General Writing, Marketing, Reviews and Analysis

How I Learned to Love Series

Shamefacedly, I have to admit: I’m now writing a trilogy. And to make matters worse, I feel pretty good about it.

It wasn’t always that way. For much of my life, I’ve looked down on trilogies. Tolkien may have needed to divide The Lord of the Rings into three books in order to be published, but that was something imposed on him, not something he planned. Those who have come after him usually don’t have the same excuse. As a result, trilogies have come to mean one book’s worth of material stretched over three, with a sagging second book that should be hurried over as quickly as possible to get to the better stuff. To me, trilogies were a sign of flabby writing and imagination.

As for series — well, I’d say don’t get me started, but I’m already on the backstretch. While I’ve read series, too often they seemed to me to be shameless catering to readers’ demands for more of the same. Nothing a serious writer (sniff!) would consider. Something always died in me when I heard aspiring writers cheerfully planning a twelve book series. “Why are you planning to be a hack?” I always wanted to ask.

Weighed down by these prejudices, when I became serious about writing fantasy, I resolved to only write single books. The trouble was, my current work in progress kept bolting and trying to become a duology. No, a trilogy. No, a series. Two-thirds of the way through and worried about length, I finally admitted the obvious: there were three sharply defined arcs in the tales, and I would have a far better chance of publication if I placed them in separate, shorter volumes.

I take comfort in the fact that in the marketplace, if not necessarily the canon, I am following in the footsteps of Tolkien. The only difference is that I am doing so before being asked. These days, that’s the likeliest way of getting agents or publishers to even consider me.

More importantly, I have to admit that a trilogy or a series does not condemn me to literary mediocrity. Plenty of respectable writers do series. Lois McMaster Bujold, for example, has kept her Miles Vorkosigan saga fresh for over twenty books. She does so by making each book independent of the others except for the same background and many of the characters. Mostly, they center on her hero Miles at a different stage in his life. More recently, though, the series have centered on Miles’ cousin, mother, and wife. And throughout, books have borrowed from genres ranging from space opera to mysteries and romantic comedies. Similarly, her forays into fantasy like the Curse of Chalion, The Paladin of Souls, and her Penric novellas share little more than their background. With tactics like these, Bujold manages to keep the individual books in her series fresh. They benefit from the shared background, but stand on their own.

More recently, I have come across Daniel Abraham’s five volume series, The Dagger and the Coin. According to my former attitudes, this work should be twice-damned, because it is not only a series, but one with multiple points of views — a choice many writers have followed down the path to disaster. However, Abraham manages to pull off these challenging choices, largely because of his unusual characters. Ensnared by genre tropes, how many other writers would make one character a young girl learning the intricacies of banking, of all things? Or an utterly conventional noble woman forced to struggle for her family’s and country’s survival? Or a villain who is a lonely introvert out to revenge himself for bullying, who cares for his young ward? Each of his leads is so strongly motivated that arc could be a novel in itself, and the fact that most books in the series have a minimal resolution hardly matters. Like Tolkien, the books are really one novel, and kept me too busy hurrying on to the next one to exercise my prejudices.

As I should have known, the problem was never with series in themselves. It was with mediocre writers, mindlessly following conventions. If there are any limitations to trilogies or series, strong writing and originality can overcome them.

So, yeah, I’m writing a trilogy. Want to make something of it?

General Writing

What Writers Can’t Learn from Dungeons and Dragons

“If you’ve played a character, you are ten steps further towards being a writer than anyone else. You’ve made a character, you have a backstory, and you’ve engaged in narrative, just playing a character in a game. If you’ve DMed, you’re like thirty steps farther towards being a writer of a novel or a story; you’re an active storyteller.”
-Patrick Rothfuss

Like many writers, I went through a period of Dungeon Mastering. For almost two years, I spent every Friday evening masterminding a story for half a dozen friends, setting up a backdrop against which they could play out their fantasies and work through their real-life relationships with each other. Not surprisingly, when I started to write, I began with some of the characters and maps I produced for gaming. Some of that material survives to this day, mutated out of recognition from its origins.

