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Posted by6 months ago

Hello all! My wife Casey and I have started a Patreon where we have writing craft discussions with other SFF authors, and I thought it might interest people here. Mods have said it's okay if I post them as blogs, so here's the first one!

(Scott wrote a LOT so we had to post this one in three parts!)

Today we're chatting with Scott Lynch, author of the Gentleman Bastards sequence, about structuring epic fantasy. I love a chonky tome as much as the next girl, but personally I'm not going to put in the time to read that many hundreds of pages if it's meandering and full of bloat. Epic fantasy has a steeper difficulty setting than even other science fiction and fantasy (SFF) in conveying its epic scope and an appropriate sense of awe to the reader through more than the literal thickness of its spine, so let's talk about tools epic fantasists can apply to effectively organize their stories: in particular, point of view.

Scott, even in your short fiction, you gravitate toward point-of-view (POV) characters that are thieves, rogues, misfits, and generally people who operate outside the boundaries of polite society. How does the choice of POV character affect or shape how you tell a story?

SCOTT: Kicking us off with a nice limited and narrow topic, eh?

Ahem. The easiest way to say it is just to say that it affects everything, it shapes everything. That sounds glib, but I'm not fucking around. The trouble with most deep art/craft truths is that when you state them clearly they sound like you're just trying to get someone to leave you alone! I'll try to unpack this at length.

There's an old aphorism that's floated around at 4th Street Fantasy for years and years: "Viewpoint solves everything." Which is to say, when you're stymied by how to write something or how to improve something you've already written, analyze the source of the information you want to give your audience. Are you using the best tense, the best viewpoint character(s), the best perspective for those characters (first-person, second, third, etc.)? Do you need to clarify the information you're giving, or obfuscate and confuse it somehow? A character participating in a whispered conversation receives different information than a character trying to overhear it from concealment ten feet away, as does a character watching both the conversation and the would-be eavesdropper from a distance. Adjust the aperture the audience sees the world through. Adjust the filters that improve or degrade their understanding of the situation. You can make characters inebriated, or anxious, or entirely confused. You can set them outside their spheres of comprehension so that something (or everything) gets misunderstood. You can have them acting confidently on things they know that the audience does not; you can also have them acting in ignorance of things that the audience is fully aware of, which can be a source of powerful tension.

A general looking at a battlefield sees lines of forces, points of strength and weakness, significant geographic features. A general looking at war from the perspective of their personal experience might also see dry lodgings, personal assistants, clean clothes, ample food and drink. A soldier on the aforementioned battlefield might see the mud in front of their nose, their immediate objective a few hundred yards beyond, the bodies of friends and enemies on either side. A civilian hunting for a lost relative might see total terrifying chaos and misery, might have no idea where or how to even begin their search. A wild animal running from the battle might be overwhelmed by sensations of NOISE-HEAT-BLOOD-DANGER-DECAY. All of these things are true, in their own way, and yet incomplete. A battle is all of these things and more. The question becomes, which set of incomplete data points best serves the story you want to tell?

To pivot a bit to the question of why I deploy thieves, rogues, outcasts, and misfits so often in my own work—I mean, it's a couple of things.

First, I'm from a middle class in a relatively comfortable republic where we're supposed (in theory) to have a certain amount of social and economic mobility, where institutions and customs alike are supposed (in theory) to protect that mobility. That's not as true of many of the less socially and economically developed settings that show up in our secondary fantasy worlds, so I suppose my frequent recourse to thieves and outcasts allows me to throw rocks at some of these social structures and their inequities—it gives me an easy, unobjectionable target, nicht wahr? I hope it also lets me start innocuously planting some questions about our own inequities, our own carceral state—questions I've been asking myself more often and more deeply since I started this gig, and since imaginary thieves essentially became my meal ticket.

It also allows me to explore very entrenched hierarchies of wealth, status, and propriety through the eyes of people who are already acting outside those boundaries, people for whom society has made no provision for enfranchisement or advancement. Operating beyond the bounds of law or custom is not automatically equivalent to operating beyond the bounds of morality—in a setting where the ambition of the common person cannot be allowed to pay off, where there is no freedom to move out of an ordained path in life, how can it be immoral to flaunt or subvert these systems?

