Tag Archives: worldbuilding

Professional Wednesdays: Lessons From Manuscript Critiques — Simple Is Better

Book shelfI am reading stories right now for a teaching gig I have coming up in early March. I’ll be running a critique workshop, and so I not only have to read and comment on the manuscripts, I also should take the opportunity to turn the issues I identify into writing lessons. Because the truth is, all the submissions seem to be from writers with limited experience, and all the submissions suffer from similar problems.

Let me be clear: I’m not denigrating any of the writers in the group. The problems I’m seeing are ones that editors found in my work when I was starting out. I don’t make these errors as often now — I’ve moved on to new mistakes. And when I’ve overcome this new set of problems, I have no doubt that I will find still newer ways to mess things up. This is the creative process — there’s a reason why authors should never stop relying on editors.

Back to the workshop manuscripts… Here is what I’m seeing: All of the writers have terrific ideas. Their worlds and magic systems are fresh and innovative and exciting. And their characters are compelling as well. Some of the writers need to work on staying in tight point of view and injecting emotion into their stories, but even on these fronts they’re doing fairly well.

The flaws I’m finding in their work are largely mechanical. Their story telling is good, but their prose is getting in the way of their narratives. Specifically, I’m seeing three trends again and again.

1) They are trying to do too much with each sentence. There are places in a manuscript where it is perfectly appropriate to use compound sentences, phrasings that rely on the connection of several clauses in order to express complex emotions. There are places where short declaratives work better. (See what I did there?) I have noticed, however, not just with this batch of manuscripts, but in other settings, going back years, that beginning writers are drawn to the complexities of longer phrases. It’s almost as if they feel that writing shorter sentences will expose them as newbies.

This isn’t the case. As my wonderful, talented, and wise friend, Faith Hunter, has pointed out, syntax and phrasing is to the written story what soundtracks are to movies. When the action ramps up in a movie, the music grows taut, staccato. When the action ramps up in written stories, phrases should become shorter, punchier. Thoughts should be pared to the bone. And even when the action isn’t necessarily at a fever pitch, it is fine to rely on short declaratives as well as longer sentences. Short phrases punctuate key passages, drawing attention to important moments. They are an invaluable tool. (See? Did it again.)

2) A related point: Beginning authors, including those whose manuscripts I’m reading now, often tie themselves (and their prose) in knots seeking clever phrases. Again and again, in my margin notes, I have tried to remind them that simpler is usually better. This is not to say that every phrase needs to be simple, that every sentence should be short and to the point. Stories written that way would bore an audience — books would read like grade school primers, which we don’t want.

But sometimes it’s clear that a writer has decided on a certain construction for a sentence, and even after that structure has become unwieldy, they continue to batter the phrasing into submission. I know I’ve done it. I have a rhythm in mind, and I. Am. Going. To. Make. It. Work! The problem is, by the time I’m done, the sentence is a mess. This is a “kill your darlings” moment. You may love the concept you had for that phrasing, but if it has turned into a struggle for you as you write it, chances are your readers will struggle with it too. Simple is better. Simple works. Try a different approach to the sentence. Shorten it. Or better yet, divide it into two (or three) sentences. Your readers will thank you. Your editors will thank you. The beleaguered instructor reading your manuscript for a workshop will thank you.

3) Finally, I see a lot of writers trying to shoehorn into their scenes great swaths of world building information. They know better than to resort to full-blown data dumps, but they feel compelled to explain certain elements of their world in the moment, and they do so by overloading their sentences with background. The result, again, is sentences with too many clauses, too much information, and no flow.

In a sense this is a point of view issue. When characters are in the moment — whether they are deep in an important conversation, or facing an immediate threat to their own safety or that of people they care about — they are unlikely to pause to consider, say, the history of the city they’re in, or the anatomical differences between different species in the world.

