Paul Welch

On Fantasy, Writing & the Journey to Publication

Tag Archives: fantasy

Blog Mash-up

For today’s post, I wanted to share three articles from blogs that I think are pretty darned interesting. I’ve given you the headlines and a sample of the article, and I strongly hope you click through and give the rest of the article a read. I don’t think you’ll regret it!

I hope you enjoy them!

Paul

The Faceless Villain: What to do When Your Bad Guy Isn’t a Person

In a lot of stories (especially genre novels) the antagonist is a physical being that can be fought against. But what do you do when your antag is something to overcome, like depression, or a self-destructive streak? Technically, there’s nothing plotting against your protagonist for them to fight. It’s a personal situation or flaw holding them back. These stories are a little tougher to write. 

Read the rest of the article HERE on The Other Side of the Story.

How To Write – And Deliver – Killer Speeches
For two years or whatever, I blogged three times a week about publicity, speechwriting, public relations and scandals for The New York Times’about.com.  If you are an author, actor, director, politician, professional athlete, rock star, user of social media or otherwise in the public eye, THESE POSTS ARE USEFUL TO YOU. If you live in an ice cave, you can safely ignore all this stuff and go back to tanning that elk hide.
Six Ways to Beat The Blogging Blahs
We all go through times when we wake up in the morning, take one look at the clock, and pull the covers back over our heads wishing we could spend the day cocooned away from the world.We have those days (or weeks!) when it’s hard enough to force ourselves out of bed, much less make ourselves sit down in front of our laptops and try to come up with something witty and interesting to say on our blogs.
Did you come across any awesome blogs or articles this week that you’d love to share? Or perhaps you posted one on your own blog that you’re particularly proud of? Please share them in the comments below – I’d love to see what you’re reading.
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Which Genre Is It, Anyway?

Fantasy vs. Science Fiction All books need to be classified, for it tells book sellers – and readers – where a book belongs. If you go into a book store, a quick glance at the aisles tells you that it is imperative for a book to fall into a certain genre. Often, fantasy and science-fiction are grouped together in one big section, which can make it a challenge in searching out a specific sub-genre of literature. But when we submit our work to agents, it’s important to have the right genre classification.

Why? Because the agent needs to know how they are going to sell the book. If we say that our book is a “young adult, middle grade, high fantasy, space opera, steampunk set in Victorian-era Mars,” an agent will likely give it a pass – because they will be unable to sell the book to a publishing house (and chances are, such a book would be a bizarre mess.)

It can be confusing knowing where to place your book. As such, it is important to fully understand the genre. To help with that, I’ve done a little work for you and defined some of the sub-genres of both fantasy and science fiction, with a little note on classification. I hope it helps!

Fantasy:

Epic Fantasy: Arguably the father of all fantasy, epic fantasy is a genre where the protagonists must save the world, typically from some malevolent, evil antagonist. They typically fight the final battle between good and evil, conquer evil nations, overthrow evil overlords, or even face off with the gods themselves. Often times, epic fantasy and high fantasy are considered interchangeable, but there is a subtle difference. J. R. R. Tolkien and Robert Jordan fall under the heading of epic fantasy.

High Fantasy: Closely related to epic fantasy, the high fantasy genre typically has just as much world building as its epic counterpart, but the difference is in the scope of the story. High fantasy typically involves stories that are more personal in nature, perhaps more limited to the needs and desires of a single protagonist, rather than a group. He or she is focused on a single antagonist, rather than on a global/end-of-world event. Typically, by the end of the story, our protagonist has attained his or her goals, but the rest of the world is generally unaffected and continues on as though nothing had happened. Often, Ursula K. Le Guin’s Earthsea novels are considered to be high fantasy.

Urban Fantasy: Sometimes referred to as contemporary fantasy, urban fantasy is typically set in the real world, such as Earth, and is often in the present day. Magic still plays a pivotal role, and, as such, is not to be confused with science fiction. Guy Gavriel Kay has some urban fantasy in his oeuvre.

