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The Fennel Giraffe

Aug. 5th, 2008

09:08 pm - Narrative Voice

A question elsewhere about use of contractions in narrative set me to thinking about narrative voice.  Because, of course, the answer to the question is that it depends on whether it would be appropriate for the narrative voice to use contractions.

The same applies to use of slang, expletives, colloquialisms, etc. As well as pacing, word choice, sentence complexity, level of diction. It all depends on narrative voice.

So this is what I started writing there:

In dialog, the use of contractions depends completely on whether the character who is speaking would use contractions.

In narrative, it depends on the narrative voice. Narrative voice, however, is related to POV. In first person, the narrative voice is the POV character's voice, so narrative is essentially the same as dialog. If the POV character would use contractions, then use them.

For omniscient (or objective) POV, the voice that matters belongs to the omniscient narrator. It's far from being any kind of rule, but use of contractions in narrative is probably rare for omniscient. (Possibly less rare when the fourth wall is broken.)

When you get to limited third, narrative voice has many possiblitites. Unlike omniscient, it should vary depending on which character currently has the POV. Unlike first person, it shouldn't be entirely the character's voice. It's, well, somewhere in between. But just where in between is a matter of narrative distance. You can focus in close, sometimes called hot, and be almost like first person. You can pull out distant and cool, and be almost like omniscient.

Jan. 25th, 2008

02:26 pm - Writing Numbers, Take 2

[Forgot I had saved the previous rant here, and the same thing happened again: by the time I got this version written, the original discussion elsewhere had digressed. Anyway, I think this one is better.]

(Caveat: This applies to fiction and general nonfiction only. Some academic and professional disciplines have mandatory styles; those overrule general advice.)

First, recognize whether the number is being used quantitatively or symbolically.

Quantitative Numbers
These are numbers representing quantities and amounts, things that can be counted or measured. For example: three books, 15 gallons, 257 miles. This also includes age.

There are several alternate versions for the basic rule here. Pick one and follow it consistently, but it doesn't matter which version you pick. If you make it all the way to publication, it's likely that house style will trump your choice anyway. Before that point, as long as you stick to one of the standard variations, you won't look stupid.

- One through ten in words; 11 and above in digits
- One through twenty in words; 21 and above in digits
- One through twenty, plus thirty, forty, fifty, sixty, seventy, eighty, and ninety in words; all others in digits. (This is rare, but it happens to be the way I was taught in childhood. ETA: The logic here is that these numbers can be written as a single word.)
- One through ninety-nine in words; 100 and about in digits
- One through one hundred in words; 101 and above in digits
Unfortunately, there are exceptions that apply to whichever of those you choose:
- Always write out a number at the beginning of a sentence. If the number would be cumbersome to write out, try to reword the sentence to avoid the necessity.
- Don't mix modes in the same sentence. Ex: Bring seven tables and 28 chairs. This can be corrected by changing either one. It's a judgment call. (In a simple case like the example, I prefer writing out them both out. If there are more than two numbers involved--7 tables, 28 chairs, and 56 notepads--I go with whichever predominates. When one of the numbers would be cumbersome to write out--2 tables, 8 chairs, and 5679 marbles--that rules.)
- Extremely large round numbers can be written as a combination of digits and words, such as 452 million.
- Always write out numbers in dialog. This is somewhat controversial. Purists say you can't speak digits, only words. Dissenters say the digit "1" is just as valid a representation of the spoken word as the letters "one". My opinion is that most numbers of three or more digits can be spoken in multiple ways and that showing which one he uses it helps reveal the character's voice. Also, situations in which a character needs to say a precise large number (such as 26,879) are rare.
Symbolic Numbers
Symbolic numbers include phone numbers, ID numbers, serial numbers, addresses, dates, time, money, and other similar things. (Yes, the logic breaks down a little for money, but it's treated as symbolic anyway. However, do notice the distinction between five dimes, which is counting tangible coins, hence quantitative, and $5.00, which is abstract money, hence symbolic.)

Outside of dialog, symbolic numbers are always written as digits, no matter how few digits they have, even at the beginning of a sentence.

In dialog, however, the debate gets really heated. Many people feel the rule to always write as digits extends even into dialog. A few stand firm on speaking words, not digits. And I still think it comes down to character voice. If a character says, "Meet me at 3:45," it doesn't reveal anything about him. Whereas "Meet me at three forty-five," "Meet me at a quarter of four," and "Meet me at fifteen minutes until four" are three distinct voices.

Oh, I almost forgot. There's one other exception: some addresses with one- or two-digit house numbers. The responsible authority--usually the city or the property owner--is the one who gets to decide whether it's 5 Shady Lane or Five Shady Lane. Treat those like proper names or titles and use them as they are.

