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Can You Hear Me Up There?

Can You Hear Me Up There?

The Elizabethan World PictureWhat’s the difference between a catfish and a lawyer? One’s an ugly, scum-sucking bottom feeder, and the other is a fish.

An old joke, but a good one. As a joke, it works because of the shock, the unexpected conclusion. As an insult, it works because of a little concept called hierarchy.

Anyone who’s ever studied Shakespeare has read a book called The Elizabethan World Picture. It’s a great book, and essentially describes how people thought about the world back in Shakespeare’s day. I’d highly recommend reading it for yourself, but if I can sum it up quickly for you, it goes like this: up = good, down = bad.

What does that mean? Think it through: everything that’s high in the sky, you know, where the gods live, is good, and the higher the better. So, heaven, the sun, light itself, and so on. Everything that’s lower down is bad, and the lower it is, the worse it is. So, dirt, darkness, etc. Everything, including people, has a place on this scale. There’s a reason it’s the white knight who charges to the rescue, and that Goths dress in black. (I dress in black myself, so no mail please). Even people who’ve never watched a western know what it means to be a white hat.

This hierarchy permeates everything we do and think, everything we write and create – at least here in the western world. And very often without our being aware of it.

Hierarchy is the reason the Greek gods live on Olympus (highest mountain in Greece) and it’s the reason that Zeus (god of sky, thunder, etc.) is the ruler of said gods, and not Poseidon or Hades. It’s why kings had a divine right to rule, (they’re on top of the human hierarchy), and it’s why cleanliness is next to godliness – that is, it’s how we know cleanliness is a good thing.

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Art of the Genre: The Joy and Pain of Kickstarter [and How Backed Projects Still Fail]

Art of the Genre: The Joy and Pain of Kickstarter [and How Backed Projects Still Fail]

The first Kickstarter success, and it was a true joy!
The first Kickstarter success, and it was a true joy!

In early November 2011, I attended World Fantasy Con in San Diego with John O’Neill and the Black Gate crew. It was a truly eye-opening experience for the ‘writer me’ as I’d attended many conventions in my day, but nothing that was so cloistered and dedicated specifically to the art of writing.

I well remember sitting in my room after the first day of listening to readings and thinking to myself, ‘Holy Crap, you absolutely C-A-N’-T do this!’ [Seriously, just listen to Claire Cooney recite any of her works from memory and tremble beneath the power of a truly gifted writer].

After I got home from the convention, I crawled into bed for three days and didn’t come out again because for the first time in my life I felt the power of ‘real’ writers and how far I had to go to reach the level of their talent.

When I finally emerged from my cocoon of despair, I clicked on Facebook and found a post from old time D&D artist Jeff Dee concerning something he called Kickstarter. It was a curious thing, this Kickstarter platform, and the more I researched it, the more I thought, ‘Huh, maybe I’m not Claire Cooney, but I bet I can get a book made anyway.’

At the same time, John O’Neill, our fearless leader at Black Gate, was thinking of creating his own line of novels from Black Gate under the power of the current business model he’d used to help found the magazine, namely his own pocket venture capital. I asked him to try Kickstarter and he declined, so I bet him, in no uncertain terms, that no matter what he managed to do with his book line at Black Gate, that using Kickstarter I would outsell him by a multiple of 10 and produce twice as many original books as he could.

Thus began 2012, something I like to call ‘The Year of Kickstarter’. Not only had I discovered this platform, now three years old in the marketplace and ready to tip the balance of acceptability, but so had EVERYONE else.

By February of 2012, Kickstarter money contribution records were falling almost weekly in every category imaginable, especially in computer games. Funding was surging to unforeseen levels with millions of dollars going to video games, art books, albums, miniatures, you name it.

I watched, I studied, and I saw the evolution taking place right before my eyes, but in so doing I also caught the wave and road with it on my new publishing company I’d affectionately named Art of the Genre after this blog. By February, I’d managed my first successful Kickstarter, The Cursed Legion novel, with former AD&D art legend Jeff Easley.

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Stick This in Your Pipe and Smoke It

Stick This in Your Pipe and Smoke It

FridgeSwearing. Profanity. “Cussing” (as opposed to “cursing” which is entirely different).

We’ve all been told at one time or another (usually by people we’re swearing at) that using profanity is a sign of a weak vocabulary. It’s lazy, they’ll say. It’s easier to tell someone what he can do with himself than to really go to town on him, Shakespeare-style.

But that phrase “go to town on someone” makes me think of another aspect of language. Whether we call it “slang”, or “figures of speech”, or just “common expressions”, we all use these devices every day, often without being aware of them – or of where they come from.

Though there are all kinds of sources in the real world to help us with that last one.

But what about our Fantasy and SF worlds? We’d certainly better be aware of expressions when we’re writing, hadn’t we? Just think of the extent to which verbal expressions depend on existing technology.

