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A Man Writing Female Characters

A Man Writing Female Characters

Men WritingThere is an idea in our culture – and perhaps it’s universally felt – that women are not as good at writing male characters and men are not as good writing female characters. I’m not going to waste my time or yours debating whether this is true. (Hint: it’s not.)

However, when I talk to people who have read my books, I’m sometimes hit with the comment, “I’m surprised how well you write women characters.” While I take the compliment in the spirit it was intended, part of me is always thinking, “Why wouldn’t I be good at it? I’ve known women all my life. My wife is a woman. Some of my best friends are women. Hell, even my mother is a woman!”

Yet, people sometimes get strange ideas in their heads when it comes to sex. It seems predetermined in some circles that women authors write squishy, feely, ‘romantic’ sci-fi/fantasy, while men write bloody and gritty. If that were true, I’d probably have to look into gender-reorientation therapy, because I firmly believe that emotion — that gooey, squishy stuff — is the bedrock of all fiction.

Even when writing all that ‘manly’ combat action and suspense, emotion must be at the heart of it, or else there is no substance to the style. Because it is not the cuts and thrusts that really get our hearts pumping, but the meaning behind those lethal blows.

For me, writing a female character is a little more challenging, only because I have to put aside a lot of preconceived notions, but that’s what writing is all about. Whether the character is a princess, a professional assassin, or an amorous Cyclops, it comes down to whether or not you can understand their personal reality and convey it convincingly on the page.

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Spotlight on Interactive Fiction: Choice of the Dragon

Spotlight on Interactive Fiction: Choice of the Dragon

Choice of the Dragon icon, derived from a photograph under the Creative Commons. http://www.flickr.com/photos/wili/

In my first blog post, I wrote about getting hooked on web comics, but I have an older love that vies for my Internet time. I speak of interactive fiction, a type of storytelling in which I’ve indulged from childhood. I am a game writer and I also like to write about games. (Back in 2008, I wrote a long post about games and interactive storytelling for Journey to the Sea; this long interest continues to crop up in my blogging and my hobbies.)

The Internet is the perfect environment in which interactive fiction can thrive, whether it’s through forum games, freestyle shared twitter and blog communities, or games that are a little more structured. Since the user-driven games are hard to judge from outside the community, I’m interested in discussing the latter style. And the perfect place to start for that is with Choice of the Dragon, the first game put out by small game company Choice of Games. (Disclosure: I write for Choice of Games, but I played Choice of the Dragon long before I started working with them.)

Released in 2009, Choice of the Dragon was the first multiple-choice novel game I’d ever played. Reminiscent of a Choose Your Own Adventure novel, the story narrates in second person, allowing you, the reader, to become the main character. In this case, you’re a dragon.

As the story opens, a knight charges you. Do you deal with the predicament by engaging in combat, fleeing the scene, or quickly incinerating the knight with your fiery breath? The story progresses through a number of challenges, including a flashback to your hatchling days, a quest to find a proper mate, and a decision of how to deal with local humans.

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Ancient Worlds: The Beast Within

Ancient Worlds: The Beast Within

How did I not know this was a real thing? This is a real thing. I now know what I am doing Saturday night.

Werewolves have gotten popular again.

I for one am glad to see it. Compared to their gloomy, night dwelling compatriots the vampires, werewolves are… well, they’re just more fun. Maybe it’s just me, but turning into an animal with great intelligence and heightened senses and running around howling to a full moon sounds immeasurably better than sleeping all day and drinking blood.

Ya know. If you had to pick. (I’m not the only one who plays this game, am I?)

In addition to being more fun, werewolves have the claim to being the older of the two Supernatural human hybrids, by at least two thousand years.

Herodotus (a Greek historian who wrote in the fifth century BC), for example, tells us that the Neuri, a people who lived in what is now the Ukraine, turned into wolves once a year for a few days.

Pliny (a Roman historian) tells a related story about a family in Arcadia who would take off their clothes, swim across a marsh, and come out the other side in wolf form. They would live as wolves for nine years, and if they managed not to kill any humans during that time they could reclaim their human form by reversing the process.