ETA: The big exception is for titles and proper names. Also see preceding comment re addresses. They are what they are; right or wrong, always write them as their "owner" does.

Sep. 6th, 2007

08:39 am - Copyright

The SFWA vs. scribd.com kerfluffle is being widely discussed around the net.  Among many other issues, the nature of copyright itself is being discussed. I have no dog in that fight, and the odds are approaching certainty that I never will. Strangely enough, however, that doesn't stop me from having an opinion.

I believe that the law should recognize a distinction between personal and corporate copyright.

Personal Copyright
 - It should be non-transferable. No one except the original author or his estate should be able to hold copyright to his works.
 - No copyright should ever expire during the author's lifetime. However, what of works written shortly before the author's death? Shouldn't his heirs receive some benefit from those?  Life or N years, whichever yields the later date, seems most appropriate.  (I'm flexible regarding the exact value of N, but something in the neighborhood of 20-25 years would protect minor children.) Say N is 20. Then, at the time of an author's death, all of his works which are over 20 years old would immediately become public domain.  His works which are 15 years old would retain copyright for another five years.  His works which are five years old, would continue under copyright for another 15 years.
 - Collaborations pose some difficulty. Using the above rule, it would be possible for one author's copyright to expire while the other's is still active. This would occur when a work is over N years old, one author is deceased, and the other is still living. I see two possible solutions.  One is to let the deceased author's copyright expire while the living author retains sole control. The second is for the copyright to continue for both authors as long as either one is alive.

Corporate Copyright
 - Some people have suggested this should not be permitted, but I see value in allowing it under careful restrictions.
 - It should be of a set duration, probably something like 40-50 years.
 - It should only be allowed when ALL of the following conditions apply:
 - - Multiple individuals share creative input
 - - Those individuals were paid a salary or hourly wage for the time spent creating this work
 - - Those employees were explicitly tasked to develop a work of this nature
 - - Each separate work must be so designated prior to its creation (may need to tweak this for the case of an ongoing series)
 - Some of those restrictions are aimed at preventing a corporation from claiming copyright over work an employee creates outside of his work environment, unless the corporation can demonstrate that the work in question is clearly and significantly related to the employee's specific work assignments.

Sep. 1st, 2007

06:10 pm - Character Names

A common bit of writing advice is that no two character names should start with the same letter.  That's excellent advice as far as it goes, but with a large cast, you could run into trouble once you get past Quentin and Zelda. Besides, those of us writing SF/F occasionally want to use patterns of name prefixes to signal cultural details.

So, herewith, a few techniques to take the curse off names that begin with the same letter. Use at least two of these for any pair of names, preferably more. Give them a different:

You should be varying the number of syllables anyway.  Names like Bob, Ted, Dave, Mike, Sam, and Jim all run together even if they don't start with the same letter.  So do names like Tiffany, Beverly, Malory, and Jeremy. Or Kevin, Lauren, Jason, and Shannon.

Avoid pairs like Chris and Christie, male and female versions of the same name, even if you spell one of them with a K. Also avoid pairs like Ben and Benjamin, where one is the nickname for the other.

The exception is when the name similarity is a plot point.  You can have a Bryan and a Brian if the plot hinges on one of them receiving a message meant for the other. However, you should limit it to one such pair per story, and the other characters should notice the similarity as well. Of course, you should also make them as distinctive as possible in every other respect.

Aug. 30th, 2007

01:00 pm - Writing Numbers

(This one isn't quite so wimpy; I did post a much reduced version in the appropriate forum thread.  But I like the long version, too and wanted to save it.  ETA: No I didn't.  I kept fiddling with it for too long.  The original thread had gone sideways, and my comment was no longer apropos.)

The true answer is that house style trumps all, but it also depends on what you are writing.

The Basics

These are generally acceptable rules which will keep you from looking clueless. Even if the house style differs in some details, you'll merely be asked to change your MS. No one is going to point and laugh.
For time, money, phone numbers, addresses, dates, etc., use digits. (10:15 AM; $27.50; 555-9062; 375 Oak St.; June 6, 1987) Addresses can occasionally be an exception; a small house number may be spelled out. (Eight Juniper Circle) I treat those like proper names and use the same form as the owner or other applicable authority.

For quantities, spell out small numbers and use digits for large numbers. (Five weeks; 379 books) There are several alternative rules as to which numbers are considered small. At a minimum, you should spell out zero through ten. Many people also do eleven through twenty. I was taught an obscure version--to spell out any number that can be written as a single word. So, zero through twenty, plus thirty, forty, fifty, etc.

