I’m reading a book right now. It is not good.
It is also not bad.
This is infuriating.
Bad books are easy to discard. Long, long ago I shed that absurd “completist” affliction where I felt the need to finish any book I started (and for that, I thank you, Doctor Zhivago). Now, if I am not feeling a book within 50 pages/20% (whichever comes first), I drop it and move on with my life. This has saved me oh so many hours of pain. If you don’t do this yourself, do it. Your life will improve.
On the other hand, of course, good books are pure pleasure. They fly right by. I can’t wait to read them, I regret having to put them down, and I finish them within a week, no matter how long they are.
The ones in the middle suck. They suck worse than the bad ones. See, they have the audacity to be interesting enough to keep me reading, but the
temerity not to be any good so that I actually want to keep reading. These books are eminently put-down-able. At every chapter break, I quickly set the book down and look for something better to do. It is notable that I mostly read on the train these days and frequently I can, in fact, find something better to do than read the book in question.
I will remind you that I am on a train underground.
Of course, the natural impulse should be to jettison said snooze-fest of a book and move on to bigger, better titles. But wait! There’s still potential there! Maybe it will get good in the next 50 pages? It had such good reviews! The concept is so interesting!
So I keep reading, page by torturous page, as the book plods and stumbles towards its lackluster conclusion. These stupid books eat whole months of my life. I hate them.
Very often, the thing that causes the book to fall into this category is the characters. If I don’t care about the characters, I don’t care about the rest of the book. It really doesn’t matter how cool the idea is, the characters and my capacity to identify with them and care about their plight is essential. This means that the characters need a plight, for one thing. They also need to be sufficiently real and interesting that I can connect with them. They also need to do things about their situation. A lot of books (a surprising number, actually) don’t really do this. They have this wizbang cool idea behind them, but the book isn’t really populated with “people” as much as “placeholders for people.”
I could name a lot of names, here, but I don’t like ragging on fellow authors and, honestly, my tastes are not necessarily your tastes. Suffice to say that I’m reading a book right now with one of those super cool high-concept science fiction worlds, but the characters seem to be shoehorned in. It seems as though somebody told the author that they needed actual people in their futuristic techno-thriller and the author sighed and say “Oh, okay – here’s a guy with job and a girl with a katana – that good enough?” The answer is “yes,” but only barely.
Now there are plenty of books that go the other way – really interesting characters in drab, low-concept, predictable conflicts in mundane settings. Those, however, are way more palatable. I could watch Han and Chewie doing anything, you know? Even if it’s a book about Han and Chewie making ice cream for 75 pages, I bet I’d still like it. Character, to me, is everything.
Now, if you’ll excuse me, I’ll probably ought to read more about…this crap I’m reading. How far am I through? (checks Kindle). 54%? That’s it?
But I’m more than halfway now…so…(sobs)
Hey, the real world is full of bad news today! Need to escape? Come join me and a bunch of other authors to chat about writing. 1pm EST and 8pm EST. The handle is #SFFChat. See you there!
Been a little while since I plugged a friend’s book here, so here’s one: my friend Nancy has the conclusion to her fantasy trilogy come out just YESTERDAY! Check it out:
Before Winter, the exciting conclusion to the Wolves of Llisé trilogy, was released in eBook by Harper Voyager, U.K. Sept. 21, 2017. Before Winter, Among Wolves (2015) and Grim Tidings (2016) follow the quest of Devin Roché, a young archivist, who discovers discrepancies in the government Archives which send him in search of the oral Provincial Chronicles which record a very different history.
In the final book in the trilogy, rumors of Devin’s death at his own bodyguard’s hands reach the capital and the Chancellor is detained on fabricated charges of treason, which may cost him his life. In the provinces, people fight to reclaim their history – but the forces against them are powerful: eradicating the Chronicles, assassinating Master Bards, and spreading darkness and death.
Accompanied by a wolf pack and a retinue of their closest allies, Gaspard and Chastel must cross the mountains in a desperate attempt to save the Chancellor before winter makes their passage impossible. But the closer they journey towards Coreé, the clearer it becomes that there are those who don’t intend for them to arrive, at all.
The paperback of Before Winter will be available March 22, 2018. EBooks of both Among Wolves and Grim Tidings are on sale through September 29!