Last but not least, let's acknowledge the simple power of vicarious transgression. The appeal of imaginary participation in daring acts of trespass, theft, and law-breaking, especially in tension with some of the concepts I discussed just above. All fantasy is on some metaphorical level about people who go places we can't, do things we can't or won't—I mean, hell, that's all fiction. Experience beyond our own experience, whether that's for reasons of political/philosophical exploration or simple entertainment or some combination of the two... all that and more you can do with your choice of POV.

CASEY: I admit I may have set you up for a "POV fixes everything" rant with that one on purpose. #SorryNotSorry =P

Fantasy has a rich history of protagonists who are in some sense "outsiders" or "monstrous" to polite society, in-world or in our world—people who transgress societal boundaries, who make or whose existence makes the establishment uncomfortable in some fashion, are well set up for shaking it up with narrative tension and conflict stories thrive on. But I love that, as you point out, the specific choice of a thief protagonist also sets you up to specifically point at things like systems of wealth and the carceral state.

If you're going to write from the perspective of a thief, you've gotta give them heists—and by extension reasons for us to care about those heists (beyond just "heists are cool"), and stakes if our intrepid thief gets caught. That in turn shapes not just the kind of story you're going to tell, but how you're going to tell it, specific to that thief's circumstances and what they're heisting and why. So the POV character determines the kinds of things that happen in the plot, how they happen, the theme, and all the rest; everything interconnects.

But I also love that you're talking about point of view not in the sense of character, but in the sense of tense and distance. There are standouts like N.K. Jemisin's The Fifth Season, which makes tremendous use of both second person as well as sections with different points of view that eventually all come together, but I'm still in awe of Guy Gavriel Kay's Children of Earth and Sky and how deftly he handles transitions between points of view in that book, sometimes within the span of a paragraph, no formal structure at all. Consistency is one tool that when handled very intentionally can allow you to, for instance, hide things from the reader—see the identity of the protagonist of Megan Whalen Turner's The Thief for one, or Zelazny's Nine Princes in Amber for another—but there are so many more complicated options than just picking a single point of view; in the hands of a writer that knows what they're doing, the diversions can be their own source of delight.

SCOTT: Yeah, carefully timed tense and/or viewpoint shifting can be one of the most impressive tricks in the entire toolkit of what my wife calls "stunt writing." There's a virtuoso example in Joe Abercrombie's The Heroes—a scene where we start by following one participant in a battle involving thousands, and then that person gets cut down, and we find ourselves following the person who struck them... who then gets killed, and once again we shift to the person who slew them, and so on, and so on. Death by death, a chain of POVs across a hacking, screaming crowd, killer to victim to killer. We bandy the term "cinematic" about, perhaps too often, but that scene is one of the rare instances that absolutely deserves it.

I have a recurring trick in my novels, which are almost entirely past tense, where I briefly shift into present tense to mark a harrowing or adrenalized moment of physical danger in which time seems to slow down and awareness of the world narrows tightly.

For many years I honestly thought that I was stealing this gimmick from the climax of William Gibson's Neuromancer, wherein the kickass cyborg mercenary Molly Millions enters a room full of danger, but I reread the book some time in the last five years and discovered that I was completely misremembering. The whole thing stays in past tense; Gibson's writing is just so viscerally involving that I somehow tricked myself into remembering it as present tense. That's what good writing does, I suppose... it makes you completely detach from reality and blame it on William Gibson.

DJANGO: Well, you guys have covered a lot of it! I love what Scott said about the morality of thieves—the more unjust the society, the more "being moral" and "being law-abiding" become orthogonal or even in opposition, and secondary world fantasy is a big fan of extremely unjust societies. From a more practical nuts-and-bolts perspective, using the point of view of a thief of a spy is a great way to get information to the reader—character and world details, plots, and so on. Thieves and spies, after all, by definition pry into places where they aren't supposed to be and learn secrets they aren't supposed to know, whether it's watching the inner rituals of the mystery cult or discovering the baron's secret plans.