Don't mix spelled-out numbers in the same list with digits. If the list is mostly small numbers with only one or two large ones and the large ones are reasonably brief when written, then spell out the whole list. (Three tables, twelve notepads, and twenty-five pencils) If the list has more than a couple of large numbers or any one number would be cumbersome when written out, then use all digits. (3 tables, 12 notepads, 25 pencils, and 2,146 pieces of candy)
Nonfiction
In the absence of any other guidance, follow the basics listed above. However (a huge, important however), there are many different types of nonfiction, many different specialized contexts, and many different house styles. You really do need to find out which style guide is applicable to each individual project. Unfortunately, using the wrong style in some (not all) nonfiction venues does get you treated like an idiot.
Fiction-Narrative
Relax. No editor or agent is going to reject your MS because you wrote "16" instead of "sixteen", or vice versa. Follow the basics listed above. The most important thing is to be consistent. As long as it's obvious you're using some specific style, not the whim of the moment, you won't look like an idiot.
Fiction-Dialog
Your character can't speak "$12.50". What s/he says is "twelve dollars and fifty cents" or "twelve fifty" or "twelve and a half bucks". S/he will probably say 555-2782 as "Five five five twenty-seven eighty-two" or something similar.

Spell out all numbers, no matter what. I try to avoid the necessity of using any cumbersome numbers in dialog. Do remember to keep it in the character's voice, though. Different chars will say numbers in different ways.

Aug. 29th, 2007

01:51 am - Handling Background Info in SF/F

(Yet another wimped-out forum comment.  What's up with me this week?)

SF/F writers discuss this endlessly, so there is a whole vocabulary of specialized jargon related to the problem.


ETA: I've been thinking about the difference between worldbuilding and backstory.  This is my personal take on it, which may not reflect anyones else's usage.

Backstory refers to the details of the characters' lives prior to the story, plus certain events that occurred prior to the story.  Yes, it has to be handled, but there usually isn't very much to handle.

Worldbuilding, on the other hand, includes a whole bunch of stuff other genres* don't have to deal with. Backstory is just one small part. Good SF and fantasy, the kind that doesn't rely on stock settings, has to handle a lot of it.

*I should note that historicals are a special case. Handling historical setting is not far removed from handling SFnal or fantasy setting. I'm just not familiar enough with historical writers to know whether they have specific terminology.

Aug. 28th, 2007

10:24 pm - Italicize or Underline?

(Apparently I am in a phase of being both opinionated and timid. Here's another "had second thoughts about posting in the forum thread that inspired it" comment.}

Regarding whether to italicize or to underline to indicate italics in a manuscript:

The problem is that we are in the middle of a transition. Publishing as an industry is fairly conservative (in the sense of resisting change to its business practices). Long after most authors were using word processors, the typewriter way of doing things remained a solid industry standard.

There are still a lot of individuals in the publishing industry who started their careers in the typewriter era, although the numbers are dwindling. Even some of the next generation were mentored by traditionalists and became accustomed to the old standards. It has only been quite recently, that the number of publishing professionals who grew up with computers has reached the critical mass (and level of authority) to begin whittling away at outdated standards.

That's why it's confusing right now. That's why you find conflicting advice from reliable sources. There are three kinds of publishing professionals: those who insist on the old standard and see anything else as a lack of professionalism; those who acknowledge the transition and accept either format; and those who think the old standard is a sign the author is a stale old fogie.  We can only hope that most fall into the second category.

Aug. 27th, 2007

11:52 am - Larger Than Life Heroes

(yet another comment I wimped out on posting where I should have)

Someone elsewhere was discussing certain critiques:

I have gotten similar criticism on my own heroine. People seem to want her to have sprung forth from the head of Zeus with powers and abilities far beyond those of mortal persons. And she can't have any flaws or any room to grow and learn.

I wonder if this is a fundamental divide. I know a lot of people want stories with very clear-cut good guys and bad guys. They want villains whose sole justification for doing evil is that they are Evil. They want flawless heroes who are larger than life.

To me, those stories feel simplistic and cartoony. It's a struggle for me to accept that as a valid style. I want characters who are multilayered and complex. I characters who have both strengths and weaknesses. I want almost-ordinary protagonists who happen to be in a key place at a key time with a key set of skills. ("For want of a nail....") I want antagonists I could relate to if the story were told from their POV.

So maybe this is one of those chocolate and vanilla issues(1). When someone criticizes your chocolate heroine for not being vanilla enough, check whether they expect *every* hero/ine to be vanilla(2,3).


(1) Obviously, not every negative critique comment is of such a nature.

(2) Such a critiquer may still have useful things to say about *other* aspects of your story. I'm merely suggesting that their comments on this one issue can be disregarded(4).

(3) Some people, of course, are aware of the difference and knowledgeable enough to critique both varieties, no matter which they personally prefer.

(4) After you make sure it's *clear* that you're writing about chocolate, not vanilla.