This is going to be one of my relatively rare gaming posts, but I think it also has some pertinence in fiction, so buckle up your Chain Mail +3 Vs Geekery and here we go:
I wanna complain for a while about Clerics in D&D.
Okay, okay – that was perhaps too harsh, allow me to rephrase: Clerics’ role in D&D parties is a terrible one and I hate them for it. I’m all for playing devoted followers of this or that god (you won’t hear me complaining about paladins, for instance) and I think a divine-oriented campaign or party or adventure is pretty cool. What I don’t like is all the healing magic.
One of my central tenets of GMing is that players have the most fun when they are the closest to destruction. The corollary to this rule is that players work the absolute hardest they can to avoid being close to destruction. This central paradox constitutes the GM’s primary obstacle to creating a fulfilling and sensational adventure. You want to press them, make them desperate, force them to come up with the most outlandish and riskiest possible solution to their problems while, at the same time, they are working feverishly to prevent that from ever happening.
If the players of the world had their way, every dungeon crawl would be a methodical slog in which everyone left with approximately the same hit points they had when they went in. They would win every combat by a country mile. They would save the day with effortless flair and exact revenge on their enemies exactly 24 hours after being wronged. And then gaming would be (and sometimes is) terribly, terribly boring.
The cleric aids and abets this goal of the players. Work really hard to get them desperate and clawing for supplies? The cleric’s gods waves away their exhaustion and heals their injuries. Blind a guy? The cleric’s gods give him back his sight. Kill a PC in an earth-shattering climax? The players are only a brief prayer session away from getting the dead guy right back.
Players love clerics. They love them to the point where, when a D&D party is forming and everybody is making their characters, there’s always somebody who looks around the table and asks “so…which one of us is gonna be the healer?”
Now, whenever this is said, I always (always) say “you don’t need a healer to be an effective team” or “sometimes it’s more fun to not have a healer.”
They never, ever believe me. Not once in 25 years of GMing.
And the real tragedy of it all is that, frequently, nobody really wants to be a healer. They’d much rather be a wizard or a rogue or a paladin or something. They had this cool idea for a halfling barbarian and then they looked around a realized they wouldn’t have anybody throwing healing spells and shrugged and said “well, all right – I guess I’ll be some guy with a bald head and a mace.” This is so, so sad. You’ve got this group of players who “take one for the team” so they can play a character class that actively reduces the chances of things ever getting interesting.
Now, I should point out that there are exceptions to this. There are players who cook up interesting cleric characters and play them in an interesting way (I just ran a campaign with a viking-esque tempest cleric who was pretty cool, it must be said), but these I’ve found to be in the minority. Instead of playing their hearts (and thereby being really, really invested), they play cautiously, making sure to heal up everybody before they get into a scrap, making sure they’re there to prevent anything dire from really happening.
As long as the cleric has spell slots, you are working with a net. As long as you are working with a net, things don’t get “real” (as the kids say). If all the damage you have sustained can be waved away, why were you scared of being gored by that minotaur in the first place? When you play a game like D&D strategically, you can very easily kill the drama. At minimum, you make it way, waaay more difficult for the DM to present you with challenges that test your ingenuity. And challenges that test your ingenuity are the things that you wind up telling stories about later – the sessions you remember forever and which you identify with the most excitement.
There is an analog here in writing, too. Beyond simply healing magic, you need to be cognizant of consequences in your fiction. You need to make sure that the danger is real and that your protagonists don’t deal with it too easily. You need to yank their safety nets away so the audience is hanging on the edge of their seats. So, if you do have world with magical healing, you need to make sure it is associated with the proper sets of complications and consequences that make things interesting. In my Saga of the Redeemed, for instance, I have Tyvian saddled with the Iron Ring, which has very, very potent powers of rejuvenation and endurance associated with it, but that power comes with strings attached (Tyvian’s behavior) and has a variety of costs. Even when he does heal people with it, it creates problems more than it solves them.
Now, such dramatic flourishes are difficult to accomplish in an RPG, but one thing is pretty easy: next time somebody asks who is going to be a healer, volunteer.
Make yourself a Trickster Cleric with NO healing magic.
Make a rogue who practices quack medicine.
Make a druid who specializes in health food (more goodberries, anybody?).