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Inspiration and Emulation, Tolkien and Gygax

Inspiration and Emulation, Tolkien and Gygax

Ballantine The Return of the King-smallTo say that I have an abiding interest in the relationship between tabletop roleplaying games and the literary inspirations of their creators is something of an understatement.

Notice, though, that I said “inspirations” rather than another word that frequently gets bandied about when discussing the relationship between literature and RPGs – emulation. I can’t recall precisely when I first heard the term “emulation” used in the context of roleplaying games, but I’d be surprised if it were before the late 1980s. That’s about a decade after I entered the hobby, so my memory is admittedly fuzzy and I could well be mistaken. On the other hand, I heard the term “inspiration” a great deal, most notably in (you knew this was coming!) Gary Gygax’s 1979 Appendix N and the “Inspirational Source Material” found in the 1981 Tom Moldvay-edited edition of Dungeons & Dragons. Back in those days, game creators often talked about the books whose characters, plots, and ideas had fired their imaginations to such a degree that they decided to create a RPG that drew on them; they still do.

“Emulation” is something different. It’s one thing, I believe, to create a fantasy roleplaying game inspired by, say, Robert E. Howard’s stories of Conan the Cimmerian, but an entirely different thing to create a roleplaying game intended to emulate the adventures of Conan. Emulation implies a degree of fidelity to its literary sources (at least thematically), as well as some means – whether rules or advice – to ensure that experience of playing the game imitates that source material. An example of what I’m talking about that comes immediately to mind is Chaosium’s Call of Cthulhu RPG. While its rules do not explicitly talk about emulation, they do include game mechanics for the loss of sanity that results from encounters with blasphemous tomes and eldritch horrors. The creator of a game that’s merely inspired by some literary source is under no such obligations. After all, inspiration can take many forms, many of which do not include aping one’s sources of inspiration.

I mention all of this as a prologue to a large, more contentious discussion, namely the place of the works of J.R.R. Tolkien in the creation of Dungeons & Dragons.

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The Magic Goes Away by Larry Niven

The Magic Goes Away by Larry Niven

The Magic Goes Away-small

A swordsman battled a sorcerer once upon a time. In that age such battles were frequent. A natural antipathy exists between swordsmen and sorcerers, as between cats and small birds, or between rats and men. Usually the swordsman lost, and humanity’s average intelligence rose some trifling fraction. Sometimes the swordsman won, and again the species was improved; for a sorcerer who cannot kill one miserable swordsman is a poor excuse for a sorcerer.

So begins “Not Long Before the End” (1969), the first story in Larry Niven’s The Magic Goes Away series. His approach to swords & sorcery is the same as the one he brought to the hard science fiction he’s best known for: extravagant and colorful yet built on a framework of logic.

As you might infer from the tone of the quote, he also has a bias against the warrior hero typical of the genre and in favor of the sorcerer. In the short story above, its sequel “What Good Is a Glass Dagger?”, and the short novel The Magic Goes Away, he chronicled the adventures of a sorcerer called Warlock in a pre-historic Earth located somewhere to the right of Robert E. Howard’s Hyboria.

Niven’s starting point was to theorize how magic might work in a rational way. In his model, sorcery is powered by mana, a finite source. Instead of telling stories of the glory days when wizards built flying castles, and dragons and gods walked the earth, these tales are set in the magical world’s fading days. It’s a clever setup and one that drew me in enough to read the whole trilogy this past week.

“Not Long Before the End” is an inversion of the too-common S&S story of barbarian swordsman rescues girl from wicked sorcerer. Here Warlock discovers the nature of mana and realizes it’s running out.

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CONAN: “Caveman Battle Doom”

CONAN: “Caveman Battle Doom”

Conan-SnailriderCLR
Cover to CONAN’s split release “Conan Vs. Slomatics” (2011)

What is the sound of Sword and Sorcery?

It probably sounds a lot like CONAN. This U.K.-based power trio gives a whole new meaning to the word heavy. But these guys aren’t hampered by “Cookie Monster” vocals or the demonic noise-worship that often plagues today’s heaviest acts.

CONAN have coined their own genre, calling themselves “caveman battle doom.” For hardcore fans, this is simply a new sub-category of the “Doom Rock” scene. For the rest of us, it’s an amusingly accurate description of CONAN’s unique sound.

As the band’s own bio puts it: “CONAN are as heavy as interplanetary thunder amplified through the roaring black hole anus of Azathoth.” TheObelisk.net christened them “Europe’s heaviest battle-sloths…” It doesn’t get much cooler than that.

After releasing an indie debut EP in 2010 entitled “Horseback Battle Hammer,” the trio signed to Burning World Records and released their critically acclaimed magnum opus, “Monnos.”

Both albums are perfect for headbanging, slow-grooving, couch-tripping, or simply cranking up loud enough to vibrate the walls of your apartment. And your skull. They are super sludgy brilliance in the vein of early BLACK SABBATH, KYUSS, MELVINS, and TOOL. Call it “stoner rock” if you will, but absolutely no drugs are necessary.

Fantasy and sword-and-sorcery themes are essential to CONAN’s lyrical cosmology, which makes perfect sense for a band named after Robert E. Howard’s famous barbarian. 

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New Treasures: The Harsh Suns by Jason E. Thummel

New Treasures: The Harsh Suns by Jason E. Thummel

The Harsh SunsThere I was, minding my own business, peacefully editing Connor Gormley’s Robert E. Howard tribute “Who Took the Flowers Out of my Prose?” and listening to him grouse about modern prose, when suddenly Conner took an abrupt right turn and started praising Black Gate author Jason E. Thummel.

Unfortunately, modern fantasy seems, for the most part, to neglect prose. And that’s a shame, because it means all those distinct literary personalities — the whimsy of Leiber, the melancholy of Moorcock, and the fury of Howard — are a thing of the past. Everyone seems to have adopted the same bland, middle ground style that isn’t really anything above functional…

Don’t get me wrong — there are a few standouts. I love Jason E. Thummel’s prose…

Well, that was a pleasant surprise. We’ve published three tales from Jason E. Thummel in the past 12 months — including the debut story in the Black Gate online fiction line, ”The Duelist,” which Adventures Fantastic said “Set a high standard,” and two stories of Gunnerman Clap, “The Gunnerman” and “Assault and Battery.”

Apparently it takes more than that to stay on top of Jason, however. Looking for an image to accompany Conner’s comments, I stumbled on the cover of Jason’s new book: The Harsh Suns, a handsome collection of three sword & sorcery tales published earlier this year.

I immediately ordered a copy and it arrived just in time to accompany me on my plane ride to San Francisco last Wednesday.

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Vintage Treasures: The Karma Corps by Neal Barrett, Jr.

Vintage Treasures: The Karma Corps by Neal Barrett, Jr.

The Karma Corps-smallLast month, I bought a small collection of fantasy novels that included Mark Frost’s The List of 7, a terrific Clark Ashton Smith paperback, some vintage Lovecraft — and four early fantasy novels by Texas author Neal Barrett, Jr. I was especially curious about the Barrett, all four volumes in his Aldair series, published between 1976 and 1982. I first encountered Barrett in the late 80s with his post-apocalyptic novel, Through Darkest America (1987), and then his gonzo magic realist offering from Ziesing Books, The Hereafter Gang (1991). Those were more than enough to win my respect for Barrett’s gifted imagination, but I wasn’t familiar with his earlier work.

The four Aldair books rekindled my interest and I set off in search of what else I might find. The first title I found was The Karma Corps, an unusual science fantasy of demons, holy warriors, and a distant space colony with a very serious problem.

Captain Lars Haggart was a soul waiting to be reborn… but before that blessed event he has been inducted into the Arm of God Regiment fighting for the beleaguered Churchers on a newly colonized planet. Their foe — demons who could pop into existence, slay and pop out of existence the next instant. The demons were winning that war, sending their Unborn opponents back to limbo, driving the living colonists toward extermination.

