Category Archives: Science Fiction

A Pirate’s Life for Me

yarr coverIn yesterday’s blog article I wrote about drawing inspiration from songs and music.  I provided an example of a short story inspired by a single line in a song.  Today, in celebration of my newest short story release – “The Lighthouse Keeper’s Daughter” in Yarr:  A Space Pirate Anthology by Martinus Publishing – I’m going to talk about a different kind of musical inspiration.

Music is a crucial component of cultures around the world.  When I was planning and writing “The Lighthouse Keeper’s Daughter,” I’d just moved back to the Maritimes, and was listening to a lot of East Coast music.  The East Coast of Canada has a longstanding tradition of sailing, smuggling, and bootlegging, so I found myself easily slipping into the mood to write a pirate tale.  Music helped me immerse myself in the kind of culture I wanted to portray in my story.

Many people are familiar with the song from the Pirates of the Carribbean ride – yo ho, yo ho, a pirate’s life for me – and the classic “Yo ho ho and a bottle of rum.”  One thing I didn’t want to do is create a pirate story too much like the ideas of pirates that are already common in popular movies like Treasure Island and its sci-fi Twin, Treasure Planet, or the fantasy-flavoured Pirates of the Carribbean.  Everyone’s familiar with the charismatic captain and battles on the high seas and hidden treasure chests.  East Coast music gave me some alternate ideas.

The biggest influence on “The Lighthouse Keeper’s Daughter” is the song “Wrecker’s Den” by Kilt.  This song is where I first heard the legend of wreckers.  The legend claims that brigands and thieves would lay out lights around rocks near the shore, signalling safe passage.  According to the story, ships would follow the lights and run aground on the rocks.  The wreckers would then pillage the foundered ship.  I’d never heard of wreckers before, so this song gave me an idea for another kind of pirate.

As I did my research, I wasn’t able to find any historical accounts of ships brought down by this method.  I did find articles alleging that a ship’s captain shouldn’t be fooled by lights on the shore.  (If you do know any historical accounts, please drop me a comment!)  Regardless of whether wreckers were real or a nautical “urban legend,” for the purposes of this story, mythology took precedence.  The pirates in “The Lighthouse Keeper’s Daughter” are space wreckers, bringing down their enemies by means of falsified guidance systems.

On the topic of legends, just as superstitions and “yarns” were common among real historical sailors, tall tales play a key role in “The Lighthouse Keeper’s Daughter.”  The main character, Lees Kai, a navigator and reluctant privateer, hears that his captain has been cursed by the lighthouse keeper’s daughter.  He’s forced to examine not just his own superstition but also his morality:  whether or not the curse is real, has the captain deserved it, and does Lees want to continue to be part of the privateering mission?

Some other songs influenced the space legends in the story.  Lennie Gallant’s “Tales of the Phantom Ship,” a song about a real-life legendary ghost ship that appears in the Northumberland Strait, inspired me to include a fiery phantom starship as one of those legends.  The ghost ship named “Mary Ellen Carter” is a nod to the song of the same name by Stan Rogers.  Great Big Sea, Rawlins Cross and Mackeel are other bands whose songs provided a background soundtrack for writing “The Lighthouse Keeper’s Daughter.”

I’d be amiss not to mention “Barrett’s Privateers,” also by Stan Rogers, which provided loose inspiration for the privateer captain as the villain of the piece.  After all, the major difference between a privateer and a pirate is the government’s seal of approval…

If you’d like to sail with Lees Kai, meet the villainous Captain Crest, and face the curse of the lighthouse keeper’s daughter, Yarr: A Space Pirate Anthology is now available in both print and ebook.

And if you’re stuck on inspiration, take a look through your music playlist and see what ideas come to mind!

Keeping the Tension Ramped Up in Combat Scenes

A guest post by Doug Dandridge.

I mostly write military science fiction, and am writing military fantasy when not working on the next scifi novel.  Exodus: Empires at War is a series with very detailed and lengthy battle scenes told from multiple viewpoints.  I originally learned the main technique I used from reading the Dritzz DoUrden novels by R. A. Salvatore.  If you’re not familiar with these wonderful stories, they involve a Dark Elf who has turned his back on his evil people and now fights the darkness with his mighty companions.  There are very detailed battles in which maneuvers great and small are described, and often the companions find themselves fighting out of sight of each other.  Not only are their battles told from their viewpoints, but the point of view of their major enemies.  In my own battles, which can last for as many as eight chapters, you get the points of view of characters at different areas of the fight, on the different departments of the ships, even from both sides of the battle.  I even switch back and forth from battles going on simultaneously hundreds of light years apart.  Some people might find this a bit confusing, but my fans, military science fiction aficionados all, write rave reviews about the amount of detail.