Go into battle without a cleric, and trust the GM and your fellow players to come up with some seriously memorable adventures that won’t be easy, but will be a hell of a lot of fun.
My publisher, in what I hope is just the beginning of an ALL OUT MEDIA BLITZ, just put up a little article of mine on their blog telling people why they, as fantasy fans, would probably dig my work.
No, seriously. Go. Now.
Okay, so for me there always seems to be a balance to be struck between being a human signpost for my work (i.e. super annoying) and being a shirking violet who dare not impose upon others with gauche entreaties to read my pitiful prose (i.e. completely worthless).
This came up at Worldcon, where I had neglected to inform my publisher that I’d be there and I had a signing. This was stupid. I also barely managed to see my editor, which was also stupid (my agent, helpfully enough, made fun of me for not doing so and I was able to hastily remedy the situation).
I’m too used to thinking of myself as invisible – a published author whom few people know about. What I forget is that there is actually something I can do about that. I mean, not a lot – all the self-promotion in the world is only going to net you a couple hundred sales – but something. In any event, I shouldn’t sell myself short. I deserve some attention. I think I am talented. I think people will like my work. And it’s important (and a little cathartic) to actually tell people so from time to time.
And you, too, shouldn’t shirk away from speaking highly about your own work. Do it. Just don’t do it all the time (that’s arrogance) and don’t overdo it (that’s bluster), but tell people all the same. You deserve it.
Oh, right, and BUY MY BOOKS!
Adding to my joyous publication news, I’d like to draw your attention to the July/August issue of The Magazine of Fantasy and Science Fiction (F&SF) wherein you will discover my story, “The Masochist’s Assistant.”
I’m pretty proud of this one, folks, and I’d love for you to read it. Set in the same world as Tyvian Reldamar, it tells the story of a young Akrallian famulus and his struggles to cope with the master mage who employs him to assist with his various plans to commit suicide and then resurrect himself. Sounds fun, eh?
But it’s not just me in there! There’s a whole host of other tales by extremely talented authors whom I am privileged to share a table of contents with. I haven’t finished it yet, but so far:
- William Ledbetter takes us on a search for a lost sister in the far-flung reaches of space in “In a Wide Sky, Hidden.”
- Robin Furth gives us a spine-tingling tale of necromancy and fey bargains in “The Bride in Sea-Green Velvet,” which I found both beautifully written and seriously creepy.
- David Erik Nelson’s novella “There Was a Crooked Man, He Flipped a Crooked House” is a grade-A horror tale about a creepy house in Detroit with a dark secret. This one had me flipping pages as fast as any Stephen King novel – you’ll love it!
- “A Dog’s Story” by Gardner Dozois is a short but touching tale of the secret lives animals lead when humans are out of the picture. Very well realized and a lot of fun.
- G. V. Anderson’s “I Am Not I” so far wins the prize for “creepiest story I’ve read in years.” So imaginative and so, so well done – I’ll be thinking about this one for a long while.
- “Afiya’s Song” by Justin C. Key is a powerful alternate history of slavery in America in the early 19th century. Stomach churning and beautifully done – you’ve got to read this one!
There are two more stories I’ve yet to get to yet, but both of them look pretty cool and I couldn’t wait to blow the trumpets on this one. Go get it! There’s book reviews, too, and a ton of other stuff.
You can subscribe to the magazine through their website and it can also be found on Weightless Books or on Kindle via Amazon. If you’re just looking to buy the paper copy in person, though, it is carried in most Barnes and Noble locations nationwide.
Go and check it out – you won’t regret it!
Got something to show you guys:
Amazon has the release date as March 27th, 2018. Go here to pre-order.
What’s it about? Well, here’s a brief teaser I whipped up just now (I’m sure it will be subject to change):
After years of staying one step ahead of his enemies, Tyvian Reldamar has finally made it. He and his friends now live incognito in the posh city of Eretheria, living the high life and rubbing elbows with the city’s elite.
That is until someone starts a vicious rumor about Tyvian – they say he is the long-lost heir to the empty Eretherian throne.
Now, hounded by assassins in a city on the verge of popular revolt, Tyvian has to find a way to placate the devious noble houses while also protecting the peasantry and avoiding civil war. And all with that damned conscience-amplifying ring fused to his hand.
It’s a tall order, but if anybody can do it, it’s Tyvian.
