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Captivate the hearts and minds of young adult readers! Writing for young adult (YA) and middle grade (MG) audiences isn't just "kid's stuff" anymore--it's kidlit! The YA and MG book markets are healthier and more robust than ever, and that means the competition is fiercer, too. In Writing Irresistible Kidlit, literary agent Mary Kole shares her expertise on writing novels for young adult and middle grade readers and teaches you how to: • Recognize the differences between middle grade and young adult audiences and how it impacts your writing. • Tailor your manuscript's tone, length, and content to your readership. • Avoid common mistakes and cliches that are prevalent in YA and MG fiction, in respect to characters, story ideas, plot structure and more. • Develop themes and ideas in your novel that will strike emotional chords. Mary Kole's candid commentary and insightful observations, as well as a collection of book excerpts and personal insights from bestselling authors and editors who specialize in the children's book market, are invaluable tools for your kidlit career. If you want the skills, techniques, and know-how you need to craft memorable stories for teens and tweens, Writing Irresistible Kidlit can give them to you.
Mark J.P. Wolf’s study of imaginary worlds theorizes world-building within and across media, including literature, comics, film, radio, television, board games, video games, the Internet, and more. Building Imaginary Worlds departs from prior approaches to imaginary worlds that focused mainly on narrative, medium, or genre, and instead considers imaginary worlds as dynamic entities in and of themselves. Wolf argues that imaginary worlds—which are often transnarrative, transmedial, and transauthorial in nature—are compelling objects of inquiry for Media Studies. Chapters touch on: a theoretical analysis of how world-building extends beyond storytelling, the engagement of the audience, and the way worlds are conceptualized and experienced a history of imaginary worlds that follows their development over three millennia from the fictional islands of Homer’s Odyssey to the present internarrative theory examining how narratives set in the same world can interact and relate to one another an examination of transmedial growth and adaptation, and what happens when worlds make the jump between media an analysis of the transauthorial nature of imaginary worlds, the resulting concentric circles of authorship, and related topics of canonicity, participatory worlds, and subcreation’s relationship with divine Creation Building Imaginary Worlds also provides the scholar of imaginary worlds with a glossary of terms and a detailed timeline that spans three millennia and more than 1,400 imaginary worlds, listing their names, creators, and the works in which they first appeared.
Created worlds may resemble the actual world, but they can just as easily be deemed incomplete, precarious, or irrelevant. Why, then, does fiction continue to pull us in and, more interesting perhaps, how? In this beautiful book Pavel provides a poetics of the imaginary worlds of fiction, their properties, and their reason for being.
When artists and designers explore or create a fictional setting, the milieu must be completely fleshed out, explained, and designed. In this book, comic and gaming art veteran Mark A. Nelson explores and demonstrates his methods for fashioning visually stunning, believable environments for fantasy creatures and characters. Scores of images and step-by-step examples illustrate how variation and experimentation lead to fresh, original designs for otherworldly beings, their environments, and their stories. Nelson discusses how to find ideas and borrow from history to add the strength of realism to a fantasy world. In describing the best ways to establish a habitat, he offers specifics about climate, terrain, flora, and wildlife. He shares insights into founding societies in terms of their means of survival, manner of warfare, spiritual practices, style of dress, and levels of technology. All visual creatives who work with imaginative material — illustrators, comic artists, and writers — will take a lively interest in this source of inspiration and practical knowledge. "In sixteen breezy-yet-surprisingly-concise chapters he covers everything from visual problem solving to spirituality to warfare to transportation, not with the idea of giving the reader lessons to copy by rote but rather as prompts to develop their own original concepts. If I were suggesting three books every budding artist should have at their fingertips they would be Figure Drawing for All It's Worth by Andrew Loomis, Imaginative Realism: How to Paint What Doesn't Exist by James Gurney, and, most definitely, Mark's Fantasy World-Building." — Muddy Colors
A POST-FALL FANTASY TABLETOP ROLEPLAYING GAME SET IN A RAMPANT OCEAN OF VERDANT GREEN. Some three hundred years ago the empires of the world were toppled by a wave of fast growing greenery, a tide of rampant growth spilling from the West known as the Verdancy. Now chainsaw-driven ships cut their way across dense treetop waves, their engines powered by oilfruit, rope-golems, honey and pride.You play a wildsailor, part of a motley crew consisting of humanity's weathered descendants, cactoid gunslingers, centipedal fungi, silk-clothed spiderfolk, and other, stranger things. With your fellow crewmembers, you'll journey across the lingin' tide discovering charts, pursuing drives, and avoiding mires of the deep.The Wildsea hungers and grows, roots sinking deep into the forest floor as the waves above ripple with life. What will you discover in its depths?The Wildsea is a tabletop roleplaying game from Quillhound Studios for 2-6 players inspired by stories like Sunless Sea, Bastion, and the Bas-Lag Trilogy. The Wildsea uses a narrative, fiction-first d6 dicepool system that draws inspiration from games like Belly of the Beast, Blades in the Dark, and 13th Age.
