and I had neither the patience to undertake such a massive rewrite nor a concrete vision of what I wanted the book to look like.

I wrote these books several years back, and around the time I might have forced myself to tackle the revisions, we sold the Justis Fearsson series. Into the proverbial trunk they went. I got them out a couple of years later, but then we sold the Islevale novels and I shut the lid on the trunk once more.

Now, though, with the Thieftaker novellas in edits, with other projects lurking but failing to excite me, I have opened the trunk once more and taken out the books, determined this time to do something with them. My old impressions of the novels remain intact. I still love the first book, but see serious problems with the writing and the excess exposition. And I still see potential in the second book, but it remains a train wreck.

What are the books about? Well, they’re sort of a blend of Celtic fantasy and urban fantasy. Hence the marketing issues. Urban fantasy is well past its peak, and Celtic stories have long since flooded the market. There is no strong demand for either. That doesn’t mean, though, that there won’t be again. Or that my readers wouldn’t be interested in new novels, even if they are not on the cutting edge of what New York publishing considers “hot” and “trendy.” Self-publishing and small press publishing make it easier than ever to bypass the marketing gatekeepers and reach our readers.

Because, while the books need work (I’m about 20% through the revisions on book I), they are engaging and fun. I love my characters, I love the magic. I love the snark in the dialogue and the relationship between my two heroes (both women, one looking to rebuild her life, one bored to tears with hers). There is lots here to like. And the books might make a very nice premium for readers if I wind up creating a Patreon.

These posts are supposed to include tips for those of you trying to establish yourself as writers, and so here goes:

Chances are, you have trunk novels, too, even if you didn’t know them by that name. As writers we ought never to throw anything away. Yes, there are books and stories in my trunk that are irretrievably bad, that will never, ever see the light of day. But there are others that, despite their flaws or lack of market viability at a given time, represent quality work. I’d wager you have books like those, as well.

Don’t give up on those books. I know plenty of people who have sold trunk novels five or ten or even fifteen years after they first wrote them. A good idea remains such, regardless of the market and our inability to execute that idea when first it comes to us. Sometimes we need to grow into the ambition of certain projects. Sometimes it just takes time to figure out where a story ought to have gone.

And in the meantime, reading those old stories and books can tell us things about ourselves as writers. We can see our own growth, recognizing the mistakes and shortcomings of things our younger selves did. And we can also see, from the distance of years, with fresh eyes, the raw potential and effective moments of stories we soured on long ago. Those insights have value in and of themselves, even if we decide in the end that those trunk stories still belong… well, in the trunk.

Do you have trunk stories and books? Might it be time to dig them out and take a look?

Best of luck, and keep writing!

Writing-Tip Wednesday: World Building Lessons I’d Forgotten

Back in early March, I posted about creating magic systems, and said then that I expected I would post about world building at least once more over the course of the year. And so here I am, making myself a prophet (because right now making myself a profit is proving difficult [rim shot]).

I am world building again, for the first time in a while, actually. The last time I created a world whole-cloth was when I began work on the Islevale Cycle, which was several years ago. I have a completed novel that my agent and I are shopping around, but that is set in our world with only a small speculative fiction element. My other most recent work has been in the Thieftaker universe, which I developed nearly a decade ago. I’ve written a couple of Fearsson short stories, but that world even pre-dates the Thieftaker world (though the books took longer to find their way into print).

My point being that it feels a little odd to be immersed again in world building, and several times over the past few weeks I have had to remind myself of lessons I thought I had internalized long ago. So I figured I would share some of these lessons with you.

1) Begin with questions: As I said in that March post, I love world building. There is something thrilling about starting from scratch with limitless possibilities. I had forgotten, however, how overwhelming the process can feel, particularly at the outset, when ideas are amorphous and we don’t yet grasp what we need to discover about our world. And so I like to start with a series of questions, which serve to rationalize and structure my task. (This, by the way, is how I approach research as well; I see research and world building as connected parts of the same creative act.) That list of questions is long, and early on, as I learn more and more about my world, the list continues to expand, the addition of new questions outpacing my ability to answer them. Eventually, though, the questions get answered and the contours of my world — literal and figurative — come into relief.

2) Organize from the outset: I am not nearly as organized as some assume I am, or as I would like to be. Too often, my impulse is to dive into my world building and research and jot down what I find as quickly as I can. The result is haphazard to say the least. I do much better when I slow myself down from the start and make an effort to keep orderly notes. That means using Scrivener as it is meant to be used, as a catch-all for ALL world building and research. Already with this new project, I have not been as good in this regard as I would like to be. But the first step toward curing myself is recognizing that I have a problem, right? Right??

3) Consult with smart people: This new project of mine is NOT fantasy. It’s science fiction, almost space-opera-ish. I know. I can’t believe it either. But there it is. And so I know even less about my subject matter than I usually do at this stage. I have been in touch with literal rocket scientists about this stuff, and I’m learning a lot. Chances are, no matter the nature of the project we’re working on, we know someone — or we know someone who knows someone — who can help us fill in gaps in our knowledge base. Don’t be afraid to reach out to friends, or acquaintances, or even perfect strangers. The truth is, most people like to talk about the things they know, they like to help people, and they often think it’s pretty cool to learn we’re writing a book about something that fascinates them. Moreover, institutions like police departments and medical examiners offices, not to mention museums, government agencies, and scientific institutions, often have public relations offices that are there to answer our questions. Avail yourself of these resources.

4) Let your brain go wild: Plotting our books takes time and precision. It’s hard work, in part because we are forced to reign in our creative impulses a bit in order to come up with narratives that are logical, that make sense to our readers. World building is hard, too, and it also requires a certain rationality. But, as I said before, it is a time of possibility. We can choose what it means to be logical in this new setting. Decisions that will become immutable once we begin to write, remain fluid for now. This is the stage in the process when our imaginations should be most at liberty to roam. Enjoy that freedom.

5) Finally, be patient: Most of the time, I measure my work output in terms of pages and word counts. Progress is tangible and easily quantified. World building isn’t like that. At this stage of a project, I spend much of my time staring out the window, thinking, trying to come up with ideas, with names, with histories and forms of government and religions and the like. It is an amorphous, sloppy process that is nearly impossible to measure in any concrete way. This bothers me — it always has. I grow impatient. I chide myself for not “getting more done.” I have been world building for this new series for, like, two weeks, and already I’m railing at myself for not being done. Just for the sake of comparison, I took three months to research the Thieftaker books, so I need to cut myself some slack. World building is work. It might not break down into units that are easily counted and banked, but it’s work nevertheless. And if you’re like me, and you chafe at that sort of thing… Well, give yourself a break. That’s what I plan to do. Because I have a lot more world building to do.