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Kissing My Axe

Kissing My Axe

Kiss My AxeI’ve written previously about starting Sword’s Edge Publishing, mistakes I made in running the company, and publishing Sword Noir. When the time came to publish Kiss My Axe: Thirteen Warriors and an Angel of Death, a role-playing game of Viking mayhem, I tried to follow the trail I had blazed with Sword Noir. If I mention the best laid plans of mice and men, you may see where I’m going here.

Sword Noir worked out because I knew everyone with whom I worked. I knew my friends wouldn’t let me down. Unfortunately, Ed Northcott, who did the art for Sword Noir (and was an industry professional long before working on my game) had quit as a freelance artist. A friend’s wife introduced me to an artist of her acquaintance who wanted to get into the RPG industry. I saw his portfolio and we made a deal. He would have accepted much less, but I wanted to pay the standard referenced by Steve Jackson Games – trying to be a professional over here.

I gave the artist three specific scenes I wanted to see and left the fourth to his imagination, suggesting anything inspired by the movie The 13th Warrior or the comic series Northlanders. I sent along links to pics on the Internet which could provide inspiration and references.

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Adventure on Film: Why Hollywood Gets it Wrong

Adventure on Film: Why Hollywood Gets it Wrong

star-trek-game-beams-up-in-april-2013.jpgAs I write this, April is just around the corner, and now that Hollywood’s best and brightest studios no longer know how to calculate the beginning of summer, I smell blockbuster season ripening fast on the vine. Just think, in mere weeks, we can all flock to see Star Trek: Into Darkness, Iron Man 3, Wolverine, Oblivion, Pacific Rim, Elysium, and Man of Steel.

What do nearly all of these movies have in common? I’ll tell you, spoiler-free: the fate of the world will hang in the balance.

Which is why I shall be staying home –– again –– for blockbuster season. If I have learned anything in all my forays into drama, it is this: cinema offers no more boring subject, no greater snoozefest, than global peril.

Heresy, I know.

But I’m right. Here’s why.

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Purpose Built Centurion

Purpose Built Centurion

Centurion RPGThe idea for a role-playing game focused on playing legionaries was in my head as early as August of 2009 when I did a podcast series on playing military characters in role-playing games, and did episodes on Republican Rome, the Civil Wars and the early Empire. I had always loved Roman history and the image of the legion, and I had run games set in Imperial Rome, or a reasonable facsimile thereof, but hadn’t thought about actually designing a game for legionaries.

Then I created Sword Noir and Kiss My Axe, and I realized this was something I could do. I decided it was something I wanted to do. And thus was Centurion: Legionaries of Rome set on its long path to realization.

What’s the point, you might ask, of developing a game with such a specific focus when there are other games out there that could probably do the job? One of the reasons is because I can. The mountain climber answer never appeased anyone, so let me try this: other games might do the job, but what if one wants a game designed for the job. There’s a good chance that game will do the job better.

I spent most of my role-playing life playing with one system: Dungeons & Dragons. Why bother to learn another system when this one does what I want? And, yeah, sometimes it doesn’t do exactly what I want, but it’s close, and I can always house-rule it.

So until a little under a decade ago, I was in the thrall of D&D. Completely. It was not a bad place to be, and let me tell you, I am excited about 5E … or D&D Next … or whatever it’s going to be. I still love D&D and that’s because it does its own thing so well. It has created its own fantasy genre that is different from anything else out there. That doesn’t mean it is the perfect game for all genres.

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My Characters Don’t Give a Damn

My Characters Don’t Give a Damn

PB filmAnd why should they? Most of them don’t live in universes where damnation is a possibility. What? You didn’t think that swearing, cursing, or slang had just as much to do with world-building as how your characters speak in general?

Does everyone know the bi-lingual pun that’s in The Princess Bride? It’s the part in the film where they’re rounding up everyone in the Thieves’ Forest and the guard says to Iñigo, “Ho there!” and Iñigo replies, “Get away with your ‘HO there.'” Now, if you know that the f-word in Spanish is “joder,” pronounced HOthere, this is a pretty funny bit. If you don’t… well, you do now.

Aside from the comedy potential, William Goldman (who wrote both the novel and the screenplay) is underscoring the point that Iñigo is Spanish – which in itself underscores that The Princess Bride is set in a recognizable version of the primary world.

For our purposes, Iñigo’s example illustrates one of the prime sources for swear words: sexual acts. Anyone who pays attention is familiar with the other sources: religion, family relations, body parts, and bodily functions. Yes, sexual acts are bodily functions, at least in part. But eating, for example, doesn’t usually give rise to swear words – unless there’s something taboo involved, which gives you another clue as to the origin of a lot of profanity.

Take a moment to consider the origin of the word profanity (just in case you think religion is no big deal).

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How Well Does The Cloud Roads Fit as Sword and Sorcery?

