I almost didn't have anything for this week. First, I couldn't think of anything. Then my scanner stopped working. Fortunately I got past all that, because I like a lot about this one.
I was going for a kind of story/fantasy vibe. I've been thinking about BCS covers (I can't imagine why) and the guilin mountains. This is my amateur tribute to them.
That's supposed to be a village there in the shadow.
Also if you missed my big announcement yesterday (and my more subtle link to it just now), here it is again.
That Thing Where I Draw: In Shadow
—
December 11, 2009
(5
comments)
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Query Letter Upgrade
—
December 10, 2009
(11
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Querying agents is hard. It's even harder for those of us whose credential paragraphs don't actually have any credentials. Like this:
Now, I know agents pick up complete unknowns all the time. It's all about the story, right? Even so, I'll feel better changing that paragraph to read something like this:
Wait, what?
I'm not normally an excitable person but... Holy crap, this is cool!
----------------------------------------------------------
Beneath Ceaseless Skies is an online, pro-rate (i.e. 5+ cents/word) magazine dedicated to publishing "the best in literary adventure fantasy." Also, their cover art is AMAZING.
Azrael's Curse is an 86,000-word science fantasy novel, available on request. Thank you for your time.
Now, I know agents pick up complete unknowns all the time. It's all about the story, right? Even so, I'll feel better changing that paragraph to read something like this:
Azrael's Curse is an 86,000-word science fantasy novel, available on request. My short story, "Pawn's Gambit," is due to be published in a future issue of Beneath Ceaseless Skies. Thank you for your time.
Wait, what?
My short story, "Pawn's Gambit" -- set in the same world as Azrael's Curse even -- is due to be published in Beneath freaking Ceaseless Skies!
I'm not normally an excitable person but... Holy crap, this is cool!
----------------------------------------------------------
Beneath Ceaseless Skies is an online, pro-rate (i.e. 5+ cents/word) magazine dedicated to publishing "the best in literary adventure fantasy." Also, their cover art is AMAZING.
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Air Pirates,
announcements,
query letters
False Starts
—
December 09, 2009
(4
comments)
I started writing The Cunning for real on Monday (so my WIP sidebar will get updated more often for a while, FYI). These are the first new words I've written in months. Yet for all my planning, I didn't plan enough.
I'm constantly trying to find ways to write faster. Things like making comments where I can research later (instead of stopping to research now) or forcing myself to just write even though I hate what's coming out (because you can fix bad writing, but you can't fix what's not there). But it's so hard when I've just come off polishing Air Pirates to a shiny, cast-iron sheen. Especially the beginning.
See, the beginning is the most important part. It's the first thing everybody sees, and it's how they determine whether they can trust you as a writer. So at the end of a novel, you go over it again and again until it's perfect. It's easier at the end because you know who the characters are and you know everything that happens. You can drop hints and make your voice come shining through.
When you start a new novel, you also have to start at the beginning.* But now, even if you planned everything, you don't really know what will happen. You don't really know the characters, and you're probably not even sure of your voice.
Here's the paradox. You go from working on one beginning to the other. The first beginning is as perfect as you know how to make it. The second beginning is terrible; you know it, you don't know why, and you can't shake the feeling that this beginning should be as good as the one you just finished working on.
That's where I was on Monday, telling myself everything I'd learned in the last couple of years. "Just write it." "I can't fix it until something's there." "I hate it, but I don't know why so there's no reason to keep staring at it." "I'll know how to fix it when I've written more of the novel." After an hour and a half of this, I'd managed to pry out 349 words.
I don't have any lesson for you in this. Maybe just to let you know that you're not alone, and this is one reason why starting a new novel is hard, even though finishing the last one was so awesome.
The worst part is, when it was over I went online to research those things I wasn't allowed to while writing. The opening scene takes place in a Karen refugee camp under attack by Burmese soldiers, and it took me all of 5 minutes to find really awesome information that unstuck all the parts of the scene that were stuck.
That kind of thing makes me rethink my commitment to do no research while writing. It's also why I will never win NaNoWriMo.
* Well maybe you don't have to, but I do.
I'm constantly trying to find ways to write faster. Things like making comments where I can research later (instead of stopping to research now) or forcing myself to just write even though I hate what's coming out (because you can fix bad writing, but you can't fix what's not there). But it's so hard when I've just come off polishing Air Pirates to a shiny, cast-iron sheen. Especially the beginning.
