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Writing Sci-Fi, Fantasy, & Horror for Dummies
Taschenbuch von Rick Dakan (u. a.)
Sprache: Englisch

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Beschreibung
Take your shot at becoming the next Tolkien, Asimov, or King with this simple roadmap to transforming your fiction into works of art

Writing Sci-Fi, Fantasy, & Horror For Dummies is your skeleton key to creating the kind of fiction that grips readers and compels them to keep turning pages (even if it's well past their bedtime!)

You'll start with the basics of creative writing--including character, plot, and scene--and strategies for creating engaging stories in different forms, such as novels, short stories, scripts, and video games. After that, get beginner-friendly and straightforward advice on worldbuilding, before diving headfirst into genre-specific guidance for science fiction, horror, and fantasy writing.

This book also offers:
* Strategies for editing and revising your next work to get it into tip-top shape for your audience
* Ways to seek out second opinions from editors, experts, and even sensitivity readers
* Techniques for marketing and publication, working with agents, and advice for writers going the self-publishing route

The perfect beginner's guide for aspiring writers with an interest in horror, fantasy, or science fiction, Writing Sci-Fi, Fantasy, & Horror For Dummies is the first and last resource you need before you start building your next story about faraway lands, aliens, and fantastic adventures.
Take your shot at becoming the next Tolkien, Asimov, or King with this simple roadmap to transforming your fiction into works of art

Writing Sci-Fi, Fantasy, & Horror For Dummies is your skeleton key to creating the kind of fiction that grips readers and compels them to keep turning pages (even if it's well past their bedtime!)

You'll start with the basics of creative writing--including character, plot, and scene--and strategies for creating engaging stories in different forms, such as novels, short stories, scripts, and video games. After that, get beginner-friendly and straightforward advice on worldbuilding, before diving headfirst into genre-specific guidance for science fiction, horror, and fantasy writing.

This book also offers:
* Strategies for editing and revising your next work to get it into tip-top shape for your audience
* Ways to seek out second opinions from editors, experts, and even sensitivity readers
* Techniques for marketing and publication, working with agents, and advice for writers going the self-publishing route

The perfect beginner's guide for aspiring writers with an interest in horror, fantasy, or science fiction, Writing Sci-Fi, Fantasy, & Horror For Dummies is the first and last resource you need before you start building your next story about faraway lands, aliens, and fantastic adventures.
Über den Autor

Rick Dakan and Ryan G. Van Cleave, PhD are professors at the prestigious Ringling College of Art and Design in Sarasota, Florida, where they teach such courses as Writing Science Fiction, Writing for Video Games, and Writing for Shared Worlds. Both of them have ended a D&D campaign with a single well-placed fireball.

