CONvergence is coming!

Dear all,

CONvergence banner

I’ll be at CONvergence this week, a marvelous all-fandoms SF/F convention in Bloomington, MN. Lee Harris, Emma Newman and I took an Angry Robot scouting mission last year, and this year we’re bringing a bunch of authors for a full advance guard.

In addition to my Angry Robot song-and-dance in the dealer hall, I’ll be on some panels. Here’s my schedule:

Thursday, July 3rd

Mainstreaming of Geekdom – Atrium 6 – 12:30-1:30 PM

Lots of popular movies are based on geek stuff. How do you handle being a geek hipster – or feeling like you don’t fit in? Many people were geeks before it was cool. Let’s stop feeling bad. Let’s celebrate that geeks are cool!
Panelists: Jaqueline Stoner, Hal Bichel, Kara Redding, Michael R. Underwood, Holley McLellan

Skiffy & Fanty Show: Live at CONvergence! – Edina – 2:00-3:00

A live episode of the Skiffy & Fanty Show (skiffyandfanty.com) with guest authors CL Patel and Martha Wells. We’ll discuss influences on SF/F lit from gaming, comics, etc. with authors who write SF/F fiction but have experience writing for other formats.
Panelists: Michael R. Underwood (mod), Carrie Patel, Martha Wells, David Annandale, Shaun Duke, Paul Weimer

Saturday, July 5th

Gender in Urban Fantasy – Edina – 2:00-3:00

This genre tends to have more female protagonists and writers. Is it marketing, or something else?
Panelists: Melissa Olson, Emma Bull, Paul Cornell, Laura Zats, Michael R. Underwood

Is there Life after Dark and Gritty? – Edina – 5:00-6:00

How did we get from Adam West to the Dark Knight? Can we reboot a series and make it more optimistic?
Panelists: Scott Lynch, Sarah Prentice, Michael R. Underwood, Tabitha Anderson, Michael Damian Thomas

Sunday, July 6th

From Gaming to Writing – Atrium 7 – 2:00-3:00

Many novels started life as roleplaying games. Are you a GM using a game to figure out the world for your novel? Or have you had such a great time running or playing in a game that you’re working on making it into a book? What are the perils and pitfalls?
Panelists: Elizabeth Bear, David Annandale, Ozgur K. Sahin, Michael R. Underwood, Emmy Jackson

Shield and Crocus super-bundle contest

Contest time!

I’m going to give away a three-pack of Shield and Crocus awesomeness – the paperback, a CD audiobook, and a copy of the ebook. I’ll sign and personalize the paperback.

cover to Shield and Crocus

How do I enter?

We’ll have a bit of fun inspired by Shield and Crocus. Comment on this post and tell me your favorite superhero, and what fantasy world you’d love to see them in, and why.

Deadpool in Ankh-Morpork or Wonder Woman in Westeros, and so on.

Enter by July 2nd, 12 Noon EDT, and I’ll select a winner at random to get the deluxe pack. Entrants from USA and CAN will be eligible for the full pack – entrants from elsewhere in the world are welcome, but the prize will be just the ebook.

Short Thoughts on the World Cup & Fencing

This last week, I watched a couple of World Cup games with my fiance and friends (Germany-Ghana and USA-Portugal).

Engaging once more with the game of football, I was transported back to my years playing in junior high. The smell of fresh-cut grass, the heat of summer, the crisp evening air, the joy of a perfect slide-tackle.

Another thing that struck me was how overwhelmingly important it is in football to be on the right foot at the right time. No fewer than three times in the USA-Portugal game, a play failed to happen because a player’s weight was on the wrong foot.

This takes me back to fencing, footwork, and tempo. Modern fencing is very double-weighted – fencers tend to have their weight split equally. Historical fencing tends to have more weight on one foot or the other, which makes it more applicable here, since when these play moments came up, almost every player was in-motion, so moving from full weight to full weight in terms of their balance.

In fencing, as in football (and tango dancing, too, but that gets to a larger blog post), it’s hugely important to know how many steps or movements it will take to get to where you’re going, and where your weight will be when you need to make a critical action, whether that’s the perfectly-timed lunge in fencing, or the critical one-touch shot-on-goal in football.

This blog brought to you by my brain relating everything to fencing.

