James Latimer's Blog

July 4, 2014

The Big Fight

I wrote on my tumblr about the Amazon-Hachette fight and how the battle lines seem to encompass tradtional publishing vs self publishing, with authors on both sides squaring off in support of their corporate allies/masters.

Some people even seem to have liked it.

http://jameslatimerwrites.tumblr.com/...
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Published on July 04, 2014 15:59

June 13, 2014

Reading around

New tumblr blog on whether it's good to read around in your genre or not.

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Published on June 13, 2014 09:24

May 27, 2014

Anachronism and World Building

My last blog was about tropes in fantasy/sci-fi and how they can be a turn off (hopefully not just for me). I got thinking some more along those lines, especially as they regard the art of good world building, which is vital to any speculative fiction (or any fiction, probably).

The first thing that turns me off a book is anachronism, something that just doesn't fit. (Actually, sometimes it's an overused trope or stock character, and the anachronism is just the final nail in the coffin.). I think what annoys me most about anachronism is the laziness and missed opportunity. Every time medieval characters eat modern breakfast is a chance to have added something fantastic instead. Every time sci-fi spaceships defy physics the author misses the chance to make something intelligent rather than convenient. If they did a little research, the real history or science might inspire them to even deeper creativity.

Of course you don't have to slavishly copy history, or leave out hyperspace because it (probably) doesn't exist. It just means that there has to be some governing logic to your world, and it has to make sense. If you are going to do something impossible, you will have go spend the effort to explain it, at least in a hand-waving way that acknowledges it. Consider the economy, politics, social issues of the world you are creating--it may sound boring or hard work, but it will lead to a more realistic and compelling world--and story.

However, if you are using the anachronism excuse to justify leaving women or people of colour on the sidelines of your medieval fantasy, then you have not done your research, either. I made this mistake at the start, thinking it was too extraordinary to have women fighting battles or one of the three musketeers be mixed race (BBC 2014). But women did fight battles, and Alexandre Dumas was mixed race himself! And even if these are exceptions to the rules, don't we after all read and write speculative fiction to experience something out of the ordinary?

Anyway, time for a few more common turn-offs in world building.

Many genre writers also get lazy with names and languages. Using too many real world names, especially alongside made-up ones, risks ruining the illusion. William may sound regal, for obvious reasons, but it's still in use and looks odd surrounded by Aragorns and Boramirs. (You are allowed one, of course, as long as it's short like Sam.)

Languages, similarly, are a point of laziness. The Common Tongue and Universal Translators (though I'm sure Google are working on it) are too convenient. How many languages still exist today in the world, even with centuries of colonisation and trade? You don't have to make them all up, just acknowledge that they exist.

Of course, there can be a problem with names if you go too far the other way. The vampire, orc- or elf-by-any-other-name is annoying as well. The same sometimes goes for Willums, Jons, Thoms or other nearly names (of course, George R.R. Martin does this, and well, but I still say its risky--plus if you do it now everyone will think you are copying). Google shmeerps if you want to see more on this.

Magic is a big one to get right, and far-future super-technology is often just as tricky. There have to be some limitations and rules that balance its power. Unrestricted magic or technology can destroy the logic of any economic, military or political system, so you have to be careful preserving these realisms. Many of the new 'grimdark' writers are staying away from magic for the most part.

I know some people get a kick out of magic systems, but that's not what I mean by rules. And there's certainly no need to go as far as midi-chloreans. Sometimes magic can be magic. I read a great blog recently (though it's from 2012) by N.K. Jemisin in favour of more mystical and less systematic (D&D-style) magic...but you still can't just let it run wild in your world, at least without acknowledging the consequences.

So yeah, a few thoughts on fantasy world-building, the way I like it.
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Published on May 27, 2014 14:38 Tags: diversity, fantasy, science-fiction, speculative-fiction, tropes, world-building

May 9, 2014

Fantasy Pet Peeves

First of all, I have hated the phrase 'pet peeves' ever since elementary school, but it has its place.

I had an idea that if I were to do a blog series, it would examine common fantasy/sci-fi tropes and whether they make sense in terms of history. Of course, fantasy doesn't have to be just like history--that would be historical fiction--but in order to build a realistic world you have to have a certain level of realism. Maybe it sounds odd to talk of realism in fantasy, but I think even fantasy has to have rules. (Even Terry Pratchett has a few rules...I think.)

Anyway, I'm not going to do that blog now, but I might just list a few 'pet peeves'. These are the sorts of anachronisms that make me shudder when I see them and probably turn me off reading more of that book/series:
-wearing armour all the time
-thieves guilds
-taverns with wenches and frothy mugs of ale
-secret passages
-kids having 20th C lives, with free time and school, etc
-armies organised in modern fashion
-complete lack of actual feudalism
-weapons cleaving armour like paper
-(American) frontier style countryside with log cabins and hearty (free) folk
-many more!

Yes, I suppose I'm quite picky, and no, fantasy does not have to slavishly replicate medieval Europe. However, most fantasy tends to borrow tropes from across centuries of human history without acknowledging the inconsistencies that brings. Fantasy worlds tend to be very static, from a cultural/technical evolution perspective, with all these bits and pieces of history mashed together and not much thought into how things got that way.

For example, even Joe Abercrombie's The First Law Trilogy (while obviously brilliant) has viking-like barbarians across a narrow stretch of water from 16-17th C. mid-Europe. It just seemed odd to me, but on the other hand throwing these things together is what makes fantasy so much fun.

Still, I think the best world-builders make sure their new worlds have a proper back story governed by some realistic rules--even if there are elves.
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Published on May 09, 2014 13:00

April 5, 2014

Gratifying

I must say it's very gratifying to have people buy and/or read my book, which definitely makes it worth putting it out there. I'm still waiting for the first review...I may change my mind then!
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Published on April 05, 2014 01:09

February 21, 2014

Getting there

Five whole people have added my book; how fun!
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Published on February 21, 2014 05:23

January 15, 2014

My first book

Well, I've got a book 'published', by which I mean available digitally through third parties. It's quite exciting. The book itself is the first one I wrote, many years ago now, so while it's fitting that it's the first one I release, it is not representative of what I'm working on now. I still enjoyed reading it again when I got it ready to publish, and I've dug up the old notes for the sequels and would write them if anyone was interested. But I'm not deluding myself that it's anything more than a fun, action-oriented story heavily inspired by some of my favourite books, films and games at the time. No prizes for guessing what they were...
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Published on January 15, 2014 14:26 Tags: first-books