Inhaltsverzeichnis

Introduction 1

About This Book 1

Foolish Assumptions 2

Icons Used in This Book 3

Beyond the Book 4

Where to Go from Here 4

Part 1: Getting Started: The Basics of Story 5

Chapter 1: Taking Journeys into the Imagination 7

Looking Closer at the Big Three Genres 8

Imagining possible worlds - Sci-fi 8

Imagining wondrous worlds - Fantasy 9

Imagining fearful worlds - Horror 10

Creating Characters 11

Pursuing Writerly Success 12

Revising your words 12

Turning to pros for help 12

Focusing on the three Ps 13

Setting the right goals for you 14

Making the Most of This Book 15

Chapter 2: Creating Characters 19

Focusing on Your Characters' Wants 20

Looking outside - External goals 21

Reflecting inward - Internal needs 21

Looking a bit deeper - Hidden desires 22

Introducing the Cast of Characters 22

Leading the way - Protagonists 23

Standing in the way - Antagonists 25

Introducing supporting characters 26

Managing your supporting cast - Tips and tricks 29

From Whose Eyes? Choosing Point of View 29

First person 30

Third-person limited 31

Third-person omniscient 31

Third-person objective 32

Telling "Telling Details" 33

Zeroing in on appearance 34

Digging into a character's psychology 34

Trusting an inner circle 35

You Don't Say? Using Dialogue 36

Recognizing the types of dialogue 36

Keeping track of dialogue tags 38

Writing script dialogue 39

Chapter 3: Laying the Foundation - The Power of Plot 41

Engineering Great Drama 42

Examining values 44

Creating compelling conflict 44

Starting with Freytag 46

Finding the tension 48

Considering character arcs 51

Keeping up the pace 52

Building Story Structure 54

Understanding scenes 54

Using scene sequels - Action/reaction 56

Adding variety to your scenes 57

Thinking bigger - Sequences 59

Examining Key Elements of Plot 60

Beginning with a bang 60

Maintaining audience interest - Magical middles 62

Fulfilling story promises - Knockout climaxes 63

Finishing strong - Satisfying endings 64

Chapter 4: Crafting Many Worlds, Many Media 65

Writing Prose - An Oldie But a Goodie 65

Novels 66

Novellas 67

Short stories 68

Writing for Screens Both Big and Small - Scripts 69

Film 69

TV 71

Podcasts 72

Plays 73

Comics 74

Inviting Audiences to Co-create - Interactive Stories 74

Video games 75

Tabletop games 75

Immersive experiences 76

Part 2: Worldbuilding: Journeys to Other Worlds 79

Chapter 5: Building a World Like No Other 81

Creating Worlds Worth Exploring 82

Making your place interesting 82

Knowing how your world works 83

This place is awesome! - Your pitch 84

Building Worlds for Conflict 87

Finding a problem around every corner 87

Creating characters from conflict 89

Focusing on What's Important - The Iceberg Rule 89

Show the characters and conflicts 89

Don't show everything 90

Chapter 6: Letting Your Research and Imagination Run Wild 93

Start with Earth: Inspiration and Adaptation 94

Tapping into the power of piggybacking 94

Controlling cognitive dissonance 97

Using Research to Balance Science and Fiction 98

Striving for accuracy 99

Casting a wide net when researching 100

Heading straight to the sources 102

Chapter 7: Showing the Explosion: Exposition That Thrills! 105

Showing Your World at Work 106

Making memorable first impressions 106

Letting actions bring the world to life 107

Relying on Narrative Exposition: Stories That Explain and Entrance 108

Telling a tale within a tale 108

Writing exposition that causes conflict 109

Getting to the point with point of view 110

Trusting and Provoking Your Reader 112

Solving a puzzle: 1+1 112

Giving characters revelatory actions 112

Sending systemic signals 113

Storytelling at Every Level of Engagement 113

Level 1: Bold strokes 114

Level 2: Fine nuances 114

Level 3: Hidden depths 114

Level 4: Beyond the text 115

Putting the levels all together 115

Chapter 8: This Planet Will Eat You: Worlds Are Characters, Too 117

Recognizing That Worlds Want Something 118

Reacting to your characters 118

Maintaining ecosystems and equilibrium 118

Upholding the societal status quo 119

Wanting equilibrium 121

Building Spaces and Places for Drama 122

Making maps memorable 122

Navigating story spaces 123

Part 3: Science Fiction: Journeys into the Future 129

Chapter 9: Answering "What If?" 131

Asking Big Questions 131

Looking closer at your questions 132

Provoking curiosity and imagination 133

Answering questions with characters 134

Inventing the Big New Thing 135

Understanding what the Big New Thing is 135

Distinguishing between hard and soft sci-fi 137

Asking Key Questions about Your Sci-Fi Story 138

Chapter 10: A Spaceship for Every Occasion, an Occasion for Every Spaceship 139

Voyaging Far from Home: Vessels for Isolation and Adventure 140

Launching the ship 140

Meeting the crew 142

Completing the mission 143

The Physics and Drama of Space Travel 144

Obeying the speed of light 144

Traveling through space faster than light 147

Considering other speculative technologies 148

1, 2, 3, 4 - I Declare a Space War! 151

War as storytelling by other means 151

Activating weapons of war 152

Deploying systems of defense 154

Chapter 11: Encountering Aliens That Audiences Want to Know, Love, and Fear 157

Making Sense of Alien Metaphors 158

Discovering differences 158

Alienating audiences 160

Relating aliens to your audience 161

Playing Their Part: Alien Dramatics 162

Alien enemies 163

Alien protagonists 163

Alien allies and rivals 164

Alien mysteries 164

Alien obstacles 165

Creating Alien Emotions 166

Rousing wonder - Sublime aliens 166

Provoking revulsion - Grotesque aliens 166

Creating unease - Uncanny aliens 167

Inspiring hope - Power fantasy aliens 167

Producing smiles - Adorable aliens 167

Introducing audiences to your aliens 168

Chapter 12: It's Alive! Or Is It? - Imagining Robots and Artificial Intelligence 171