Keep writing!

Writing-Tip Wednesday: Self-Defining Success

Islevale compositeAs you know at this point, we are in the midst of release week for Time’s Assassin, the third book in my epic fantasy/time travel series, The Islevale Cycle. For today’s writing tip, I am going to address a matter I’ve talked about before in conferences and workshops: defining success and balancing external disappointments with the satisfaction we ought to take in work well done.

To state the obvious, we want all of our books to succeed, to garner great reviews and sell like gangbusters. (And, with that in mind, you can order Time’s Assassin here. You can also get books I and II in the series at a special price. Here’s the link.) With few exceptions, our most recent efforts tend to be the ones we think are the best. That has certainly been the case with my work. Some series are more successful than others, but generally speaking, I have been most proud of whatever book I have completed most recently. The Islevale books are no exception to this. I love, love, love these books. All of them. And I think that Time’s Assassin is the finest concluding volume to a series I have ever written. I had creative goals for the book — things I wanted to accomplish with the narrative — and I feel that I achieved every one of them. I’m deeply proud of that.

Time's Assassin, book III of The Islevale Cycle, by D.B. Jackson (jacket art by Robyne Pomroy)The truth is, I have felt that way about all three volumes of this trilogy. The Islevale books were incredibly difficult to write. I knew going in that writing time travel would be really hard — as one friend told me, “It’ll make your brain explode.” So much can go wrong. We have to examine every plot point from every possible angle to make certain it holds up to logic, and to the simple reality that time travel gives us endless opportunities for do-overs. Put another way, every event in a time travel story is negotiable. Each one can be altered or reversed by the very plot devices on which our stories depend.

I have never struggled with a set of books so much. Part of the problem was, maybe due to the time travel, I could not outline the books. I’m a planner. I outline all my novels. Except these. And, early on, it showed. My wonderful agent, Lucienne Diver, tore apart the first draft of the first book, which I liked very much. And every criticism she had of the book was valid. I wound up cutting 40,000 words from that initial iteration and then writing scenes totaling 60,000 words to make it work. It was a brutal slog. But when I finished that new draft of Time’s Children, I knew I had written the best book of my career.

Time’s Children, by D.B. Jackson © Angry Robot. Art by Jan Weßbecher.I hoped that Time’s Demon, book II, would prove easier to write. It didn’t. This time, I did most of the cutting and adding on my own — I didn’t need anyone to point out most of the early flaws; I saw them for myself. Again, I couldn’t outline the book, but by the time the second volume was done, I had fallen in love with it as well. And so it went with book III, Time’s Assassin.

These books have also had a tangled history. The first book received terrific reviews — a starred review in Publisher’s Weekly, a designation as the Best Fantasy Novel of 2018 from Reviews and Robots, an Audie nomination — and sold well, too. The second book also received great reviews — and one high-profile poor one that stung. More, its release coincided with a turnover in management at Angry Robot, the original publisher. The book got lost in the transition and tanked. Angry Robot’s new editor apologized to me about this, but sales being what they were, she could not pick up the option on book three. Fortunately, John Hartness at Falstaff Books took the book on and made this week’s release possible. I’m grateful to him, and to all the great folks at Falstaff.

TIME'S DEMON, by D.B. Jackson (Art by Jan Weßbecher)I frequently tell beginning writers that they need to self-define success, something which is really hard to do in this business. All too often we writers are forced by the nature of publishing to seek exterior affirmation for our work — reviews, sales, awards if we’re fortunate enough to win them. These are the things the industry values and so, naturally, they are the things we care about as well. The problem with this is, the industry is cruel and capricious. We all know of good, even great, books that go unnoticed and unacknowledged. We all have seen mediocrity rewarded with terrific sales and undeserved attention. And we know that this is true in the world beyond publishing as well. Life is not always fair.

With the books of the Islevale Cycle, I have been left with no choice but to heed my own advice: I have to self-define my success. I can lament that these books deserved a better fate than that which the industry offered, or I can draw satisfaction from what they have meant to me, personally. Because they mean a lot: The series in total was the most ambitious project I’ve taken on, and the final products represent the finest work I have done. Writing these books forced me to stretch as an artist — every book and story I write from here on out will be better because of this series. So, yeah, I wish the second book had sold better. I wish I hadn’t had to deal with the pain of being dropped by the first publisher. And I hope that the release of this third volume will build sales for all three books.

I said at the outset of this post that I LOVE the books. And it’s true. I love the characters, the setting, the magic system, the prose, the emotion, the twists and turns. And I am hopeful that you will love them, too. Not just because I want to sell some books — though, yeah, I do — but because I take pride in the work, and I want others to see what I’ve done. I’m like a little kid showing his latest scribble to everyone who’ll take time to look at it. And I’m okay with that. When we’re kids, self-defining success comes easily. It’s when we’re older, and more aware of the pitfalls of creative careers, that we lose sight.

Thanks, and keep writing.

Release Day Interview: David B. Coe Interviews D.B. Jackson!

Time's Assassin, book III of The Islevale Cycle, by D.B. Jackson (jacket art by Robyne Pomroy)Release week continues with a special Tuesday interview post! Yes, that’s right: I am going to interview… Myself!!

Today, I am pleased to welcome author D.B. Jackson to the blog. D.B. has a new novel out this week. Time’s Assassin, the third volume in his critically acclaimed Islevale Cycle, will be released on Tuesday, July 7, by Falstaff Books. (Order it here.  Buy the first two books in the series at a special price here.)

David: D.B., welcome to the blog, and may I say that you are even better looking in person than you are in your pictures.

D.B.: Nice, starting right off with full-on conceited creeper. Way to hold your audience…

David: Why don’t you start by telling us about Time’s Assassin?

D.B.: Well, that’s a lazy-ass question. It’s not like you haven’t read the book….

