Jaquandor comments (with reference to his manuscript in progress) on this post about how to (or how not to) write formula fantasy fiction. Jaq compared his work-in-progress with the guidelines and discovered he’d hit 7 out of 10 of them–but with extenuating circumstances in each case.
As it happens, I’ve written two fantasy novels; Through
Darkest Zymurgia, which you can read on-line for free because not
only isn’t it a best-seller it isn’t any kind of seller, and The King
of Elfland’s Nephew, of which I have a pretty good draft but which
I’m not really through with yet. As it’s a slow weekend (Jane and are
both afflicted with colds, and our youngest is teething) and Jaq’s
example seems like goodly post fodder, I’ll do the same. You’ll need to
read the original guidelines, linked above, to make complete sense of the
answers.
1. Create a main character
And according to the guidelines he should be a loser, so that young,
under-confident males will identify with him. Alas, I blew this one;
Leon Thintwhistle is a successful academic and a leading name in his
field, and Jonas Morgan’s a successful investment banker.
2. Create a Quest
Because the fate of the whole world has to rest on the main character’s
shoulders. Hmmm. I blew this one, too. Zymurgia has an
expedition, certainly, but it’s of no importance to anyone but the
principles. And while considerable weight rests on Jonas Morgan’s
shoulders, there’s no quest as such, nor is the whole world (or anything
like it).
3. Create a Motley Bunch of Companions
Each with particular skills that will be necessary at some point in the
story. The author of the guidelines might have added, “And then play
them against each other for laughs.” Here, I confess, Zymurgia
hews to the party line. But then, the members of a scientific expedition
are supposed to have particular skills that will be necessary at
some point. Elfland seems to be free of this sort of thing,
though. Jonas Morgan doesn’t (for the most part) have companions; he’s a
banker. He has a staff. Of employees, not of oak, hickory, or (spare me) lorken.
4. Create a wise but useless guide
He must be wise and powerful and never say anything or do anything
terribly helpful. If the book were a computer game, I suppose he’d be
the on-line hints. Zymurgia simply has no such character;
Elfland has something of the sort, but Mr. Godwin is about as
different from Gandalf as one can reasonably imagine.
5. Create the Land
It must have all of the landforms you can imagine, in bewildering and
unlikely juxtaposition, through which the motley crew can be dragged, and
it must fit on two pages of a paperback book. Hmmm, I seem to have blown
this one, too. Zymurgia is all about geography in one sense, but
I seem to have restrained myself with the variability; and anyway it
takes place in a modified Europe/Mediterranean world. Sort of. And in
Elfland I never go into the geography, it not being particularly
relevant. Though I can find most of the parts that take place in Los
Angeles on the map.
6. Create the Enemy
After all, you have to have a Dark Lord. Except that you don’t;
Zymurgia has no such thing. In Elfland, on the contrary,
there’s definitely a bad guy, the King of the Unseelie Host, but frankly
he’s not much of a Dark Lord. Evil, yes, but human-scale. Or
Elven-scale, perhaps. Not that my elves are particularly like anybody
else’s.
7. Make it Long
Blew it here, too. IIRC, both novels are around 90K-100K words.
8. Skip the Hard Parts
Such as the battle scenes, for they are messy and hard to write. As the
original guidelines put it,
The sound of the battle was suddenly a long way away but just as he
closed his eyes and the black cloud engulfed him he thought he heard
someone crying from the grassy knoll, “The Toasters are coming. The
Toasters are coming.”
I don’t think I did this. There’s precisely one (short) battle-scene
between the two books, and I describe it in detail. Oh, and there’s a bar
fight that takes place off-stage, but that’s only because it was funnier
that way. In fact, come to think of it, both books have a bar
fight that takes place off-stage because it was funnier that way. Hmmm.
9. Lead up to a Cataclysmic Battle
OK, a good bit of the plot in Elfland leads up to a battle. It’s
a fair cop–except that the battle doesn’t really settle anything. There
are no battles to speak of in Zymurgia
10. Kill Almost Everybody
To quote the guidelines,
Most of the Motley Bunch must die in terrible pain and
degradation before the Loser/Hero gets his act together. This is to keep
us mad at the Enemy, thought it is basically the Loser/Hero’s fault for
being so slow and incompetent.
Precisely one person dies in Zymurgia, mostly because he’s nasty
and stupid, and it’s his own fault. A few more people die in
Elfland (there’s a battle, after all) but only two of them are
really important to the plot. The book begins with the funeral of the
first of them, and the second dies well before the halfway point.
After giving these ten guidelines, the author goes on to list a few other
keypoints. Jaq skipped these, but I think I’ll give ’em a go.
Bad Expendables: E.g., orcs, goblins, trolls, cannon fodder. I
don’t have any of these in either book. That is to say, Elfland
certainly has ogres and trolls and goblins, but none of them are
expendable.
Tough Old Warriors: Nope, none of these either. Unless an
experienced CPA/comptroller counts.
Pure Maiden Warriors: Nor these.
Body Types: All of the people in my books (the corporeal ones,
anyone) do indeed have body types. But I don’t think that’s what he
meant.
Character Names: Some of my names are a bit silly, it’s true, but
all of them are pronounceable.
Technology: E.g., gaps therein. The technology in Zymurgia
is at a level roughly equivalent to the Victorian era I’m evoking. The
technology level in Elfland is consistent with the Elves’ interest
in such things. (Snicker, snicker, guffaw.)
Magic: I quote, “the Good Wizard’s fire is always blue, and Bad
Wizard’s is always green or red.” There are no wizards in either book.
Unless an experienced CPA/comptroller counts.
Dwellings: “There are three sorts of dwellings in fantasy novels
— caves, huts, and castles.” I’ve got caves and castles, certainly,
though none of the caves are of the “passageway under the impassable
mountains” variety. But I’ve got a number of other kinds of dwelling as
well, including a picture of a really nice Craftsman-style living room.
The Enemy’s Stronghold: There’s no enemy as such in
Zymurgia, and hence no stronghold. The enemy has a stronghold
in Elfland, but the good guys never get near it.
The Enemy’s fatal flaw will always be that he is over-confident.
But in Elfland, the Enemy certainly is over-confident. But that’s
not what proves his undoing.
So. I believe I’ve established that my stuff doesn’t follow the formula
particularly well. The question is, does that make it bold,
original, innovative, and fresh, or simply uncommercial?