Jan. 5th, 2007

10:27 am - Place Names

Place names are a product of history. They traditionally start out as simple descriptions used in conversation: South Fork, Jones' Mill, Eagle Rock, Snake River, etc. After a while, the description solidifies into a name. Then, as more time passes, the name gets slurred and shortened. Eventually, the area gets taken over by people who speak a different language and don't recognize the original meaning of the name. To them it's just a string of syllables, so they mush it around to sit easier on their tongues.

Sometimes the process results in redundancy. Say the original occupants of a place call it Valley of the Horses, which in their language is Gabril-na Tonar. But they say it so fast it all runs together. When invaders come in, to them it sounds like Gavrilato. But it's clearly a valley, so they add their word for valley in their own language, and call it Gavrilato Domera. But that's long, so after a while they blend it together as Gavriltomera. Finally, a new wave of invaders comes along and mushes that down to Aviltom. But, again, they add the word valley, to make Aviltom Valley. If you translate all the way back, it's actually Valley of the Horses Valley Valley.

Today we usually name places self-consciously. We still use a lot of descriptive names, but we also choose historical or literary references. Sometimes we honor prominent individuals by naming places after them, like MLK Park, even though the place has no direct connection to that person. Sometimes we even copy the names of faraway places, like New York or New England.

Dec. 14th, 2006

09:17 am - Reasons For Writing in a Genre You Don't Read

1. Watch a couple of movies based on books from genre X.
2. Decide those are crap.
3. Therefore, everything in genre X must be crap.

Option A:
      4A. Decide that everyone who writes in genre X is an illiterate idiot.
      5A. Decide that genre X is waiting for a brilliant writer who appreciates Real Literature to demonstrate how it should be done.
      6A. Decide that oneself is said brilliant writer.

Option B:
      4B. Decide that any semi-competent hack can get published in genre X.
      5B. Decide that tossing off a book in genre X is an easy way to make a few bucks to support one's efforts at writing Real Literature.

Nov. 29th, 2006

11:27 pm - What Do Space Ships Look Like? (part 4 of 4)

part 1 - part 2 - part 3



If you've been paying attention to the questions in the previous sections, you probably have your space ship figured out by now. But just in case you are still unsure, here are a few final tips.

Form follows function.

Consider the different types of sea-going ships and the different tasks they perform. Some ships operate only in harbors or protected coastal waterways. Others go far out to sea. Some carry cargo and some carry passengers. Some are recreational, some are military, some are commercial, and some are scientific. Some are owned by large corporations, some are owned by the government, and some are owned by individuals. Some are luxurious, some are starkly utilitarian, and some are rust buckets. Some are massive and ponderous and some are small and agile. Do I need to go on?

Don't just look at the ships of today--the technology is mature. Look back through history. How do the experiences differ of crossing the Atlantic in a Viking longboat, a 16th century galleon, a 19th century clipper, an early 20th century steamship, or a modern diesel ocean liner?

While the comparison of spaceships to sea-going ships is often overdone, they do provide a useful starting place. So do airplanes and other current forms of transportation. Just remember to think about the ways in which spaceships will be different as well.

If space travel is very expensive, very dangerous, or very slow, there are unlikely to be many travelers. There are not likely to be any regularly scheduled passenger liners and not much freight traffic either. About all you will have are military and scientific spaceships. Maybe a few one-way trips to establish new colonies.

Also, remember that a spaceship has to be completely self-contained. If someone has a heart attack en route, you can't divert to a nearby hospital. You have to deal with it until you reach your destination, however long that takes. Similarly, you can't afford to run low on food or water or oxygen. And if important equipment breaks down, you can't call in a repairman with spare parts.

It's reasonable to take a cue from submarines and assume bulkheads with airtight doors that can be closed to seal off a damaged section of the ship.

What does your spaceship look like on the inside? Consider how long the trip lasts. What basic human needs will have to be met in that time? For passenger ships with travel duration of 24 hours or less, a compartment similar to a commercial airliner will suffice. What needs have to be considered if the trip takes several days? Several weeks? Several years? Are you talking about passengers who will debark when they reach their destination, or crew who live on board for an extended time, even if individual trips are much shorter?

It's likely that making the best use of every inch will always be a consideration. A bigger ship will usually end up carrying more passengers or cargo. But the wealthy owner of a private luxury yacht is going to have a different definition of "wasted space" than an independent trader or someone who has been waiting ten years for the opportunity to emigrate.

People are still people, however, so there's a good chance the interior will look quite a lot like something already in existence. Well, unless your ship is occupied by aliens, that is. Then it has to meet their basic needs. For example, if your aliens have a communal consciousness, they might consider private cabins to be obscene.

What does your spaceship look like on the outside? If the spaceship is ever going to enter an atmosphere, it must be streamlined. However, it's more likely that spaceships will remain in orbit and rely on some type of shuttle or landing craft to go down to the planet's surface.

