I’ve been thinking quite a bit recently about a couple of things; fan interaction and giving something back to the community of folks who’ve followed me on and off through the years.
I’ve had quite a bit of email and twitter interactions with folks regarding my books, about the stories, the background lore, characters and so on. There have also been quite a few queries on the ‘art’ of writing, or basically ‘how do you go about it?’ It seems there are plenty of folks out there interested in what it takes to write a book. I can’t claim to be an expert, but I have “been there and done that” to an extent.
Emails are slow and ponderous, twitter is quick and fun, but rather limiting and it’s also hard to ‘store’ for reference in any meaningful way. Facebook is somewhere in between. Youtube is full of guides of course, but there’s not much opportunity to interact with an offline video. A few people have suggested Twitch.
Twitch has, up until recently, been almost 100% about gaming. Streamers will play a game and folks will watch, comment and interact. I’ve avoided this up until now because: a) I’ve never had the time to play games to the degree that some folks can and b) there are so many streamers already talking about the games I do play that I didn’t really think I could add much.
However, Twitch themselves are in the process of opening up their environment beyond games. They have a new ‘Creative’ category where people ‘make stuff’. That could be anything from Origami to Welding, as long as you have a webcam, a microphone and a topic of interest, you’re set.
So… I’m going to start my own Twitch stream and focus on writing. I’ll be recording the streams and making them available via Twitch, YouTube and, hopefully, a podcast too.
So how’s this going to work then?
I’m going to try to keep it short and sweet, and hour at a time, once a week on Monday evening (8-9 pm UK time). I’m working on the topics, but here’s an early list of things I’m likely to cover:
- So you want to be writer? (What does it take? How much time do you need? What tools, equipment? How do I start?)
- World Building (How do I construct something from scratch? What do I need? How much is enough?)
- Writing Clichés debunked/explained (“Write what you know”, “Show don’t tell”, “Why most of what you were taught at school was wrong”)
- Fatal flaws (The things everyone does at the start which you need to not do)
- Characters (How do you make an interesting character, what must you avoid,
- Points of View (How to ensure you don’t confuse the reader and make a mess of your story)
- Description (How do you bring the environment to life, how far to go and knowing when to stop)
- Polishing your writing (Review, editing, word choice, finding your style)
- Getting the book out there (typesetting, covers, ebooks, formating, paperbacks, hardbacks)
- Publishing options (Self, Direct, via Agent)
- How much money can you actually make? (Costs, time and expectations)
- Writing for Games (How does it differ from a book, how’s it done, challenges and difficulties)
- Writing in someone else’s universe (The good, the bad and the ugly!)
Wherever possible I’ll use actual examples, so you can see the difference as we go. Rather than a game being in the window, they’ll likely be a copy of Word instead! I’ll be showing some behind the scenes stuff from my own books so you can see the process for yourself. Of particular interest will be the background doc for Elite: Reclamation, which will allow you to see the creative process behind the construction and writing of that novel. I’ve also kept all the previous drafts and the editing notes, so you can see how rough the early work is and the difference between those and the finished work.
Along with all that I’ll do ‘request’ type shows if viewers have particular preferences for things.
I’m also planning to do provide some sneak peeks of my upcoming books and discuss plot points and content of my books if there’s interest in delving into those as part of the discussions.
So… that’s the plan! The stream will be at 8-9 pm on Mondays, probably from July. If you have suggestions for other topics to cover I’d love to hear them, please comment below, tweet or facebook them to me. Look forward to seeing you all on Twitch!
It gives me enormous pleasure to bring you some great news about the official Lords of Midnight novel, now two years in the making!
Whilst paperbacks are still scheduled for September, Fantastic Books Publishing have been able to bring the publication of the ebook version forward.
- The ebook is going to be available from the 21st June.
The eagle-eyed amongst will immediately spot the significance of the date. This is the Summer Solstice itself, furthest point from the Witchking’s height of power in the depths of Winter, an auspicious moment upon which to launch the book and also the two year anniversary of the moment when the book was announced. Paperbacks will follow in September as previously mentioned, hopefully with a pre-order option in August.
- The ebook is now available to pre-order via Amazon, so you can be first in the queue when it is released.