Shield and Crocus launch report

Last Friday, Atomic Books hosted the launch for Shield and Crocus, my first book in paperback format. It was amazing, wonderful, and I will cherish the memory for all of my days.

I was greeted by a lovely stack of bookness upon my arrival:

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I took the lay of the land, remembering how cool it was to be in a book/comic shop with its very own bar:

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When the time came, Benn from Atomic introduced me, and I faced the crowd (it got even bigger later!)

photo (14)

Fellow Codexian and Team Novelocity member Fran Wilde snapped this photo during my reading, which I love and very well may want to use as my next author photo:

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I read from the beginning of Shield and Crocus (featuring a messy apartment, a grappling hook, and robot voices), answered a few questions, and then we broke out into social time. I was excited to meet several fellow writers in the area, re-connect with local friends, and make several new friends.

There was even cake! (It was not a lie)

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And I was so excited as we were arriving that I didn’t even notice the poster they put in the front window! We snapped a quick picture before heading home for the night.

Author Michael R. Underwood at Atomic Books

 

Thank you  to Atomic Books for hosting me, and to everyone who came out to help launch the book!

For those who weren’t able to make it, Atomic Books still has a number of signed copies of Shield and Crocus, which you can order from their website.

 

 

Writing Process Blog Hop

There’ a meme going ’round, focusing on writing process. Joe Iriarte was kind enough to tag me in to take a turn.

1) What are you working on?

I’m finishing up the editorial revisions on The Younger Gods, my new urban fantasy coming toward the end of the year. It’s a bit darker and way more mythological-y than the Ree Reyes books, about the one moral son in a family of callous demon cultists. I’ve completed my second pass of this round, and now I’m going to add a couple of scenes to adjust the pacing and to clarify some worldbuilding elements. Then it goes back in for copy edits.

2) How does your work differ from others of its genre?

The biggest point of distinctiveness for The Younger Gods is probably the voice. Jacob Greene, the lead, is a character I’ve developed over a number of years, dating back to a story seed I had in undergrad. I wasn’t good enough as a writer to make that voice work, so I put the character away. I brought him back out for a role-playing game campaign, and after that, I had a good enough handle on him to write a different version in prose format, which became The Younger Gods.

3) Why do you write what you do?

The flippant answer would be ‘because I want to,’ but the more useful answer is, I think, because I am an aggregate remix of every influence, story, and experience that has made up my life. Much of my work tends to be action-driven, probably due to having grown up with action-driven video games and spending twenty years (on and off) studying martial arts.

4) How does your writing process work?

My process has changed a lot just over the almost two years since Geekomancy was published. When I first got started as a writer, I was almost entirely a pantser/gardener/discovery writer, which meant that I got a vague idea and then started writing.

No more. I’ve moved toward outlining project by project, and have been very happy wiThe last first draft I wrote of a novel was fully outlined (3-4 page outline), which I then expanded into scene by scene outlines about a third at a time, keeping ahead of my drafting. And as a result, I wrote the first draft of Hexomancy in just over four weeks. And for the next novel I write, I’m going to try to outline even better. Not outline more, but better. My hope is to do a stronger structural outline to incorporate sub-plots and balance pacing, so that my first draft is even better, so that I won’t have to do as much revision.

I don’t like the average chain-letter-meme thing, but I’d be happy to pass on the love. If you’d like to carry forward the meme, comment below and I’ll link through to your site. Applies to the first three commenters so interested. And anyone else who wants to pick up the thread is of course welcome to do so.

The PROMONADO Continues

I’m still in major promotions mode for Shield and Crocus, so here are some greatest hits of the last few days:

25 Secrets of Publishing, Revealed! (Or: Inside the Bookish Shatterdome) at TerribleMinds.

My Summer of the New Weird on Kindle Post.

I held an AMA (Ask Me Anything) at Reddit’s r/Fantasy community.

The Qwillery had me back for another interview.

As did My Bookish Ways.

Atomic Books

AND – if you’re remotely within range of Baltimore, I’d love to see you at the official launch party for Shield and Crocus at Atomic Books this Friday at 7PM.

 

New Geekomancer Under Glass

I’ve got a new post on Skiffy And Fanty in my Geekomancer Under Glass series. This time I’m talking about transmedia storytelling, Marvel’s Agents of SHIELD, and the MCU.