There is also an argument that relativistic spaceships need to be streamlined. Even the empty vacuum of space contains enough dust and stray gas to be a problem for a ship moving that fast. If you are going by known science, with no FTL and no artificial gravity, then protective forcefields are hard to justify.

Slow-moving spaceships, and some relativistic spaceships, will be symmetrical in such a way that they can be rotated around a central axis to simulate gravity.

FTL ships, on the other hand, are usually assumed assumed to have artificial gravity, thus no need for symmetry, and to have "magic" forcefields protecting them, thus no need for streamlining.

It's common, but not required, to assume that the engines emit radiation or other hazardous exhaust. If so, they would be positioned at the rear of the ship, as far as possible from the passenger compartment.

Last but not least, it must be large enough to contain everything you have described as being on the inside. Beyond these constraints, though, this is an opportunity to be creative. Let your imagination run free.

So what are you doing still reading this? Go write that story!



Cautionary notes:

07:02 pm - What Does A Space Ship Look Like? (part 3 of 4)

part 1 - part 2



How long between stops (see previous section)? Hours? Days? Weeks? Months? Years? Or longer? Is it possible to return home after your business is finished? What kind of motivation would prompt someone to spend that much time in transit? What basic needs would someone have during that span of time?

Who's on board? There's probably a crew concerned with the actual operation of the ship, but is there anyone else? If there are others, are they wealthy aristocrats in luxury cabins, emigrants crammed together in third-class dormitories, scientists more interested in their lab equipment than their personal space, or marines en route to a battle?

What is the purpose of the trip? Is it a passenger ship? A freighter? An explorer? A warship?

How expensive is space travel? Is it so expensive that all spaceships are owned and operated by governments? By multiplanetary corporations? Or can independent traders and asteroid miners afford to buy ships of their own? How much does the fuel cost? Is the fuel readily available? Is a passenger ticket about the same relative price as a present-day plane ticket? Ten times as much? A hundred times? A thousand times? Who can afford to travel? What kind of motivation do they need to spend that much?

How dangerous is space travel? How likely is the ship to reach its destination? Getting ambushed by pirates or aliens is one hazard, but how reliable is the space travel itself? Is it a new and risky technology that sometimes fails? Is FTL intrinsically dangerous? What are the odds the ship will get lost in another dimension? Will some passengers die even if the ship itself makes it? Does hyperspace cause some people to become catatonic or delusional? What kind of motivation does someone need to take that risk?

How big is it? Is it a huge passenger liner, or a private yacht? Is it a mothership carrying many smaller ships, or a tiny two-man scout?

What payload capacity does it have? Technically, that is measured in terms of mass, but unless you're doing the math, volume works well enough for storytelling. A spaceship has engines. It has fuel tanks. It has food storage (unless you assume matter transformers, but those still need some type of raw material). It has either water and oxygen storage tanks or water and air purification equipment, probably both. It needs to process waste. The more people on board, the more life support is needed. How much room is left over for passengers? For cargo? Does the cargo need pressurized holds with controlled temperature or can it be stored in vacuum? What if it's a military ship--then you have to fit weapons and shielding in there, too.



part 4

05:35 pm - What Does A Space Ship Look Like? (part 2 of 4)

part 1



How fast is your spaceship? There are three main categories: slow, relativistic, and FTL.

Slow is what we know how to do today, less than about 10% of the speed of light (0.1 c). No, we haven't actually achieved that speed yet, but we know how to. Slow is mostly used for traveling between planets in one solar system. Travel to another solar system, even a very close one, would take hundreds of years. Your spaceship would have to be either a generation ship or a coldsleeper. Both of these are sometimes called slowboats. In either case, there is no real distinction between passengers and crew, although those individuals who specialize in ship operation might be referred to as the crew.

A generation ship is a city in space, more a mobile space station than a space ship. The passengers who begin the trip will live out their rest of their lives on board. So will their children. Eventually, hundreds of years later, their many-times-great grandchildren will arrive at the destination. Who would be willing to depart on a trip knowing they wouldn't live long enough to reach their destination? How will the culture change over the generations? How will that final generation feel about leaving the only home they have ever known to colonize a planet?

A coldsleeper is a spaceship where everyone on board is in suspended animation. A variation of this involves frozen embryos, to be raised by robots when the destination is reached. The old-time stories usually assumed the passengers would stay awake in shifts, one or two people at a time, to run the ship. Now, it is easier to assume the ship would be run by an AI (artificial intelligence), which would only need to rouse a human if some event outside its programming occurred. Probably, a handful of selected individuals would be in special hibernation chambers where they could be revived by fully automated equipment. Everyone else might be in less complex chambers that required human intervention for revival. What kinds of things might go wrong on a ship like this? Who would be willing to take that chance? Who would be willing to make a journey they can never return home from?

