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Monthly Archives: May 2017
I got back late last night, after a trip back that included a lost reservation, my luggage being overweight (how could that be? oh, look at all those books) so I had to repack a bit at the counter under the check-in agent’s impatient gaze, and the poor kid beside me throwing up steadily all the way from PIT to IAD. It’s always weird, the day after travel, because one feels as though you’ve been simultaneously on vacation and yet working harder than most days.
I cannot begin to enumerate all the ways that weekend was wonderful. It was a great joy to see months and months of planning finally bear fruit and now we can relax for at least a couple days before thinking about next year. The programming was, in my opinion, outstanding. My only quarrel would be that there was so much good stuff that I could not get to every panel I wanted to, and that I could not spend enough time with the fabulous SFWA events team of Kate Baker, Terra LeMay, and Steven H Silver, who are responsible for everything that was wonderful.
One of the challenges for the Programming Team, led by Mary Robinette Kowal, was making sure the programming had something for all writers, whether they were tradpub, small press, indie, or hybrid. There were so many terrific, in-depth panels, including a wealth of shadow programming additions and office hours with writers and other publishing professionals. It made me think back to a Nebula from several years when I was on a lackadaisical panel about writers block that was, I think, so much less useful than it could have been and realize just how far the Nebula Conference has come from the days of “let’s all get together in a hotel and hand out the awards and then drink a lot.”
Cussin’ in Secondary Worlds Saturday, June 10, 9:30-11:30 AM Pacific Time Cursewords, expletives, and more – those things your characters say when nothing else will do – tells you more about the world (including issues of class, cultural taboos, and … Continue reading
Growing up, two of my favorite things were books and video games. If youâ€™d told me twenty years ago that Iâ€™d grow up to write both, I probably would have choked on my Mountain Dew.
But over the past few years, Iâ€™ve been doing exactly that. Iâ€™ve written the Recoletta series, a science fantasy trilogy published by Angry Robot, and Iâ€™ve worked as a narrative designer at Obsidian Entertainment for three and a half years now, writing for the Pillars of Eternity games and expansions.
The implementation, however, often differs, simply because the user experience between a linear, tightly-paced novel and an open-ended, exploration-heavy game differs. At the end of the day, the writerâ€™s goal is always to draw her audience into a world and its story, and the best tools remain engaging characters and consistency between the big picture and the little details.