Here’s a little taste:

There have been TV->film->TV movements, from La Femme Nikita to Star Trek, Star Wars, and more. The Matrix universe delved deep into transmedia storytelling, with animated shorts, video games, and comics.

But Agents of SHIELD was something different — clearly designed as a bridge between movies, the show started weak. Really weak. The pilot episode showed some promise, with Clark Gregg as a compelling lead and Mike Peterson giving a voice to an interesting thematic question (is the American Dream a lie?).

Read the whole thing here

Marie Brennan Interview

Back in the day, when I was a fresh-faced n00b writer, I joined a writers group, including the Aggressively Competent Marie Brennan, about to debut with Doppelganger (now titled Warrior) from Warner-Aspect. Marie and I met through a gaming troupe, and it’s been a pleasure to watch her steady career growth, including a huge step up with her Memoirs of Lady Trent series (starting with A Natural History of Dragons, continuing with The Tropic of Serpents, both from Tor books)

Marie is a dear friend, so I was excited to catch up with her and share our conversation with you all.

First, a quick Bio for Marie:

Marie Brennan is a former academic with a background in archaeology, anthropology, and folklore, which she now puts to rather cockeyed use in writing fantasy. She lives in the San Francisco Bay Area, where she spends her time practicing piano, studying karate, and playing a variety of role-playing games.

Marie Brennan

And now, the interview!

Mike Underwood: Can you tell us real quick about your newest projects, Chains and Memory and The Tropic of Serpents?

Marie Brennan: They’re wildly different projects — which is a very good thing! I like getting a change of pace, rather than telling the same type of story over and over and over again. The Tropic of Serpents is the second in the Memoirs of Lady Trent, which is the autobiography of a pseudo-Victorian gentlewoman who travels the world studying dragons. These aren’t your magical, sentient creatures out of Tolkien; dragons in her world are wild animals — but no less wondrous for all of that.

Chains and Memory, on the other hand, is the sequel to a novel I published in 2012, Lies and Prophecy. The Wilders series are urban fantasies . . . or as I sometimes describe them, near-future alternate-history mildly-post-apocalyptic urban fantasies. Pyschic powers have become ubiquitous; the protagonists are college students studying magic and trying to deal with a sudden threat against one of their friends.

MU: Who did you have to kill to get that amazing Todd Lockwood art for the Dragons books?

MB: I could tell you . . . but then I’d have to kill you. 🙂

MU: That’s fair. Have you been in contact with Todd directly, or was he just working off of the manuscript?

MB: I’ve been fortunate enough to meet him a couple of times, usually when I’m passing through Seattle on book tour. We talk a bit, but mostly he works off the notes I send through my editor, describing the material to be included in the image.

MU: When you were writing Isabella’s adventures, did you have the older Isabella’s perspective already in place in the first draft, or did you draft through and then add the older Isabella perspective? What have you found to be the challenges and benefits of writing in this memoir-style POV?

MB: Oh, it’s there from the start. I couldn’t possibly write her narration without keeping in mind the fact that she’s an old woman talking about her youth; I’d end up ripping out 95% of the words and replacing them if I tried to start with the young version and then add in the old one post facto.

The challenge is that you always, always have to bear in mind that your narrator is consciously writing for her audience (i.e. the people in Isabella’s own world). That means there are things she won’t say, maybe because they’re obvious to her readers, maybe because they’re too personal and she’s not going to share them publicly. But since you’re writing for readers in your own world, you have to find a way to get that information in there regardless. On the other hand, the benefit is that she’s very self-reflexive; she can comment (often critically) on her own past decisions and attitudes, which invites the reader to then consider how they judge her judgment, if you follow me. And absolutely everything becomes characterization: I can get away with six straight paragraphs of Isabella describing the Green Hell (the jungle where she spends much of her time in The Tropic of Serpents) because it isn’t just description; it’s also character.

MU: The Wilders books (Lies and Prophecy and Chains of Memory) and  are projects you’ve had in mind for a long time. How has your perspective on the story and the characters changed since you first imagined the story?

MB: In a way, having more than a decade to mull over the story has been a good thing. I came up with the first, early ideas for it not long after I finished the original draft of Lies and Prophecy, nigh on fifteen years ago, but those ideas were just seeds. They took root in my brain and have been growing ever since — and in fact, thinking through Chains and Memory ended up feeding back into the first book as I revised and eventually published it. There are elements of Lies and Prophecy that are there because I thought, okay, if I want to make X be a big issue in the sequel, I need to establish its existence from the start. And oh, huh, if I’m going to be dealing with Y, that would probably change the way these other things get presented early on.