A thrilling new fantasy series—full of deadly magic, double crosses, and a dangerous quest in a new world—from Sara Raasch, the New York Times bestselling author of the Snow Like Ashes series. Adeluna is a soldier. Five years ago, she helped the magic-rich island of Grace Loray overthrow its oppressor, Agrid, a country ruled by religion. But adjusting to postwar life has not been easy. When an Argridian delegate vanishes during peace talks with Grace Loray’s new Council, Argrid demands brutal justice—but Lu suspects something dangerous is at work. Devereux is a pirate. As one of the stream raiders who run rampant on Grace Loray, he scavenges the island’s magic plants and sells them on the black market. But after Argrid accuses raiders of the diplomat’s abduction, Vex becomes a target. An expert navigator, he agrees to help Lu find the Argridian—but the truth they uncover could be deadlier than any war. Benat is a heretic. The crown prince of Argrid, he harbors a secret obsession with Grace Loray’s forbidden magic. When Ben’s father, the king, gives him the shocking task of reversing Argrid’s fear of magic, Ben has to decide if one prince can change a devout country—or if he’s building his own pyre. As conspiracies arise, Lu, Vex, and Ben will have to decide who they really are . . . and what they are willing to become for peace.
The digital technologies of the 21st century are reshaping how we experience storytelling. More than ever before, storylines from the world's most popular narratives cross from the pages of books to the movie theatre, to our television screens and in comic books series. Plots intersect and intertwine, allowing audiences many different entry points to the narratives. In this sometimes bewildering array of stories across media, one thing binds them together: their large-scale fictional world. Collaborative Worldbuilding for Writers and Gamers describes how writers can co-create vast worlds for use as common settings for their own stories. Using the worlds of Star Wars, Lord of the Rings, A Game of Thrones, and Dungeons & Dragons as models, this book guides readers through a step-by-step process of building sprawling fictional worlds complete with competing social forces that have complex histories and yet are always evolving. It also shows readers how to populate a catalog with hundreds of unique people, places, and things that grow organically from their world, which become a rich repository of story making potential. The companion website collaborativeworldbuilding.com features links to online resources, past worldbuilding projects, and an innovative card system designed to work with this book.
Discussion of the primary worlds of the senses and historical reality, and the secondary worlds of imagination and poetry.