See, the beginning is the most important part. It's the first thing everybody sees, and it's how they determine whether they can trust you as a writer. So at the end of a novel, you go over it again and again until it's perfect. It's easier at the end because you know who the characters are and you know everything that happens. You can drop hints and make your voice come shining through.
When you start a new novel, you also have to start at the beginning.* But now, even if you planned everything, you don't really know what will happen. You don't really know the characters, and you're probably not even sure of your voice.
Here's the paradox. You go from working on one beginning to the other. The first beginning is as perfect as you know how to make it. The second beginning is terrible; you know it, you don't know why, and you can't shake the feeling that this beginning should be as good as the one you just finished working on.
That's where I was on Monday, telling myself everything I'd learned in the last couple of years. "Just write it." "I can't fix it until something's there." "I hate it, but I don't know why so there's no reason to keep staring at it." "I'll know how to fix it when I've written more of the novel." After an hour and a half of this, I'd managed to pry out 349 words.
I don't have any lesson for you in this. Maybe just to let you know that you're not alone, and this is one reason why starting a new novel is hard, even though finishing the last one was so awesome.
The worst part is, when it was over I went online to research those things I wasn't allowed to while writing. The opening scene takes place in a Karen refugee camp under attack by Burmese soldiers, and it took me all of 5 minutes to find really awesome information that unstuck all the parts of the scene that were stuck.
That kind of thing makes me rethink my commitment to do no research while writing. It's also why I will never win NaNoWriMo.
* Well maybe you don't have to, but I do.
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Filed under:
Cunning Folk,
writing process
Safe Characters
—
December 07, 2009
(14
comments)
So, you're watching The Incredibles. You get to the part of the climax where the giant robot knocks Violet out and is about to crush her. Is it tense? Are you afraid Violet might die? Well, a little, but deep down you know that something will happen at the last second to save her. Why? Because she's safe. She's a major character -- and a child at that -- in a movie in which nobody has yet died on-screen.
For The Incredibles, that's no big deal. We don't need the added tension of "somebody might die." It's enough to wonder if they'll win, and how. But what if you want your reader to truly believe that anybody could die at any time, even the protagonist?
If you want the reader to believe that anything could happen, that the stakes are real, you need to build a reputation. Some authors spend multiple books building that reputation and carry it with them in every book they write, but you don't have to be a multi-published author to let the reader know that nobody is safe. All you have to do is kill safe characters in this book.
What makes a character safe? There are many contributing factors. How important are they? How likable? How innocent? The safer the reader believes them to be, the more tension is added when they die. Kill enough safe characters, and by the time the climax hits the reader will believe that nobody is safe.
A great example is Joss Whedon's Serenity (SPOILER WARNING; if you haven't seen it, skip to the last paragraph). Coming off a well-loved TV series, and with serious sequel potential, it was easy for me to believe that none of the main cast would die. Normally this would result in a final battle that -- like The Incredibles -- is totally fun but not very tense because I know everyone will be okay in the end. Then Joss goes and kills my favorite character.
When he did this -- in such a way that it was clear Wash was really, for real dead -- it made the rest of the battle more intense than any adventure film I can think of. Zoe gets slashed in the back, Kaylee gets hit by poison needles, Simon gets shot, and the whole time I really believe they could all die. And while I still think Mal is going to accomplish their goal, I'm fairly certain he's going to die in the process too. If Wash had lived, I wouldn't have felt any of that. (END SPOILER)
Today's tip, then: If you want the reader to believe the main character could die, kill a safe character or two before the climax. The safer, the better. Your reader might not like it, but it's for their own good.
For The Incredibles, that's no big deal. We don't need the added tension of "somebody might die." It's enough to wonder if they'll win, and how. But what if you want your reader to truly believe that anybody could die at any time, even the protagonist?
If you want the reader to believe that anything could happen, that the stakes are real, you need to build a reputation. Some authors spend multiple books building that reputation and carry it with them in every book they write, but you don't have to be a multi-published author to let the reader know that nobody is safe. All you have to do is kill safe characters in this book.
What makes a character safe? There are many contributing factors. How important are they? How likable? How innocent? The safer the reader believes them to be, the more tension is added when they die. Kill enough safe characters, and by the time the climax hits the reader will believe that nobody is safe.