With all that happening there is one more thing to reveal. We’ve been working very hard on the cover design for the book in the last month. The artwork is by Jurij Rogelj, the same artist who created the graphics for Chris’ remade version of Mike Singleton’s original 1984 ZX Spectrum game. We’ve worked hard to capture the essential ‘Midnight-ness’ in the design, introducing bits and pieces from the game that should be instantly recognisable to existing fans, but in such a way that newcomers to Midnight will be enticed in as well. The bloody sword of battle hangs poised across the lands of Midnight, night fell and the Foul were abroad. But now, dawn breaks!
- Here is the cover of the official Lords of Midnight novel, the first of the “Midnight Chronicles”
Yes, that’s right – the first of the “Midnight Chronicles.” Chris and I very much hope to continue on to Doomdark’s Revenge, the Citadel and the Eye of the Moon too given a positive reception to how we’ve treated Mike Singleton’s legacy in this first book. Everyone has worked very hard to get this book to this point and we’re confident we’ve done a great job, combining writing, lore, research, editing, typesetting, cover design and promotion. Now it’s heading your way wonderful readers. We all hope you love it!
The ice-bound landscape of Midnight is waiting for you to explore it once more…
Folks, I know that you’ve been eagerly awaiting the debut of my first fantasy novel, The Lords of Midnight. I’m afraid I’ve got to announce a further delay. We’re now looking at the beginning of September this year for release.
We’ve been working hard on prepping the novel – it’s a chunky 150,000+ words. Editing, typesetting and all the other prep for publishing is well underway and in good shape – the book itself is done.
We had some issues getting the cover ready in time and these have now been sorted, but unfortunately not in time for the publishing slot we were aiming for in May.
Publishing slots are time-bound (each book is lined up and has its place in the queue), if you miss your slot you have to wait for the next available one. Unfortunately we’ve missed our assigned slot. It wouldn’t be fair to other authors to jeopardise their go live dates. The next available slot for us is September.
We could have squeezed things for May, but that would result in a potential compromise of quality, something that we weren’t prepared to do. It’s never good to rush things unnecessarily. We’ve been waiting for this particular book since 1984 – I hope 3-4 months further delay won’t be received too badly. We’ve only got one chance to relaunch this and we want to ensure it’s the best we can do.
In the next few weeks we will be able to reveal the cover for the book, so stay tuned for that and we’ll be able to bring you some more concrete info about pre-release and formats.
Apologies for this additional delay, but we’re confident the final product will be worthy of the wait!
We’ll be able to launch at the Fantasticon convention, where (other than book launches) you’ll be able to avail yourself of traders, tabletop games, livestreaming, video games (modern and retro), virtual reality, musicians and special guests.
Any questions, please tweet or ask below in the comments!
A year ago today one of the characters I created in my book Elite: Reclamation was ‘killed’.
Kahina Tijani Loren, or Salomé, the erstwhile Senator of the Prism system, was assassinated when trying to reach the Tionisla system.
Either a spoilt brat, an explorer, a war criminal, a heroine, a terrorist, a freedom fighter or a mad woman with a fondness for oratory – depending on your outlook – her story came to an end on the 29th April, 3303 (2017). She aimed to expose the actions of and incite a revolt against shadowy powers that she claimed were manipulating humanity.
At least, that was the narrative. I’m grateful for those who have catalogued her life and put it all together on the Elite Dangerous Wiki for folks to review.
Authors have always killed favoured characters off, either as part of the plot, or even vindictively, citing the “kill your darlings” advice (sometimes attributed to G.K. Chesterton). This can generate shock, upset and outrage in the reader. It depends very much on what the author intended. Others might ask why the ‘death’ of a fictional character matters anyway.
But Salomé’s death was different. It wasn’t the author who killed her, but a player of the game the novel was based upon during an in-game event.
That in-game event, and the notoriety that surrounds it, remains a moment of note in the history of the Elite Dangerous game. Some say it was a triumph, that it showed the possibilities of community generated content, player group interaction and involvement. Others consider it a disaster, a foregone conclusion, a confused mess, an event that should have never taken place, a publicity stunt or shameless self-promotion. Many will subscribe to aspects of both views.
I’m grateful to Frontier Developments for covering the event on their livestream, newsletter and the in-game aspects. Also to Obsidian Ant, who interviewed me beforehand, the streamers who attempted to cover the event live, to Lave Radio, who covered the aftermath of the event, those who worked so hard with me on the event and those who took part.