How Well Does The Cloud Roads Fit as Sword and Sorcery?

cloud roadsI’ve always had a problem with genre categories.

What I’ve seen over the years is that when you try to define a category in order to make it easier for readers to find the kind of books they like, publishers begin to tailor their marketing to that definition. Then people begin to write to that definition. The definition becomes increasingly narrow, and it makes stories that don’t fit that definition in every respect harder to sell.

When you do sell a book that doesn’t fit, you occasionally get a reader email demanding to know why something sold as a fantasy doesn’t have a bearded white guy with a sword as the main character, because the definition is now so narrow that your book (and a lot of others) has been squeezed out of it.

When I wrote The Cloud Roads, the first of the Books of the Raksura, I still felt it fell mostly under the category of sword and sorcery, despite there not being any swords, and the sorcery being internal and intrinsic to the characters. The books I read that I thought of as sword and sorcery usually had one (or two) loner characters, bumming along in a fantasy landscape as mercenaries, looking for treasure or opportunities to make a living. They had been outlaws in the past, or were fleeing accusations of something, or a past of slavery or powerlessness or something in their lives that they had to hide.

In The Cloud Roads, Moon was profoundly alone, even when he was living with other people. He was traveling in a fantasy landscape looking more for food and shelter than treasure, and he had something to hide.

But instead of a career as an outlaw or a failed rebel, he was hiding the fact that he was a flying shapeshifter whose other form resembled top-tier predators that were famous for destroying whole cities and eating their inhabitants. Instead of a sword, he had claws.

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Sorry, Can You Repeat That?

Sorry, Can You Repeat That?

PathLast week I talked about how Fantasy and SF writers deal with the idea that our characters aren’t speaking English, and I focused for the most part on primary world fantasies (by which I mean fantasies with an obvious connection to our world as we live in it) and on SF works of the near and far future.

I wanted to deal with secondary world fantasies separately, partly because that’s what I primarily write myself and partly because I think that use of language might be even more important here, where language becomes most clearly part of the world-building process. Think about it: you don’t have to be half Spanish and half Polish like me to know that how we express ourselves is all about our cultural backgrounds.

So whether we call them secondary world fantasies, heroic or epic fantasy, or sword-and-sorcery, it’s how our characters express themselves – and even how the narrative voice expresses itself – that gives our readers their primary entry into the worlds of our novels and stories. Language has to make these places strange enough that readers understand they’re dealing with a complex imaginary world, while at the same time making those worlds enjoyably accessible.

Some of the same tools we use when trying to add an element of strangeness or “Other” to the primary world (playing around with syntax, avoiding contractions) can make the jump to how we express language in secondary world fantasies as well – but there are some problems that might be unique to those complex imaginary worlds.  And therefore some tools that might be unique as well.

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Rogue Blades Entertainment Reveals the Secrets of Writing Fantasy Heroes

Rogue Blades Entertainment Reveals the Secrets of Writing Fantasy Heroes

Writing Fantasy HeroesThe distinguished Mr. Jason M. Waltz, occasional Black Gate contributor and stalwart road-trip companion, is rumored to be fairly highly placed in the global publishing mega-consortium that is Rogue Blades Entertainment. So when he leaked word to us of an impending major release this week, we dropped everything to check it out.

RBE is no stranger to heroic fantasy. For the past few years they’ve been at the very forefront of the genre, with such groundbreaking anthologies as Return of the Sword, Rage of the Behemoth, Demons, and others. Writing Fantasy Heroes looks like their most ambitious release yet — a must-have book for readers and aspiring writers alike.

Fantasy heroes endure. They are embedded in our cultural fabric, dwarfing other literary figures and the mere men and women of history. Achilles and Odysseus, Gilgamesh and Beowulf. King Arthur and Robin Hood, Macbeth and Sherlock Holmes, Conan and Luke Skywalker. They dominate our legends, and tower over popular culture. The stories we tell each other begin and end with fantasy heroes, and the 21st Century is as thoroughly captivated with them as ever. From Batman to Gandalf, Harry Potter to Tyrion Lannister, the heroes of fantasy speak to — and for — whole generations. But what makes a fantasy hero? How do the best writers create them, and bring them to life on the page? In Writing Fantasy Heroes some of the most successful fantasy writers of our time-including Steven Erikson, Brandon Sanderson, Janet Morris, Cecelia Holland, Orson Scott Card, and Glen Cook-pull back the curtain to reveal the secrets of creating heroes that live and breathe, and steal readers’ hearts. Whether you’re an aspiring writer or simply a reader who loves great fantasy and strong characters, this book is for you.

Writing Fantasy Heroes is edited by Jason M. Waltz, with a forward by Steven Erikson. It was published by Rogue Blades Entertainment and is available from Amazon.com and other fine distributors for $14.99 in trade paperback. The terrific wrap-around cover is by Dleoblack (click on the image for a bigger version). As soon as we receive a copy in house, we’ll report back with full details.