Sword and Sorcery: Sword and sorcery fantasy involves stories that are typically smaller in size with less emphasis on world building and more time spent on action. Think of dungeon-crawls, where the protagonists must fight off the hordes of evil on a quest for his or her goal. Xena: Warrior Princess would be a good example of a sword and sorcery type fantasy.

Dark Fantasy: Dark fantasy isn’t necessarily ‘scary’ or ‘horrific’ fantasy, but rather it is typically a story where the protagonist fails to win. They may involve antiheroes rather than heroes, and the stories are often set in worlds where evil has triumphed over good. Sometimes they are set in dystopian or post-apocalyptic worlds. H. P. Lovecraft is well known as a dark fantasy author.

Historical Fantasy: Often set in the historical real world, urban fantasy includes magical elements set in historical eras. Susanna Clarke is an example of a historical fantasy author.

Erotic Fantasy: Also known as fantasy romance, erotic fantasy tends to have a lot of sex and/or romance as central drive for the plot. The Sleeping Beauty” novels by A. N. Roquelaure – a pseudonym of Anne Rice – are examples of erotic fantasy.

Science Fiction:

Hard Science Fiction: With a heavy dose of science, hard science fiction is perhaps one of the more challenging genres to write in. The author must have a solid understanding of scientific fact so that their futuristic science is wholly plausible. Asimov is considered the grandfather of hard science fiction.

Space Opera: This tends to be a fun genre, with less focus on scientific fact with perhaps more liberal, fantastical elements. There can be hard science and military science fiction in this genre, but it leans heavily on the fiction side. George Lucas is a good example of a space opera author.

Steampunk: Steampunk is typically a very specific type of historical fiction, where more modern technology is set within classical historical eras. For instance, you’ll often have mechanized gizmos and gadgets in a Victorian-era world. The new Sherlock Holmes movies lean towards steampunk, as well as novelists such as Cherie Priest.

Classification:

We typically don’t need to classify when a novel is suited for an adult audience. It is assumed that all literature can be read and appreciated by adult readers. Adult fantasy and science fiction tends to allow for more sex, romance and graphic violence, with a more sophisticated point of view.

Young Adult: The primary distinction here is that the protagonist tends to be close to the age of the reader (typically 13-17). If you visit the young adult section of the book store, you’ll see that it has exploded in popularity. It is interesting to note that young girls tend to be the target demographic for these stories, although the popularity of these stories is growing among young teen boys. Suzanne Collins, of Hunger Games fame, is a good example of a young-adult (YA) author.

Middle Grade: These are books intended toward kids ages eight to twelve (also known as ‘tweens’). They are starting to make decisions on the types of stories they’re interested in reading, and typically the protagonists are of a similar age to the reader. There is typically very little – if any – sexual content, although there is definitely action and conflict. Janice Hardy is a good example of a middle-grade (MG) author.

Have I missed any major sub-genres? And was this helpful in making sense of the differing genres? If so, please include your thoughts in the comments below. Note that literary agents and publishing houses may disagree, and that these are only guidelines.

Geeking Out: From Gamer to Writer

I have mentioned before that I’m a bit of a geek.

Growing up, I spent countless hours playing, administrating, and running MUDs (Multi-User Dungeons). These were the text-based roleplaying games where I would whittle away my hours, interacting with people around the world by playing at being a Druid, a secret magic user, a nefarious rogue, a troubled artist, a religious Warband leader, and a powerful manipulator of the elements who had a huge distrust of authority. I spent countless hours developing skills that have proven exceptionally useful in my writing. I’d like to share some of that experience and those skills with you here today, and put forth my argument that certain types of gaming can be a writer’s greatest gift.

Character Planning. When we begin a roleplaying game, we have to think about the history of our character. Or rather, we do if we hope to create a solid character that will have longevity in the world. This involves figuring out who our parents might be, what are our religious beliefs, which gods or goddess we might like and dislike, what is our skill set, what events in our youth might have shaped our attitude and outlook in life, and what our aspirations are – our super-objectives that drive us through the world.

Druid

How would you describe her in words?

How do we feel about other nationalities/races/religions? What style of clothing do we choose to wear? What is our economic status, and how will we interact or move through the world?