But did Dungeons and Dragons and its ilk make me a better writer? Or give me transferable practice? Unlike countless of writers like Patrick Rothfuss, I would have to say it didn’t. The differences between gaming and writing are simply too great for one to influence the other.

Yeah, both games and fiction involve storytelling. However, like movies or graphic novels, they are different media for storytelling. Each media has its own advantages and restrictions, and moving from one to the other is a form of translation, in which some things are lost and some things are gained. Writing and gaming are no different.

To start with, D&D is an oral form of storytelling. As you might expect, oral stories are geared to the speed at which human ears can comprehend. This speed is much slower than when reading. To remain comprehensible, oral stories develop more slowly than written ones. Typically, too, they involve a lot of repetition. In Homer, that repetition consists largely of metrical phrases like “rosy-fingered dawn” or “Achilles, fleet of foot,” and patterns of action, while in D&D, it takes the form of meta-actions like rolling for initiative and damage done. In fact, being free-form, D&D has a lot of repetition that has no place on the page. Unlike in writing, there is no room for pacing, or a departure from chronological order.

Moreover, D&D is group storytelling, whereas a writer is generally on their own. A gaming session has more in common with improv theater than writing. DMs are closer to a writer than the other players, yet even they provide no more than a framework for the others to develop. That framework must provide space for the other players to improvise, and for the effect of chance. A skilled DM may try to take alternative storylines into account, but more than one has had to cancel the rest of the session or work on the fly when characters do something unforeseen. Writing, in comparison, has so little room for randomness or alternative storylines that examples are hard to find. I have heard that Phillip K. Dick used the I Ching to develop the story of The Man in the High Castle, but, if he did, no sign is visible on the page.

Still another important difference is that gaming requires much more material than the average piece of fiction. For a once a week session, DMs generally have to spend several hours a week in preparation — and I know more than one student whose DMing placed them on academic probation. To lighten the burden, DMs have endless sources of reference material, but often the result is a lack of originality. What matters is an entertaining session, not originality. By contrast, while clichés abound in fiction, too, to many readers’ apparent satisfaction, originality is prized, no matter how small.

However, the main difference is that D&D tends more to story, and writing to plot. Except with the most thoughtful DMs, D&D tends to be episodic. A main quest may exist, but the point is to stage an engaging session. Only rarely is a session complete in itself, with self-contained goals that advance the main quest while being complete in itself, like the best of TV series. More often, a session consists of events that are linked only by chronological order and that contain a large amount of randomness.

By contrast, with rare exceptions like Jack Kerourac’s On the Road, fiction is plotted. The first event causes the second, beginning a chain of cause and effect that only ends in the climax and resolution. This structure is extremely artificial, and less true to life than a gaming session, but is too well-established to be often challenged.

Really, I can barely begin to list all the writing skills you won’t learn by gaming: flashbacks, internal monologues, elegant prose, and much more besides. About all that gaming and fiction have in common is a love of the fantastic. Other elements of their storytelling do not translate. In fact, to assume any closer connection is an easy way to get lost when writing. I sometimes wonder how many of the beginning writers on Internet forums who are always asking for help with plotting are gamers who feel lost developing stories on their own, who feel lost telling stories by themselves. In the end, no matter how much they squirm, writers must rely on themselves. If they want inspiration to learn from, they are far more likely to learn from other books than from games — or from other forms of storytelling.

World Building

The Stories in the Map

Ever since Tolkien, maps have been a tradition of fantasy. Too often, though, they are an after-thought, like a bibliography cobbled together at the last minute and attached to a student essay. They neglect basic geography, like the mountains that conveniently meet at right-angles to seal Mordor off from the rest of Middle-Earth. They ignore economics, plunking cities down in the middle of nowhere. Often, they ignore the history and the migrations of people across the land. The results are not only implausible, but a missed opportunity to generate stories ideas.

For example, the map for my novel attempt is of the northern part of a continent. I wanted the northern part to be largely sealed off the rest, so I added some Himalaya-like mountains, with a single connecting pass. The pass stirred memories of the Khyber Pass (even though it’s not in the Himalayas), through which armies and caravans have passed for centuries. It made sense that, at the northern end of the pass, a major city should emerge as a staging area for those heading south. To add to the importance of the city, I placed it on a river that barges could sail. I also realized that, because of the trade, who controlled the pass would be a political issue.