Fine. Time’s Assassin is the concluding volume of the Islevale Cycle, my time travel, epic fantasy series. The Islevale books tell the story of Tobias Doljan and Mara Lijar, fifteen-year-old Walkers, time travelers, who go back in time to stop a war. But they’re trapped in the past and forced to protect and care for the infant daughter of an assassinated royal. The catch to all this is that time travel in my world exacts a price: For every year they go back in time, they age that amount. So they went back fourteen years, which means that they arrive in the past as twenty-nine year-olds, but with the thoughts and emotions of teenagers. They are pursued by assassins, caught up in castle intrigue, and have to match wits with a host of Ancients, as my demons are called. There’s a lot going on, and in this volume, all the story arcs come together.

David: It sounds interesting!

D.B.: Well… I’m glad you think so. If I couldn’t win you over, I was going to have a lot of trouble getting anyone else to care…

David: What made you decide to take on time travel?

Islevale compositeD.B.: Hubris, foolishness, self-loathing: take your pick. Time travel is so difficult. I love these books, and I’m very proud of them, but I hope never to write another time travel novel. The allure of time-travel lies in the narrative possibilities, the complications, the twists and turns. And it’s all there. But those attractions are also the biggest problems. No plot point is certain. Every event is, potentially, subject to a do-over. When we mess with time, we take away the guaranteed permanence of everything we do to and with our characters. That’s why I had to make the price of my time travel magic so steep. Because if it costs nothing to travel across time, then the time travel itself takes over the story and makes everything transitory. At least with the time travel exacting such a cost, I can limit this somewhat. And even so, once my characters made it to the past, I had to take steps to ensure that they couldn’t Walk through time again, at least for a while.

David: Islevale is yet another world of your own creation. Tell us a bit about it.

D.B.: Islevale is a world of oceans and islands, a bit like Ursula K. Le Guin’s Earthsea. The Earthsea trilogy was one of my very favorite fantasy series when I was young — it’s one of the works that inspired me to write — and so I meant the world as an homage to Le Guin and to those books.

If I had to place Islevale in a period analogous to some historical era of our world, I would probably choose the early Renaissance. That’s the technology level. And, like many fantasy worlds, Islevale is inhabited by a diverse population of humans and also by other sorts of creatures. Specifically, humans share the world with the Ancients, different races of what the humans, in their ignorance, call demons. These are magical beings with their own customs and ancient forms of commerce and culture. They were enormous fun to write.

David: So, you are actually a pseudonym. What’s that like?

D.B.: Excuse me?

David: You’re a pseudonym. A pen name. You don’t really exist. You’re just the alter ego of a real, well-established author. So I’m just wondering—

D.B.: I knew you were going to do this.

David: What?

D.B.: You know what. Pulling the whole “I’m real, you’re not” thing. That is so typical of you corporeal types. You think our readers give a flying fart about which one of us is “real”?

David: Just for the record, I am.

D.B.: I know! But what I’m saying is, it doesn’t matter. We share a newsletter and a Facebook page—

David: Maintained by yours truly.

D.B.: —And a lot of our audience likes books by both of us. Moreover, Mister Real Guy, I’d be careful about who you call the “real established author.” Would you care to compare reviews?

David: [Clearing throat] Why don’t you tell us what you’re working on now?

D.B.: Yeah, I thought so.

I’ve just finished working on a set of three novellas set in the Thieftaker universe. These will be released one at a time in ebook format later this year, and then the three together will be published in a printed omnibus. And, speaking of Thieftaker, our agent and I have recently gotten back the rights to the third and fourth Thieftaker novels, A Plunder of Souls and Dead Man’s Reach, which had been hard to find. We will be re-issuing these in trade paperback later this year or early next year.

David: Well, that sounds great. I wish you — us, really — every success with Time’s Assassin and the rest of the Islevale books, as well as with the upcoming Thieftaker releases. Best of luck to you.

D.B.: Thank you. And to you. [Sotto voce] Pinhead…

Monday Musings: On New Releases and All That Comes With Them

Time's Assassin, book III of The Islevale Cycle, by D.B. Jackson (jacket art by Robyne Pomroy)It is release week for Time’s Assassin, the third book in my epic fantasy/time travel series, The Islevale Cycle, and so that will be the focus of my posts this week. And I’d like to kick off the week with some musings about new releases and the excitement and anxiety that comes with them.

Release days are odd. Even today, with the marketplace changed and production times for books shortened by digital advances and the movement toward smaller presses and self-publishing, the actual day a book drops seems to be removed from time — an irony given that, in this instance, the release is a time travel story. Producing a book takes months, and while the rest of the world sees Time’s Assassin as my newest work, I know it’s not. Since completing the submitted draft of this book, I have written short stories, a non-fiction piece, several novellas, and a full-length novel. I’m currently reading and worldbuilding in preparation for another multi-volume project. In other words, my mind has moved on from Islevale. Talking and writing about this book feels like a journey to a different time.

To be clear, it’s not a journey I mind making. I love the Islevale books; I believe they’re the best novels I’ve published. They’re just not the focus of my professional life the way they were when I was neck-deep in writing them. And that’s a bit of a problem. The fact is, the success of Time’s Assassin and the two volumes that came before it will have a huge impact on everything I do after. Sadly, that’s how publishing works. We are only as successful commercially — and, to a lesser degree, critically — as our most recent work. This is why even perennial bestsellers still worry about each new release. They sweat the reviews and pore over their sales numbers.

We want to take satisfaction in the publication itself (more on this in Wednesday’s post) and to some degree we do. Certainly we should. Writing a book is no small feat. Completing a series is an accomplishment that deserves a moment’s reflection. I still get a thrill out of seeing the jacket art for a new book, or holding the printed novel in my hands for the first time. I have a bookcase next to my desk that holds a copy of every novel I’ve published, every anthology in which I’ve placed a short story or which I’ve edited. Two shelves are full; I’m about to start filling a third. I’m proud of that.

That said, I’m already invested in other projects. I want this release to go well, but my creative energy is focused elsewhere. I don’t mean for that to sound jaded. This is, I believe, as it should be. It’s not just the allure of the New Shiny — though that is real, and worth exploring in a future Writing-Tip Wednesday post. Looking beyond the current release is, to my mind, a natural expression of all that we love about our profession. Yes, completing a book feels great. And yes, starting a new novel can be daunting.