There are many many articles online about it. This one from Polygon is by far the most accurate, as Charlie Hall was the only journalist who had the courtesy to check facts with me. Other online material ranges from the poorly researched or one-sided, through to the credulity straining (but of course, oh so compelling!) conspiracy theories. What you consider to be the ‘truth’ of the matter is entirely up to you.
What actually surprises me is how many people are still talking about it, even after all this time – but here is my reflection on it, a year to the day.
First, I’ll try to explain what I intended.
The original objective, looking at it now, seems quite pedestrian. All I really wanted was for players to determine the ‘lore’ fate of a character by means of the game, so I could finish a book. That book (Elite Dangerous : Premonition) was a chronicle, of sorts, of player actions in the game. The set up was as simple as it could be yet still be meaningful; a “Catch me if you can” chase from one point to another, a “Trench Run” win or lose scenario – but with “Iron Man” rules – if Salomé was killed, she was killed – no escape pods, no rescue. Death. A finale for the book. That was all it was.
Even that was problematic. I wanted it in “open”, so as to be as inclusive as possible. Folks were quick to point out that no one, absolutely no one ever in the history of the game, had survived in “open” with a target on their back for more than a few minutes. I was “signing her death warrant” by even considering it. Cue the accusations that I did ‘kill’ her, if indirectly. I did consider a private “Lore” group for the event, but that would have opened me up to two more problems – 1. Managing the group and any possible infiltration of it (Mobius has had a lot of problems here) and 2. Deliberately excluding a lot of the player base by an active choice. Decision to run in “open” made.
There was the PC and Xbox issue (The PS4 version had yet to be released at the time). The two universes were parallel, the same in detail but not in instancing. Should there be a “PC Salomé” and an “Xbox Salomé”? What if one survived and the other didn’t – what was the actual outcome? I decided there “could be only one.” PC had the biggest user base and I didn’t (and still don’t) have an Xbox One. Multiple characters under the control of other players was the answer to that one so the Xbox community could be involved.
Then there was the issue of the “Friends list” and somehow balancing the event so it would be worth people taking part. Salomé’s account had been accepting all friend requests since it was created many years before, without any discrimination. On the days leading up to the event hundreds of players requested to be friends. At the time (and I’m not aware this has changed since), the in-game mechanisms were insufficient for any given player to pursue another with the hope of being able to overtake and interdict them. We couldn’t advertise the destination without the danger of ‘base camping’. With a sufficiently fast ship and a long jump range, you had total immunity from any form of danger if you had no “Friends”. The “Friends list” gave away Salomé’s location, thus levelling the playing field. If you lost her, you had a way to find her again. Did it give too much of an advantage to those seeking to kill her? Another decision to be made. Friends list was to be non-selective.
Ditto the loadout of the ship. To ensure maximum chance of success, Salomé should have had a lightweight engineered Anaconda or Asp optimised for jump range and refueling – but no hardened PvP build could have kept up – result? No gameplay. Canonically, Salomé flew an Imperial Clipper optimised for exploration (during the event it was engineered for shields, jump range and speed). She couldn’t (in the lore) suddenly conjure up an uber ship out of nowhere. Imperial Clipper it was, with all the limitations that brings.
For the advantage, we should have used the best PvP pilot we could find, but again canonically, Salomé was not that pilot. She was a snooty Imperial who had flown a star-ship a handful of times, not a seasoned spacer. I choose to fly her in character, not because I was under the impression that I was a brilliant PvP pilot (as many have pointed out – I’m not) but more because I needed to ensure that she would respond to whatever happened on the fly and in character to make the lore consistent. Decisions, decisions.
None of these decisions (and there were many others besides) were taken without rationale, but crucially, none were taken with a specific outcome in mind, or to provide favour to any particular faction or player group. They were taken with the aim of making a scenario that would actually work in practice. I was attempting to create an event that had a level of tension, where the outcome was uncertain and not a foregone conclusion. That really was the only objective.
Ironically, the biggest risk I thought we had at the start was that no one would turn up and it would be a non-event due to indifference. That didn’t turn out to be a problem. The event was accused of being both over-hyped and under-advertised.
There was no conspiracy, at least, not one instigated by me. Salomé was to be protected by the Children of Raxxla and Loren’s Legion, the members of which had proven their loyalty over years of faithful service. There was no compromise of either of these factions, despite claims to the contrary by many sources. SDC were never remotely trusted by Salomé’s core group at all. PAC was permitted to organise itself around information that CoR and LL ‘declassified’. The machinations that resulted were truly emergent gameplay of a type, whether in-game or meta game. The CoR and LL mission objective was simple. Get Salomé safely to Tionisla, regardless of what else was going on. Scenarios were trialled, tactics worked through, mock battles rehearsed in advance. We were prepared.
The outcome needs little explanation. We all know the result.
So, secondly, what is my stance on the event now, a year later?
Lots of things went wrong:
- A player discovered the end-event content (the Teorge logs) before the event started. Limitations on how to insert them into the universe meant they had to be there in advance. That was an interesting one to explain in the book. 🙂
- I caused excessive damage to Salomé’s ship evading interdiction throughout the chase, I didn’t have time to rehearse all the heat management expertise I needed. We had AFMUs aboard, but they were exhausted by the end. This was why we ‘slowed down’ – for repairs.
- The game did conspire against us with the usual issues – CTDs, wing connections failing, instancing issues, blue-tunneling etc. These were expected, but did contribute to the final result.
- The amount of communication required was enormous. I had hopes of being able to issue some instructions on the way, but the reality of being hunted in “open” mode during the event rendered that impossible. That meant there was more confusion, which was actually completely authentic. That did make things hard for folks joining the event and trying to figure out what was going on, and it made life very hard for the streamers who were trying to cover the event. It’s true that “no plans survives contact with the enemy.”
- Very shortly prior to the event Frontier had to patch the game to remove an “infinite packhound missile” bug.
- It was alleged, after the event, that some of the antagonists had exploited a bug in the game to make their ships engineered beyond reasonable expectations. I didn’t know about this in advance and have never seen a definitive statement from Frontier about it.
I hadn’t foreseen a number things:
- I wanted an in-game event to conclude the book. The game mechanics were (are still?) borderline unsuitable for carrying this out. I pressed on when, arguably, I should have stopped after a more sober analysis. In my defence, this wasn’t the first time a lore related event in “open” had been attempted. I’d watched others run previous events (including those run by Frontier themselves), analysed them and thought I’d mitigated their failings in the design of this one.
- I understood the limitations of the game in theory, but not in wide-scale practice. I underestimated the emergent complexity of trying to organise even such a simple event within the context of Elite Dangerous. I opened myself up to accusations of engineering the outcome by having to make decisions that certainly influenced the outcome in an honest attempt to provide a level playing field.
- The sheer number of players who wanted to take part and their wildly different motivations for taking part. I had originally thought that only players who had some sort of interest in the ‘lore’ of the game would take part, this was not the case. I had anticipated hostile players of course, in fact I welcomed it – it made the event actually ‘dangerous’, what was the point if there were no stakes, no risk? That was the ‘lore’ reason for the bounties. Salomé and Co were wanted. I don’t know what the player count was, but I’m informed it was in the thousands.
- I failed to appreciate the wider agendas of player groups beyond my immediate horizons. The meta politics of SDC and PAC are worthy of a story in themselves. This was behaviour that I had not expected, or anticipated and certainly hadn’t instigated. I hoped that player groups would be “For” and “Against” (in fact Frontier put that option in the communication menu specifically for the event), but I hadn’t expected the tangled twists, infiltration of Discord, the ‘no fire/unarmed’ order directives and the other machinations that emerged. I knew of SDC by reputation (and had a brief interaction with them earlier on during one of the exploration CGs I ran). PAC’s arrival, behaviour and subsequent departure really was emergent ‘meta’ content. More occurred than I could actually keep track of.
- The backlash against me as the organiser of the event. Writers have to have tough hides, but let’s just say “Shields failed”, “Module damage” and “Emergency Low Wake.” I won’t be venturing into that conflict zone again. The level of opprobrium I received (‘salt’ in the gaming vernacular) was extreme. I’m not saying, necessarily, that it wasn’t warranted, nor would I say that folks aren’t entitled to their opinions – but when that level of vitriol is fired at a content creator, the community should not be surprised when that content creator looks at that response and decides to no longer provide content for them.
Had I known before what I know now I’m not sure I would have undertaken it. I would probably have decided Salomé’s fate myself and just written it down, though perhaps I’d have got into trouble for that too. That is the most obvious rebuttal of the ‘I scripted it’ accusation – I was at liberty to just write Salomé’s fate myself at any point because I was the author and she was my character. It would have been far easier to do so but I choose to give her fate to the community. Hindsight is a wonderful thing, and, as my dad was fond of saying, ‘experience is one of those things you get just after you need it.’
