Category Archives: writing
Many of the best sci-fi and fantasy writers find a way to work history into their works. J.R.R. Tolkien used his experiences in World War I to write The Lord of the Rings, George RR Martin has used the War of the Roses as inspiration for Game of Thrones, and the list goes on.
As someone with a lifelong passion for the American Civil War and the resulting drive to minor in History alongside my English major, I find a great amount of satisfaction in using history to inform my writing. Sometimes it’s a very obvious inspiration and often more of a feel or sense of history.
Such is the impact of the American Civil War, and to a lesser degree the American Revolution, on my Gunpowder Fantasy. One of the first major conflicts with muskets and rifles, the first ironclad battle and one of the first major conflicts where railroads played a part, the American Civil War has had an obvious impact.
The world of Zaria is in a similar position to our own in the 19th Century. Railroads and rifles are a recent innovation and no major wars have been fought since their development. But all of that changes throughout the different series ilve been working on.
The rapid redeployment of troops swings battles, as it did in the battle of First Bull Run/Manassas, rifling and the accuracy and distance that it imparts result in casualties unimaginable before and maybe ever the first clash of ironclads are all events in Zaria that draw heavily from my research and knowledge of history.
With so many wars and technological innovations in our world, if your story involved conflict there is likely some historical event or battle that you can draw inspiration from. So read up on your history and you might just find something useful!
An idea that I’ve had floating around in my congested writer’s head is the idea of using an academic paper as a means of telling stories and world building.
I already have several concepts running around for stories that I could tell with this form of writing but I have run into a couple of issues that I think that this type of writing would run into.
The first, and probably most daunting for me, is the fact that all of the primary and secondary source documentation that these essays would need to cite and use as arguments would have to be written first, which could be a dry and uninteresting process.
One solution for this would be to have someone else write the essays and ask for the primary and secondary sources from the world builder. This would introduce an element of surprise and would also prevent the world builder from slanting their source documents to fit the essay that they want to write.
Of course, this means gathering writers that you trust and like their writing style so that the stories are interesting and stay true to the concept.
Another problem I could see with this approach is that, without a narrative drive for the essay, it might be a bit boring to read and would really only be interesting for people deeply invested in the world you’re trying to write about. I think of this as the long form reddit posts that people write about fan theories. For those invested in the fandom, these essays can be intensely interesting but for those on the outside they’re fairly boring.
I think that overall this is an endgame type of concept, most suitable for once you’ve completed, or nearly completed, the narrative arcs that you’ve set out and are trying to fill out the concepts and ideas that you’ve explored in your books.
So, for now, these ideas will remain on the back burner. But I’d love to hear if anyone would find these interesting, ways to keep readers and invested and other ways to bring this concept to market.
At just shy of 91,000 words, the second draft of Loyalty Betrayed is complete.
There are still some story lines I need to beef up in editing, but I’m working on my next project while I let it rest for a little while. Ideally, I’d love to be able to get it edited and cleaned up in time for PitchWars at the end of September, but we’ll see how it goes. The prologue and first chapter have already been heavily edited, so I have a head-start on that.
My next project, the “Web” of novels planned to take place 8 years after Loyalty Betrayed, is in the high level outline process right now. Twenty-five Novels spread across 6 Independent but Interconnected threads. I’ll make a post on that soon.
If anyone would like to Beta Read Loyalty Betrayed, feel free to drop me a line!
I was reading through Loyalty Betrayed (aka Series 2;Book 1) and I came to a realization.
I had originally conceived of the story as a retelling of Othello, with significant changes to the cast and the overall storyline (its more a political betrayal for the bride of the MC than it is a physical betrayal). But I ended up feeling that I had leaned too heavily on the source materials.
The storyline didn’t flow the way I wanted it to, I shoehorned in certain scenes just because they were in the play.
So, I took the first 2 chapters and threw the rest out. I needed to add a bunch of content anyways because I had removed a secondary plot of about 40,000 words (that’s going to either be a companion novella or Book 2 in the series, not sure which yet).
I spent the last day writing a new chapter-by-chapter summary and just wrapped that up at a little over 7,000 words. Now to get to the actual rewriting process.