For authors, though, as for all artists working in all forms, creation is a constant. We work on the next project because we have ideas that demand attention, and because we believe with all our hearts that as much as we might love the thing we’ve just finished and are currently promoting, we know that we can do even better.

So, we worry about the sales and the critics. We do what we can to promote the new release.

Time’s Children, by D.B. Jackson © Angry Robot. Art by Jan Weßbecher.TIME'S DEMON, by D.B. Jackson (Art by Jan Weßbecher)…And allow me take a moment to urge you get a copy of Time’s Assassin. (You can order it here.) It is, I believe, a wonderful conclusion to a series I adore. If you haven’t yet read Time’s Children and Time’s Demon, now is the time. The three books are out. There will be no more in this world. And they are as good as any work I’ve ever done. And now, back to our regularly scheduled blog post…

But I’ll be perfectly honest with you: Even if the reviews for Time’s Assassin suck, and even if we don’t sell a single copy (neither of which I anticipate), I’m still going to work on the new projects. I am a writer. This is what I do.

Creativity is its own reward. At least it should be. Sometimes things get a bit more complicated than that, a phenomenon I’ll address on Wednesday.

Today, though, I intend to enjoy having my mind in two projects at once, two worlds at once. I am deeply proud of my new release. I hope you’ll buy it and I hope you enjoy it. AND I am incredibly excited about my new projects. I can’t wait for you to see them.

Enjoy your week.

Writing-Tip Wednesday: Taking Stock Halfway Through 2020

As of today, July 1, we are halfway done with 2020.

Yeah, I know. It seems like this year has lasted a decade. And it seems like this year has flown. Time is unnervingly elastic right now, at least from my perspective. I have been distracted all year long — that’s how it feels. I can hardly believe that six months ago I hadn’t heard of Covid-19. I haven’t been at my best for so long now, I’m not entirely sure anymore what “my best” really means.

That said, I look back on the first six months of the year, and I see that I did, in fact, accomplish something. Quite a lot, actually.

•I’ve edited an anthology, reading through literally dozens of stories, choosing (in consultation with Joshua Palmatier, my co-editor) the ones we would be including in the final collection, and then editing and copyediting those.

•I’ve written and revised a short story for said anthology.

•I’ve written, revised, and then revised again a lengthy non-fiction piece.

•I’ve revised and copyedited TIME’S ASSASSIN, the third Islevale novel, which will be out from Falstaff Books on or about July 7.

•I’ve written the first drafts of three Thieftaker novellas, totaling just over 100,000 words.

•I’ve put out five issues of my newsletter, and will be coming out with number six very soon (I tend to take January off).

•I’ve posted Monday Musings, Wednesday Writing Tips, and Friday Photos, every week for the first twenty six weeks of the year.

All in all, not bad.

I know that I’ve done all of these things, because I keep a day journal in which I jot down, among other things, all of my professional activities. And I keep that journal for just this reason. Even in the best of times, it is so, so easy to convince ourselves that we’re not doing anything, that we’re just spinning our wheels and wasting our time. This is especially true now, in a period of sustained social crisis unlike anything most of us have experienced in our lifetimes. Our tension and apprehension and sense of being overwhelmed consumes all else, making it too easy to gloss over our accomplishments, whatever they may be.

Keeping a day journal is easy. You can do it electronically, or physically. I do everything electronically these days, except this. Each year, I buy a Sierra Club Engagement Calendar, and I use it to keep tabs on myself, writing down each day’s highlights before going to bed. I recommend it. It may be just the thing to help you keep track of all you’re getting done, despite your conviction that you’re not getting anything done at all. More than that, it can be a source of motivation. On some days, I wind up working harder than I would otherwise, because I don’t want to face that blank space in the evening with nothing productive to jot down.

I also want to say, at this, the turn of the year, that 2020 is far from over. Whatever you have gotten done so far, you have six more months in which to accomplish old goals or set and get started on new ones. It’s tempting to give in to the negative impulse: “The year’s already half gone. What’s the use?” I choose instead to look at it from the other side. “I still have half the year left to do X, Y, and Z.”

So I plan to keep the newsletters coming, to write my three blog posts each and every week. I have a release next week that I intend to promote. I hope to be editing a new anthology by the end of the year. I intend to revise and put out those three Thieftaker novellas before the year is finished. I have more edits to get done on the nonfiction piece. I have a new idea for a major project — I’m researching it now. I would love to have the first novel in that project finished before the end of the year. I have gotten the rights back to the third and fourth Thieftaker novels; I want to edit those and get them reissued this year. And more…

So, yeah, it’s July 1. Wow.

Now, back to work.

Keep writing!

Writing-Tip Wednesday: Single Point of View v. Multiple Point of View

If you know me, if you have been with me in panel discussions at conventions, if you have ever received any sort of writing advice from me, or even heard me give such advice to others, I need for you to sit down and prepare yourselves. What I’m about to tell you is shocking. For some of you, it may be more than you can handle. But we’re in this together and we will get through to a better place. I promise.

Ready? Here goes…

It is the last week of May – we are twenty-one weeks, twenty-one Writing-Tip Wednesday posts, into the year – and I have yet to write about point of view.

I know. I can’t believe it either.

Don’t worry, though. I’m going to make it up to you today. Who knows, I might even return to the subject in the weeks and months to come. I’m confident that, by the end of the year, you’ll be as tired of hearing me go on and on about point of view as you usually are. A bit of normality in a topsy-turvy world…

Point of view, for those of you unfamiliar with the term, is, essentially, the narrative voice used to tell a story. And the initial choice of point of view for each project we write usually focuses on the relative advantages of writing in first person (action and emotions and descriptions treated with “I,” “me,” “my”) versus writing in close third person (action and emotions and descriptions treated with “she/he/they,” “hers/his/theirs”).

(Yes, there are other choices. One can write in what is known as omniscient POV, a challenging voice to use and master, because it demands that the narrator know what all characters are thinking and feeling WITHOUT resorting to what’s referred to as head-hopping. And one can write in second person point of view, in which the author writes the entire narrative in effect addressing the reader – “You walk into a bar and order your drink. Sounds and smells assault you from all sides…” Etc. Both of these are difficult, even risky choices for beginning writers.)

One day last week, though, I had a conversation with a writer friend (let’s call her “Haith Funter”) about the other choice we make when deciding on the narrative voice for our projects, and it is this element of point of view I wish to focus on today. Specifically, our conversation centered on whether Haith should consider using a single point of view character or multiple point of view characters for a future project she’s considering.