It may be that this is important information. But writers need to ask themselves, “Is it crucial that my reader know all of this right now?” Chances are it’s not. If it is, anticipate that need and work at least some of the information in before the action heats up. Otherwise, save it for later. Either way, don’t try to heap all of the necessary info into a single serving, like an over-eager kid at an all-you-can-eat buffet. Doing so only confuses readers and leaves syntax in shambles.

Write with purpose. Strive for concision. Remember that, more often than not, simple is better.

And keep at it.

Writing-Tip Wednesday: Holidays As Part of World Building

I have written about the holidays a good deal in the past few weeks, but I have yet to address holidays as a topic in a Writing-Tip Wednesday post.

Now, you’re first response to this might be, “Well, why would you?”

And my answer? “World building.”

Think about the holidays that mark our calendars. Christmas, Easter, Ramadan, Passover, Yom Kippur — these are events that reveal much about our faiths, about the histories and traditions of the religions that guide the lives of so many. Veterans Day, Thanksgiving, Labor Day, Memorial Day, the Fourth of July, Martin Luther King Jr. Day, Presidents’ Day — these holidays carry meaning for our secular history, showing who and what we as a culture and society value year after year. Even Halloween and Groundhog Day, which are not holidays in any real sense of the word, offer glimpses into a pagan past that a small but significant part of our population still honors with celebrations marking Beltane, Samhain, Candlemas, the Solstices and Equinoxes.

Every culture and country has its special days, and every one of those special days comes with a story. Which is why the worlds we create for our novels and short fiction also need to have annual observances. Celebrations of this sort are something people do. They are one way of perpetuating the social norms and cultural touchstones that create communal identity. Holidays at their core, are all about story, about history and faith and tradition. And, as it happens, world building is about precisely the same things.

Seeds of Betrayal, by David B. Coe Weavers of War, by David B. CoeFor the Winds of the Forelands series (Rules of Ascension, Seeds of Betrayal, Bonds of Vengeance, Shapers of Darkness, Weavers of War) , I created what is without a doubt the most complex “calendar” I’ve ever undertaken for any project. For those of you not familiar with the world, I’ll give a very brief description. The world has two moons, Ilias and Panya, the Lovers, who chase each other across the sky. Each turn (month) has one night when both moons are full (the Night of Two Moons) and one night when both moons are dark (Pitch Night). Each turn is also named for a god or goddess, and so each Night of Two Moons and each Pitch Night has a special meaning.

For example, Adriel’s Turn (roughly equivalent to our May), is named for the goddess of fertility. According to lore, a love consummated on the Night of Two Moons in her turn will last forever. A love consummated on Pitch Night will end in betrayal. Kebb’s Turn (roughly October) is named for the god of the hunt. People believe a successful hunt on the Night of Two Moons presages good hunting throughout the cold turns. Meat from a beast killed on Pitch Night is considered cursed and cannot be eaten. Each turn has similar legends, or in some cases actual phenomena: Pitch Night in Morna’s Turn (named for the goddess of thunder) is always a night of violent storms. The first killing frost in the Forelands almost always arrives on Pitch Night in Sivan’s Turn. Several Nights of Two Moons and several Pitch Nights are observed with prayer and/or gift giving.

These beliefs and traditions make for a much richer, more believable world. If my characters were to traipse through their year without any sort of holidays or occasions, readers might still be drawn in by the rest of my storytelling, but the world would feel flat, and far less interesting.

TIME'S DEMON, by D.B. Jackson (Art by Jan Weßbecher)I did something similar for the Islevale Cycle novels (Time’s Children, Time’s Demon, Time’s Assassin). In this world there are two primary deities, Kheraya (female) and Sipar (male), and the calendar is structured around them. It begins with the spring equinox — Kheraya’s Emergence, a day and night of enhanced magickal power and sensuality. The spring months are known as Kheraya’s Stirring, Kheraya’s Waking, Kheraya’s Ascent. The summer solstice is called Kheraya Ascendent, a day of feasts, celebration, and gift-giving. This is followed by the hot months of summer: Kheraya’s Descent, Fading, and Settling.