One great strength of a well-chosen POV is that it helps hide the authorial hand. We don't, after all, have to use a limited POV—in some ways it might be more natural to simply float omnisciently through the world to wherever the story needs to go. But doing so draws attention to the choices being made by the author—why this scene instead of that, why this character's thoughts instead of that one? It's all too easy for the reader to pull out of the story and feel the author guiding them. (Not that it's impossible to write good books that way—many have! But it takes an extra level of skill and attention.) With the POV close on a character, however, the choice of scenes seems more natural—we go where the character goes, see what they see. The author still shapes the story, of course, but it makes it easier for the reader to forget there is an author and not just a character making choices, which is the ultimate goal—creating a truly immersive fiction.

The other big effect that POV has is sort of the reverse of what Scott talked about. Who the POV character is determines what and how we see through their eyes, but that set of filters tells us about the character as well! Indeed, a well-written tight POV can bring out a character like few other things in fiction. Whether it's a trained thief automatically casing everywhere he goes, a drunk getting his eyes glued to a passing bottle, or a fighter evaluating people he meets as an opponent, seeing what someone notices tells us a lot about them. Flavoring the prose, even narration, with the way a POV character describes things gets us into their head and their worldview—imagine the same back alley described through the POV of a down-and-out thief and a lady of quality, not just the things they do or don't notice but the words they use to describe it. Simile and metaphor, slang, and style all combine to give us a sense of the character whose head we're inhabiting.

More to come! If you found this interesting, here's the Patreon.

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Posted by11 months ago
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Posted by6 months ago

Second part of our chat with Scott from the Patreon!

Part one here.

Many epic fantasy writers try for a vast scope with multiple characters as POVs for the story but struggle to launch the story effectively: Failure modes include too much exposition before we know why it matters, too many characters introduced too fast to understand what's going on, and dropping the reader into combat scenes before we care about what's happening. How do you get the reader invested in a big story without overwhelming them?

SCOTT: I hesitate to say that there's one true way to go about this, but there's absolutely a hundred ways to misfire from the get-go, and one technique that keeps recurring in relatively successful properties, so I'll elucidate that a bit here. The simple version is to pick a point of entry that is local, limited, and emotionally immediate.

How many times have we contemplated Luke and Leia, those poor mixed-up kids who lived a long time ago in a galaxy far, far away? Well, we're gonna do it again. Consider how we meet them at the very beginning of Star Wars—Leia is being chased by fascist goons who want to capture and interrogate her. Luke is stuck in what he perceives as the middle of nowhere, wrestling with the thought that life is passing him by. Both of these are instantly relatable situations—a hero on the run, a young person eager to choose their own direction. Everything accretes around those simple stories, like a tree adding rings to itself.

Think about all the stuff we're not told at the beginning of that movie—there's nothing in the opening text crawl about taxation of trade routes, Jedi, Sith, the Force, Trade Federations, the fall of the old Republic, etc. In fact, I would suggest to any anxious and uncertain writer that you'll be surprised by just how much setup you can successfully leave out of the beginning of a story. Enchant your reader with promises and mysteries, don't cudgel them into submission by pre-explaining every nuance of the world.

Another way to look at the question is to ponder the various tools in your kit, the various styles of narrative you can use. It can be a crucial structural mistake to cling too tenaciously to the idea that "epic fantasy" is the only possible descriptor of what you're writing, when the entry-point stories for so many fantasy epics are actually miniatures of other genres entirely—little action scenes, or little mysteries, or little family dramas. That's what A Game of Thrones is, books and TV adaptation alike, in the first volume and the first season. So many of the machinations and the people and the concepts and the places that will become critically important later aren't even mentioned. GoT, in simplest terms, commences as a story of family strife. The Starks have problems, the Lannisters have problems, the Baratheons have problems... and they all have problems with one another. The focus is relatively narrow, the problems relatively immediate. The first book in the sequence has about eight major POVs; the fourth has roughly eighteen. I know where I'd rather start, as both a reader and a writer.

