Ratings20
Average rating4
There's one useful chapter in this book, and it's the one about the MICE quotient/story structure analysis/planning tool. Other than that, I think Brandon Sanderson's YouTube writing lectures are far more informative (and up to date) than this.
I've never read a book like this one. Of course, there are some parts that are outdated, but the overall information is extremely useful. Orson Scott Card is a good teacher, and has a natural way of sharing his knowledge.
This is a great book. Every science fiction and fantasy writer should have a copy. I just keep going back to it, and every time I learn something new. The newer edition with supplemental chapters, [b:Writing Fantasy & Science Fiction: How to Create Out-Of-This-World Novels and Short Stories 17295445 Writing Fantasy & Science Fiction How to Create Out-Of-This-World Novels and Short Stories Orson Scott Card https://images.gr-assets.com/books/1375674709s/17295445.jpg 23929343], doesn't really add much to this classic.
How to Write Science Fiction & Fantasy by Orson Scott Card is one of the more well-known writing advice books for aspiring authors in the speculative fiction market. It's brief and to the point, focusing on what sets science fiction and fantasy writing apart from other genres. There isn't a lot on how to write compelling characters or craft masterful prose, but there's plenty of advice on how to create believable worlds get established in the SFF community.
The book is broken into five sections:
1. The Infinite Boundary
The book starts with the author's attempt to define the boundaries between science fiction and fantasy, as well as what sets speculative fiction apart from the rest of literature. Most of us probably have a pretty good idea of what separates fantasy and science fiction, but this section broke down the boundaries of each genre as defined by readers, writers, and the publishing industry.
2. World Creation
Next up is one of the core components of speculative fiction: wordbuilding. There isn't a step-by-step guide, but Card discusses several of the most important things aspiring writers should consider. He covers how to come up with ideas, how to set consistent rules for your world, how to come up with a convincing past, how to use language to define your world, and how to come up with interesting scenery.
3. Story Construction
Again, don't expect a detailed guide here. Instead, this section covers the differences between main characters, protagonists, and viewpoint characters; where to start and end your story; and the difference between event, character, idea, and world exploration story structures.
4. Writing Well
This is the shortest section in the book, coming in at only 16 pages. Card goes over how to handle the unavoidable exposition found in SFF stories, when (not how) to name characters, as well as what information should be delayed or implied to keep readers hooked. This section also briefly touches on prose, including how to select a diction style that fits your story and when/how to use profanity.
5. The Life and Business of Writing
Once you're done with your story, you need to find a way to sell it. This section talks about how to submit short stories to magazines, the difference between queries and cover letters, what you should look for in an agent, and how to approach writing classes and workshops. The author even goes into what to expect if you write collaborative works, participate in an anthology, or win a writing award.
This section ends by talking about finances and home life for writers, which you may or may not find useful in a book of writing advice.
All in all, I'd say this is a useful book for any aspiring SFF writers. It focuses far more on science fiction than fantasy, but most of the information is applicable to either. If you're looking for a book that can serve as a comprehensive jumpstart to your writing career, this probably isn't for you. This probably works best as a companion book to help you apply other writing advice specifically to the field of speculative fiction.
Just the reminder I needed. Key considerations on pacing, plot, mechanics, and attitude for science fiction and fantasy.