- Taschenbuch: 144 Seiten
- Verlag: F&W; Auflage: New ed. (30. Oktober 2005)
- Sprache: Englisch
- ISBN-10: 158297103X
- ISBN-13: 978-1582971032
- Größe und/oder Gewicht: 15,2 x 1,1 x 22,9 cm
- Durchschnittliche Kundenbewertung: 3 Kundenrezensionen
- Amazon Bestseller-Rang: Nr. 91.418 in Fremdsprachige Bücher (Siehe Top 100 in Fremdsprachige Bücher)
How to Write Science Fiction and Fantasy (Englisch) Taschenbuch – 30. Oktober 2005
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This award-winning classic on the art and craft of writing science fiction and fantasy provides invaluable advice for every science fiction and fantasy writer interested in constructing stories about people, worlds and events that stretch the boundaries of the possible - and the magical. They'll learn:. What is and isn't science fiction and fantasy, and where their story fits in the mix. How to build, populate, and dramatize a credible, inviting world readers will want to explore. Where the markets are, how to reach them and get published There's no better source of information for writers working in these genres.
Über den Autor und weitere Mitwirkende
Orson Scott Card is one of the biggest names in science fiction and fantasy. He won both the Hugo and Nebula science fiction awards for best novel for two consecutive years - something no other writer has done. In addition, he was the first writer to ever win a Nebula and a Hugo for both a book and its sequel.
Welche anderen Artikel kaufen Kunden, nachdem sie diesen Artikel angesehen haben?
Ich hätte mir mehr praktische Anregungen zum eigentlichen Schreiben gewünscht.
Sehr interessant ist das Kapitel ueber Maerkte, Agenten, Werbung etc., welches einen Einblick und ein Gefuehl fuer das gibt, was das Schreiben und Publizieren mitsichbringt.
Empfehlenswert sind die Tips und Hinweise, seine Geschichten mit Hilfe von literarischen Laien zu ueberarbeiten.
Dieses Buch ist - wie auch andere Anleitung-zum-Schreiben-Buecher - nicht so preiswert wie "normale" Taschenbuecher. Aber als eine Moeglichkeit zum Lernen sind diese Buecher unverzichtbar und das Geld wert. Wer ein grobes Gefuehl dafuer bekommen moechte, warum Orson Scott Card so schreibt, wie er schreibt, kommt um keines seiner Buecher herum, auch nicht um dieses.
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Chapter 3, Story Construction, has already opened up new worlds for me (no pun intended). Almost every story, no matter what your genre, falls into one of four categories: milieu (the time or place of the story is the most important element), idea, character, and event. Knowing which your story is will help you write it better. Very helpful examples are given.
Chapter 4, Writing Well, shows how to unfold your story. True, this chapter is geared to the specifics of SF&F, but contains extremely valuable information. How much information should you share with the reader early on? How much is too much? Have you dropped enough clues or interesting pieces of information early on to keep the pages turning? This chapter answers those questions and more.
Chapter 5, The Life and Business of Writing, is probably the most honest look at the writer's life that I've ever read. Not only does Card offer advice on how to get your stories published, he also covers the pros and cons of conventions, classes, workshops, conferences, contests, handling your finances, and a subject that doesn't get addressed enough: balancing your writing life with your home life.
How to Write SF&F is a book written by an author that cares about the genre and cares about writers. He doesn't pull any punches, but you come away with the sense that Card wants (and expects) you to succeed as a writer. I was extremely impressed with the way he uses examples from other writers' work and not his own. I've read so many books and articles in which the author cites, "In my book 'Pluto Goes to Town with Gorfzork,' I deal with the problem of faster-than-light travel in a new and fascinating way." Not Card. He praises others instead of himself.
Again, this is a book for ALL writers. The book has already made me re-examine several of my own stories. Now I can look at them and say, "I knew something was wrong with it...NOW I know what it is."
Card, like most writers, is well aware of that fact and does not take the pretention that his book is a how-to that will have you churning out sci-fi and fantasy like a pro. However, for those enthusiasts who aren't sure where to begin or what mistakes to avoid, Card's guide is a good, if ill-titled, one; it describes the different types of stories (idea, character, event, etc.), plus offers tips on building a world with consistent and believable rules, what constitutes sci-fi/fantasy, etc.
More advanced writers or even rather astute readers may find some of the book's guidance obvious or a matter of common sense, and the book is not the only one an aspiring writer might wish to own (Writer's Market, various plotting, characterization, marketing, etc. books also being invaluable), but it is a good starting point for the average sci-fi enthusiast.
This is not true. Moreover, that is not what the book is for. The author encourages you, gives you examples, and makes you comfortable with writing fiction. Card doesn't give you specific advice ( insert character A here). He gives you examples of tone. He doesn't give you a compendium of data on the medieval world. He shows you what it feels like to write about it. He points you in the right direction, gives personal pointers, uses fine humor. You supply your own storylines. Enjoy this book.
I especialy liked the chapters on consistency in world-building. In science fiction lingo, "world building" refers to the process of creating an alien culture. In order to be convincing, that culture must make sense in terms of its ecology, history, technology, lifeforms, etc. Doing this requires quite a bit of preliminary thought before you can even begin to write your novel, but that planning is absolutely necessary if your characters are to be believable. For example, as Card points out, the type of space travel available to your characters will determine their attitudes about a lot of things. If a group of colonists arrived at their new planet in a multi-generational ship that took centuries to get there, they will be out of contact with the homeworld, and their culture will probably evolve independently. On the other hand, if they can travel back and forth in a matter if days, they will be in close contact with (under the control of?) the homeworld, and your story will be quite different. So, you have to make clear decisions about technology before you start writing.
The same is true for the rules of magic, time travel, social customs, evolution of alien species, etc. You, as the author, can decide what these rules will be, and there is a great deal of leeway in a lot of directions. But once you make your rules, you must be consistent within the system you created. Orson Scott Card takes you through this process step-by-step, using actual examples from his own and other SF novels. This valuable lesson can be applied to any type of fiction. What makes a good novel is the creation of a believable world that your readers can enter into with their imaginations -- and that requires pre-planned consistency.
In fact, I found Card's book to be helpful in my own work with re-telling Hasidic stories for non-Hasidic readers. (cf. "Jewish Tales of Reincarnation," available here on Amazon.) These stories take place in a traditional Jewish culture that is as "alien" to most American readers as the fictional worlds in the SF genre. Breaking into the general market meant explaining things in the Hasidic stories that I would normally take for granted. Card's book got me thinking in a new way about the rules -- written and unwritten -- that form the framework of the Hasidic worldview. Card taught me how to weave the necessary "alien" cultural info into my narratives so that my readers can understand that world and the people in it -- without falling into the deadly trap of preachy, boring prose. That insight alone was well worth the price of the book -- and it contains much, much more. Ten stars!