A great example is Joss Whedon's Serenity (SPOILER WARNING; if you haven't seen it, skip to the last paragraph). Coming off a well-loved TV series, and with serious sequel potential, it was easy for me to believe that none of the main cast would die. Normally this would result in a final battle that -- like The Incredibles -- is totally fun but not very tense because I know everyone will be okay in the end. Then Joss goes and kills my favorite character.
When he did this -- in such a way that it was clear Wash was really, for real dead -- it made the rest of the battle more intense than any adventure film I can think of. Zoe gets slashed in the back, Kaylee gets hit by poison needles, Simon gets shot, and the whole time I really believe they could all die. And while I still think Mal is going to accomplish their goal, I'm fairly certain he's going to die in the process too. If Wash had lived, I wouldn't have felt any of that. (END SPOILER)
Today's tip, then: If you want the reader to believe the main character could die, kill a safe character or two before the climax. The safer, the better. Your reader might not like it, but it's for their own good.
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Filed under:
movies,
writing tips
That Thing Where I Draw: Arcadia/Dark Water Mash-Up
—
December 04, 2009
(1 comments)
If some of you were wondering how much effort I would put into a contest winner's drawing, the answer is: a lot. Behold!
My brother is not an aspiring writer,* but we share quite a lot of the same interests. He couldn't decide between something from the Skies of Arcadia universe and that of Pirates of Dark Water, so he asked for "some kind of mix.... And maybe a monkey bird or something." Hopefully this will make up for all those years I picked on him.
A lot of reference pictures went into this (five, believe it or not), and I did very little modification of my own. So it's not exactly my own raw talent here, but man is it fun! And I put a lot more effort into this, trying things I wouldn't usually try with my own drawings. I guess pressure will do that. I may have to take requests/run contests for you guys more often. You know, for my own benefit.
* That I know of. But our interests overlap so eerily that it would not surprise me to someday find him on the same path I'm on now, just 5 years behind.
My brother is not an aspiring writer,* but we share quite a lot of the same interests. He couldn't decide between something from the Skies of Arcadia universe and that of Pirates of Dark Water, so he asked for "some kind of mix.... And maybe a monkey bird or something." Hopefully this will make up for all those years I picked on him.
A lot of reference pictures went into this (five, believe it or not), and I did very little modification of my own. So it's not exactly my own raw talent here, but man is it fun! And I put a lot more effort into this, trying things I wouldn't usually try with my own drawings. I guess pressure will do that. I may have to take requests/run contests for you guys more often. You know, for my own benefit.
* That I know of. But our interests overlap so eerily that it would not surprise me to someday find him on the same path I'm on now, just 5 years behind.
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You Know That Fantasy Novel is Really the Author's D&D Game When...
—
December 02, 2009
(7
comments)
- It starts in a tavern.
- There are four main characters, and it's unclear which one is the protagonist.
- There is one protagonist and his three friends, who are different from him in every way.
- The main characters are all human. Secondary characters are elves and dwarves.
- The only limitation on magic is that, after a certain number of spells, magic users must sleep before they can cast more.
- The villain is a human wizard.
- The villain is immensely more powerful than the main characters, but despite their obvious bent on stopping him, he doesn't face them until they are strong enough to defeat him.
- The main characters are referred to as a "party."
- The party consists of a fighter, a thief, a cleric, and a wizard (alternatively: warrior, rogue, healer, and mage; also barbarian, burglar, priest, and sorcerer).
- They take on a quest to either save the world or aid the village, for no other reason than that it's right.
- Despite the fact that there are many characters more powerful than the protagonists, no one else is willing or able to take on the quest.
- Anyone, anywhere, uses "adventure" as a verb.
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I Draw Like I Write 2: Pastel Edition
—
November 30, 2009
(3
comments)
A while ago I realized that my drawing process and my writing process are very similar. In particular, fear plays a lot in both of them. As I've been getting better at both, and have been deep in Air Pirates' edits, I've discovered even more similarities. Particularly when working with pastels.
Step One: Loose Sketch
You'll have to click on that image if you want to actually see it. Before I put any color on, I have to make a sketch. This is like my outline. It doesn't have to be very detailed, because all the details are going to change when I do the "real" drawing anyway.