But this was no fantasy, no business of the religious imagination. The fight was real, blood was blood, and swords cut sharp, for the Unborn were very much alive. Haggart was aware that this was frighteningly contradictory but first he had to fight the demons on their own terms — learn how to appear behind their lines and do to them what they were doing to the humans.

An unusual science fiction novel of a space colony in deepest trouble and of aliens who knew planetary secrets that were never in anyone’s Holy Book.

Given what I know of Neal Barrett, Jr. already, I didn’t really expect to find his name on a novel of space colonization. Throw in a strange religion and demons who defy our notion of reality, however, and now you’re talking.

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Oz and Frederic S. Durbin Discuss Hallowe’en Monsters

Oz and Frederic S. Durbin Discuss Hallowe’en Monsters

Dragonfly_durbinIn response to my “Five Weeks of Frights” Hallowe’en post “Oz Meets the Scarecrow,” novelist and short-story writer extraordinaire Frederic S. Durbin sent me a thoughtful email, furthering an ongoing discussion of iconic Hallowe’en monsters. With his kind permission, I am reprinting it here.

Consider it a guest post from the writer of the wonderful Arkham House novel Dragonfly (a quintessential Hallowe’en read) and — one of my favorite Hallowe’en short stories — “The Bone Man,” which ran in The Magazine of Fantasy and Science Fiction in 2007. Of course, he will also be familiar to regular Black Gate readers; his story “World’s End” was, according to John ONeill, “one of the most acclaimed stories in Black Gate 15.” Here’s Fred:

Fantastic post on the Scarecrow! That’s insightful — I’d been wondering what the next center-stage monster would be, and I would trust your impressions as one poised to see into various oncoming and now-arriving streams of the pop culture.

It’s interesting to ponder what about the classic monsters is at the center of the terror they hold for us.

1. The vampire is essentially Death. He comes from the graves. He feasts on the living. He gathers us unto himself.

2. The werewolf is the beast within us, the monster at the core of man. He is our fear of ourselves.

3. Frankenstein’s monster is our fear of our gifts, our behavior — what we might do when nothing is beyond our reach. We might steal fire from the sun. We might reanimate the dead. And the fire and the dead will bite us in the butts.

4. The zombie is our fear of illness. Alzheimer’s . . . global pandemic viruses . . . irreversible illness; it looks like our loved one, but it no longer is, and there’s no cure.

So what is the scarecrow? I think you’ve answered that question eloquently. Essentially, he’s the daddy of them all, the Last Boss, the overlord — because he is our fear of the unknown. I italicized that as an homage to Lovecraft, who told us what our greatest and strongest and oldest fear is.

Durbin went on to add a more personal note…

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The Roots of Early Love Go Deep: Five Stories Which Affected Me Deeply in My Early Teens

The Roots of Early Love Go Deep: Five Stories Which Affected Me Deeply in My Early Teens

Sinner Sara Douglass-smallOne of the many minor consequences of having a child – in my case, anyway – is the extent to which you suddenly become nostalgic for the stories of your youth.

As such, and even though my shelves are overflowing with new and as-yet unread books, my thoughts keep straying to stories I loved in my early teens. And not just novels, but games, films, and TV shows, too. Revisiting these narratives as an adult, however, can be something of a mixed blessing: for every thrill experienced on finding that a particular story touches me just as deeply now as then, there’s often a corresponding moment of disappointment on identifying a hitherto unnoticed, winceworthy problem.

Even so, there’s an important difference between acknowledging that the things we love – and particularly the things we first loved as teens and children – are flawed, and throwing them out entirely. We cannot wholly excise our passions without removing something vital of ourselves; instead, we must learn to live with them.

What follows here, then, in no particular order, is a slightly different list to the sort of thing I might usually compile: five stories which affected me deeply in my early teens and which continue to influence me now, sometimes without my even consciously realizing it. The roots of our early loves go deep and even though I haven’t explored some of these stories in years, as I go about revisiting them, I’m consistently amazed to find echoes of them, not only in my own work, but in my expectations for the works of others.

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