And being me, the moment she mentioned that she was grappling with this I launched into a lengthy (and unasked-for) recitation of the relative merits of each approach. A recitation I offer again here.

Children of Amarid, by David B. Coe (jacket art by Romas Kukalis)Let’s start with what I mean when I speak of multiple point of view characters. This is NOT an invitation to jump willy-nilly from character to character, sharing their thoughts, emotions, and sensations. That is called head-hopping, and it is considered poor writing. Rather, writing with multiple point of view characters means telling the story with several different narrators, each given her or his own chapters or chapter-sections in which to “tell” their part of the story. When we are in a given character’s point of view, we are privy only to her thoughts and emotions. In the next chapter, we might be privy to the thoughts of someone else in the story. This is an approach used to great effect by George R.R. Martin in his Song of Ice and Fire series. Martin goes so far as to use his chapter headings to tell us who the point of view character is for that section of the story. Guy Gavriel Kay uses multiple point of view quite a bit – in Tigana, in his Fionavar Tapestry, in many of his more recent sweeping historical fantasies. I have used it in my epic fantasy series – The LonTobyn Chronicle, Winds of the Forelands, Blood of the Southlands, The Islevale Cycle.

DEATH'S RIVAL, by Faith HunterThis is in contrast with single character point of view, in which we have only one point of view character for the entire story (and that point of view can be either first or third person). Think of Haith’s Yane Jellowrock series, or my Thieftaker or Justis Fearsson series, or Jim Butcher’s Harry Dresden books, or Suzanne Collins Hunger Games series, or even (for the most part) J.K. Rowling’s Harry Potter books.

With both approaches, the point of view of each character is inviolate, meaning that your reader can learn nothing from a given character that the character her- or himself can’t know. The key is that this limitation means vastly different things in single POV on the one hand, and multiple character point of view on the other.

You might notice that the examples I give for each approach are distinctive. Granted, my examples are FAR from comprehensive, but they are instructive.

SPELL BLIND,  by David B. Coe (Jacket art by Alan Pollack)For single character point of view we have essentially two kinds of books: urban fantasies that have a mystery element, and YA novels that concentrate as much on the lead character’s emotional development as on external factors. Single character POV tends to be intimate. Readers form a powerful attachment to the narrators of these books. And, of even greater importance, readers learn things about the narrative at the same time the characters do. Even in books that begin with our narrator looking back on past events, we are soon taken back in time so that this older narrative has a sense of immediacy. This is why single character POV works so well in mysteries. The reader gets information as the “detective” does. Discovery happens in real time, as it were.

My examples of multiple character POV books are almost all grand, sprawling epics of one sort or another. In part, this is because it can be more difficult to tell such stories from the vantage point of only one character. But more than that, the power of multiple POV lies in two simple facts.

First, because we are following several POV characters at once, we are drawn into a number of subplots. All of these are braided together in some way, contributing to the larger story line. And since we can leave one to pick up another, we almost always have several characters in danger, or creating danger, at any one time. Each shift from one POV character to another leaves one story hanging in order to pick up another. The shifts in narrator actually impart momentum to the story.

Second, in multiple POV, our readers always have more information than any one character. We see traps as they’re being laid, we see intrigue from all angles, we can recognize the perils for one character based upon the machinations of another. Rather than discovering things as our narrators do, our readers are almost always one step ahead of them. This knowledge creates anticipation, feeds expectation, some of which we can satisfy, some of which we might thwart, all of which ratchets up the narrative tension.

Different stories lend themselves to different point of view choices. I would never dream of telling anyone (not even Haith) what approach to use for their story. Chances are you’ll know what your story requires as soon as you begin to write it. But my hope is that a clearer understanding of the relative strengths and advantages of each option will make that choice a little easier.

Keep writing!

Writing-Tip Wednesday: Dialogue, part II — Attribution

Last week’s Writing-Tip Wednesday post began a two part series on dialogue with some advice on the writing of the actual “spoken” words we put in the mouths of our characters. Today, I follow that up with a discussion of dialogue attribution. This is a very long post, which includes lengthy excerpts from my work that should serve to illustrate the points I’m trying to make. I hope you’ll stick with it to the end.

Identifying the speaker in written conversations is one of the most difficult things we do as writers. It seems so simple, right? All we’re trying to do is tell the reader who said what. And yet it is so easy to do this poorly. Part of the problem is that, as with the dialogue itself, everything we try to do in this regard must strike a balance. Too heavy a hand, and our dialogue tags sound clunky. Too light a hand, and our readers lose track of who is speaking. Take too limited an approach and the tags start to sound boring and repetitive.

I am a huge fan of the Harry Potter books. Our daughters loved them and Nancy and I wound up enjoying them immensely as well. We have read the entire series multiple times and listened to them on audiobook during many a family roadtrip. I think J.K. Rowling does many things very, very well as both a writer and a storyteller. But in listening to her books on audio and I came to realize that her dialogue attribution is terrible. Why? Because it is unimaginative and repetitious. She resorts to “said Harry,” “said Hermione,” “said Ron,” with almost every line.

So how do we avoid that?

Let’s start by defining some terms. Dialogue tags are words we use as direct attribution – “he said,” “she asked.” Said-bookisms are dialogue tags run amok. They are direct attribution but with more descriptive verbs – “he hissed,” “she growled,” “he averred,” “she opined,” “he remarked,” “she exclaimed,” etc. At times, I will speak of using action, emotion, or mannerism to identify the speaker. By this I mean starting a paragraph with, say, “Kannice brushed a strand of hair from her brow,” before having her speak. And finally unattributed dialogue is simply a line of dialogue that has no other sort of identifier except the spoken words themselves.

In these definitions, we see three broad approaches to identifying the speakers in our written conversations. We can use dialogue tags. We can use action and mannerisms. We can let the spoken words stand alone and unattributed.