Asking these questions help create the dynamic, interesting characters people will want to interact with and include in their roleplaying world.

And the same questions apply to planning our protagonists and antagonists and indeed our secondary and tertiary characters. The more fleshed-out a character appears to be, the more seamlessly they fit into the world. It creates a subtle impact, and readers pick up on it. The characters will have attitudes, personality, prejudices, and allegiances. This will affect how they move through and interact with the world. It creates for a more immersive storytelling experience.

Writing and Reading Descriptions. When I administered and ran MUDs, my duties included building the descriptions of rooms, objects, and monsters. As a player, my duties included describing my character for others to see and read the world around me. I had to examine how others described themselves, what the rooms and areas we played in looked like, and whether there might useful clues we might devise from the world around us.

On some MUDs, the descriptions are pretty limited. They are stunted, do nothing to further our understanding of the world, and are often times laughable. The same can be said about a good deal of gamers out there. But when you come across the players who have good descriptions and the MUDs where a true atmosphere has been evoked in the way everything has been described… Well, it is thrilling.

Now, I don’t mean to brag, but I can write some killer descriptions. Pages of them, if need be. Unfortunately, this usually causes problems, and I end up spending time paring the descriptions down in order to ensure that they drive the atmosphere forward, rather than bog the reader down and create obstacles to the enjoyment of the story.

Personally, I like to rely on descriptions that involve a sensory experience. Our senses of sight, sound, taste, touch, and smell all help immerse the reader into the world. Often times, though, less is more – and this becomes crucial with writing strong stories.

Atmosphere can take center stage

Atmosphere can take center stage

There are moments where the atmosphere or locale needs to take center stage, where an anticipated character gets the opportunity to wow the reader with their carefully put-together attire. We just need be careful that it doesn’t add obstacles to the enjoyment of the story.

World Building. When I began designing my MUD, The Towers of Jadri, I started from scratch. I had a common look-and-feel in mind, as I wanted to create a unified world for my players to immerse themselves in.

I built dozens of areas – likely 80% or more of the playable zones on the MUD – for the characters to explore and live in. I spent countless of hours writing help files for players to be able to read to further understand the culture, history, and abilities. I’d even pay players in the form of special in-game points to go through all the game’s commands in search of missing help files, or scanning the current help files for things of interest which could be elaborated upon to assist in the understanding of the world.

Ultimately, I don’t know whether the players appreciated the several hundred help files that the MUD had. However, when I stop by other MUDs, I am often dumbfounded by how non-user friendly they seem to be – simply because I am unable to get the answers to the questions I have in order to successfully develop the depth of my character.

Now, the hours I spent fleshing out the world served another useful purpose, as I still have those areas and help files. Since the Towers of Jadri was a MUD set in my world, everything I built – from rooms and objects to monsters and help files – furthered my own understanding of the world, the history, the nations, races, special and magical abilities, etc. This was serious world-building, and as a result I believe that when my stories are read, there is a sense of full immersion into the richness of the world. My beta readers seem to agree.

Okay, it sounds like I’m tooting my own horn a little bit, and I apologize. I’m proud of the world I created, and I often find myself a little blown away by the fact that, 15 years later, the game I created has turned into an honest-to-goodness book. It’s allowed for me to create a fully-realized world where the metaphysics and history make sense, where the way people interact with each other is plausible, and where the stories have become quite easy for me to share.

How has your involvement in gaming helped develop your craft and the stories you tell? Have you had any special experiences that have led to your worlds being fully immersive and highly developed? I’d love to hear your thoughts in the comments below – it’s pretty nifty hearing how other people came to develop their worlds.

A Journey to Storytelling

I have been a writer – a storyteller – since I was 13 years old.

When I was younger, I struggled at school in English. It was never my forte. In fact, in grade 5 I believe my grade in English might have been a D.

I never had much interest in books. In a heated spar with my 15-year old sister, she once lobbed the word “illiterate” at me because I only read Calvin & Hobbes. (Note my surprize when, after obtaining a degree in Psychology and Philosophy and re-reading Calvin & Hobbes, I was blown away by the profundity of Bill Watterson’s work. It likely had a major influence on my post-secondary academic pursuits.)