DJANGO: It's definitely a fine balance. I like the metaphor of a tree—to switch it up a little, picture a tiny little sprout of a seedling, here representing the audience's ability to give a shit about your story. You start with a little bit of a grace period (they did, after all, pick up the book for a reason) but only a little bit, and if at the end of it you haven't encouraged the seedling along, it's going to die and the reader throws the book away and goes home.

You've got a variety of elements you can use to nurture the tree, but they each have their drawbacks. Exposition clues us in to the world of the story, but it tends to be uninteresting in and of itself. (One common failure mode explained right there—the author doesn't find the exposition boring, because they already care about the story.) Action is exciting, but only if we know who we're rooting for and why, and it can be confusing without enough knowledge of the world. (Especially in fantasy; everyone can parse a car chase or a gunfight, but probably not a spell duel.) And character work makes us care about things, but without knowledge we may not understand the stakes, and without action it feels like nothing is happening.

The trick, then, is not to smother your seedling under a giant pile of one of these elements, like dumping a great big load of fertilizer on top of it. We need a little exposition, a little action, a little character. Then a little more, and a little more, feeding us each when we find ourselves needing it. Because they feed off one another—exposition isn't boring once we care about the information, once the reader is asking the questions that will be answered. Action works great when we understand the rules and the stakes. And character makes the most sense when we understand the world and what they're trying to accomplish.

To revisit Star Wars—we get a tiny bit of exposition right up front in the opening crawl. Civil war, empire bad, rebels good. Then action! To crib from Mr. Plinkett, the opening shot tells us everything we need: the tiny blockade runner dwarfed by the massive Star Destroyer. The rebel soldiers, obviously scared, with visible faces, against the masked, automaton-like Stormtroopers. After the fight, we see Leia, young, beautiful, dressed in white, begging for help. We care, just a little bit at first, but it's enough to start the next round!

Now—very important—text can't use the same visual language as cinema. (There's a whole topic in there! Someday.) But the thing to highlight here is the deployment of the elements, a little bit at a time. Try to imagine if instead, the Star Wars opening crawl summarized the blockade runner battle, and the actual movie started with R2 and 3PO walking across the desert. Or just with Luke, hanging around his uncle's place and complaining about not being allowed to go to the Academy. You could have the same plot, but the launch of the story would be crippled.

As far as Game of Thrones, it's a great example of how to start a bunch of POVs and do it right. Another common failure mode of too-epic fantasy I think of as, "Meanwhile, on another continent." This is when we start with one character, and everything seems to be going along fine—we get some world, some character, some action, and we're starting to care about the story. Then, at the end of Chapter One, everything comes to a screeching halt and we're suddenly halfway across the world, in a completely different context and with different characters, and we have to start the story all over again. That's a lot to ask of a reader on the slender promise that these two things will eventually come together and become relevant.

It's not impossible to do a good story this way, but it sure is hard. The solution is to have some common element between the two, the stronger the better, so we feel like these two threads are part of the same story. It keeps the reader from feeling totally lost if you provide at least a signpost back to the thing they just spent time figuring out.

GRRM does such a masterful job of this in Game of Thrones it's always been my go-to example. The POVs spiral outward from a single point. First, in the prologue, we see the Night Watch fighting the Others. Then we see Ned Stark, executing the last of those Night Watch deserters, and wife his children. We get a sense of who they are and their place in the world before we cut into their heads. Tyrion's POV is introduced only after he arrives with the King and company for the big feast, so we know where he fits into the scheme of things too. And Dany is literally on another continent, but before we introduce her POV, we hear about her, about the Targaryens and their relationship to Ned and the rest. If you rearranged the book so it started with Dany, or added an early chapter where we see Tyrion riding north with the king and being bored, the whole story would be vastly weaker.

Because once you've raised your tiny sapling into a nice strong tree—once the reader actually cares about what's going on in the story—then you have a lot more leeway. A big expository scene, or a pause to work out some character introspection, or a giant non-stop action scene—they're all possible after you've got the reader's interest!

CASEY: Scott, thank you for providing a little Star Wars / Game of Thrones discourse catnip for Django, as a treat.

I'm going to answer this one mainly with a case study on my favorite recent example of absolutely stellar information management: the Cradle series by Will Wight.