"Create Your Own World!" is a motto of visionary artists. We all enjoy escaping into, and journeying within, fictional realms. Some aspire to create their own unique artistic worlds. Fictional Worlds, intended for all readers who love literature and film, and especially for writers, filmmakers, and videogame designers, points at new ways of navigating, exploring, and creating entrancing fictional universes. This book''s promise is to make its readers more confident fictional world travelers and compelling storytellers. A holistic and evolutionary study of narrative from ancient rituals, myths and fairytales to the current day, this book blends a creative and intellectual approach to writing. The themes of journey, the wonderworld, quest for knowledge, symbolic death-rebirth, conflict resolution, family, and community are at the core of this inquiry into the nature of narrative, its politics and poetics. Teaching nuts and bolts of writing fiction, this book connects the "cultural" dots in the trajectory of the dramatic arc, elucidating the power of storytelling. With Odysseus as a guide, Fictional Worlds is a journey through the landscape of narrative traditions, emerging practices and artistic debates. The four books of this volume explore key genres such as action-adventure, drama, mystery, and comedy. "This brilliant book is far more than a screenwriting manual. Ranging across the globe and throughout history we have here a dazzling survey of the intellectual foundations and possibilities of the cinema. This is must-reading for anyone who is interested in how and, more importantly, why we tell stories on screen." -- David Desser, author of Eros plus Massacre: An Introduction to the Japanese New Wave Cinema; co-author of American Jewish Filmmakers "A new theory of narrative, which I find both convincing and uplifting. Illuminating and useful anthropological theory of genres. Terrific choice of examples, as well as the analysis. ''Dos and Don''ts: Creative Solutions for the Formulaic Plot'' will be immensely helpful to practitioners.... Among interesting ideas: the murder mystery-as tragedy in reverse! And the role of film noir... And ''Ulysses as a Peter Pan for grownups''!! - I love it!" -- Linda Hutcheon, Distinguished Professor Emeritus, University of Toronto, author of A Poetics of Postmodernism, The Politics of Postmodernism, and A Theory of Parody: The Teachings of Twentieth-Century Art Forms "An innovative approach to teaching screenwriting, based in original scholarship of real importance. The book''s ideas are of impressive originality and practicality, and expounded with exemplary clarity. Dr. Alexander does a splendid job making a case for the new and more productive understanding of genre. The book features an elegant commentary on the distinction between film as ritual and ceremony. There is much to recommend this fine volume, the writing is generally elegant. The chapter on mystery is so brilliant that it alone would make this book worthy of a semester''s study." -- R. Bruce Elder, filmmaker; author of Harmony and Dissent: Film and Avant-Garde Art Movements, and DADA, Surrealism and the Cinematic Effect "There''s much I admire about Fictional Worlds, starting with the core project of bridging between narrative theory, anthropological perspectives on myth and ritual, and work in screen studies. I have never seen the books addressing Joseph Campbell''s ''Hero''s Journey'' with relation to screenwriting in the exhaustive detail and with the nuance that Alexander deploys here, and with such a rich array of examples. What I admire is Alexander''s insistence on historical and cultural specificity, even while tracing connections in the kinds of stories that have emerged across times and cultures." -- Henry Jenkins, Professor, University of Southern California; author of Convergence Culture: Where Old and New Media Collide
Creating fictional worlds is fun - but making memorable, effective ones is often challenging. How do you make something that doesn't exist, make it real enough people enjoy it, and make sure it endures, grows, and keeps making sense to your expanding audience? Way With Worlds offers you a helpful guide to being a better worldbuilder. From basic theories and principles to guide you, to intense discussions of sex, ecology, and culture, you'll take a tour of the best ways to make places that never were. When you're done, you'll have a grasp of worldbuilding that will make sure your fiction is as memorable as fact. In this book you'll explore: Basic Philosophies Of Worldbuilding - Get the basics and gain a new viewpoint on worldbuilding. World Creation Essentials - What you have to think of to build your setting. Magic And Technology - Understand the differences, the similarities, and what they mean. Clarke's law ahoy . . . Religion - Building religion presents challenges and opportunities - learn to face them and take them! Sex - Sex in the world's you build is going to involve more than you think, because more than you may think is about sex . . . Species And Races - Creating species and races opens us up to traps of words and ideas we may not see - avoid them! Characters - Who are the people in your world? More than you may think . . .