At my family’s cottage on the 13th summer of my youth, I was introduced to the world of Fantasy by a neighbor. He spoke to me of fantasy books and of these incredible on-line, text-based roleplaying games called MUDs – Multi-User Dungeons. We were playing badminton on the green grass, overlooking the blue waters of the lake, and my world exploded with the possibility of playing an elf, dwarf, orc, or troll, a warrior, mage, thief, or cleric.

It changed everything.

I began playing MUDs that September, logging on to the local FreeNet through our old 2400-baud modem. My parent s were worried, for their only son was beginning to explore the mysterious “cyberspace,” and these MUDs weren’t the typical pastime of 13-year-old boys.

If you’ve never played a MUD before, allow me to give an overview.

MUDs are 100% text-based. There are no graphics, no special effects to seduce and entertain you. Sometimes, you’ll find color (and at the time, this was the most impressive aspect of some MUDs.) You would create a character and decide what race, class, and moral alignment that character might have. You’d pick your skill sets and your preferred weapon, and you’d be thrown into the game full-force. You created a character – a role – that you would play in the adventures and storytelling – the role-play – that you’d encounter.

Rooms had descriptions, with objects you could obtain and equip. There were channels to chat on, areas to travel through, and guilds to join. There were players from around the world, sharing in the game at any given time. People and monsters were strings of texts you could look at, interact with. If you felt bold, and if the MUD allowed it, you could even fight them.

And to me, it was incredible.

I jumped head-first into the realm of MUDs, beginning originally on a mud called MadROM (because the neighbor at my cottage played there.) It was here that I met one special woman whom I am still in correspondence with today. Indeed, she is the sole inspiration behind the character of Ischade in my first book, In the Shadows of the Dawn.

My parents were understandably concerned. Their son was suddenly a full-time online “gamer.” I spent anywhere from 3-14 hours a day playing on MUDs. My parents tried to limit my online time, but when faced with my logic – “Would you rather I sit in front of the TV for 14 hours?” – it was a near-impossible task to persuade me otherwise. I claimed my homework was always complete, and that it wouldn’t get in the way of my schooling. My report card would ultimately be the deciding factor.

Fast forward to midterms and an A+ in English, and I was victorious.

MUDs also launched me into a world of exploration. Philosophy and religion became avid interests of mine. I was introduced to the world of Fantasy, and the “illiterate” 13-year old was suddenly reading Terry Brooks, Robert Jordan, Mercedes Lackey, and Terry Goodkind.

It also introduced me to the world of storytelling and roleplaying. It is here, I believe, that my passion for theatre – for the performing arts – and for writing – the telling of stories – was born.

I am grateful for MUDs and for summers at the cottage.

They have undeniably shaped who I am.

Why did you first begin telling stories? What form did they take, and with whom did you share them? Did your passion for storytelling dictate aspects of your life or career? Share your journey in the comments below – I’d love to hear about it.

Feeding the Addiction – What I’m Reading #2

Okay, even though I have a huge stack of books I have to read, I went shopping tonight and picked up some more books. Here’s what I grabbed:

I promise I’ll write a book review for these and the other books I’ve recently added to my collection.

What’s your favorite genre of book? Do you cross genres regularly, and if so, where do you choose to read? Or perhaps you’re exclusive to one genre? If so, why? Please comment below – I’d love to hear your thoughts, and get a taste of what you’re reading these days.

A Map of the World – The Magic of Maps in Fantasy

When I read fantasy books, there’s nothing I love more than the maps.

Well, maybe the story. But the maps are definitely right up there. I don’t know what it is. Perhaps it’s because my first exposure to fantasy was at the age of 10 when I jumped with full abandon into The Lord of the Rings series, followed by The Hobbit. (I still remember my parents being astounded seeing me walking around with the massive 1100-page ‘complete trilogy’ at the cottage. How does a boy go from reading nothing but Calvin & Hobbes to something of that size?)