Sipar’s Emergence coincides with the autumn equinox, the pivot of the year, another day and night of sensuality and enhanced power. And then the pattern of the first half of the year repeats itself — Sipar’s Stirring, Sipar’s Waking, Sipar’s Ascent. These cooler months culminate in the solstice, called Sipar Ascendent, a day of fasting and contemplation. Finally, the year ends with the winter months: his Descent, Fading, and Settling.

In part, of course, I need a calendar for my worlds in order to organize my story. The Forelands books were sprawling and complex, with multiple narrative threads and point of view characters. I had to have a detailed calendar that allowed me to track all the stories and people. And with the Islevale books, which added time travel to the mix, I REALLY needed to know where and when I was in every chapter and on every page.

But my creative work on these calendars went far beyond what I would have required had I simply been interested in a utilitarian time structure. I wanted something that would enhance my storytelling, that would give my readers insights into these worlds and the people who inhabit them. Yes, they’re complex. That’s the fun part! That’s what made this element of my world building so exciting for me.

So as you think about the worlds you’re building, consider not only geography and climate, history and religion, weaponry and food. Think about holidays as well. Create a calendar that is completely endemic to your world. And then show your readers glimpses of it. You don’t have to let them see every detail. Likely that would be too much. It would drown out your story. Give your readers just enough to hint at all the great work you’ve done in the background. And take pride in knowing that you have taken one more step toward crafting a fully realized, intricate, living, breathing world.

Keep writing!

Writing-Tip Wednesday: How To Handle Profanity In Your Writing

Have you watched the HBO series Deadwood?

It’s a Western, the creative child of the brilliant David Milch. It’s violent, brutally realistic, and absolutely the most profane thing I have ever watched, with the possible exception of the Academy Award-winning movie The Departed, (directed by Martin Scorsese, written by William Monahan).

I would challenge anyone watching Deadwood to record a full minute of dialogue in any episode that does not include an f-bomb, or some other curse. Over the three full seasons the series ran I suppose it’s possible that a “clean” minute exists somewhere. I would be hard-pressed to find it. As you might expect, some viewers are put off by the profanity. Check out online reviews of the series and you’ll find lots of people who want nothing to do with it because of all the cursing, and plenty of others who recognize the excellence of the characters, the imagery, the plotting, but lament the explicit language.

And then there are viewers like me. I LOVE the profanity. I find it poetic, and I felt the same way about The Departed. I believe there is an art to writing works that depend so heavily on strong language. While some may dismiss the profanity in Deadwood or The Departed as gratuitous, I don’t believe it is. I have seen and read other works that DID have gratuitous profanity, and you can tell the difference. For my part, I have never tried to write something with this much strong language, but neither have I shied away from using curses in my writing.

Every author has their threshold for explicit language, just as every author has their threshold for violent and sexual content. Friends of mine pretty much refuse to use any profanity at all. Others throw in a ton. Either approach is fine, so long as the author can make it work. But authors should also understand that, as with sex and violence, they also have to be aware of the predilections of editors and publishers.

The default in publishing these days is that profanity is accepted. Publishers or short fiction markets that DON’T accept manuscripts with curse words in them will generally say so in their guidelines. And, of course, we all know we’re supposed to read and follow the guidelines before submitting any work anywhere, right? Right. At one time, YA markets were assumed to be profanity free, but that rule is less strict now. Still take extra care when submitting to YA markets and understand that while mild swearing might be accepted, stronger language, including f-bombs, might not be. Works aimed at middle grade readers and younger audiences should be entirely clean.