Although I had developed an entire map, my story came to center on the pass and the struggle over it. What methods, I wondered, would various factions choose to control the pass and the trade that passed through it? In answering that question, I developed not only my plot, but, eventually, discovered the title of the novel — all because I had taken time to ponder the geography of the place, and how it affected the local economies. Before I knew it, the story was beginning in that city at the north end of the pass.

That was a long way from where I had placed the capital city for the country. So, since mass communication hadn’t been invented yet, that city must be the capital for a semi-independence province. But how had it got that way? How had the province remained a province, rather than becoming an independent country? Given the state of roads in the past, there must be whole seasons when the place was cut off from the capital, especially since, being hard against those mountains, the place just had to be a temperate rain forest where rain and snow were a given. Thanks to the geography, back story and an important plot element started taking shape.

Oh, and one more thing: a rain forest suggests that the river beside the city would have salmon-runs. Cultures that grew up along the river would have a rich food supply. Feeding the population would be easy, so just like First Nations of the Pacific Northwest, the cultures could emphasize the arts. Even their everyday utensils and clothes would be heavily decorated. They would not have European style agriculture, because the unaltered land provided generously, although hunting and foraging rights might be fiercely defended. This situation would not be well-understood by incoming farmers, and the result would be cultural clashes.

Migrations Across the Map

As I developed my map, I kept thinking of the historical atlases that fascinated me as a boy. A given region could change dramatically over the centuries, as populations entered or passed through it. A map, I realized, should reflect these migrations. In the United Kingdom, you can tell where the Vikings settled by names that end in “by” or “thorpe,” and where the Anglo Saxons settled by names that end in “burh” (“burg) or “wick” (“wich”). So shouldn’t a fantasy map have the same cultural traces? However, before I could add to those cultural layers, I had to invent the cultures that had passed through, and figure out when and where they had been on the map.

I decided that many of the traces of the original inhabitants would have been over-written by later migrations. However, the original inhabitants were still around, although sadly diminished, so pockets on the map still displayed their place names. It seemed useful, then, to have a character who was one of those original inhabitants.

Other influences on my place-names came from a nomadic culture with Frankish-inspired names. You can trace their path from the settlements they left in their wake, now long ago incorporated into the dominant culture. Some of the nomad’s personal names remain in use, as well the use of coinage based on cattle.

Yet by far the largest influence — and most recent — was the slow, eastward settlement of the province. In the western part of the country, names sound roughly Anglo-Saxon. In the middle of the province, names sound more Middle English. Originally, I thought the eastern-most settlements would be Modern English, and many are. However, since I wanted a sudden mass settlement that would conflict with the cultures already present, I decided on a situation similar to the settlement of the North American west. But what would cause such a settlement? In our history, land and gold provided the impetus, but, in my fantasy world, I decided, the ancestor of my main character had announced that any serfs who made it to the province would become free citizens and given a grant of land. Naturally, there was a rush to take up the offer, resulting in place names like Wain and Walk or Bonder’s Run that reflected those tumultuous times. Naturally, too, the older parts of the country were not enthusiastic about the departure of productive citizens. My main character’s ancestor might have filled the vacant country side, but it would have left resentments that lingered still, and needed to be part of the story as well. At the same time, the arriving serfs would have helped displace the original cultures. Just like the Welsh did with the arrival of the Romans, the original cultures were pushed up into the mountains, which told me who was fighting for control of trade.

The map as back story

By the time I was done, where the maps ended, and where the back story or plot begun was hard to see. I had developed them all at the same time. Even the street names when I drew the map of the city at the north end of the pass were influenced by the history of the region and the ideas going into my outline.

Consequently, my map became more than a pretty piece of front matter or a reference for readers who wanted to trace the journey of the characters. Instead, my map had become central to my storytelling. Of course, few readers would have the knowledge to appreciate how my map developed. But that doesn’t matter. Spending time on the map helped me. In fact, I believe that it it continues to help me to tell a richer story, as well as a more realistic one.