Maps complete the world for me. Even though our imaginations are incredibly powerful, there’s something wonderful about having a piece of the author’s vision at our disposal. It’s like a sacred secret. They’re sharing with us how they see the world, and it transcends – and completes – the story.

I’m guilty of flipping back to the map every time the characters travel to a new locale, or talks about a distant territory. I love seeing the topography, the rivers they might have had to cross, whether it’s plains or forests or mountainous terrain. It’s a little bit of magic, and a fantasy wouldn’t be complete without it. Some favorite maps include Tolkien and Robert Jordan.

J. R. R. Tolkien's Middle Earth

A map of J. R. R. Tolkien's Middle Earth

When I was 15 and started world building for my fantasy realm, I started with the maps. Well, to be honest, I started with the titles. Titles have always come first to me, whether I’m writing blog posts, books, short stories, or plays. But the map was a close second.

That summer, I sat at the picnic table that served as our dining room in our tiny little cottage and started to doodle. I didn’t really have an idea of what I wanted the world to be at this point, but I knew I needed a map. I knew the map needed nations, and those nations needed cities. And there had to be conflict. And isolated areas complete with secrets of their own. And cool names. You can’t forget that.

I suppose it should come as no surprize that I value maps so much. I’m a professional actor and writer, and one of the fundamentals of storytelling in both art forms is setting. In my opinion, there is no clearer setting than the world as described by a map. I am amazed, however, at how many stories were born out of this seemingly haphazard – or perhaps careless – doodle of a 15-year old mind.

But perhaps that’s exactly how it should be.

There’s a wonderful saying – and, to be honest, I don’t remember who said it, or which nationality it is attributed to (I believe it is the Native Americans, but I may be wrong) – about the nature of story and storytellers. It goes a little something like this:

“The stories exist; this much is true. They exist always, constantly searching for the right storyteller to introduce them to the world. When – and only when – the right storyteller is found will we finally be given the gift of the tale.”

And perhaps the innocent vessel of my 15-year-old self was tapping into a story that chose me as it’s teller, thus giving birth to the map that would shape and define the stories I would inevitably write. I’ve already written one book (the first of a trilogy), and I guarantee you there are at least 30 other tales for me to share.

And in case you’re wondering, an exceptionally talented friend is currently creating a digital version of my hand-drawn map. I hope to share it with you one day soon.

How important are maps to you? Have there been books where the map has added nothing to the stories, and others where the map nearly completes the story for you? Who has succeeded, and who has perhaps failed to deliver? Please share your thoughts in the comments below – I’d love to hear your thoughts.

What I’m Reading

I’ve been reading a fantasy short-story anthology lately, and I’m sad to admit that it has left me quite disappointed. I haven’t been enjoying the stories at all. They feel poorly constructed and highly uninteresting. Indeed, I had a moment two nights ago where I was losing hope in the fantasy genre.

So my decision?

Get inspired.

I went shopping and picked up some new books. I hit up a couple of independent and used book stores, and here’s what I came away with:

It might come as a surprize that I haven’t read either Dune or Game of Thrones just yet, but sometimes you get a little back-logged in your reading list.

Let the inspiration begin!

What are some of your favorite science fiction or fantasy books? Do you have any all-time favorites that always inspire you? What about hidden treasures that are often overlooked? Let’s discuss them in the comments below!

Make Your Writing Groggy – How Spirits Can Add Characterization

I am a bit of a geek. I’m not ashamed to admit it, and one of the things I like to “geek out” on is random (some would argue useless) information. There I’ll be, having a perfectly normal conversation…

Friend: “How goes today?”
Me: “Not bad, and you?”
Friend: “Ahh, I’m feeling a tad bit groggy.”

…and my brain suddenly gets hijacked. Where does the expression “groggy” come from? What’s it all about? What does “groggy” really mean?

And I’ll spend the next twenty minutes futzing around online in order to satisfy my curiosity.

Today, I wanted to share a brief history of GROG. Why? Because it’s neat, and neat stuff rocks.