Beyond that, the key things to remember include the following:

1) Profanity for its own sake is not good writing. I generally avoid blanket statements like this one, but in this case it seems appropriate. Just as sex and violence for their own sake, without any narrative or character-related justification, can ruin a book or story, so can pointless swearing. When is profanity justified and how much of it should you use? That will vary from author to author, story to story, even scene to scene. Only you can decide what’s right. But as with things like gore or erotic content, you need to consider your audience AND the characters you’ve created, and then decide what is appropriate for both. Beta readers can be enormously helpful in this regard. I have been working on a trunk novel recently that includes what is far and away the most explicit sex scene I’ve ever written. But the sexual encounter is essential to both my character’s journey and my plot and, therefore, it warrants the attention and detail it’s given in the book. I didn’t write it this way for a cheap thrill. I had a narrative purpose in mind. And that, I believe, should be the test for profanity as well.

2) Your setting also must be a factor in how you handle profanity. As D.B. Jackson, I write the Thieftaker Chronicles, a historical fantasy set in pre-Revolutionary Boston. Throwing in a bunch of f-bombs to a Colonial setting simply would not work. No one would believe it – excessive profanity would yank my readers right out of my world, which I don’t want. I have also written several epic fantasy series set in alternate fantasy worlds. Some of these do have a bit of strong language, but only in contexts that feel appropriate to the world. To my mind, having a foul-mouthed character in most of my fantasy novels would feel wrong; it would seem too much like OUR world instead of my characters’ world. I know of some authors who deal with this by creating their own profanities for their fantasy worlds. They can then have foul-mouthed characters without offending readers or risking too much of a “real-world” feel to their books. I think that is a brilliant and elegant solution.

3) Finally, remember that despite extreme examples like Deadwood and The Departed, a little bit of profanity can go a long way. Think about it the way you might think of hot pepper in your cooking. Yes, there are some dishes that are meant to be REALLY spicy, and you might love dishes like that. For the most part, though, REALLY spicy appeals only to certain palettes. Most people like some heat in their food, but not so much that their eyes water. Profanity is much the same. Masterful writers can get away with extreme language. They can preserve the other flavors in spite of the “spice.” For most of us, a softer touch is often the better approach. Our audiences will likely be more comfortable with the occasional f-bomb and other curses, but not with page after page after page of strong language.

Put another way, you don’t have to be Puritanical, but you don’t have to be fucking rude, either.

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: 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: Guest Author Tina LeCount Myers on Writing a Series

Today I welcome to the blog my dear friend, Tina LeCount Myers. Tina and I met at a World Fantasy Convention a few years back and immediately fell into an easy friendship. I have since read her work and discovered without surprise that she is, in addition to being smart and funny and kind, a talented and skilled a storyteller. Please welcome her to the blog!


Tina LeCount MyersWhen I finished writing the first draft of The Song of All, I was convinced of two things:

1.) The Song of All was a stand-alone book.

2.) I was not a fantasy writer.

Over dinner, defeated, I confessed these two realizations to my husband. He, in his over-the-years-learned wisdom, asked me some insightful questions but let my definitive pronouncement stand. I was done.

At least I thought I was done. That very night, I went to bed and dreamed about what would become the next two novels in The Legacy of the Heavens trilogy. Luckily, somewhere around 3 AM, I realized what was happening. For the next 2 hours, I wrote by hand, by candlelight, trying to stay within my dream. By 5 AM, I had a rough plot outline and several key themes. It wasn’t pretty, but clearly this story had more to say.

Breath of Gods, by Tina LeCount MyersOver the next several months, as I edited The Song of All and honed my query letter, I felt confident saying, “The Song of All is a stand-alone epic fantasy novel with series potential.” After all, I had an outline, a roster of characters, and some heartfelt themes. I knew where the story was going and where it would end up. But when the series sold based on the first book and I began to write the second book, I soon realized that, while I had read tons of books in series, I had little or no idea of how to write one. In my giddy state as a writer with a book contract, I didn’t let this fact stop me. I continued to write the story, knowing that I would need to rewrite it many times, confident that I would learn how to write a series.