(OTHER, NORMAL PEOPLE: Wow, this series has such awesome magic and fight scenes! Great characters! Epic worldbuilding!

ME: goddamn check out that sexy sexy information management)

(it does have all those other things too, to be clear 😂)

You start with just a teeny—not even prologue, more like a blurb from an unknown POV that sounds like a machine-analyzed report, giving just the hint that there's more to this otherwise clearly wuxia world. Then you start properly in the perspective of a curious person who has no special powers yet—and therefore can and will ask questions as needed, and whose literal actions we can understand—who's in a dangerous situation—facing bullies who do have powers—while trying to accomplish a concrete task toward his immediate goal: gaining powers—and the bullies also give us context for why he needs those powers.

It's only about a third of the way into the book, once we're comfortable with what's going on, that that tiny hint from the beginning, teased again briefly between chapters so we don't forget it, explodes onto the page and explodes the scope to give us a hint of how far this story is going to take us, now that we understand where we're starting from. And this immediately comes with a new short-term goal that will concretely lead toward the ultimate goal—which is still about gaining powers, so it's not a bait and switch. We don't get a full breakdown of all the different power levels and what they can do and all the different ways to go about them and their implications until we reach the points where those details matter, let alone how the world works or its politics. And one of my favorite moments of information management is in Book 2, when our hero has to go through a training ordeal—and we just skip it. We see him go in, we see him at the end and the results, but the details of the awful week he spends in this grueling environment? Not important and probably a slog, so we don't waste any time on them. We only see the training montages when they're both useful and not boring. Wight also does an absolutely stellar job of introducing new POVs only as they can give us useful perspectives on the events and people we already care about.

So there's a bunch of things happening there, related to what both of you brought up: introducing more POVs only once we already have context for how they relate to the story; an immediate, easy way to care for a main character (we all love underdogs, and empathize with people who are oppressed or want more from this provincial life; in a very basic sense, we don't like bullies, like we automatically like a character who saves a cat—or John Wick-style goes on a murder spree over a dog, extremely relatable); we start with just enough information to get us going, and only start expanding once we have more context and have firmly established why the readers should give a shit about the less local stakes. What we are not doing is dropping in a bunch of Made-Up Proper Names with Capital Letters, a summary of the history of our fantasy world so the writer can "get it out of the way and get to the part that matters" (spoilers: this never works), our protagonist internally musing about their life story for half a chapter, or a confusing action scene (that can work in visual media; in prose, not so much). It's perhaps pertinent to note that the advice to "start with the action" doesn't literally mean a combat scene; it's action that moves the plot forward. It's great if your character starts by actively doing something relevant, but a fast-paced exchange of magical laser beams is not likely to help the reader.

SCOTT: God yes. The idea that we just have to get some homework out of the way before we can enjoy the emotionally involving parts of the story as a treat... if you ever find yourself tempted to frame a story like that, take a break to go teach yourself how to fly by jumping off your roof and flapping your arms, it'll be a more useful exercise. There is ironically nothing more boring than the recitation of vast, deep, ancient cosmologies before we get to anything emotionally arresting. Be pithy. Be mysterious. Drop hints.

Also... sigh. (Groaning as I reach over to write CRADLE SERIES—WILL WIGHT on my already overwhelming TBR list)

SCOTT: One final aside it's taken me a minute to properly formulate. No book ever written has been for everyone and no book can hit everyone in the same fashion. We're not building humidifiers or microwaves here, it's not a case of "works/doesn't work." The thing about genres is that they're not just sets of marketing expectations or industrial specializations—they also relate to reader experience and expectation. To put it really crudely, readers who become invested in a given genre are trained to process it and its common assumptions. Some works of SFF are powerfully introductory in nature and some are relatively impenetrable to a casual audience. So, for all my talk of starting simple, sometimes there's value in simply going for the gusto, splattering your canvas with an explosion of ideas, damning the torpedoes, full speed ahead—insert your metaphor of choice.