In the world of Gunpowder Fantasy, there is a fine line to walk between magic and technology.
Magic will necessarily impact how technology develops within your world. If magic is extremely common, useful and easy to use, why would people develop technology like steam power and rifles? On the other hand, a lack of magic will facilitate the advancement of these technologies much like it did in our world.
To that end, I’ve developed a rudimentary formula that can help you determine what your starting point should be so you get the most out of your world.
On the magic side of things, I have 4 scores: Commonality, Functionality, Difficulty, and Cost. All rated on a scale of 1-10.
Commonality, How Common is Magic?
For Commonality, you want to decide how common you want magic to be in your world. Can everyone use magic, either through natural talent or the ability to learn? Then you’re going to give your magic system a Ten for commonality. Is magic, inversely, very rare, either because it requires a rare natural talent or years of study? Then your magic system gets a One.
Functionality, How Useful is Magic?
For this score, you want to decide what areas of your world magic can affect. Can your magic users do anything they want with magic? Fireballs, teleportation, communication, etc. If you want magic to touch every part of your world, you’re going to give it a Ten. On the other hand, if you want magic to be very narrowly useful, then a One score is appropriate.
Difficulty, How Difficult is Magic?
If you want your magic to be difficult to control or learn, then give it a Ten. If you want your mages and wizards to be able to weave magic and cast spells without much challenge, then score a One.
Cost, What Does Magic Cost?
No cost magic that can be cast all day and without fear of repercussion? A Ten. MAgic that costs life energy and exhausts the mage, or even blood magic that requires a sacrifice to achieve? A One
Once you have determined these scores, you add them together for a maximum total score of 40 for a common, easy to use, very useful and low cost magic system. A very rare, marginally useful magic system that has a high degree of difficulty and cost will rate a minimum of 4.
Once your have your Total Magic Score, you divide it by 8. Why 8? Because that’s the sweet spot that I found for impact on technology.
Writing a Gunpowder Fantasy means that you have embraced that technology and society will be advancing beyond the stasis of Medieval Europe that many fantasies embrace, at least in some areas and at some rate.
Base Technology, What is your Starting Point?
For the most part, I would recommend giving your world a base technology score of Ten so that the modifications work the best.
Progression, How Fast/Far Will Tech Go?
This score is rated from 0-2, in .5 increments and measures how fast and how far technology will move over the course of your story. There are two determining factors in this score: how long will you be in this world, and how fast do you want technology to develop. The first part is fairly simple: do you want to write a Stand-Alone Novel? Then technology is not likely to advance very far. A series, especially focused on conflict, will typically advance beyond your starting point (See my Post Here on the Arms Race).
Inversely, if you’re writing a series you’ll want to see a progression of technology rather than rapidly leaping from one technology level to the next, so this will lower the progression score.
Final Tech Score
Now that we have the parts of our formula in place, we can put it to work as such:
(Base Tech)-(Progression)-((Commonality+Functionality+Difficulty+Cost)/8)=Final Tech Score
For what this score means, I have a 4 point scale for technology that impacts Weapons, Travel/Communication, and Society.
One – Worlds with a final technology score of 1 will be at the very basic end of the Gunpowder Fantasy Spectrum. Weapons will be in the mid to late Match Lock era with primitive artillery. Travel will be entirely beast of burden driven, with no steam-powered trains or ships. Communication will be messenger and courier based. Society will likely still be in the feudal stages or even despotism and there will be no collective labor groups.
Real World Example – Early Colonial Period of the United States; Europe from the 15th to early 18th centuries.
Three – As your technology score rises, so does the access to firearms and artillery. A world with a 3 rating will have smoothbore, flintlock rifles, moderately early smoothbore artillery and mortars. Travel will still be animal driven, though a high 4 score might be in the early stages of railroad development and communication will still rely on couriers or messengers. Absolutely monarchies will be replacing the feudal system but collective labor will still be a thing of the future.
Real World Example – Revolutionary War Period of the United States; Seven Years War in Mid-to-Late 18th Century
Five – A middle of the road score will see percussion muskets in use and the early stages of railroad travel coming to life in your world. You might also see the first stages of telegraph systems at a high 6 rating. Early representative and democratic governments start to replace the ancient kingdoms and empires as labor begins to collect under the banner of guilds.