I did have a number of possible outcomes pencilled in. I had, briefly, considered that Salomé would commit suicide, (certainly ‘lore-wise’ she was mentally unstable towards the end after what had happened to her) but that was rejected for being too ‘Deus Ex Machina’, taking the decision out of the hands of players and invalidating all the efforts of those players and factions who worked so hard in following and protecting her. If she died, she had accomplices that would hopefully make the run and her ‘requiem’ could be activated in game (as indeed it was). If she survived she had a speech to give and I had a plot for her to retreat to Colonia in exile (she had received an invitation to go there) and continue her insurrection from there – it was not to be.
As far as I am aware nothing similar has been attempted since, perhaps it never will be based on what happened. I certainly wouldn’t recommend organising an event of that nature to anyone. Naturally, many people were wise after the event. Truth be told, some genuinely were wise prior to the event, but none of those had visibility of the meticulous planning and preparation that had taken place. I thank the many people who did appreciate what I tried to do and have told me so. Once again, huge thanks must go to the faction members of the Children of Raxxla and Loren’s Legion who did vast amounts of organising to create the event and to the extended groups beyond that, each organising their own contributions.
- It is possible to survive in “open”. Salomé managed one hour and forty five minutes under constant attack by experienced PvPrs (and one very determined NPC) with her location being advertised, whilst being valiantly defended, primarily, by the Children of Raxxla and Loren’s Legion in-game factions operating against a very well prepared and practised plan (subject to the limitations I had put upon them). Game issues contributed to her demise (the infamous blue-tunnelling and instancing issues). I believe that implies that I did, pretty much, balance the event about right. Salomé could have, against the odds, made it.
- Elite Dangerous can host a multi-player event, but there are severe limitations in the P2P architecture that constrain the type and conduct of such an event.
- There is a hunger for that type of game play, which remains largely unsatisfied. If someone can learn from this experience and generate an event that overcomes its shortcomings, they will have something quite amazing on their hands.
- Many players really do care about the lore. I was privileged to work with some truly amazing and hard working people in the course of the event.
- It’s very difficult to manage the ‘scope’ of an event. If you want it in “open” anything goes – roleplay and non-roleplay activity gets mixed. If you want it in a “private” group, you have to manage that group and all the issues that go with that management.
- Even a very simple event (in concept) is laced with vast complexity and needs a huge amount of work to execute; underestimate that at your peril.
- The Elite Dangerous community is, very much, a complex multifaceted thing. Generally, it has been very supportive to me over the years, but there are some less salubrious sides to it as well.
I remain undecided whether running a “lore” event in “open” is a good or bad thing. On the good side it allows maximum participation without barriers, on the flip-side, anyone can take part and influence the outcome. In this case, the outcome was determined by a player who (as far as I can tell) has little to no interest in the lore of the game. He did from my perspective, as far as I was aware at the time, get the ‘kill’ fair and square, unpopular though that was. As I’ve mentioned, I did consider a “lore” private group – but how to police that? How could I practically vet the credentials of thousands of players? It would have been infiltrated regardless and thus the same outcome possible. Maybe having such a diverse community prevents the possibility of “lore” events entirely, perhaps they only belong in single player games with pre-programmed outcomes.
But that seems defeatist to me. I tried something, it was controversial, it didn’t turn out how I expected. Maybe I shouldn’t have done it at all, but that’s not my way. Those of you who followed me from the Kickstarter back in 2012 know that I push and cajol things, try to make them better, work around problems and don’t take no for an answer. Lots of folks told me my Kickstarter wouldn’t work. It did. Lots of folks told me I couldn’t write a book where the players set the agenda. I did. Lots of people told me that I couldn’t survive in “open” mode for more than a few minutes. I did.
With this event I didn’t want the expected. I wanted the community to do its thing and it did; good, bad, roleplay or non-roleplay. No it wasn’t perfect, no it had major flaws, but… there was high drama, tension, adventure, confusion, conflict, infiltration, intrigue, uncertainty, betrayal, subterfuge, heroics and, ultimately, tragedy. Isn’t that what we want at least some of our “content” to be like?