I have seen writers who do their battle scenes from a single viewpoint, and they read like an endless description of the good guys fighting an unknown, a faceless enemy that could be anything.  They go on and on with description after description, interspersed with dialogue, until the writer has to get to the climax or totally lose his readers, in most cases much too soon.  I like to use a movie approach that switches back and forth and gives play to both sides.  For example, think of The Wrath of Khan.  First scene is Kirk watching the Reliant approach without establishing communications.  The scenes switch back and forth to Khan ordering shields raised, Spock telling Kirk; Khan ordering locking on phasers, Spock telling Kirk; Khan yelling fire.  Switch to the scene of phasers hitting the Enterprise, then a shot of the panic in engineering as everything goes to hell.  Then back up to the bridge.  The action comes in bursts from different points of view, including the omniscient one of the Reliant blasting the Enterprise.

Of course, Hollywood likes to show these kind of scenes in a manner that puts both combatants front and center, even if there are a whole bunch of them.  Witness the final two episodes of Deep Space Nine, where there were over a thousand ships, and the screen was crowded with them.  Something to do with wanting to awe the audience.  In my novels battles are fought at long range, beam weapons almost useless until units get within a light minute of each other.  Even at that range it takes time for a weapon to hit, and even ships two kilometers in length would appear tiny if on the same screen.  In a book, the screen is the mind, and as long as you can convince the reader of that immensity, they will see it.  But even here Hollywood gives an example when they want to.  The movie Midway showed the battle between American and Japanese carrier forces, a fight where the ships didn’t see each other, but launched aircraft to do the actual attack.  But with judicious switching of viewpoints they conveyed this type of fight perfectly.  And it’s much easier to do in a book.

Doing each chapter as a series of mini-scenes in this way makes almost every scene a cliff hanger.  Each installment ends with an unknown.  Missiles coming in, lasers burning through the hull and klaxons sounding, the characters on the edge of disaster.  The next scene does the same to someone else, on some other ship, then to the enemy, who is having problems of their own.  Interspersed are scenes of small victories, and, as the fight progresses, much larger ones.  After a sequence covering one part of the fight I like to change to a different area of the battle, maybe even a different star system, for the next.  In this way I move the reader through an epic battleground where they are carried from tension to tension, with some small resolutions along the way.

To me the worst way to resolve a battle is with a non-event.  I have read a lot of books where they build up to the fight, the training, the organization, the hopes and dreams of those involved.  And in the next scene, it’s all aftermath.  I feel ripped off by those stories.  People read books that promise action because they want to read about that action.  I provide that action.  The first book of my Exodus series, more of a Universe establishment tale, had limited action, maybe twenty to thirty percent, and that is the worst reviewed of the series.  After that, the action increases, until the later books have almost eighty percent action sequences.  Some people may think that too much, preferring more time for character development or background.  The thing is, I am working as a full time author by writing such, and success proves to me, at least, that the method works.

About Doug Dandridge: 11022903_860155284027899_98329783_n
Doug Dandridge is a Florida native, Army veteran and ex-professional college student who spent way too much time in the halls of academia. He has worked as a psychotherapist, drug counselor, and, most recently, for the Florida Department of Children and Families. An early reader of Heinlein, Howard, Moorcock and Asimov, he has always had a love for the fantastic in books ad movies. Doug started submitting science fiction and fantasy in 1997 and collected over four hundred rejection letters. In December of 2011 he put up his first self-publishing efforts online. Since then he had sold over 100,000 copies of his work, and has ranked in the top five on Amazon Space Opera and Military Science Fiction multiple times. He quit his day job in March 2013, and has since made a successful career as a self-published author.

Four Lords of the Diamond

Jack L. CFour Lords of the Diamondhalker was a pretty well-known author, so I’ve found it surprising that very few of the writers I’ve interacted with are familiar with his Four Lords of the Diamond series. In all honesty, when I picked up the first book I wasn’t much of a science fiction fan. I gravitated more to fantasy and didn’t usually have much to do with stories involving science and technology. What truly intrigued me in Chalker’s work was the psychology aspect.  There aren’t many books I remember from over twenty years ago, but these have stuck with me. Here’s why:

The premise of the story centers around a government agent, an assassin, who has his mind replicated. Four convicts destined for four separate prison planets are mind-wiped to be replaced with the agent’s replications. Each of them has an assignment to assassinate some prominent public figure for the cause of the  intergalactic government. As they carry out their assignments, their minds are connected to the original agent. He watches as their new genetic make-up, along with their various environments, changes them. In the process, it changes him.  This study of genetics and environment’s influence on behavior, as  portrayed through this one man, fascinated me.