But it just might kill him.
Exciting, no? Hold on to your powdered wigs, Tyvian fans! More adventure is coming your way in March!*
(*-barring any unforeseen delays or changes beyond my control)
Part of the whole point I (and many others) read science fiction and fantasy is that we really love going to new, alien worlds and living there for a while. Exotic landscapes and bizarre technology and magic are part of that, and if you read in these genres, you get pretty good at acclimating yourself to weird new worlds. There are, however, limits to how far we are willing to go. Stuff can get too weird.
Case in point, when you get to the last two books of the Book of the New Sun by Gene Wolfe, shit goes seriously sideways. You’ve got aliens now, and Severian is traveling through space/time, and becomes Archon (or Emperor…or something) based on no clear reason and the whole of everything you’ve read previously becomes dreamlike and vague. To be honest, I have trouble even remembering what happens in the end of that book thanks to how bizarre it is.
Even when the storytelling is trying to be concrete, however, there are ways a world can knock you out of the immersion just by how alien they want their world to be. I have a lot of trouble, for instance, getting acclimated into worlds where there is no common units of measurement or time. Bad enough I need to balance a dozen different alien species and understand how psychic symbiotes work, but now I also need to know how long a “krandak” is?
Now, I totally realize that in far-future scifi and secondary world fantasy there is no good reason for people to measure things in miles/kilometers, do things on “Thursday,” and drink tea. Obviously, since these worlds are so far removed from our own, there would be very few common threads. However as authors we also need to remember that this is a story intended to be read and understood by the people of Earth. If you’re going to be writing the book in an Earth-language anyway, you can take a bit more translator’s license and talk about “inches” and “noon.”
There is a balance here to be struck, of course. The author wants to create a new and unique world and they want it to feel weird and alien at first. They still want you to be able to connect and understand what’s going on, though. If they go along and eliminate every single reference to our 24 hour day, we are going to have a lot of issues understanding what day and night are and what they signify (or, at least not without a lot of work on the part of the author). If this is central to the plot and to the concept the book is trying to explore, then this is fine. But if it’s incidental – if it doesn’t really matter – you should probably leave well enough alone and let the people live in a world with grass and trees and call them such. I’d even argue that leaving a few things of common reference makes the rest of the world seem more real and even more exotic, since you have something to compare it to.
I’ve been struggling with this kind of world-building myself for a little while now. On the one hand, I’ve created a scifi setting in which there are no humans (or even descendants thereof). Everything is very weird in a lot of important ways. As a compromise, I’ve decided that this alien culture is going to use hours, minutes, seconds, and the metric system. Should they? Well, no, but I’ll be damned if I’ll be able to describe anything to anybody if I don’t. On the other hand, I’ve got a fantasy setting that is an ancient world (say, ~800-500 BCE) in which there is no sun or moon. There are things that give light up there, yeah, but they aren’t the sun or the moon. This is proving to be wildly difficult to explain in any kind of elegant way, since nobody in the world itself would find this weird and yet everybody reading would find it fantastically alien. My solution (thus far) is to not bother explaining it unless I absolutely have to. But, you know, pretty soon I’ll have to. So, by way of balance, I’m doing my absolute best to make sure a lot of the other things the characters wear, say, and do are recognizable and clear. There’s only so much weirdness the reader can take, after all.
Hey, friends! I’m here to announce that my story “Lord of the Cul-de-sac” (which originally featured in Galaxy’s Edge last year) has just been sold to Digital Fiction’s Hic Sunt Dracones anthology. It’s been a little while since my last short fiction sale (back in the fall, I think it was) so this is especially welcome news. I’ll keep you all updated on when it publishes.
On that note, my short story “The Masochist’s Assistant” is set to be published in the July/August issue of Fantasy and Science Fiction. I’m especially excited about that one, as I think it is some of my finest work to date and is going to be in a major market like F&SF. For you Tyvian fans, it is a story also set in Alandar (Tyvian’s world) though, as usual with my short fiction, a different corner of it.
And on that note, some of you might be wondering a few things about this here blog:
Thing the First: Why haven’t you been posting as much, Habershaw?
Thing the Second: Is there ever going to be any more Saga of the Redeemed?