I did learn how to write a series, it was a long, hard road—one that I wish I’d had more guidance for and one that continues. Overall, my take-away from writing a series is that this is not a place for “pantsing” (going by the seat of your pants). Rather, “plotting” is a de facto reality. That is not to say that your books will be all planned without any spontaneity, but an outline of the series should lean toward filling in as much as possible while leaving some blank places to surprise you as the author. I called The Legacy of Heavens a trilogy but who knows, maybe the series will go on from here, and the Muse and my publisher willing, I’ll have another series to work on in the near future. Until then, I wish you all the best in your writing endeavors be they stand-alone or with series potential.

Here are 5 things I wish I had done when I first started on my series:

Dreams of the Dark Sky, by Tina LeCount Myers1. Fully explore and flesh out the world-building. For some writers of science fiction and fantasy this might be obvious because world-building is their jam, but for other writers, who are more interested in themes or characters or plot, digging deep into world building might not be their first choice. Nevertheless, the better your understanding of how your world works (geography, socio-economic and political structures, cultural and legal norms, clothing, food, relationships, architecture, magic, etc) the easier it will be to see how the plot will unfold, where the themes might manifest, and how the characters will react.

2. Maps. Whether you love them or hate them, create them. This might be considered part of world-building, but it’s also about logistics and plotting. Even if you don’t plan to include maps in the books, make them for yourself and start right from the beginning, even if they’re rough. You will need to know the geography of your world. Where are the mountains, rivers, oceans, volcanoe   s, towns, and cities? What planets, asteroids, and galaxies exist in your world? To keep your characters moving you need to know the paths and the obstacles. Moreover, if you have a number of characters in movement, map it out so that when you are on book 5 of your series, referring to a military campaign that happened in book 2 of your series, you’ll know who’s where and doing what without going back and rereading book 2.

3. Detailed character lists. Sometimes characters come to us fully formed and that’s awesome, take advantage of that gift and make sure you write down all those details (physical traits, psychological quirks, emotional needs, etc) so that you can refer back to them as the plot continues. Sometimes, however, characters take shape or evolve the more you write about them. Here too, keeping detailed notes helps not only with character development but also continuity. Like world-building, the more you know about your characters, the more effectively you can use them.

Breath of Gods, by Tina LeCount Myers4. Upping the stakes without jumping the shark. What keeps someone reading a series? Characters we love (so develop those characters) and the situations they find themselves in. As a reader, I fall in love with characters and want to know what happens to them as they face challenges, but if they face the same challenges over and over it can get boring​. I want them to learn and grow from their obstacles. As a writer, creating new challenges for growth can run the risk of going over the top. Killing off everyone that a character loves over a series definitely ups the stakes. But where does it leave your character? And where does it leave your reader? It is a balance between tension and emotional exhaustion, and something which I am still working on.

5. On a practical note, when working on a series try to set realistic timelines for publication. Whether you are self-published or traditionally published, having a clear understanding of the work involved is important. A 120K word book written in a year works out to 10K words a month, so 333 words a day or 500 words a day with weekends off. Sounds totally doable. And maybe not. Factor in life (work outside of writing, family, vacations, health, etc) and add in revisions, probably a couple, maybe creating and maintaining a website, writing blog posts, and marketing your work through a newsletter or social media. Suddenly, writing a book every 3 months or 6 or 9 or 12 might be too much. When you can, be realistic and kind to yourself when you set your deadlines for a series.

*****

Tina LeCount Myers is a writer, surfer, and gluestick artist. Born in Mexico to expat-bohemian parents, she grew up on Southern California tennis courts with a prophecy hanging over her head; her parents hoped she’d one day be an author. Tina is the author of The Song of All, Dreams of the Dark Sky, and Breath of Gods (Books 1-3 of The Legacy of the Heavens series). Her work has also appeared in Literary Hub and Tor.com.

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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!

Special Guest Appearance: Patrice Sarath!

Patrice SarathToday I welcome Patrice Sarath to my blog. Patrice is one of my fellow Angry Robot writers, and she has a new book coming out today! The book is called Fog Season, and it promises to be another excellent release from a gifted author. In today’s post, Patrice writes about world building. Enjoy!