When it comes to using these various approaches, there are several schools of thought. I have writer friends who swear that we should NEVER use direct tags of any sort. No “said”s, no “asked”s, and certainly no “hissed”s or “opined”s. And I should add here that said-bookisms are generally frowned upon in all segments of the market these days. They are considered “telling” rather than “showing,” and thus seen as evidence of bad writing. The things said-bookisms might tell us are better conveyed with context, with the spoken dialogue itself, and with other descriptive tools. Some people are VERY strict in their rejection of said-bookisms and the like. I’m not. In addition to “said” and “asked” I will use a few words that convey volume (“whispered,” “called,” “muttered,” “shouted”) and sometimes one or two that supply context and rhythm (“went on” or “added”). I am VERY sparing in my use of these words. Mostly, when I use tags, it’s “said” and “asked.”

There are also benefits and drawbacks to each of these approaches. Dialogue tags offer the most clarity, but, as with the Harry Potter books, they can be boring, even pedestrian. Unattributed dialogue flows most smoothly and can be very dramatic and fast-paced when used well. But after a few lines, readers have to start counting back to figure out who is saying what. (And as mentioned last week, we SHOULD NOT deal with this by having characters call one another by name with any frequency.) Finally, using mannerism, emotion, and action can be an elegant way of identifying the speaker, one that also adds details and emotional cues that tell the reader a lot. But overuse of them makes our characters seem unnaturally twitchy; mannerisms can quickly turn into tics, which we don’t want.

With all of that in mind, it probably won’t surprise any of you to learn that I suggest using a mix of the three techniques of attribution. Some lines, I feel, should be attributed directly. Some should stand on their own without attribution. And in some cases the speaker should be identified in some other way – facial expression, gesture, action, etc. By way of example, here is a passage from Time’s Demon, the second Islevale Cycle book. This is the scene in which the Tirribin, Droë first encounters the Arrokad, Qiyed:

Water ran down his body as he stepped from the surf and halted in front of her.

“There is a price to be paid for summoning my kind, even for one such as you, cousin.”

“I know. What price?”

“We shall decide, you and I. Why have you summoned me?”

She opened her mouth to answer, but no words came. Instead, to her shame, she burst into tears. For some time, too long, she could not speak for her sobbing. The Arrokad regarded her, unmoving and apparently unmoved.

When at last she found her voice, she apologized.

“What is your name, cousin?”

“I am Droënalka. Most call me Droë.” She would have expected a human or another Tirribin to reciprocate, but such conventions did not apply to the Most Ancient Ones. Either he would tell her his name or wouldn’t. His to choose.

“Do you seek a boon, Droë of the Tirribin? Is this why you summoned me?”

She hesitated before nodding.

“I see. That, too, carries a cost.”

“I know that,” she said, wearying of being spoken to as if she knew nothing. “I’m Tirribin. I understand the commerce of summons and boon.”

A canny smile revealed gleaming sharp teeth. “Better. That is the spirit I expect when treating with Tirribin. I had begun to think you simple.”

“That’s rude.” But his teasing made her feel better, more like herself.

“Yes, I suppose it is. I am Qiyed. You showed great restraint in not asking. I know how much your kind care about etiquette.”

Her cheeks warmed.

“Tell me more of this boon you seek.”

“I– I don’t know how.”

“That is intriguing, but I do not wish to remain on this strand for long.” Lightning flashed, and thunder followed, sooner than she had expected. “A storm comes, and I long to swim with it.” Another sly grin. “Have you ever done this?”

“No.”

“Would you care to?”

She reflected with distaste on her swim from the ship. “I don’t think so, no.”

“Very well. Quickly then.”

Where to begin?

“There is a Walker. I’m told I knew him when he trained in the palace at Trevynisle.”

“You have come from the northern isles?” he asked, surprise in the question.

“Yes.”

“And what does that mean: ‘I’m told I knew him’?”

“He traveled back in time, and created this misfuture we’re in now. The humans have fought over Hayncalde in Daerjen. One supremacy has given way to another.”

“I knew nothing of this.”

She canted her head. “Payment for my summons?”

He bared his teeth again. “Clever, cousin.” He considered this. “Done. That part of your debt to me is paid in full. Go on.”

As you can see here, I use a lot of dialogue to establish their relationship, and I blend direct attribution with emotion and gesture, while also leaving a few lines to stand for themselves, without any tag or other cue as to who is speaking. And yet, we never lose track of the conversation. Clearly, this becomes more difficult when we introduce a third character (and a fourth or fifth or sixth). The more people in the scene, the more often we need to identify the speaker.

Here is a second scene, this one among three characters, one a woman who has Walked through time and met herself in the past, at the expense of her sanity, and the other two the Tirribin siblings, Maeli and Teelo.

At a stirring of the wind, she caught the fetor of decay and she glanced around again. The smell dissipated as swiftly as it had come.

“I suppose I should be on my way,” she said, after the silence had lengthened uncomfortably.

“I can’t tell what it is,” the girl said in a voice both childlike and knowing. “Can you?”

The boy shook his head. “Not at all. At least not beyond the obvious.”

“Its years are all–”

“Who are you?” she asked. “Why are you talking about me that way?”

“We’re having a conversation,” the girl told her, as haughty as a court noble. “And you’re interrupting. That’s rude.”

She had to smile. “Isn’t it just as rude to talk about someone in their presence, as if they aren’t there?”

The two shared a look, worry in their ghostly eyes.

“Yes, it is,” the girl said, chastened. “Please forgive us.”

“Children shouldn’t be out alone in the streets. You should go home”

The girl hid her mouth with a thin hand, her laughter as clear and musical as the splash of a brook. “We’re not children. You should know that.”

She stared at one and then the other, puzzled now. If not children… Were they creations of her mind, symptoms of her madness? She thought she understood the depths of this Walking induced insanity. What if she was wrong, and it continued to worsen? What if these two marked the beginning of a slide into hallucination?

“You’ve confused it,” the boy said. “Maybe it doesn’t know as much as we hoped.”

She scowled. “Stop referring to me as ‘it.’”

“What else would we call you?”

“‘She,’ of course.”

He shook his head. “You’re not a she, are you? You’re not really anything at all.”

“I don’t–”

“We tasted your years when you were still on the sand,” the girl said. “That’s why we called for you. We sensed the confusion in you, and we wanted to know exactly what you are. But you don’t know yourself.”

We tasted…

“You’re Tirribin,” she said, drawing on a memory from so long ago, it could have been a different life. She took a step back from them. “That’s why…” She stopped herself from mentioning the smell. “Why you could taste my years from so great a distance.”

The girl glowered, appearing to know what Lenna intended to say.