After 5 years, it was time for me to move on from ED. Yes, this event and the response to it contributed to my decision on that score, but it wasn’t the sole consideration. I only tried to provide some of that elusive “content”, the lack of which was a constant refrain on the forums and on reddit. Thanks to those who have contacted me in appreciation of the story elements I provided.
As for the story itself, the outline plot of Premonition and all the detail within was approved by Frontier. Much of what is in there is their lore construct and, as such, it is up to them to progress (or not) those myriad threads. My last GalNet article was published in May 2017, since then I’ve had no involvement. Michael Brookes, who was the main custodian of the lore at Frontier during my tenure, moved on from Elite Dangerous to work on Jurassic World Evolution shortly afterwards. I do not know who is curating the overall story and lore now.
I am currently working in other fictional universes and aim to create other characters as equably memorable my infamous ex-Senator – but strictly in the safe confines of static novels! I am, first and foremost, a writer, an author… that’s what I do.
Book wise, Reclamation had the advantage that the game world didn’t exist beyond concept-art and previous lore. Premonition was constrained by the game itself, the lore changes that had occurred since, and the need to incorporate player actions (and some interesting names!) into a cohesive story.
As for Salomé, as an author I am gratified that I generated a character in the game lore that folks still talk about. I tried to codify the events that transpired in Elite Dangerous: Premonition as best I could. That was a risk I took knowing the community would probably throw me a curved ball in terms of the outcome as they had done before. I did want that curved ball – that was the point! This was a book about player actions in the game, for good or for ill.
Salomé wasn’t a cookie-cutter stooge, a one-dimensional good (or bad!) guy/girl, or a nondescript face with no backstory. She was complex and nuanced; some regarded her as a heroine, others loved to hate her. When she died there was a genuine outpouring of grief from some quarters. That a fictional game character can generate such an impact implies that I did something right in her creation. You can find her last message, in-game, in the Panacea Medical Centre, an installation orbiting planet A 1 in the HIP 17519 system. But she is dead now. She’s not coming back, and this is my last word on the subject.
Whether you recall her for who she was, or the event which bears her name, she got her wish…
My second video blog on the Lords of Midnight. This time I explore how the book came about and some of the challenges involved in writing it.
As the book is now not long from being released, I thought I would create a series of videos providing a bit of background to the creation of the novel, what’s involved and what the inspiration was. First up is the original game itself…
At 10:40 this morning I made the final tweaks to the final draft and sent the manuscript back to the publisher.
It’s been a long and weary road since completing the first draft back in December last year, but the difference between the two documents is striking. The final draft is polished, sharp, better structured and (hopefully) devoid of typos. Editing isn’t my favourite activity – I don’t know many writers who actually ‘enjoy’ it, but it’s utterly essential to the art of crafting a good story.
The editors scalpel can be painful to wield, but those cuts and incisions do make for a better book at the end of the day.
I am very happy with the final draft of Lords of Midnight. Chris and I have been back and forth through the lore of the game and the sequels, through all of the manuals and gameplay, even through some of Mike Singleton’s notes. We have consolidated all the existing lore, worked through the discrepancies and tried to use our judgement to decide on what Mike’s vision would have been where it wasn’t clear from the game or existing material.
We’ve created arcs which span beyond just a single book, mindful that we hope to be able to write more stories in Mike’s amazing worlds. We have tried to answer, where it makes sense, some of the open questions about Midnight itself and provide a bit of history of the world via the characters that have experienced it.
We made special effort to flesh out and differentiate the characters of Midnight; the primary cast of Luxor, Morkin, Corleth and Rorthron and the eponymous ‘Lords’, along with the other characters fans will be expecting to see. Conscious that there is a next book in the series with additional characters, we have woven in backstory for them too, to allow them to segue into the events of the following stories without simply ‘appearing’ in the narrative.
Next book, you say?
Yes! It was (and is) our intention to continue on with what we are currently calling ‘The Midnight Chronicles’. Lords of Midnight the game goes straight into Doomdark’s Revenge, the story doesn’t end here by any stretch of the imagination.
We’ve worked on the lore and the structure of this book to ensure we can continue into others. I’m very excited about writing Doomdark’s Revenge and then continuing further with the saga.
I’ve enjoyed writing my first fantasy book. If it is well received and sells well then it is very likely that more books will come – the commercial success does dictate whether we’ll be able to continue.