I wouldn’t recommend this process for every series. You have to be really passionate about a story to still care about it and want to write it a decade later. But in the case of the Wilders books, it helped make the whole thing so much richer.

MU: Can you talk about one element from the books that especially benefited from the gestation, without getting too spoiler-y? Are they questions of character, setting, plot?

MB: The biggest example is sort of half-character, half-setting. I originally wrote Lies and Prophecy as a stand-alone book — less because I thought the story itself ended there, more because after that, it didn’t seem like it was the story of my protagonists anymore. It would be in the hands of other characters. But a year or two after finishing the first draft, I realized that the nebulous shreds of additional story floating around my head all had a common element, and that was the wilders: the people born with extraordinarily strong psychic gifts, rather than developing them at puberty.

Julian, one of the two main protagonists, is a wilder, and so I’d thrown bits and pieces of background about that into the first draft of the book. As I started thinking through how I would continue the story in Chains and Memory, he grew immensely as a character, because I had to take those bits and pieces and flesh them out: think through their underpinnings and their effects and what those would mean not just for him, but for all the people like him. So that entire component of the world became 400% richer, and so did he — and by extension Kim, because of her relationship with him.

MU: Very cool. It’s fun to dig back and re-approach works after a long time – I’m so glad that you’ve been able to get the Wilders projects out, since they’ve been with you for so long.

You started with adventure fantasy, then moved on to historical fantasy, and now you’re writing contemporary and secondary world-but-kinda-historical-ish fantasy. Does one of these styles feel the most natural for you? If not, what have you done to make each mode of fantasy fit your writing?

MB: I think historical and historical-ish feel the most natural for me right now, but I also think that’s because they’re what I’ve been doing for about seven years, from the Onyx Court books up through the Memoirs. It’s been a challenge getting back into a more contemporary voice for Chains and Memory. And there’s a short story I’m working on that might become the foundation for either a linked series of stories or maybe some novels, which would be set in a non-historical secondary world; it turns out that those gears in my head are incredibly rusty. I love the inventiveness of it, but I keep reflexively thinking “okay, so what time period and place am I going to base this on?” I have to remind myself that the answer is, none of them. I can steal bits and pieces, but I’m allowed to mix and match them and make new stuff up. You don’t realize how much of a skill that is until you don’t practice it for years!

MU: I love the Driftwood setting, and have for quite a while. Could you talk a bit about how your anthropology/folklore training has impacted the way you construct Driftwood? Also, will we ever find out what’s up with Last? (I don’t have much hope for a straight answer on this one).

MB: You’ll get bits and pieces of his story, the way you have so far — but no, I’m never going to tell you exactly what’s up with him. That would ruin the fun!

Oddly, Driftwood is the setting where I tell myself to throw the anthropology and folklore out the window. My impulse is to try and create coherent, well-knit worlds, where if I say the religion preaches that the soul remains in the body forever after death, I have to think about what the consequences of that would be for funerary practices and property law and all the rest of it. That’s the anthropology talking, trying to make the cultures believable. But Driftwood isn’t about coherence and well-knit worlds: it’s about fragmentation. So I can make up anything I like and chuck in there, because the answer to “what does this mean for property law?” is “their government has fallen apart anyway and there’s only five people left in that world, surrounded by stacks of haunted corpses”. (I just made that idea up while writing this answer, and now I want to make a story out of it.) I sometimes pull bits from things I’ve read about other cultures, but a lot of it is me cutting loose and going way out on a limb.

MU: What are you working on next, writing-wise? Is there a genre, sub-genre, or medium you’d like to work in but haven’t gotten the chance to?

MB: I have one idea for a poem. One. And god help me, it wants to be a sestina. Writing a good sestina when you don’t have any skill at poetry or any other ideas to practice on turns out to be really, really hard.

At the moment I’m drafting Chains and Memory. I’m running a Kickstarter campaign to fund it, since this is a side project of mine; I met my initial goal early on, but there are some stretch goals for which I have my fingers crossed. And then after that, it’s the fourth book of the Memoirs. Fourth out of five, which means I’m already looking ahead to what I’ll do next, even though that’s a couple of years off. I’d like to get a foothold in YA, write for both audiences; the Wilders series is alllllmost YA, but not quite — college is a bit too old for that category.