“That’s right,” the boy said. “We’re Tirribin.” To his sister, he said, “Maybe she knows more than we thought.”

Suspicion lingered in the girl’s glare. “I’m not so sure. You don’t need to fear us,” she said, a rasp underlying the words. “Your years are muddied. We wouldn’t feed on you any more than a human would drink sea water. It would do more harm than good.”

“Why? What’s wrong with them?” She feared their answer.

“Don’t you know?”

Of course she did. Tirribin didn’t prey on Walkers because their years were less pure. She remembered a time demon explaining this to her when she was a child in Windhome. Before a boy died and another was sent away. Now she was here, fourteen years out of her time, twelve days out of another, half-mad from having met herself. Whose years could be less pure than hers?

“Yes,” she said. “I know. But that doesn’t make me less than human, and it doesn’t excuse you calling me ‘it.’”

“You’re a creature outside of time,” the girl said with relish. “There are too many of you, and your years are beyond repair.” She made a small gesture, indicating the lane and the houses. “You bear little resemblance to the humans I sense around me.”

“Maeli…”

The girl rounded on the other demon. “Don’t tell me I’m being rude. She was going to say something about the way we smell. Humans do that a lot, and I grow tired of it.”

“What should I do?” Lenna asked, drawing their attention once more.

The girl laughed again, the sound uglier than before. “Do?”

“Don’t you intend to help me? Isn’t that why you called to me?”

“We’re Tirribin. We’re predators, and while your years would be disgusting to us, that doesn’t make you more than prey.”

The boy frowned but held his tongue.

“And even if that weren’t so, there would be no helping you. You are what you are, and can’t be changed or redeemed. You didn’t exist before today. I can tell. Yet you have all these years. Confused, corrupted, but years nevertheless. We didn’t call you here to help. We called to see you. We sensed you, and we wanted to see what sort of being could have such years.” The girl raked her up and down with her gaze. “Honestly, I thought you would be more interesting than you are. You seem no different from other humans.”

“Then maybe you’re wrong about me.”

The Tirribin shook her head. “I’m not.”

The process is trickier here, because of the number of characters, but still I have done my best to use all the techniques at my disposal in a way that keeps the narrative flowing and keeps the speakers clear in the minds of readers.

A few other points and then I will end what is already a very long post: First, punctuating and formatting dialogue is a little complicated. Pay attention to how I have done so in these examples and keep in mind that whenever you change who is speaking or reacting, you need to start a new paragraph. Also remember that things like laughter or sighs are NOT dialogue tags. They are actions/mannerisms. You can’t say, “‘That’s funny,’ he laughed.” But you can say, “‘That’s funny.’ He laughed.” See the difference?

Finally, remember this: Writing dialogue is fun, just as reading it is fun. It’s also hard and takes some time to master. I’ve been doing this for 25 years. It took me a while to get to where I feel comfortable using a variety of techniques to attribute my lines of dialogue. You’ll get there as well. For now, your priorities should be remaining true to your characters’ voices and being totally clear about who is speaking. I find that it’s easier to remove tags and other identifiers than it is to put more in, so I always err on the side of clarity, knowing that I can clean things up in revisions.

Best of luck with this, and keep writing!

Writing Tip Wednesday: Maps, Worldbuilding, and the Creation of Story

So you’re trapped in your home with too much time and too little to do. The world around you has gone to hell, and you’re fed up. Sound familiar?

Yeah, thought so. So why not take the opportunity to create your own world? You’re a writer. You have that power.

Not long ago, I wrote about creating magic systems, and that advice could come in handy in this process. But there is lots, lots more to worldbuilding than just magic. That’s the beauty of it. A created world can be as complex and rich and deep as you want it to be.

I am not going to try to squeeze every element of worldbuilding into this post. I could write ten essays on the subject and not exhaust it, and I promise to return to world building topics in future posts. For today, let’s start with this: I LOVE creating maps. That might sound weird, but it’s true. I’m not particularly skilled as a visual artist – which is to say that I have NO skill at all in that regard. But my maps are pretty darn good, if I do say so myself.

I start with graph paper when I can. (I’m sure you can get some through an online seller if you need it. Unlike other sorts of paper, it doesn’t seem to be a hoard-worthy product…) Why graph paper? Because it allows you to keep track of your scale as you create land features, rivers, oceans, cities, etc.

Map of IslevaleAnd then I just let my imagination run wild. At first I let my hand wander over the page, creating the broad outlines of my world. Sometimes I have to start over a couple of times before I come up with a design I like. But generally, I find that the less I impose pre-conceived notions on my world, the more successful my initial efforts. I draw land masses, taking care to make my shorelines realistically intricate. (Take a look at a map of the real world. Even seemingly “smooth” coastlines are actually filled with inlets, coves, islands, etc.) I put in rivers and lakes. I locate my mountain ranges, deserts, wetlands, etc.

And then comes the fun part. I start naming stuff.

Yeah, okay, it takes a certain level of geek to find naming stuff on a map fun. But bear with me. You see, place names and land feature names are stories waiting to happen. Sure, sometimes we call places by names that are stupidly obvious. The Rocky Mountains, for instance. Yeah, very original, not to mention informative. Distinguishes them from the Cheesy Mountains, I guess… On the other hand, each named peak in the Rockies DOES tell a story. So do place names that include a person’s name or that use geographic features to anthropomorphize.

Maybe your world has a hero whose exploits are so renowned that places are simply named for her, randomly, the way seemingly every state in the Union has a “Washington County” or a city named “Lincoln.” We need to learn the story of your hero.

Maybe your mountains are named for one or more of your mythical beings. What is (are) their story (stories)? Maybe you have a river that is named for a warrior who perished on its banks, or a range of hills that are said to be haunted.

My point is not that EVERY name you give has to convey a story. Sometimes a Rocky Mountain is simply a mountain that’s rocky. Sometimes a Whitewater Creek is simply a creek that has lots of rapids. But a fraction of your named features should have names that tell much, much more about your world than just what it looks like. A few of your names should hint at stories, at history or lore. My world maps tend to have three or four or even five separate nations, and each nation (handled in separate maps) tends to have maybe thirty names (cities, mountains, deserts, forests, lakes, rivers, bays, harbors, oceans, etc.). Even if only one out of five has a name worthy of a story… Well, you can do the math. That’s a good number of stories.