Real World Example – The Mexican-American War of the 19th Century; Crimean War in Europe
Seven – Rifling has entered the world of firearms, allowing for more accuracy at longer ranges and a shift in combat tactics. Artillery will have started to implement rifling as well. Railroads, and even the early stages of steam powered ships, will be common in a world with a rating of Seven . Telegraphy will be common, allowing for rapid communication across entire nations with minimal lag. Democracy will still be a developing form of governments but labor will be strongly collectivized in Guilds and even the earliest formation of Unions could be seen.
Real World Example – American Civil War
Nine – The most advanced bracket of technology in a Gunpowder Fantasy, a score of 9 will see the use of repeating rifles and revolvers. Railroads will be extremely common and well-developed as will the use of telegraphy to communicate complex orders and news. Democracy will be the government de jour and Unions will have replaced Guilds as the most common form of Collected Labor.
Real World Example – American Imperialist Period of the late 19th Century, Industrial Revolution.
Beyond these technologies, you start to lean into Steampunk territory. In the end, no matter where this formula leads you, it’s your world to do with as your please. I hope that this proves helpful, however, in pointing you in the right direction for where your technology should start and where it can lead based on what your goals are and how far you want to take the Gunpowder Fantasy Genre.
In letting Series2:Book 1 (which I haven’t totally settled on a title for yet, but I’m leaning toward “Loyalty Betrayed”) settle for a few months, I turned my attention to planning for another part of the Griffins & Gunpowder world. Typically I’ll take this time to write short stories that expand the world in some small way, or give background to a character or situation. This time it was all about world building.
The problem that I ran into was that I had two different story ideas that I wanted to work on: a political intrigue drama and a criminal empire story. They’re both set in Post-Series 2 Andivar, so they already shared a bit of the same storyline so it was a natural leap to have the two loosely connected.
What I’ve found in laying the groundwork for this shared storyline is that a timeline is essential, even if characters from the two stories never cross paths (though in this case, the two stories will cross over at least a couple times, though the interaction in the early going is minimal), it’s important to keeping everything straight. Especially in the age of the internet where readers congregate to put together theories and compare notes.
Have you read any good shared-universe stories? What were some of the things that you liked or disliked about them?
But I’ve finally finished marking up the first round of edits for Series2:Book1. This was a “high-level” pass looking for story holes, missing information, too much information etc. I did a little line-by-line editing too, but it wasn’t the focus since I’ll be rewriting quite a bit.
I have to say, it felt good to get this done so I can move on to making the changes, but I’m always astonished/ashamed of the amount of red ink that I lay down in a first edit pass. It’s only a first draft, but I thought it was a lot better when I wrote it. I guess that’s why they tell you to leave a book set for a while before you edit it.
Now I have to go through and apply the changes and then I’ll make a second pass, which will be more line-by-line in nature.
On another note, I’ll developed half a dozen new story ideas (some set in the world of Zaria) that I think will have some promise. They’re WAY down the list, but at least they aren’t knocking around in the back of my head while I’m trying to work forward. =D
The writing on Loyalty Betrayed is complete, but the book is far from ready for queries, so I’m taking my own advice and letting it sit on the shelf for a little while before I pick it up for rewrites and editing.
In the Interim, however, my mind keeps spinning. I’ve decided to take this time to try something slightly different.
As of approximately 1:30 AM Central Time, my new Work-In-Progress is complete!
Loyalty Betrayed clocked in at 118,718 words spread across 62 Chapters and an Epilogue.
The first few chapters aren’t where I want them to be, so the next thing on the list is the arduous task of rewriting the first few entries and then going over the whole thing for complete edits. I plan on leaving this alone for a little while, so in the meantime I’m going to plot out the next story and the short stories built around this main character.
Eventually I’m going to submit this to agents and editors and hopefully get picked up. We’ll see!
The Hydra Offensive has a release date!
You can pre-order immediately at the links below:
Keep your eyes open for the cover reveal for The Hydra Offensive as well!