For now then, it’s back to the publisher. Cover art and typesetting is next on the list and with the book due to be available towards the end of May.
Night is almost over and the eastern sky grows bright. Not long until dawn!
It seems oddly appropriate that, having been working on the editing the Lords of Midnight for the last few weeks, there is still snow lying on the ground here at the official start of spring. It seems the Witchking’s power remains strong!
I’m going to take that as a good omen for now. Lords of Midnight stands at a solid third draft (152,188 words) at present. I’m currently working with my editor to refine that draft into a final version which can be sent for typesetting and, ultimately, printing.
Editing is a bit of a mystical dark art, but essentially it is tightening up the narrative, making the dialogue ‘zing’ and cutting out the unnecessary fat of the story, until you’re left with a lean, pacey story, free from typos with the right speed and energy to make the book absolutely compelling.
Having been through this process a few times now (Lords of Midnight is my sixth full-length novel) I’m always amazed at the improvement a solid edit makes. I’m very blessed to have an superb editor who understands both the genres of fantasy and sci-fi, but also understands the way I write and how I go about it. Only rarely do we disagree on what to do about a phrase or a passage, and that’s usually down to some obscure piece of lore – I typically get a comment in the margin saying “Are you sure this is what you mean?”
Editing is essential for a good book. Authors can procrastinate, fall in love with their world-building, over describe things, get carried away in the dialogue and forget to ground the reader in the scene, screw up points of view and slow the drama at the wrong times. A good editor doesn’t ‘read’ the book, they evaluate it critically, looking for these constructive errors and suggesting fixes. It’s the difference between having a story that ‘shows promise’ and a ‘great story’.
My best claim to fame in this regard is that I occasionally get complaints from my editor that I pull her out of ‘editing mode’ and into ‘reading mode’ and she has to mentally reset and back up before continuing on. I think that’s editor speak for ‘this is good’. 🙂
This work will continue for a while, but we are very close to the end now, folks. Bear with us for a few more weeks and you’ll be able to start your adventure in the lands of Midnight all anew. There’s a glimmer on the eastern horizon, dawn is not far away…
A quick update on the arrival of the Lords of Midnight novel. Been in conversations with my publisher (FBP) this week on the timing of editing, cover production, typesetting etc. Unfortunately, we have a further short delay. Editing, in particular, can’t be rushed and needs to be done properly.
Apologies for this, but it’s a combination of workload and a few other events beyond our control. The birth of books is never a straightforward thing!
We are now expecting the book to be available at the end of May this year (rather than March) about an additional 8 weeks.
On a more positive note, my wife is reading the draft at the moment (she’s particularly good at spotting plot-holes) and so far we have a thumbs up. She likes it more than my previous book, Elite Dangerous: Premonition!
Another milestone today on the road to the next book. The second draft is completed!
This is an essential point on the road to getting the book ready. We’re not quite done, that’s the third draft, but we’re a ways along from the first draft. 🙂
So what do we have at this stage?
Simply put, Chris and I have fixed the major continuity issues, we’ve sorted out the pace and the structure, we have an end-to-end story that works. All the lore aspects have been checked and adjusted where necessary. This is the biggest concern at this stage, particularly as Lords of Midnight is very ‘lore heavy’, there’s a lot of detail that needs to be right, both for this book and for potential future ones.
Much of the stuff that is mentioned in the Lords of Midnight foreshadows the events of the other games in the series, and we want to be able to write those books too. Thus we’ve planned to ensure there is an ongoing continuity to the lore that will straddle several stories. Hopefully we will see the events of Doomdark’s Revenge, The Citadel and the Eye of the Moon.
So what’s next – that would be the third draft!
The second draft gets sent to professional editors, who sort out all the detailed ‘writing craft’ issues; POV, typos, repetition, overused adverbs, clichés, dodgy dialogue and so on. Basically tidying it up and making the scripts punchy and tight. It makes a massive difference to the quality of what you end up reading.
All those changes come back to me for review. Typically I agree with about 95% of them. A few I will reject (usually because the editor doesn’t understand the lore in depth and they’ve picked on on something lore specific which looks odd) and a few will be just because I prefer the original.
After that? It’s proofreader time. I have a bunch of folks that will read my book with a view to eradicating any remaining typos (they are tricky beasts to get rid of!). Then that final version goes back… and it’s turned a book!