Creating Artificial Life 172

Asking questions of meaning 172

Contemplating questions of responsibility 176

Treating Artificial Life as Characters 178

Automated roles 178

Computers are (sometimes) people too 181

Building Your Own Beings 182

Determining its purpose 182

Figuring out what it thinks about that purpose 182

Finding similarities and differences between creators and their creations 183

Establishing its range of emotion 183

Identifying the limits it operates under 184

Recognizing society's strong feelings about it 184

Chapter 13: Constructing Planetary Plots and Earth-Changing Stories 185

Exploring Other Earths 185

Remembering a different past 186

Thinking about the near now 187

Worrying about the looming future 188

Voyaging to a whole new world 189

Imagining a different future 190

Traveling through time 191

Making Everything Worse (or Better) 192

Envisioning your story - Dystopian fears and utopian hopes 192

Punks, punks, punks! Writing sci-fi with attitude 194

Using steam, sun, and cells 196

Part 4: Fantasy: Journeys into the Imagination 197

Chapter 14: Bringing Wonder to Your Story 199

Creating Wonder 200

Understanding the meaning of wonder 200

Most wonderful yet believable 201

Matching magic to the mundane 203

Using the MMMaM Index of Wonder 203

Going High to Low with Fantasy 205

Distinguishing between high and low 205

Employing fantastic elements 206

Choosing a Fantastical Point of View 208

Portal - Moving from the real world to a magical world 208

Immersive - Inhabiting the magical world 209

Intrusive - Moving the magical world into the real world 211

Chapter 15: Worldbuilding on the Shoulders of Giants, Faeries, Dragons, and Hobbits 213

Adapting Myth and Legend 214

Making myths and faerie tales your own 214

Start with Middle Earth? Not Exactly 218

Genre-defining characters and creatures - Wizards, hobbits, and elves, oh my! 219

Getting indulgent with worldbuilding 221

Generating deep history and wondrous geography 221

The now-classic quest narrative 222

Understanding Tolkien and Dungeons & Dragons 224

Losing hit points and gaining character levels in games 224

Starting with the Forgotten Realms 225

Making Deep History in Record Time 226

Basing your story in reality 226

Making your own myths 227

Identifying different people and places 227

Enhancing conflict 228

Chapter 16: Conjuring Story Magic 229

Grasping the Role of Magic in Storytelling 229

Taking the Reader on a Magical Journey 230

Making Magic Dramatic (in Every Sense of the Word!) 231

Heightening dramatic stakes with...

Details
Erscheinungsjahr: 2022
Fachbereich: Unterricht
Genre: Erziehung & Bildung
Rubrik: Sozialwissenschaften
Medium: Taschenbuch
Inhalt: 432 S.
ISBN-13: 9781119839095
ISBN-10: 1119839092
Sprache: Englisch
Einband: Kartoniert / Broschiert
Autor: Dakan, Rick
Cleave, Ryan G van
Hersteller: Wiley
Maße: 233 x 191 x 27 mm
Von/Mit: Rick Dakan (u. a.)
Erscheinungsdatum: 09.03.2022
Gewicht: 0,549 kg
Artikel-ID: 120551943
Über den Autor

Rick Dakan and Ryan G. Van Cleave, PhD are professors at the prestigious Ringling College of Art and Design in Sarasota, Florida, where they teach such courses as Writing Science Fiction, Writing for Video Games, and Writing for Shared Worlds. Both of them have ended a D&D campaign with a single well-placed fireball.