If the gentle approach is to put your reader in the shallow end of your literary pool, and the advanced approach is to throw them in the deep end and make them learn how to swim, the most gonzo approach would be to throw them in the deep end and hold them underwater until they grow gills and turn into some kind of aquatic mutant. I think of stuff like C.S. Friedman's In Conquest Born, a mid-80s SF epic that I adore... it's all deep end, right from the start. It has more ideas in its first eighty pages than many big epics fit into five hundred. I think of some of the work of people like Frank Herbert or C.J. Cherryh or Samuel R. Delany. Sometimes, no real introduction is a powerful introduction. You invigorate the reader with the intensity of the experience rather than easing them into it.

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Posted by6 months ago

Third and final part of our chat with Scott on the Patreon!

Part two here.

One aspect of The Lies of Locke Lamora that to this day Django and I both still frequently reference to each other in craft discussions is what a great example it is of two alternating timelines that are equally interesting: The reader doesn't feel disappointed switching from one to the other since we're equally excited about both. Epic fantasy has a great love of nested storytelling structures, but they don't always feel like they're adding anything to the story, or indeed sometimes feel like they're complicating for the sake of it. What's important for writers to think about when writing a story with a more complicated structure than a single, linear POV?

SCOTT: The most important thing to grasp is that it's not as complicated on our end as it might seem, and it doesn't need to be chaos and guesswork. The easiest way to put it is to paraphrase my wife: When you tell a story chopped up and out of chronological order, it can still feel completely natural as long as it's told in emotional order.

If you look at the parts of Lies that work (for there are parts that I think of as careless or unpolished) I would point out the way that the baton is sort of passed, emotionally, from one chronological jump to the next... and if I might toot my own horn, I'd suggest that this is done even more smoothly and deliberately in The Republic of Thieves.

When you leave any given timeline and shift viewpoint to another, you do want to leave the reader hanging on a point of interest. This does not always necessitate a physical cliffhanger—any kind of revelation, conundrum, turnabout, or complication, or emotional resolution will do.

You can also use the structure of your text to shape or reflect the state of the narrative. In Lies, my intention was that as the "present day" timeline got closer and closer to its climax, the flashback sequences would get smaller and smaller, interrupting the tempo of the main story less and less as events gathered steam. I did not completely succeed; some of my solutions to the crafting of this structure were inelegant and contrived. I would love to see someone else give this trick a shot and pull it off more smoothly. Hell, maybe I'll even take another swing at it someday.

DJANGO: There's a phrase we picked up somewhere: "card tricks in the dark." This describes a writer doing something that is quite difficult, requiring a great deal of skill, and generally very complex—but that doesn't actually produce any benefit to the audience, so it's satisfying only to the author. I think that a lot of more complicated POV structures fall into this category. Standard POV types and story structures are standard for a reason. In most stories, they work! A lot of authors, especially novices, rebel at the idea of using the same old third-person-limited as everyone else, but POV experimentation for its own sake is almost never worthwhile. So the first thing to think about if you're contemplating a complicated POV structure is, do you really need it? What fictional purpose does it serve?

If you can answer those questions, if you understand the purpose it serves, then that purpose can guide you. For a dual past/present timeline, for example, one (of many possible, I don't want to speak for Scott) purpose is information management (going back to Casey's answer to the last question). Let's say the goal is for there to be some revelation about the protagonist at the climax of the book which recontextualizes the rest of the story—something the protagonist knows but isn't revealed to the reader until the end. You could accomplish this by have it revealed by a secondary character, or even having the protagonist just tell us (usually very clunky). But a past POV thread may be a more elegant solution if the character is searching for this information in the past POV. Much more satisfying to have a scene in the past where the character learns the truth of his parentage than to have someone in the present shout, "Hey, aren't you the viscount's son?"

Knowing this purpose, then, tells you a lot about how the structure of the two timelines has to work! Specifically, there's a point in the present timeline, at the climax, where the reader needs to know the information; that dictates where the climax of the past timeline, the protagonist learning the information, has to slot in. The two storylines need to be synchronized in such a way as to reach their crescendo at the same time, so that one informs the other. And to really make this work, smaller versions of the same thing go throughout the novel—a character sees something in the present, then we cut to an explanation in the past, or a thing happens in the past that leads in to what the character is doing in the present. Tying the two together like this prevents the reader from feeling that the author has just shuffled the two stories into one. Or, worse, getting bored of one of the two and flipping forwardly impatiently to get back to the other one.