Well, the answer to those two things is related. I’ve been working feverishly on a few novel projects for the last 6-8 months or so which has cut into my blog-time. As of this writing, ink has fallen on contracts of various descriptions, but I have not, as yet, been given leave to openly discuss said contracts. When I do, you folks will be the first to know. Suffice to say I am very excited about them, very grateful to have the excellent agent that I do, and am almost certain when I say we haven’t seen the last of that scoundrel, Tyvian Reldamar.
Now then, back to outlining!
This is going to be partly a writing post, partly a gaming post, and partly a literary post. I don’t outline these things, so who the hell knows what’s going to happen next. Let’ start with… (throws dart) literature. Okay, so the past few years I’ve themed my Lit Survey class around the Hero’s Journey (mostly Campbell’s Monomyth, etc.). Inevitably, we start talking about superhero movies in the class, as superhero tales are the ones most recognizably Campbellian in form. While I do like these movies (overall), after reading hundreds and hundreds of pages of student work on Calls to Adventure, Crossing the Threshold, the Normal World Vs the Special World and so on and so forth, I tend to get bored with the whole thing.
Now, as it happens, it’s rather difficult to escape the basic rhythms of this story form, particularly if you intend to tell a story involving a protagonist intended to be even vaguely heroic – this stuff is deeply ingrained in our collective unconscious and our ideas of story. Inevitably we wind up following some variation of this path – both in our reading, our own writing, and even at the RPG table.
The challenge, though, is to resist the urge to paint by the numbers – follow the journey, step by step, like a kind of roadmap. While you can tell some very competent tales that way, you also fall into being predictable. Spend enough time with this structure, and things cease to amaze you, which is, frankly, a terrible loss.
Of course, totally diverging from this format has its own problems – the story becomes unsatisfying or strange to the point where you no longer connect with it. Kafka, for all his brilliance, isn’t telling stories that delight and engage so much as confuse and confound. This has its place and its own appeal, naturally, and I’m not suggesting the avant garde, post-modern, or abstract tale is a worthless endeavor. It’s that if you want to tell a heroic story but you also want to make it new, you need to find variations of the monomyth that are poorly traveled. There are many ways to do this, of course – shake up who your hero is, shake up the setting, shake up the stakes, and resist hitting the steps of the story “cleanly.” If you want a master class in how this is done, watch any given Cohen Brothers film – they are regularly, consistently unusual and amazing, even though, in broad terms, they are (usually) telling the story of a central character who is yanked from their normal world, sent through an ordeal, who then returns to the normal world somehow changed and enlightened. They just do it in the messiest, most bizarre way possible.
In tabletop RPGs, there are dangers in rhythm, as well. The standard form is this: Players receive a call to adventure, they delve into the dungeon and slay monsters, and they are rewarded with treasure. In D&D in particular, this is what we sign up for, right? But there is only so long this can happen before the game gets old. Too many gaming sessions can be described as “role-play, role-play, kill little thing, argue, big battle, treasure.” I fall into this routine myself. There are plenty of games out there that don’t lend themselves to this, sure, but plenty more that do, I’d argue. Even in those games that don’t do this, the danger of routine still looms large, it’s just that the routine changes.
I say routine and rhythm is “dangerous” because it risks, to my mind, what is ultimately fatal to a book or game alike: becoming boring and predictable. Nobody wants that. Nobody wants things to go smoothly and perfectly all the time (even when they say they do) because it kills the excitement of the unknown. For gaming, as with storytelling, this requires you to consciously seek variations on a theme. Break the mold. Have the dungeon be empty, but have it lead players on some different, deeper quest. Have the monster be absent – it’s back at the village, killing and eating all those people your players are sworn to protect. Never forget the narrative fun that can be had with a cursed item (note: not for making players look stupid, but for giving them benefits that have extreme costs. Yes, that’s a +5 sword. No, you can’t ever sheathe it or wipe off the blood. Enjoy visiting the orphanage.). Have the players be wildly overmatched to the point where they need to flee the dungeon (and make it back through all the deathtraps backwards). Have the adventure involve no dungeon AT ALL. Have the players save the town from a flash flood. Drop them in a desert with no food or water and watch them scrabble to survive. Make one of them king for a day.
The point here is that, as important as the forms and rituals of our storytelling world are to making our stories satisfy, we also need to remember that variety is the spice of life. Break the mold. Change the dance. Improvise.