Relativistic spaceflight moves at a significant fraction of lightspeed. Travel time to another solar system is measured in decades, but due to time dilation, it will be shorter for the people on the ship than it is for the people on the planets. Even around half of lightspeed, though, the difference is only a couple of years. You don't get a really good dilation effect until you get up above 90%. But there are other theoretical problems with that.

Even in the so-called empty vacuum of space, there are still stray gas molecules and fine particles of dust. A space ship is going to run into those now and then. At relativistic speed, even something that tiny will hit really hard. The faster you go, the more damage that will cause. If you're sticking to known science, then you can't have forcefields to protect the ship from those impacts. You have to make do with physical shielding.

A quick estimate for relativistic travel duration (in years): Take the distance between planets in lightyears and multiply that by the appropriate factor from the following list. If the ship moves at 1/4 lightspeed, the factor is 0.97; if 1/3 lightspeed, 0.94; if 1/2, 0.87; if 2/3, 0.75; if 3/4, 0.66; if 9/10, 0.44; and if 99/100, 0.14. Then add two years, one for acceleration and one for deceleration.

The assumption here is that since you are in the realm of known science where FTL isn't possible, then artificial gravity isn't possible, either. Therefore, you can't accelerate or decelerate any harder than 1 G. And the time required to accelerate at 1 G up to any speed within the relativistic range is surprisingly close to one year. Deceleration likewise.

FTL means Faster Than Light. According to current scientific theory, this is impossible. However, it's a convention of science fiction to assume new understanding of the universe will eventually show us a way to do it. If you want to use it, there's no justification required. It's imaginary science, so you're free to make it work any way you like. However, there are two commonly assumed methods: hyperspace/spacewarp and wormhole/jumpgate.

The hyperspace/spacewarp method assumes the existence of hyperspace or another dimension or another universe or another state of matter in which the normal laws of physics don't apply. The spaceship carries some type of generator used to create a warp field or pocket universe or dimensional transformation. Once the ship is in that state, it is able to travel at a very high rate of speed. When the ship arrives at its destination, the generator is turned off. The elapsed travel time can be hours or days or weeks, depending on the needs of your story. The generator can be switched on and off anywhere, except it is often assumed that it must not be too close to any planet or star. It's generally thought to be more realistic to assume the ship will be out of contact with the normal universe while in hyperspace. A Star Trek-style warp drive, with stars streaming past really fast, is considered to be pretty cheesy.

Another frequent assumption is that some or most people find the transition into and out of hyperspace to be uncomfortable or disorienting and prefer to be sedated. A less common assumption is that most people find hyperspace itself disturbing and must be sedated for the entire trip. In that case, the ship's crew is composed of those rare individuals able to tolerate it.

The jumpgate/wormhole method assumes the existence of specific locations which provide a shortcut to another specific location. These can be natural or artificial. If natural, they can be permanent or temporary. If artificial, they can be human-built or the relics of vanished aliens. A trip from one planet to another may involve going through several jumps, when no direct connection exists. Two planets that are very far apart in actual distance will be "close" if they have a direct connection. Conversely, a nearby solar system may be inaccessible. Travel time is mostly spent at sublight speeds crossing a solar system to get from the planet to the jumpgate or from one jumpgate to another. Again, it is often assumed that the actual jump is uncomfortable for some people.

The term "jumpgate" usually implies: artificial construct, visible mechanism, and instantaneous transportation. The term "wormhole" usually implies: natural phenomenon, visible distortion of space, once close enough the ship is sucked in, and some duration of travel, usually minutes to days. The term "jump point" is less specific, except for implying instantaneous transit. It's often detectable only by special instruments. It can be natural or artificial, but if artificial, the builders are usually unknown. Operating it usually involves more than just being in the right place--either some type of device on board the ship is required, or approaching the jump point at a certain speed and bearing.

A related issue to the speed of space travel is the speed of communication across interstellar distances. The known science is that radio travels at the speed of light. If a planet is 10 lightyears away, then a message takes 10 years to get there and the response takes 10 years to get back.

Imaginary science allows for FTL communication which is instantaneous, or close to it. Writers have used many names for such a technology, but Ursula K Le Guin coined "ansible" which has moved into general use, and appears well on the way to becoming standard terminology.

You can use any combination of these: both FTL travel and FTL communication, neither FTL travel nor FTL communication, FTL communication but not FTL travel, or my personal favorite, FTL travel but not FTL communication. Each choice creates a different set of story opportunities and obstacles.



part 3 - part 4

02:24 pm - What Does a Space Ship Look Like? (part 1 of 4)

There are nine and sixty ways
Of constructing tribal lays,
And every single one of them is right.