CASEY: I don't completely agree with Django that experimentation for its own sake is almost never worthwhile (maybe this is just a quibble on the precise value of "almost" 😂), but definitely at some point in the process you have to evaluate if the card tricks in the dark are actually serving a narrative purpose, or at least not detracting from the narrative. If you're not evaluating it beforehand, you may be setting yourself up for more editing later, but you can learn cool things this way! And if they don't end up working in that story, you can always apply what you've learned in another story. Just be prepared to make some hard decisions about how the experimentation actually worked in practice.

But as Django points out, I do think it's a good idea to think of how the different POVs, structures, what have you, will ultimately intersect. Do they ever connect, come together, overlap? (See, again, both The Fifth Season and Children of Earth and Sky.) Do revelations from one storyline lead into the resolution of the other? (Martha Wells does this in her forthcoming Witch King; sorry you'll all have to wait until March to see what I mean.)

And that brings me back to Scott's answer—first, that I love that point from Bear about the emotional order of a story.

But I also want to unpack what Scott noted about emotional resonance functioning as an ending that keeps people wanting to come back, because this is so often not what people understand. If every chapter ends on a cliffhanger, the authorial hand can feel very heavy and the plot contrived. But cliffhangers are not the only way to get readers to turn the page! As Scott points out, turnabouts and complications work well, but when I'm invested in characters, I also want to read what they do with themselves when they reach some new equilibrium, revelation, resolution. We come to that point, and I want to see how it plays out in the story, why it matters. Personally, I'm more likely to have trouble putting the book down at those points in a linear narrative, but in a more complex structure these also work great as breaking points for a switch to another perspective the reader is interested in. They don't feel like they need to flip ahead to the next section to resolve tension, and when they return they're also excited to see how the character's newfound perspective—I'm back to that again—shapes what comes next.

Keeping focus on what your POV character is interested in, and why, and how that fits in the shape of the overarching story, can help you to in fact to shape and pace that story.

SCOTT: Yes—to your point, Casey, and perhaps more broadly, I feel that I ought to add what might not be a disclaimer so much as an exhortation. Obviously much of what we're talking about here is the calculated craft of storytelling, and how to use it in a (presumably) commercial environment where you're trying to attract, engage, and keep an audience, as well as keep your editors and publishers satisfied that your work is going somewhere. And certainly it's possible to derail your work with what we might call card tricks in the dark, but at the same time... there's room for your work to be as full of art as you can make it, to burst at the seams with ridiculous and superfluous and even private things that nobody else will understand without prompting. We can get so caught up in worrying about concerns that will ultimately be ephemeral (I need twenty comps or nobody will ever want to publish this, I need to make fifteen TikTok videos a day or nobody will ever buy a single copy!) that it's easy to neglect the idea that this stuff should also satisfy us, the writers, in the quiet and private spaces of our own concentration. It's our imagination—we can play games that other people never get to know the score to.

Also, we're just... in such a fucking time, when the ideas of generosity, indulgence, flexibility, exploration, and nuance in art are getting gnawed at from all sides. We've got formulas for everything, bullet-point lists to write bestsellers, all story boiled down to simple formulas, all art reduced to universal truisms (none of that snake oil is ever even half-true, though). We've got automated grammar bots to make sure we all write like everyone else and construct our paragraphs like reheated job search cover letters. We've got amoral greedheads training AIs to mimic human art and barf it back up in inane dollops that are, at best, intermittently amusing for how clumsy they are. We have production studios measuring audience log-outs or fast-forwards on a second-by-second basis so they can cite the stats when they tell creators bullshit like, "audiences don't like scenes where less than two or more than four people are visible, take those out." We are all meant to line up to be hammered and melted and anodized into content, and not just content but algorithmically-balanced content, not too many known tropes and not too few, nothing weird, nothing unique, nothing indulgent.