MU: Could you talk a bit about the way you relate gaming (tabletop and LARP) to writing? Do you have a specific process for adapting material to or from gaming, and if so, could you share it? If not, how has each case been different?

MB: Each case has been different. In a couple of instances I’ve directly adapted bits of plot from a game; that happened with Midnight Never Come (and to a lesser extent A Star Shall Fall), and with my novelette “False Colours.” But even in those cases, what I’ve done is taken a few plot points, then said, okay, if I’m going to make those happen, what framework can I build to hold them? And the framework itself is new invention. Usually the connection is looser, though. I have an idea for a YA series that would involve taking the background I made up for my character and making that the actual story.

The two major skills I take away from gaming are character and “narrative space” — those coming from the player and game master angles, respectively. As a player, I live very intensely in the head of a single character, which means I get to know them much better than the characters of my novels, who have to share my attention with everybody else in the book. Doing that helps me port the skills over. As a game master, I make my job easier if I lay down a foundation of material within which the story can happen: political factions, different types of conflict, etc. In a game, that means the players can run around more freely, and I can easily respond on the fly. In a novel, it gives me a whole array of tools I can choose from when I’m halfway through the book and need the protagonist to find an ally or screw something up. If you want a non-game example of the latter, look no further than the dinner party in Lois McMaster Bujold’s A Civil Campaign. She didn’t have to invent things to make that party a flaming trainwreck for the characters; she just had to take the things she already had and put them in a room together. The result was spectacular.

MU: If you could train with the greatest master ever of any martial art/weapon form ever known, who/what would it be, and why?

MB: Inigo Montoya.

Was there every any doubt? He’s the reason I studied fencing in the first place. Of course I would leap at the chance to train with him.

MU: What is your favorite RPG system so far, and what makes it your favorite?

MB: I’ve become intensely fond of Legend of the Five Rings — to the point that I’m a freelancer for the RPG line now. The setting is fantasy, but inspired by Japanese history, and it’s amazingly rich: there are many different interesting factions, a thousand years of in-world backstory, and lots of little cultural details of the sort that most RPGs don’t bother with. (How many game lines devote part of their books to talking about the customs surrounding birth, marriage, and death, and how these vary from clan to clan? How many games go off onto random deep-dives about sake brewing or poetry?) The richness of the setting can be a little intimidating for newcomers, but if you’re the sort of person who digs the immersiveness of it, it’s incredibly rewarding.

MU: Major love for L5R from me, too. What would you say is your favorite clan and favorite sourcebook, and why?

MB: Dragon Clan, all the way! I actually got into freelancing for AEG because of a sidebar in the book Imperial Histories that talks about what the Empire might have been like had a different Kami won the tournament to rule it. The sidebar says that had Togashi (the founder of the Dragon Clan) won, Rokugan would have been much more like the world of a wuxia film. I loved that idea enough to write an alternate-universe version of the setting called “The Togashi Dynasty,” which ended up being published in Imperial Histories 2. The Dragon are well-suited to mysterious, mystical kinds of stories, and those are exactly the kind of thing I dig.

But one of the main strengths of L5R is that I can totally understand why somebody might be a fan of any of the clans. They all have their selling points, and even if a given one isn’t my cup of tea, I don’t doubt that it’s somebody’s. Because of that, my favorite sourcebook (so far) is probably a toss-up between The Great Clans, which spends an entire chapter exploring each of them in detail, and Emerald Empire, which is basically the anthropology book of the setting. I think I knew I was going to love L5R when I discovered there was a whole book that had not just mechanics, but chapters on religion and law enforcement and social customs and more.

Be sure to check out Marie’s Kickstarter for Chains of Memory, the second of the Wilders books – it’s in the final days, and is moving forward to some excellent stretch goals.

And while you’re at it, check out one of her novels or stories via her website.

 

AMA after-action

My fingers are still sore from last night’s amazing AMA over on Reddit’s r/fantasy community. I had questions about publishing, pizza, Shield and Crocus, writing technique, Geek-fu, the Ree Reyes series, fencing, board games, and tango – basically, my whole life. 🙂

Check out the AMA archive here for all of the fun.