Inhaltsverzeichnis

Introduction 1

About This Book 1

Foolish Assumptions 2

Icons Used in This Book 3

Beyond the Book 4

Where to Go from Here 4

Part 1: Getting Started: The Basics of Story 5

Chapter 1: Taking Journeys into the Imagination 7

Looking Closer at the Big Three Genres 8

Imagining possible worlds - Sci-fi 8

Imagining wondrous worlds - Fantasy 9

Imagining fearful worlds - Horror 10

Creating Characters 11

Pursuing Writerly Success 12

Revising your words 12

Turning to pros for help 12

Focusing on the three Ps 13

Setting the right goals for you 14

Making the Most of This Book 15

Chapter 2: Creating Characters 19

Focusing on Your Characters' Wants 20

Looking outside - External goals 21

Reflecting inward - Internal needs 21

Looking a bit deeper - Hidden desires 22

Introducing the Cast of Characters 22

Leading the way - Protagonists 23

Standing in the way - Antagonists 25

Introducing supporting characters 26

Managing your supporting cast - Tips and tricks 29

From Whose Eyes? Choosing Point of View 29

First person 30

Third-person limited 31

Third-person omniscient 31

Third-person objective 32

Telling "Telling Details" 33

Zeroing in on appearance 34

Digging into a character's psychology 34

Trusting an inner circle 35

You Don't Say? Using Dialogue 36

Recognizing the types of dialogue 36

Keeping track of dialogue tags 38

Writing script dialogue 39

Chapter 3: Laying the Foundation - The Power of Plot 41

Engineering Great Drama 42

Examining values 44

Creating compelling conflict 44

Starting with Freytag 46

Finding the tension 48

Considering character arcs 51

Keeping up the pace 52

Building Story Structure 54

Understanding scenes 54

Using scene sequels - Action/reaction 56

Adding variety to your scenes 57

Thinking bigger - Sequences 59

Examining Key Elements of Plot 60

Beginning with a bang 60

Maintaining audience interest - Magical middles 62

Fulfilling story promises - Knockout climaxes 63

Finishing strong - Satisfying endings 64

Chapter 4: Crafting Many Worlds, Many Media 65

Writing Prose - An Oldie But a Goodie 65

Novels 66

Novellas 67

Short stories 68

Writing for Screens Both Big and Small - Scripts 69

Film 69

TV 71

Podcasts 72

Plays 73

Comics 74

Inviting Audiences to Co-create - Interactive Stories 74

Video games 75

Tabletop games 75

Immersive experiences 76

Part 2: Worldbuilding: Journeys to Other Worlds 79

Chapter 5: Building a World Like No Other 81

Creating Worlds Worth Exploring 82

Making your place interesting 82

Knowing how your world works 83

This place is awesome! - Your pitch 84

Building Worlds for Conflict 87

Finding a problem around every corner 87

Creating characters from conflict 89

Focusing on What's Important - The Iceberg Rule 89

Show the characters and conflicts 89

Don't show everything 90

Chapter 6: Letting Your Research and Imagination Run Wild 93

Start with Earth: Inspiration and Adaptation 94

Tapping into the power of piggybacking 94

Controlling cognitive dissonance 97

Using Research to Balance Science and Fiction 98

Striving for accuracy 99

Casting a wide net when researching 100

Heading straight to the sources 102

Chapter 7: Showing the Explosion: Exposition That Thrills! 105

Showing Your World at Work 106

Making memorable first impressions 106

Letting actions bring the world to life 107

Relying on Narrative Exposition: Stories That Explain and Entrance 108

Telling a tale within a tale 108

Writing exposition that causes conflict 109

Getting to the point with point of view 110

Trusting and Provoking Your Reader 112

Solving a puzzle: 1+1 112

Giving characters revelatory actions 112

Sending systemic signals 113

Storytelling at Every Level of Engagement 113

Level 1: Bold strokes 114

Level 2: Fine nuances 114

Level 3: Hidden depths 114

Level 4: Beyond the text 115

Putting the levels all together 115

Chapter 8: This Planet Will Eat You: Worlds Are Characters, Too 117

Recognizing That Worlds Want Something 118

Reacting to your characters 118

Maintaining ecosystems and equilibrium 118

Upholding the societal status quo 119

Wanting equilibrium 121

Building Spaces and Places for Drama 122

Making maps memorable 122

Navigating story spaces 123

Part 3: Science Fiction: Journeys into the Future 129

Chapter 9: Answering "What If?" 131

Asking Big Questions 131

Looking closer at your questions 132

Provoking curiosity and imagination 133

Answering questions with characters 134