Fuck that. We are not content, we are arts and entertainment. We are doing something that only thinking, feeling beings can do. There is room to stop and smell the roses, there is room to break the rules, there is room to push every boundary and trample every expectation. There is room for card tricks in the dark—we don't need to care if the audience knows they're there, and we certainly don't need to care if the fucking algorithm knows it. It can be there or not as we see fit. It's art, not inorganic chemistry. I'm sorry... I have wandered very far afield and discovered that I have an awful lot of rant in me on this particular subject. But honestly, I think we should all be angry and passionate about this, more angry and more passionate all the time.

CASEY: Yes to all of this. Stories are craft, but they're art, too, and that's not just important to remember, it's the heart of it all.

If you will indulge me with a brief moment of meta narrative: The writer's perspective, also, is the point of view that shapes the whole thing. You can't keep yourself out of your art, and you shouldn't try. Because humans and humanity are the lens through which we create and connect with our stories, and that matters.

Craft is a tool to help us fire the stories inside us, and if it's doing anything other than helping—if relentless sage wisdom bogs you down so you believe the story of your imagination can't work or is "wrong"—then by all means, you throw the craft out the window and good riddance and forge your own path.

It's certainly possible and in fact extremely easy to get too hung up on craft, but for me even consideration of craft advice I disagree with—perhaps especially then, because I'm ornery—helps highlight what I really want to do with a story.

All of which is to say: Take our now extremely lengthy craft discussion exactly as seriously as it is exciting for you to think about possibilities rather than rules, and may your stories be as epic as you can dream.

Lastly, tell us what you're up to and where people can keep up with your news!

SCOTT: Coming up, I've got a live reading at the KBG Bar in New York City on March 8th, which will be my first live performance in... oh god, three and a half years, I think? Plus at some point soonish there'll be a new Gentlemen Bastards novella from Subterranean Press, called More Than Fools Fill Graves, and after that the next novel in the sequence, The Thorn of Emberlain. Plus there's always my newsletter at: scottlynch.substack.com

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Admittedly, when I first read The Lies of Locke Lamora by Scott Lynch, I did so knowing that this was very much a Marmite book that elicited strong reactions in readers that sliced either way. It also took me a few chapters to get into Lynch's style, which veers away from the present convention for writing a tight first- or third-person to dwelling in a kind of limited-to-verging-on-omniscient style. But. Of course there's a but. Lynch does this so very well. And he won me over to the fate of Locke and Jean from the get go. 
You'll not find a slippier pair than these two friends who have a nasty habit of getting themselves caught up in cons that often go way over their heads. To the point where, with every instalment, I keep wondering how the heck Lynch's imagination gets so twisty. And not only that, but Lynch's style is right up there on the top shelf. The Republic of Thieves, which is book three in the Gentleman Bastard series, is an absolute cracker that I savoured over the space of a few months.

What I absolutely adored out of book three was that only only do we pick up on the basic cliff hanger left over from book two, which I won't spoil, but we see Locke and Jean given an 'out' from their predicament that may well cost them much more than they're prepared to pay. And Lynch's clever mind not only tells this story, of how Jean and Locke find themselves in the midst of helping throw a political election, pitted against someone who's rather a blast from the past (once again, no spoilers), but Lynch also nests an entire other novel within these pages, going back in time to how Locke, Jean, Sabetha, and all their fellow Bastards are sent off to strut the stage in a very Shakespearian manner in another city. What I enjoyed about this segueing into the past was that it offers a glimpse into Locke and Jean's formative years and their interactions with their old gang, which are an absolute joy to behold. 

Let me please just gush again about the exquisite poise, sly humour, and detailed world building in Lynch's prose. This is a book to be savoured. 

And I absolutely must quote my favourite line ever:

He had no chin to speak of, and long hair so ill-kept it looked as though a brown hawk had perched on the back of his head and clung there until it died.

This legit had me laughing so much I frightened the cat right off my lap.

Suffice to say, going into the depths of the story will spoil it for you, my gentle readers. If you've yet to encounter the misadventures of Locke and Jean, hie your bones to your nearest copy of The Lies of Locke Lamora, and take it from there. You're welcome. 


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