If a story works, it works. No matter what. However, those of us who aren't geniuses are more likely to create a story that works if we learn what the rules are and why, before we decide which rules to break.



What does a space ship look like? It depends. Form follows function.

How does space travel work in your story? Not whether the spaceship is powered by balonium or by handwavium. Unless your protag is the ship's engineer AND she has a major malfunction to deal with, your readers don't care what makes it go. But you do need to show (not tell) what type of space travel it is. And, like every other bit of background, you need to work out more details than you actually mention in the story.

How fast is your spaceship? What's the purpose of the trip? Who's on board? How big is it? What payload capacity does it have? How dangerous is space travel? How expensive is space travel?
[What? You don't care about all this--you just want me to tell you what the ship is like?
Sorry. I'm not going to do all the work for you.]

You really do need to figure out the answers for yourself. The questions aren't that hard. You don't need actual numbers, just ballpark estimates. And they should suggest a lot of plot complications along the way. Come on. Roll up your sleeves. If you want easy, you shouldn't be trying to write SF.

A side note regarding distances:



part 2 - part 3 - part 4

Nov. 9th, 2006

09:39 am - YA SF

(Confession: I lurk in a lot of blogs and forums where I'm not known. Sometimes I'm tempted to comment, but once I've written it, I get shy and decide not to post after all. Even so, sometimes I think what I've written is useful, and I hate to just toss it in the bit bucket. So I'm going to post those comments here, instead.)

The general rule is that if a book is written for a YA audience, then it is marketed as YA regardless of what other genre applies. YA Mystery is YA, not Mystery. YA Fantasy is YA, not Fantasy. And so on.

I think YA SF is the exception to this rule. SF has traditionally included many young readers, long before there was an established YA market. Many adult SF readers are perfectly happy to read well-written YA SF. I see a steady trickle (OK, more like a slow drip) of newly published books in the SF section with no indication of being YA until you actually read them. A few titles, such as Ender's Game, catch the attention of teachers and find their way onto reading lists--those eventually do get labelled as YA. But they were in the SF section first.

Nov. 3rd, 2006

12:44 pm - Using The Right Words

This isn't about worldbuilding, but there is a rant I need to get off my chest.

I read a lot of blogs by authors and editors and agents.  I spend a lot of time at writers' forums.  The comments in those places are head-and-shoulders above the usual level of netspeak.  This is only to be expected.  People who want to write, and people who love books so much that they want to hang out with writers, should be able to use the language competently.

I also understand that posting online is casual and spontaneous.  No one wants to spend a lot of time revising and polishing comments the way we do for more formal writing.  However, most of us are careful of the appearance we present when we go out in public.  Most of us touch up our hair and/or makeup, check our clothes for spots, at least make sure we're fully dressed, before we leave home.  Don't the words we post online deserve the same level of attention?

But that's a digression.  The mistakes that drive me crazy won't be caught by careful proofreading if the writer doesn't know better in the first place.  I'm not talking about typos--we all make those.  I'm not talking about simple spelling errors, such as not being sure whether it's 'relavent' or 'relevant', or how many N's, C's, and S's are in 'unnecessary'--spellcheck usually suffices for those.

I am talking about misused common homophones: there/their/they're, your/you're, whose/who's, two/too/to, its/it's, site/cite/sight, even write/right/rite/wright.  (OK, I'll credit some too/to errors as typos.)  It's odd that others are less troublesome:  hear/here, bee/be, see/sea.  I wonder why. 

I am talking about multi-syllable words with similar sounds but unrelated meanings, like excess/access--I saw a more typical example a couple of days ago, but now I don't recall it. 

I am talking about apostrophes used to make plurals: two car's, a box of book's

Most of all, however, I am talking about the attempted phonetic rendition of a word the writer has apparently heard often enough to use correctly, but never seen spelled correctly.

Sep. 27th, 2006

02:13 pm - Seasons

When designing a planet, keep in mind that there are two separate processes that create seasons.  If there is any generally accepted technical terminology for this distinction, I haven't come across it, so I'm going to coin my own.

Axial seasons, the seasons we are familiar with on Earth, are determined by the tilt of the planet's axis.  When the north pole is tilted towards the sun, the sun is high in the sky in the northern hemisphere, creating summer there. The sun is low in the sky in the southern hemisphere, creating winter.  Half a year later, when the planet is on the opposite side of the sun, the north pole is tilted away from the sun, and it is winter in the north and summer in the south.