It's also totally fun. I'm free, I can make any mistakes I like because they'll all be erased or covered by the colors. It's like a puzzle, too, as I try and figure out where all the pieces need to go so the work as a whole looks right.
Step Two: First Lines and Fill
This is the first draft. It's not pretty. The shapes and skeleton are there. I hit all the easy scenes, the big parts, and I realize that this story is a lot bigger than I thought it was.
I'm tempted to just say this is good enough. The fun part's over, after all. But it's ugly. And although I have my doubts about being able to fix it, I'll never know if I don't try.
Step Three: Second Layer
The first revision/edit. This is when I fill in the empty parts from Step Two. This is really hard. The reason I skipped those parts was because I wasn't sure how to draw them, and now that I'm sitting down to do it, I still don't know. But this is what drawing (and writing) is: doing the hard parts so you can learn how to do them.
This is also the point at which I'm pretty sure I was overly ambitious when I decided what I wanted to draw this week.
Step Four: Last Fill and Shading
A second revision. Now it's starting to look like the final product. Like a real picture. Somewhere between steps three and four I had to disconnect myself from my initial sketch -- from the outline -- and take a look at the picture as a whole. To try and see what the picture really was, rather than what I thought it was going to be.
At this point, I know was too ambitious, but I also know that there isn't much work left before this picture is as good as I can make it. There's no going back now.
Step Five: Final Touches
The picture is done, or at least as done as I can make it. I'm not happy with it, necessarily, but I know that at my current skill level this is as good as I can do. I know the picture needs to be fixed, but I don't know how to do it and that's okay. The best thing for me, at this point, is to take what I've learned and move on to another picture. Eventually, I will know what to do.
Here's where the analogy breaks down, of course. With pastels, I can't erase portions and redo them. It's easier to see that moving on is my only option. But with writing (or pencil sketches, I suppose), you can always erase and redo. That's good and bad.
It's good because you can take what you've learned by the end and apply it to the beginning of the novel. It's bad because you can revise the same piece forever and never move on. Sometimes, though, moving on is really the best thing you can do for your work.
Step One: Loose Sketch
You'll have to click on that image if you want to actually see it. Before I put any color on, I have to make a sketch. This is like my outline. It doesn't have to be very detailed, because all the details are going to change when I do the "real" drawing anyway.
It's also totally fun. I'm free, I can make any mistakes I like because they'll all be erased or covered by the colors. It's like a puzzle, too, as I try and figure out where all the pieces need to go so the work as a whole looks right.
Step Two: First Lines and Fill
This is the first draft. It's not pretty. The shapes and skeleton are there. I hit all the easy scenes, the big parts, and I realize that this story is a lot bigger than I thought it was.
I'm tempted to just say this is good enough. The fun part's over, after all. But it's ugly. And although I have my doubts about being able to fix it, I'll never know if I don't try.
Step Three: Second Layer
The first revision/edit. This is when I fill in the empty parts from Step Two. This is really hard. The reason I skipped those parts was because I wasn't sure how to draw them, and now that I'm sitting down to do it, I still don't know. But this is what drawing (and writing) is: doing the hard parts so you can learn how to do them.
This is also the point at which I'm pretty sure I was overly ambitious when I decided what I wanted to draw this week.
Step Four: Last Fill and Shading
A second revision. Now it's starting to look like the final product. Like a real picture. Somewhere between steps three and four I had to disconnect myself from my initial sketch -- from the outline -- and take a look at the picture as a whole. To try and see what the picture really was, rather than what I thought it was going to be.
At this point, I know was too ambitious, but I also know that there isn't much work left before this picture is as good as I can make it. There's no going back now.
Step Five: Final Touches
The picture is done, or at least as done as I can make it. I'm not happy with it, necessarily, but I know that at my current skill level this is as good as I can do. I know the picture needs to be fixed, but I don't know how to do it and that's okay. The best thing for me, at this point, is to take what I've learned and move on to another picture. Eventually, I will know what to do.
Here's where the analogy breaks down, of course. With pastels, I can't erase portions and redo them. It's easier to see that moving on is my only option. But with writing (or pencil sketches, I suppose), you can always erase and redo. That's good and bad.
It's good because you can take what you've learned by the end and apply it to the beginning of the novel. It's bad because you can revise the same piece forever and never move on. Sometimes, though, moving on is really the best thing you can do for your work.
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Filed under:
drawing,
writing process
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