Building a City from the Ground Up

When I was developing the city of Port Saint Frey, the setting of my secondary world fantasy series, I wanted the city to feel real and lived in, in a way that would draw in readers so they could feel like they were visiting the place themselves. While Port Saint Frey is an amalgam of San Francisco, Baltimore, and Bath, England, I was inspired by Charles de Lint’s Newford. De Lint is a master at creating place, and Newford has the dimensionality of a real city. It lives on after the reader closes the page. That’s what I was aiming for with Port Saint Frey.

The best way to achieve that kind of real-world effect is by presenting your worldbuilding in small, significant details that illustrate how your characters interact with their world. So, in my secondary world, late Regency, early Victorian era, there are water closets and sewer systems and neighborhood water pumps. There are cobblestone streets that are detrimental to horse’s hooves. There are oil lamps, filled with whale oil (old technology) or camphene oil (new technology and highly flammable). There’s a shopping district, a coffee shop where the dealmaking is done (based on Lloyd’s of London in the UK), the docks, the slums, the warehouses, the posh neighborhoods. And instead of writing paragraphs of description, I fill in the details about how my characters are impacted by their world.

They turn an ankle on a cobblestone. They have trouble sewing by a low lamp. They use a water closet or they encounter raw sewage in a slum. They are snubbed in a fancy shop. They rob their friends at gunpoint at a public house.

These small details are far more effective at making a world feel lived in than all the backstory in the world. When you do research to create your fantasy world, even though the majority of that research will stay in your head, it informs the small bits that make it onto the page. You should always know more than your readers do about the world that you’ve created. The more real it is to you, the more real it will be to your readers.

Fog Season, by Patrice SarathOne of the best things I ever did was draw a map of Port Saint Frey. This has saved my bacon a number of times, because once you can go to the map and say, “how do I get my character from Point A to Point B,” and you can see at once that the character has to take Kerwater Street out to Chandlers Row and take a right onto Barrell, then you know your city has taken on a life of its own.

But world building should do more than set the stage or the scene, or provide a physical sense of place. World building should illustrate character and motivation and history and nuance. Again, it’s how characters interact with their world and are impacted by it. In that sense, world building drives plot.

The following scene from Fog Season takes place in one room, but from that one room we get exposition, impact, decision making, and consequences. One room, one conversation — a world happening around the characters, and yet it is pivotal to the plot and to the characters.

The gray light of Fog Season could scarcely be distinguished from noon or evening. Abel lay entwined with Elenor Charvantes, the second assignation in as many days. She drowsed in the crook of his arm. He cursed himself for a fool. This was too dangerous; Doc would kill him if he knew. And though he was not afraid of Jax Charvantes for himself, he knew the lieutenant would be brutal to Elenor if he found out.

He was restless, jumpy. As carefully as he could, he slid out from under her and left the bed, the cold air a slap against his nakedness. In the bed, Elenor murmured, but continued to doze. Abel went to the window and looked out. It was midday but the streetlamps of the fog-shrouded city were nothing but smears of light in the mist. Some other light caught his eye. Red and yellow flames from across the city, high on the western headland. Abel frowned and looked closer. Fire.

“Aren’t you cold?” said Elenor sleepily behind him.

“It feels good,” he said, without turning to her. What could be burning so high above the city?

“What are you looking at?” She was fully awake now. Her bare shoulders almost glowed in the dim lamplight. Her hair had fallen from its prim bun and was tousled and wild. She was lovely and he was an idiot. She got out of bed, wrapped in the blanket, and peered out the window. Her gaze sharpened. “My God. That’s the Saint Frey place.” Almost as soon as she remarked upon it, the fire dwindled, and finally disappeared. The mists closed in as if there were nothing there.

“Oh, my goodness. I hope no one was hurt. Madam Saint Frey lives alone, mostly, but I understand her niece has been living with her lately. Oh, there are the bells. The firetrucks are on their way.”