After all these years, I can’t tell you what they did on each planet, only that each story caused me to look deep within myself. I analyzed the influences in my life and carefully considered my goals. I identified some of the hurdles in my way, both genetic and environmental, and I decided how to overcome them. I don’t think I did this consciously, but I thought so much about what I had read that at some unconscious level I formed a resolve.

Some books have a lasting effect in our lives. It doesn’t happen with everything we read, and sometimes we find our own meanings within a story, but oftentimes the storyline is lost in memory because the deeper meaning is so profound. That’s how it was for me with Four Lords of the Diamond. Maybe it was my age. Maybe it was my mindset while reading a particular volume. Maybe it was just random happenstance. Whatever the reason, whenever you ask me about science fiction to make you think, this will top my list. If this is a series you’ve read, I’d love to hear your impressions. Let me know if it affected you as much as it affected me.

MYST: The Game that Had it All

MYSTLong before Portal or Portal 2, there was MYST, played exclusively on the pc. I know Portal can be played in other formats. In fact, it’s probably preferable, but we never got around to graduating our Nintendo any higher than a Wii, so when my kids and I played Portal it was like the old days, on our pc. Watching my son’s fingers pounce around on the little plastic keys brought back memories. As much as I love Portal, especially the cake song at the end, I think MYST was better. It had EVERYTHING, and I think that’s a bit of a writing lesson:

Mystery: No info-dumping in MYST. You start out relatively clueless, with just enough information to draw you in, so you want to know more, and you want to solve the mystery. Most of the game was spent figuring  out puzzles, but the goal  pulled you on, because you had to find out what had happened in the world and you wanted each clue in order to put the pieces together and reach the end goal.

Point: Our novels need to hook our readers, give a sense of mystery, and excite the passion for discovery  in order to pull our readers from one chapter to the next.

Intelligence: MYST wasn’t some Sudoku or Word Find. The puzzles were hard and varied. It stretched my brain. For some people, that made it too much. They couldn’t figure out the solutions and so they gave up. My husband and I used to play the game together in our early married years–it constituted many of our date nights–and, I admit, we cheated a couple of times. But often, the puzzles would use our different skills. I remember one where we had to match the pitches to sounds on some other part of the island we were exploring. My husband figured out the pattern related to the problem, but I identified the sounds to find the right pitch. Good fun.

Point: Challenging our readers intellectually can actually make them more invested in the story, but push it too far and we might lose readers. We need to find the balance that gives us the widest audience.

Setting: Speaking of the puzzles, the music, and the island; the setting for MYST was incredible. Up until that time, at least to my knowledge, there had been nothing that compared. You’d step into a world and every color, line, and shape told you about the new environment.  Eerie creaks and groans added to the sense of mystery. Sometimes, I could almost imagine that I smelled certain things, the details were so complete. When I stepped into the game, I stepped into another world.

Point: We need to immerse our readers into the world we create, whether it be contemporary, fantastical, or far-future. The details need to paint such a complete picture that our readers taste, see, and fully experience that sensation of having stepped into another place.

Story: There’s more I could say but I don’t want to make a ten-page long post, so we’ll end with story. In the past, most games I played, I played to win. With MYST, it wasn’t about winning, it was about completing the story, finding the conclusion, and finally understanding how it all came together.

Point: It’s important that we set up our readers expectations right to begin with, so they have some idea of the type of journey they’re undertaking and where it will take them, and then we need to fulfill those expectations with a satisfying conclusion.

MYST series

The best part: After playing a couple of versions of MYST, I discovered they’d taken the game and turned the whole thing into a series of books. I don’t know if they were widely read, but I  loved them.  When my oldest son discovered the series, somewhere around 3rd grade (when the school wouldn’t let him read Harry Potter) he jumped to an adult reading level within weeks, all because he fell in love with those books. From that point on he couldn’t be held back. He voraciously read every fantasy book he could get his hands on. MYST not only made an awesome game, it translated well into an interesting book series. That game, had game.

Just as a side note, anybody else think it’s time for some Portal books…and maybe a movie?