Orbital seasons occur when the planet has an elliptical orbit, that is, not circular.  (Actually, all orbits are somewhat elliptical, but Earth's happens to be very close to circular, so we see very little evidence of it.)  In this situation, the planet is closer to the sun during one part of the year, and farther away during another.  The entire planet will be hotter when it is close and colder when it is far, so the entire planet will experience summer when it is close and winter when it is far.  A consequence of this is that summers will always be shorter than winters.  (For an explanation, look up Kepler's Law of Equal Areas.)

Axial Seasons Orbital Seasons
Half of the planet has summer while the other half has winter The entire planet experiences the same season at the same time
Seasons are the same length Summer is short; winter is long

It is possible for a planet to have any combinations of these two effects.  Earth has an axial tilt of 23.4°, which is fairly moderate.  Once the tilt gets up around 40°, you get some weird effects that should probably be avoided unless you know what you're doing.  The shape of the orbit is measured by eccentricity, which is a number between 0 and 1.  A perfect circle has an eccentricity of 0.  With an eccentricity of 1, you get an open curve that never loops back around to connect up where it started.  Earth's orbit has an eccentricity of 0.017, which is very small.  Although the effects of hte orbital seasons on Earth are quite small, the timeing is such that the orbital seasons reinforce the axial seasons for the southern hemisphere and

Aug. 27th, 2006

04:49 pm - What Do the Numbers Mean?

In my last post I gave some formulas to calculate various physical quantities for a hypothetical planet.  They look scary, but I promise the hard part has already been done, getting them to this point.  If you know how to enter formulas into Excel or some other spreadsheet, then these are quite easy to use.  (Hmm, maybe I could do a version of  the chart that can be copied and pasted into Excel. I'll look into that.)

Why should you care about these numbers?  You want to write a story, not do math.  What do the numbers mean?  Here is a list of some of the information the numbers can tell us.   Note that in each case I list only the consequences of getting a result greater than one--if the result is less than one, simply reverse each consequence.

List )

01:20 am - Worldbuilding Formulas

My primary interest is in planets that humans might reasonably choose to colonize, ie, Earth-like.  These formulas have been simplified for that purpose and may not be applicable to more exotic cases.

Mathy stuff )

Sources

My notes have been recopied and added to several times over the years, and I haven't kept track of what information I got where.  The following books do account for the majority of it.  I am aware, however, that these books are a bit dated, and all are derived from even older sources.  Therefore, while I believe the formulas are sound, the suggested ranges would probably benefit from being reviewed in light of more recent data.

Aug. 26th, 2006

12:46 am - The Death of Pluto

Before 1930, the solar system consisted of eight planets.  Then Pluto was found.  Not much could be discerned about it, but there was definitely something there, so it seemed reasonable enough to designate it a planet.  The orbit turned out to be quite odd, and theories abounded as to how it got that way, but no matter, it was there, so we accepted it.

For half a century Pluto flourished.  Schoolchildren now learned that there were nine planets and memorized "My Very Eager Mother Just Served Us Nine Pickles".  Life was good.  Good until 1978, that is, when Pluto suffered the first in a series of ultimately fatal blows.  Previously, it had been believed that Pluto was not the smallest planet, that it was somewhere between Mercury and Mars in size.  But over that half century telescopes had been getting bigger and better.  In 1978 someone finally looked at Pluto with a telescope powerful enough to see that it was actually two separate, tiny objects.  Even so, it was decided to retain the name Pluto for the larger and call the smaller Charon, also to continue to label Pluto a planet with Charon its moon.  (Although Charon the ferryman of Greek mythology is pronounced 'Khāron', Charon the astronomical body is pronounced 'Shāron'.)

Pluto made a slight recovery a decade later, with the 1988 discovery of its tenuous atmosphere.  The respite was to be brief, however.  The existence of a large number of small icy bodies in the outer fringes of the solar system, sometimes referred to as the Kuiper Belt, had been hypothesized for many years.  Pluto's second death blow fell in 1992, when the first Kuiper Belt Object was identified.  More soon followed.  Initially, these were quite small, so the severity of this blow wasn't immediately noticeable.  However, some of them were uncomfortably close to Pluto, and with new discoveries almost daily, the neighborhood began to get quite crowded.  Pluto was looking decidedly unwell.

Pluto's prognosis became even more gloomy in 2000, with the discovery of Varuna, a Kuiper Belt Object slightly smaller than Charon (about half Pluto's size).  Although diminutive, Varuna was large enough to be a real threat to Pluto, large enough to suggest that Pluto was merely one of a crowd, not deserving of any special status.  Varuna was soon joined by Ixion and Quaoar and Orcus and Sedna, as well as several others not yet named  How could Pluto stand against this assault? 

Battered and bleeding, Pluto staggered on, until 'Xena' (2003 UB313) made an entrance. Slightly larger than Pluto, Xena wielded an executioner's axe.  The death throes may have persisted until the formal descision in 2006, but Pluto died in 2003.

RIP.

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