Abel could hear them now too, the clangor rising up to the third floor of the Bailet. Elenor put her arms around him, pulling him inside the blanket with her. He closed his eyes, the sensation of her desire overwhelming him, overpowering his nerve endings.

“I’ve often thought that it would be a wonderful thing if my friend Tesara married Jone Saint Frey,” Elenor mused, her cheek resting against his shoulder. “They’ve always liked one another. He could get away from that awful mother of his, and Tesara would be happier, I know it. But then again, I haven’t seen Jone in society at all these past months. But they used to be thick as thieves at the salons, not six months ago. I’m sure his mother put her foot down – the Saint Freys tend to look down upon merchant families.”

Interesting, Abel thought. Interesting that a girl who had extraordinary capabilities and powers should like a boy who had not been seen in society for months. Interesting that his mother should stand against the match. And interesting that her house should catch fire.

“I have to go,” Elenor said, sighing against his skin. He turned to face her, and she rose on tiptoes to kiss him. He felt himself helpless under the onslaught of need, hers and his. “Elenor,” he began, knowing it was no use.

“I know. It’s not safe. I know. I won’t come back here. We’ll think of something else.” She was trying to be brave; he could tell. She gave him a smile, touched with rue.

“We will,” he promised, cursing himself for his own weakness. He had to end it, for both their sakes, and at the same time he knew he would not be able to withstand her.

She dressed quickly and wrapped herself up against the cold, her scarf muffling her face. He made sure the hall was empty before she left his room and scurried down the hall to the stairs.

Abel dressed and went downstairs to the Bailet dining room for an early lunch, nursing a glass of beer along with a thick garlic and beef stew, and instead of wondering how to find Trune and kidnap the Mederos girl, he spent his time trying to determine the best way to protect Elenor Charvantes from her brutal husband, and still be able to see her. And still, in the back of his mind, he wondered about the fire at the Saint Frey mansion, so quickly put out, and its odd, almost inconsequential connection to Tesara Mederos.

*****

Patrice Sarath BIO

Patrice Sarath is an author and editor living in Austin, Texas. Her novels include the fantasy books The Sisters Mederos and Fog Season (Books I and II of the Tales of Port Saint Frey), the series, Books of the Gordath (Gordath Wood, Red Gold Bridge, and The Crow God’s Girl) and the romance The Unexpected Miss Bennet.

Patrice is the author of numerous short stories that have appeared in several magazines and anthologies, including Weird Tales, Black Gate, Alfred Hitchcock Mystery Magazine, Realms of Fantasy, and many others. Her short story “A Prayer for Captain La Hire” was included in Year’s Best Fantasy of 2003 compiled by David Hartwell and Katherine Cramer. Her story “Pigs and Feaches,” originally published in Apex Digest, was reprinted in 2013 in Best Tales of the Apocalypse by Permuted Press.

Patrice is an avid horsewoman. She also enjoys bike-riding and hiking the woods and trails outside Austin.

Website: http://www.patricesarath.com/

Facebook: https://www.facebook.com/GordathWood/

Twitter: https://twitter.com/PatriceSarath

Instagram: https://www.instagram.com/patricesarath6/

A Better Day

First off, my deepest thanks to all who left comments of support and encouragement and advice in response to yesterday’s post. Your words helped. Your good wishes helped. I knew already that I was not alone in feeling those things; the universality of those struggles I cataloged was one of the reasons I wrote the post in the first place. But hearing from so many of you that you understood from personal experience what I was going through, made it just a little easier. So again, thank you all.

And I’m happy to say that today was easier. There was no bursting of the dam, no comprehensive epiphany, but I didn’t expect either. Figuring out this new project is going to take some time. Today I made progress on my worldbuilding and some character work. I have something I can point at and say, “I did that today. I’m closer to where I want to be.”  And tomorrow, I’ll get closer still.

Feeling better.