Inventing the Big New Thing 135

Understanding what the Big New Thing is 135

Distinguishing between hard and soft sci-fi 137

Asking Key Questions about Your Sci-Fi Story 138

Chapter 10: A Spaceship for Every Occasion, an Occasion for Every Spaceship 139

Voyaging Far from Home: Vessels for Isolation and Adventure 140

Launching the ship 140

Meeting the crew 142

Completing the mission 143

The Physics and Drama of Space Travel 144

Obeying the speed of light 144

Traveling through space faster than light 147

Considering other speculative technologies 148

1, 2, 3, 4 - I Declare a Space War! 151

War as storytelling by other means 151

Activating weapons of war 152

Deploying systems of defense 154

Chapter 11: Encountering Aliens That Audiences Want to Know, Love, and Fear 157

Making Sense of Alien Metaphors 158

Discovering differences 158

Alienating audiences 160

Relating aliens to your audience 161

Playing Their Part: Alien Dramatics 162

Alien enemies 163

Alien protagonists 163

Alien allies and rivals 164

Alien mysteries 164

Alien obstacles 165

Creating Alien Emotions 166

Rousing wonder - Sublime aliens 166

Provoking revulsion - Grotesque aliens 166

Creating unease - Uncanny aliens 167

Inspiring hope - Power fantasy aliens 167

Producing smiles - Adorable aliens 167

Introducing audiences to your aliens 168

Chapter 12: It's Alive! Or Is It? - Imagining Robots and Artificial Intelligence 171

Creating Artificial Life 172

Asking questions of meaning 172

Contemplating questions of responsibility 176

Treating Artificial Life as Characters 178

Automated roles 178

Computers are (sometimes) people too 181

Building Your Own Beings 182

Determining its purpose 182

Figuring out what it thinks about that purpose 182

Finding similarities and differences between creators and their creations 183

Establishing its range of emotion 183

Identifying the limits it operates under 184

Recognizing society's strong feelings about it 184

Chapter 13: Constructing Planetary Plots and Earth-Changing Stories 185

Exploring Other Earths 185

Remembering a different past 186

Thinking about the near now 187

Worrying about the looming future 188

Voyaging to a whole new world 189

Imagining a different future 190

Traveling through time 191

Making Everything Worse (or Better) 192

Envisioning your story - Dystopian fears and utopian hopes 192

Punks, punks, punks! Writing sci-fi with attitude 194

Using steam, sun, and cells 196

Part 4: Fantasy: Journeys into the Imagination 197

Chapter 14: Bringing Wonder to Your Story 199

Creating Wonder 200

Understanding the meaning of wonder 200

Most wonderful yet believable 201

Matching magic to the mundane 203

Using the MMMaM Index of Wonder 203

Going High to Low with Fantasy 205

Distinguishing between high and low 205

Employing fantastic elements 206

Choosing a Fantastical Point of View 208

Portal - Moving from the real world to a magical world 208

Immersive - Inhabiting the magical world 209

Intrusive - Moving the magical world into the real world 211

Chapter 15: Worldbuilding on the Shoulders of Giants, Faeries, Dragons, and Hobbits 213

Adapting Myth and Legend 214

Making myths and faerie tales your own 214

Start with Middle Earth? Not Exactly 218

Genre-defining characters and creatures - Wizards, hobbits, and elves, oh my! 219

Getting indulgent with worldbuilding 221

Generating deep history and wondrous geography 221

The now-classic quest narrative 222

Understanding Tolkien and Dungeons & Dragons 224

Losing hit points and gaining character levels in games 224

Starting with the Forgotten Realms 225

Making Deep History in Record Time 226

Basing your story in reality 226

Making your own myths 227

Identifying different people and places 227

Enhancing conflict 228

Chapter 16: Conjuring Story Magic 229

Grasping the Role of Magic in Storytelling 229

Taking the Reader on a Magical Journey 230

Making Magic Dramatic (in Every Sense of the Word!) 231

Heightening dramatic stakes with...

Details
Erscheinungsjahr: 2022
Fachbereich: Unterricht
Genre: Erziehung & Bildung
Rubrik: Sozialwissenschaften
Medium: Taschenbuch
Inhalt: 432 S.
ISBN-13: 9781119839095
ISBN-10: 1119839092
Sprache: Englisch
Einband: Kartoniert / Broschiert
Autor: Dakan, Rick
Cleave, Ryan G van
Hersteller: Wiley
Maße: 233 x 191 x 27 mm
Von/Mit: Rick Dakan (u. a.)
Erscheinungsdatum: 09.03.2022
Gewicht: 0,549 kg
Artikel-ID: 120551943
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