I spent five years working in the liquor industry, so I’ve got a little bit of knowledge when it comes to spirits. I tend to include spirits in my writing, and I find the inclusion of “adult beverages “can inject a lot into a story.

Three characters walk into a bar.

  • Susette orders a light, fruity white wine.
  • Benson orders an 18-year old oak-cask whisky.
  • Charles orders an ounce of over-proof spirits.

When we read this, our brains conjure up an idea of what these characters are like and what sort of personality they might have. We also get a sense of age, socio-economical status, and perhaps even temperament. Immediately, conclusions are drawn. We’re left with an impression.

It’s a great, simple tool to help flesh out a characterization without overloading the reader with “telling” descriptors. And if you want to add comedy to the mix, you simply go against stereotype. You have the big, battle-hardened warrior order something that’s counter-intuitive, like strawberry wine. It’s instant comedy gold. (Well, maybe not gold… but you get the point.)

Now back to my groggy friend.

Grog is a type of spirit, and it tends to appear in fantasy novels – especially pirate fantasy, or any fantasy tale where the characters find themselves a-sailin’ on the seas..

Back in the days of yore, when sailors went to sea, they needed to bring fresh water as it wasn’t practical to distill fresh water from the salty seas. Water was stored in wooden barrels, which would develop both algae and bacteria. Over months at sea, that water would get pretty vile, and so beer or wine was added in an attempt to make it more palatable. But that involves transporting even more barrels of liquid, and after many months aboard a ship, the risk of spoilage would increase. And since sailors were issued a daily ration of beer, the amount of storage space required to transport the casks – water, beer, wine, brandy, etc. – caused a serious cargo problem.

Rum eventually replace beer and wine/brandy as the drink of choice upon the sea, but it was given to the sailor straight – and as a spirit with a high alcohol content, it caused some undesirable behaviors.  Some sailors would hoard their rations and then go on a bender, resulting in illness – “I’m feeling groggy” – and a severe lack of discipline. And likely a song or two sung off key. But that’s beside the point.

The decision was made to dilute the rum with water, as the final mixture had a shorter shelf-life than the rum alone. This solved the undesirable behavior, and thus became the standard practice. And if you’re curious, the ratio of water to rum was generally 4:1.

Seeing as the stored water wasn’t very tasty, a little bit of citrus – lemon or lime juice, typically – was added. So now we’ve got a tasty blend of foul water, rum, with a dash of citrus… and a ship full of satisfied – and lightly buzzed – sailors. As an added bonus: no more scurvy! And so, grog was officially invented and became common practice until the 1970’s.

And for those who care about etymology, “grog” is said to have taken its name from the nickname of “Old Grog” given to British Admiral Vernon because of his sense of style. It seems Old Vernon enjoyed the stylings of a kind of heavy coat of grogram – a coarse, weather-proof fabric. Vernon was stingy and had mandated the dilution of rum rations with water in 1740, and the term “grog” was used in a derisive way.

Personally, I’m not a fan of grog. I’ve tried it, and I find it tastes too much like Pinesol™. Or at least, it tastes what I imagine Pinesol™ to taste like, as I’ve never tried it. Honestly. Stop judging me. (No, seriously: don’t drink Pinesol™.)

Have you ever used spirits in your writing as a characterization aid? Do you notice it in the books you read? What sort of impression does it give? Share your thoughts in the comments below – I’d love to hear your ideas!

Welcome!

Welcome, friends.

I have decided to step up to the plate and join the blogosphere!

The plan? To share articles, information, tips, and tricks about the crafts of writing and editing.  Along the way, you might find some observations about the publishing industry during my journey toward publication. I hope you enjoy the ride!

My passion is FANTASY, although I quite enjoy historical fiction, crime thrillers, and literary fiction. At the end of the day, though, I love a good story, no matter the form or medium. As an actor and playwright, storytelling is what I do for a living. I am incredibly ambitious, curious, and motivated to become the best storyteller I can possibly be, and this exploration is just another step down that road.

This is an exciting opportunity to connect with fellow authors, readers, and enthusiasts, and I invite you to participate in the discussion.

Cheers,

Paul