And then (and this is REALLY the fun part) you need to write those stories. They will give you some of your history for your world. Maybe they will give you some of your religion, or even your economy. They may hint at social customs, at holy days, at rites of passage. Certainly they will help you refine the authorial voice for writing in your world. They may even give you material to sell to short story markets. The first short story I ever published – “Night of Two Moons,” published in  back in 2002 – was a historical tale set in the Forelands. I have since sold short stories set in the Thieftaker world, the Fearsson world, and Islevale. And yes, as I remember it, that Forelands story grew out of something I first named on the original map.

Worldbuilding is tons of fun. Yes, it’s work, but it is well worth the effort. I have heard writers say, “Oh, I don’t do a lot of worldbuilding. I focus on character instead.” And each time I hear that, I think it’s the most ridiculous thing ever said. Writing is not a zero sum game. My worldbuilding doesn’t detract from my character work, thank you very much. But it does enrich my storytelling by making my settings more compelling and more realistic.

So while our real world is going to hell in a handbasket (another really, really odd phrase – I’ve started a list…), you can escape for a while by creating your own world. You’ll enjoy it, and, more important, you’ll get background for your world and material for short fiction.

Keep writing!

Writing-Tip Wednesday: Creating Magic Systems

I do everything in my power to keep magic from taking over my story, because ultimately, even in the most imaginative fantasy worlds, magic should remain secondary to character and plot.

For today’s Writing Tip, I would like to offer the first of what I expect will be an intermittent series world building posts. I love world building. Of all the things we speculative fiction writers get to do, it may be the one I think of as the most fun. It can involve a ton of research (which, for many of us, adds to the fun), but it is, at its core, an act of pure creation. It is that stage of writing a book when we get to play “let’s pretend,” sometimes for days, even weeks, at a time. What’s not to love?

There are lots of elements to world building, of course, but for today’s purposes, I want to talk about creating our magic systems.

To many, magic is the defining feature of fantasy stories, the one story element that sets what we do apart from the work of other writers. I’m not entirely sure I believe that (and it could be a topic for a fun bar conversation), but I do agree that for fantasies that include magic, developing a consistent and believable magic system is absolutely essential to the success of our narrative.

So, what are the most important ingredients of a good magic system?

Let me start here: Everything I’m about to say is just my opinion. These are the things that I strive to put into my magic systems. There are other ways to do this, and I would never be so arrogant as to suggest that if you don’t set up your magic with the properties I use in mine, you’re doing it wrong. So with every declarative statement I’m about to make, please insert a silent “In my opinion” or “To my way of thinking.”

I try to make my magic systems limited, costly, ordered, and realistic (to the extent that anything magical can be). I do everything in my power to keep magic from taking over my story, because ultimately, even in the most imaginative fantasy worlds, magic should remain secondary to character and plot. In my opinion.

All of my magic system requirements are interlocked, but the first two in particular are closely related.

By limited, I mean just that. Magic can be powerful, it can be frightening. It can be wondrous. It should NOT be the answer to every problem our magic-wielding characters encounter. It can’t be omnipotent. At least not if I’m to keep to what I said above about not allowing magic to take over my story. So the first thing I like to do with my magic system is figure out specifically what magic can do. In the Thieftaker and Fearsson books, that has meant coming up with a partial list of spells, and giving all of them a similar amount of reach and impact. For the Winds of the Forelands series, it meant coming up with different categories of Qirsi magic – mists and winds, language of beasts, shattering, healing, etc. It’s not that every person’s magic is the same, or even that my list of abilities is necessarily comprehensive. Part of the fun of writing these books is discovering new flavors of magic as each series progresses. But in determining what most magics are like, I begin to define the boundaries of what magic can do and what it can’t.

Magics should be costly because even a relatively limited magic can take over a story if your magic-wielder can draw upon it over and over and over without consequence. By imposing a cost for magic – fatigue, blood loss, the shortening of one’s life (as in Winds of the Forelands) or the loss of years (as with the time travel in my Islevale Cycle) – I force my characters to use their magic strategically and, even more important, to rely on other qualities as they seek to overcome whatever problems I place in their paths. Magic without cost is empty, it’s boring. Any victories achieved with it will wind up feeling cheap and unearned, which we don’t want.

An ordered magic system is internally consistent. Limits that apply in one situation will, generally speaking, apply in all situations. The costs of magic are extracted from all. Sure, a more experienced or more powerful sorcerer/mage/conjurer/weremyste might deal with those costs better than others. There is nothing wrong with hierarchies. The problems arise when there is no rationale for discrepancies in what magic does for one person or another. Now, I will also say that quite often we set up our rules and costs and limits, only to introduce a villain who finds her way around those things. That’s fine, as long as we can explain within the logic of the system exactly what makes her exceptional. The fact that there are rules doesn’t necessarily mean that our hero knows all of those rules. By giving our villain this sort of advantage, we make her that much more dangerous, and we force our hero to find a way, within the rules, to overcome her foe’s powers. Our hero might have to learn something new, or find an innovative way to apply old rules. These are the sorts of conflicts I relish as a writer.

All of these structural elements are intended to make our magic systems as realistic as possible, but realism goes beyond them. Magic should seem to the reader to be as endemic to the worlds we create as air and water, as the cycle of days and seasons, as the oceans and deserts and forests we describe. It should be elemental, integral to the larger world. Just as gravity applies to all on our planet (until we find some way within the rules of physics to defy gravity), so should magic and its rules apply believably across the board in our worlds. This is why Thieftaker magic looks just like 18th century descriptions of witchcraft – I wanted my magic to blend with my historical world.

I’ll end this by returning to a point I raised early on: Magic is a plot device, something we use to make our work original and intriguing and fun, for us and for our readers. It is no replacement for good plotting and convincing character work. In fact, I’ll take this a step further: in most of my stories, at the end, magic will fail my characters. They will find themselves driven to the very limits of their magical abilities, and these talents will prove insufficient. In order to prevail, they will need to draw upon other qualities: wit, resourcefulness, courage, strength. Only by combining these other, more ordinary, human attributes with their magic, can they emerge triumphant. Because magic is not, cannot be, the most important thing. We are writing about people, first and foremost. And we want their victories to reflect who and what they are. It’s easy to write a magical victory. Writing a human victory – that’s the great challenge.

Keep writing! Hope to see many of you at Saga this weekend!