31 October 2013, Writing Ideas - Writing Science Fiction, part 92 more Probability Entertainment
Announcement: My novels Sister of Light and Sister of Darkness are about to be published. I write this blog about 2 months prior to its publication. I just heard that the proofs will be here soon--likely before the end of the week. My publisher also wants to put the entire set of novels based on Aegypt on contract--that's 5 more novels for 8 total. They also want to put my other novels on contract. The release schedule should be one novel every 2 months. I'll keep you updated.
Introduction: I wrote the novel Aksinya: Enchantment and the Daemon. This was my 21st novel and through this blog, I gave you the entire novel in installments that included commentary on the writing. In the commentary, in addition to other general information on writing, I explained, how the novel was constructed, the metaphors and symbols in it, the writing techniques and tricks I used, and the way I built the scenes. You can look back through this blog and read the entire novel beginning with http://www.pilotlion.blogspot.com/2010/10/new-novel-part-3-girl-and-demon.html.
I'm using this novel as an example of how I produce, market, and eventually (we hope) get a novel published. I'll keep you informed along the way.
The four plus one basic rules I employ when writing:
1. Don't confuse your readers.
2. Entertain your readers.
3. Ground your readers in the writing.
4. Don't show (or tell) everything.
5. Immerse yourself in the world of your writing.
I am writing about the extrapolation of science and technology to be able to write science fiction. I made the point that it is almost meaningless to try to fully extrapolate a universe (world) that is 10,000 years in the future (and maybe 1,000 years in the future) without applying some cultural and technological shaping.
By shaping the cultures of your science fiction universe, you can shape the science and technology that is extrapolated. Here is how I culturally shaped the universe of The Chronicles of the Dragon and the Fox to make the 10,000 year extrapolation work.
We don't usually think about the world being governed by probability. Now probability is very different than luck. A wise person maximizes probability--you do it unconsciously. For example, if you want to get a certain job, you go to school, you study for it, you learn everything you can about it, you maximize the chance you will be able to compete for that job. If you don't get it the first try, you try again until you achieve your goal. All this is based in probability. In a roleplaying game and indeed in any computer game, the game simulates real life through probability. For example, in a tank fighting game. You must aim the gun at the target. Their is an inherent probability based on distance that the gun will hit the target. The better the aim, the higher the probability. The closer, the higher the probability. The lower the wind, the higher the probability. The gamer doesn't see all the math the computer does to calculate the probability of a hit. The gamer aims and pulls the trigger. The result is a hit or not. There is much more to these computations. The second problem is penetration. If the round hits, depending on where and how it hits, there is a greater or lesser probability of penetration. Finally, the results of the penetration. Depending on where the round penetrated and how it struck the tank affects the last result. The point is that for every shot, the computer game software makes these computations and determines the results of the event. This is true of every game and every event. The world is all about probability, and games simulate this probability through math. The next part of this is chaos theory.
The real world is based in probability--more tomorrow.
Also remember, I'm trying to show you and give you examples of how to write a science fiction theme statement and turn it into a plot.
For more information, you can visit my author site http://www.ldalford.com/, and my individual novel websites: