Category Archives: Business

Barbie Queen of The Prom: A Cautionary Tale

The Barbie Queen of The Prom board

I’ve always been a big fan of board games.  Although my taste in board games has become more refined with the likes of Dominion, 7 Wonders, Agricola, Age of Empires III and more, I had to start somewhere. And I started with Barbie Queen of the Prom (BQP).

First, some background. Growing up, I primarily lived with my dad and my brother. I had to sit through countless hours of He-Man, college basketball, pro basketball, G.I. Joe, golf, and occasionally baseball. While I do appreciate all of these things, let’s just say I paid my dues. So every now and again, my dad and brother let me pick out which board game I wanted to play, and I would almost always choose Barbie Queen of the Prom. And I’m just going to write it now so the embarrassment for them is over quickly: my dad or my brother almost always won. They always got to be queen of the prom! *Folds arms, grumpy face*

The dreamboats.

Anyhoo, something funky was going on with BQP.  I had the re-boot version of the 1960’s board game, and apparently the rules weren’t any clearer in the 90’s than they were back in the 60’s (kind of like actual prom – ZING!). The basic premise is this: you start out with some Barbie bucks and with those you accumulate a dress, a hairstyle, a ride to the prom, and a boy to take to the prom (you didn’t have to pay for the boy, thank goodness). Then, when you got to the prom, you spin (sometimes over and over and over) until somebody gets to be prom queen.

But here’s the weird part – when you got to prom, if you landed on a friend tile (a token with one of Barbie’s friends on it), you picked it up. But the rules were extremely vague about what you actually did with this token. Before this point, every token accumulated was used in exchange for something. After some careful speculation, my dad, brother and I could come to no other conclusion but you could trade in one of your friends for an extra spin – that is to say: another chance to become queen of the prom.

What. The. (Youknow.)

All social conditioning from the first part of the game aside, what’s up with this trading in your friends thing?! That’s so not cool, man.

The moral of my story is this: when things aren’t clear, people can’t help but assume. In writing and in life, if you don’t make things clear, things will start to go awry.

Also, if something doesn’t ring true, people will notice.

All games take a bit of imagination and fantasy in order to come alive. Make sure that whatever you develop rings true and leads the audience in exactly the direction you want them to go (even if that direction is misdirection), or they may just start trading in their friends for a chance to be queen of the prom.

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Kristin Luna is a Marketing Consultant by day and writer by break of dawn. She prefers to wear t-shirts. Kristin, a descendant of the infamous Dread Pirate Roberts, is currently working on a Young Adult fantasy trilogy. When she isn’t contemplating marketing campaigns or writing, she’s crocheting, playing board games, figuring out yoga, teaching her cats sign language, reading, or getting in cabs saying, “To the library – and step on it!”. She is kidding about only two of those hobbies.

Coming Soon to an Internet Near You

For those of you who are alternate history fans, if you haven’t checked out the New York Times best-selling 1632 series (a/k/a Ring of Fire series) created by writer Eric Flint, you are missing something.  It currently amasses over six million words in print, with more being added on an almost monthly basis.

The first novel is titled 1632 (hence the series name), and its original edition can be downloaded from Baen Books (the publisher) for free in every common e-book format, and a couple that aren’t so common.  Check it out here.

The newest novel in the series is 1636: The Devil’s Opera by Eric Flint and David Carrico (yours truly).  It will be published in hardback edition for $25.00 and e-book edition for $9.99 in October, 2013.  I did a Fictorians post about the writing process of the novel here.

The reason for this post is to let you know that you don’t necessarily have to wait until October to read it.  Baen, of all the traditional science fiction and fantasy publishers, was the first-and for a long time was the only-publisher who embraced e-books.  Beginning well over a decade ago, every book they publish is offered in every available e-book format (including Kindle and Nook) in addition to the hard copy edition.  Every e-book that Baen has published since the very beginning was published without DRM security being loaded on it.  And once you buy an e-book from Baen, you can install any and every format of the e-book on any and every electronic device you own at any time.  Plus, they keep track of which books you have bought and you can re-download fresh copies anytime you need or desire to.

In other words, Baen has been doing the e-book thing right since way before most publishers even thought about doing e-books.

But in addition to the regular e-book edition, they offer a couple of additional options that no other publisher has provided to date that I’ve seen, and these are the things that you may want to take advantage of now.

First of all, there’s this thing called an e-ARC.  ARC, of course, is Advance Reader Copy, and prior to e-books, that was a preliminary copy of the book based on the submitted manuscript without a final edit, printed quickly on cheap paper and often with no cover art, for the purpose of sending to reviewers.  These editions are highly prized by certain collectors.  They are also highly prized by rabid fans who want to know right now what happens in the book, without waiting until the official publication date.  People have been known to pay hundreds of dollars for an ARC from a popular author.  Well, several years before he died in 2006, Jim Baen, founding publisher at Baen Books, had a crazy idea and offered an e-book ARC edition of a couple of popular forthcoming books.  As with paper ARCs, the content was lacking the final edit, but they could be had several months before the official publication date.  He pegged them at $15.00, which was two and a half to three times his then-current regular e-book prices.  As you may suspect, they sold amazingly well, and have become a part of the regular publishing cycle for many of the new novels published by Baen Book.  The e-ARC for 1636: The Devil’s Opera can be viewed and ordered here.  Just remember, if you spot a typo, this isn’t the final edited version.

The other option is this thing called bundles.  Basically, beginning about three months before the publication date, Baen offers a bundle of all the e-books that will be published in that month for a reduced rate and for a limited time.  You have to purchase the whole bundle at once, but you typically get the books for a much reduced rate over the $9.99/$8.99/$6.99 of the single e-book prices.  For example, the October 2013 Monthly Baen Bundle is priced at $18.00, and it contains five new novels and one novel that is having its mass market paperback edition released in October.  This is a significant savings over the $51.94 total single e-book pricing of the six novels.  The bundle release process is a lengthy one:  in the third month before official release, you receive the first half of each book in what is essentially the e-ARC edition; in the second month before official release, you receive the next fourth of the e-ARC edition; and in the month before official release you receive the full text of the final edited version identical to what will be in the hard copy edition.  To view and order the October 2013 bundle go here.

All things considered, I’m proud to have my first novel published by Baen Books, a truly forward-thinking traditional publisher.  And in Baen’s case, that’s not a contradiction in terms.

Ginnie West Cover Reveal Extravaganza!

 

Happy Monday, everyone. I hope you’re all enjoying our month long look at myth & legend!

We’re taking a break from our normally schedule programming to bring you something fun this week. Monique Bucheger’s Ginnie West Adventure series has gotten all new covers, and to celebrate it, we’re taking part in the extravaganza surrounding her cover reveal with a giveaway and a Book Bomb! on Thursday, June 20th. Check out Monique’s great work below and stick around for the details for lots of free stuff at the bottom of the post.

 

The Ginnie West Adventure series gets new covers!
To quote Ginnie: “They are totally awesome sauce!”

 

RED Cover Reveal Banner

 

THE SECRET SISTERS CLUB: A GINNIE WEST ADVENTURE (Book 1)

Twelve-year-old BFFs-Ginnie and Tillie-want to be sisters. Tillie’s divorced mom plus Ginnie’s widowed dad could equal a lifetime of round-the-clock girl talk and slumber parties. Too bad Dad vowed to never marry again. Ginnie and Tillie form a secret club and come up with the perfect mission to change his mind: “Operation: Secret Sisters’.

Before long, Tillie seems happier about gaining a dad than a sister. Ginnie suspects that Tillie has turned “Operation: Secret Sisters’ into a scam called “Operation: Steal My Dad.’ Things get more complicated when Ginnie stumbles across her real mom’s hidden journals. Ginnie can finally get to know the mother she doesn’t remember and Dad doesn’t talk about. When Dad discovers she has the journals, he takes them away. Ginnie needs to figure out why before her relationship with her father and her best friend are ruined forever.

As a writer of fantasy, few stories set in reality succeed in capturing my interest so thoroughly that they leave me wanting more. With her spirited personality and flare for fun, Ginnie West does just this as she draws the reader into her unique world from the start and never disappoints. An engaging read that entertains the young as well as the young at heart, this novel manages to become what most rarely do–memorable. ~~ S.E. Gerard, A Fracture In Time

I LOVED this book! I didn’t know a book without zombies could be good! ~~15 yr-old Amanda

 

TROUBLE BLOWS WEST: A GINNIE WEST ADVENTURE (Book 2)

Putting her body in motion before her brain is in gear creates a mountain of problems for 12 year-old Ginnie West. She is certain that defending her twin brother, Toran, from the biggest bully in sixth grade was the right thing to do. But Ginnie couldn’t be more wrong. She quickly figures out that Toran doesn’t appreciate being rescued by a girl any better than Pierce likes being knocked down by one.

When Pierce seeks revenge on Ginnie, Toran sets aside his anger and helps her plot a playback prank at Pierce’s house. Sadly, Ginnie learns that Pierce has a reason for being a bully when she sees his dad drop him to the floor like a rag doll. Realizing he’s a boy in big trouble, Ginnie decides to be his ally, even if he won’t let her be his friend.

If you like farms, friends, horses, and secrets, you’ll love: Trouble Blows West: A Ginnie West Adventure. So saddle up and be ready to ride with Ginnie as she explores the true meaning of friendship. ~~Debbie Shakespeare Smith, middle-grade author of The House of Chicken

An excellent book that deals with the sensitive topics of bullying, abuse, and forgiveness. It is action packed and full of raw emotions. Bucheger does an amazing job of writing this story, without giving a cookie cutter answer to the problems Ginnie faces. The characters are full and rich-which makes me wish I could be part of the West family as well. ~~ Karen D.

 

SIMPLY WEST OF HEAVEN: A GINNIE WEST ADVENTURE (Book 3)

Twelve-year-old BFFs schemed to get Ginnie’s widowed dad to fall in love with Tillie’s divorced mom. When their parents go along with the matchmaking, the girls are stoked. Sweet! Not long after though, Ginnie stumbles upon her late mom’s journals, making life even more awesome sauce … until her dad confiscates the journals, determined to protect Ginnie from a danger he won’t name. Ginnie is counting on her future sister’s help to make Dad change his mind, but Tillie’s not so sure the ghost of Ginnie’s mom will make a good addition to their new family tree.

Besides, Tillie is too busy trying to keep the memory of her abusive, no-good , rotten-excuse-for-a-birth-father from bubbling to the surface to worry about what’s bugging Ginnie. He left six years ago and Tillie’s knows a better dad when she sees one … Ginnie’s dad. The girls’ world gets flipped upside-down when a blast from the past shows up and makes Tillie go nutburgers. Ginnie is torn between helping her best friend and what could be the answer to her prayers. Life gets complicated lickety-split in what is sure to be the most pivotal summer of Ginnie’s life.

With the charm of The Little House books, and the courage of today’s American Girl, Bucheger has created a series that has staying power. ~~Mikey Brooks, The Dream Keeper

As a mother I couldn’t put these books down. While they may be written for middle grade children, I was not only entertained, but inspired. ~~ Courtney W.

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When Monique Bucheger isn’t writing, you can find her playing taxi driver to one or more of her children, plotting her next novel, scrapbooking, or being the “Mamarazzi” at any number of child-oriented events. Even though she realizes there will never be enough hours in any given day, Monique tries very hard to enjoy the journey that is her life.

She shares it with a terrific husband, her dozen children, an adorable granddaughter, a son-in-law, three cats, and many real and imaginary friends. She is the author of several books and plans to write many more. You can find more about Monique and her works at: www.moniquebucheger.blogspot.com

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Monique has opened a Rafflecopter giveaway for you to enter and win some great prizes. Enter as often as you like with your Facebook log-in or e-mail (you can do each once per day). The giveaway ends Friday, June 21st.

SIMPLY BOOK BOMB Z

On June 20th, Monique is hosting a great Book Bomb! Anyone who buys the third book in the series for $5.99 gets 27 books for free or $.99! How can you beat that?

Here There Be Dragons: Maps in Fiction

Jon Roberts_portrait
Artist, Jonathan Roberts

Guest Post by Jonathan Roberts

Let’s get one thing out of the way right now.

A map shouldn’t be pretty.

I know what you’re thinking – those posters of Middle Earth are gorgeous. Of course a map should be beautiful! But for worldbuilding purposes a pretty map is a Very Bad Thing. Beautiful things are precious, and we tend to want to leave precious things pristine and untouched. When we’re building worlds we need to break things, and often. So, out with any thoughts that we’re making a pretty map. We’ll be making a functional map. In fact we’ll be making many maps, one after the other. In exactly the same way that your notes are not the final manuscript, a map isn’t the final world. It’s a visual notepad, and you should be crossing things out, erasing sections and rebuilding from scratch as you go along.

So we won’t be needing photoshop today, we need a pad of scratch paper and a pencil. Ready? Right, let’s build a world.

First of all, think about the world you need to build. In many cases this is a defined area that’s much smaller than the planet you’re on. Very few stories truly span a globe, so let’s begin by cutting down to the area that the story explores. This keeps the work focused on a reasonable area, and means there will always be distant and mysterious lands to explore down the line.

In your tale there will be nations, city states or power centers of some form. Start by making a note of their relationships to one another. Are they at war? Are they aloof? Do they feud over resources or are they closely allied? Think over the things that make them stand out. Are they famous for their expansive grain fields? Their iron? Their navy? I’m sure you can see the theme here. Nations are defined by the geography they inhabit as much as we define the geography by the nation. A nation with a large navy needs sea access, but it should also have natural defenses like a mountain range that allows the nation to neglect other military forces in favor of its navy. Two countries at war need to be close, and need to have a means of attacking one another.

Focus on major terrain at this point–how much coastline and mountain range. Make notes about other terrain that comes to mind–the tulip fields of Alak’tor, the salt mines of Keshel. Those will come in useful later.

It’s now time to start our map. Grab a pencil and faintly draw in circles where your nations are. Nations that are allies or at war should be close. Those that rarely interact should be farther away, or have an insurmountable natural barrier between them. Drawing circles on a map may sound easy, but this stage can take a few tries to get the relationships right.

Jon Roberts_1BasicLayout
Stage 1: Circles. Yes, these are 6 interconnected nations!

But circles aren’t really a map. Let’s draw some coastlines. Think about which of your nations need large coastlines and which should be landlocked. Then let your pen wander. Really – avoid straight lines. Coastlines are jagged and broken things. If your line doesn’t look like it was plotted by a drunken ant, you’re doing it wrong.

Step 2: The coastlines. Keep them broken and randomized.
Step 2: The coastlines. Keep them broken and randomized.

Now let’s lay in some mountains. Mountains tend to form ridges. Avoid the temptation to fill in whole blocks of land with mountains. Instead, lay them out in wavy lines. They often follow the edge of a coastline (think the Andes). From a story point of view, they form obstacles for your heroes and they create natural boundaries between nations, or between nations and the great unknown. Mountains also create boundaries between climates. So if you need a desert in one area and a jungle in the other, you’d better place a mountain range between them to stop the rain from the jungle getting to the desert.

Step 3: Mountains - they shouldn't be pretty, inverted triangles do the job just fine.
Step 3: Mountains – they shouldn’t be pretty, inverted triangles do the job just fine.

Next up, we have rivers. Rain falls on mountains and runs downhill to the sea. It always flows to the lowest point – and there’s always one lowest point. This means that rivers don’t branch as they flow to the sea, they only join. So – no rivers going from coast to coast. At some point that requires water to flow uphill. No lakes that have two separate rivers leading to the sea – remember, only one lowest point leading out. Think of a river like a tree. There’s one trunk where it enters the sea, but a panoply of branches reaching towards the mountains.

Rivers are also strategically important. There’s hardly a river mouth in the world without a town on it and most great cities lie on a river. If you know where your cities are going to be, make sure there’s a decent sized river flowing through them. Equally, rivers make great defenses. It’s hard to build a wall all the way along your nation’s border, but it’s almost as hard to get an army over a well-defended river as it is to have them scale a wall.

Step 4: As rivers run to the coast they only join, they never branch.
Step 4: As rivers run to the coast they only join, they never branch.

Add some hills to the edge of your mountain ranges. Lay in some forest and see how it looks. Remember, don’t be precious. If you don’t like it, start on a new sheet of paper. Sketch another coastline. Turn it upside down.

When you’re happy with the terrain, go over the pencil lines with pen, and erase the pencil–including your nation boundaries. Scan and photocopy the map. Go away and have some food.

When you come back, try the following experiment. Ignore your previous nations. Look at the virgin world with a new eye. If you were founding a country in the world, where would you start? What would be the key strategic choke points? Look at the world as if you were playing Civ. Where are the resources you need to defend, what lands would you try to annex? Use some colored pencils to sketch in different nations and boundaries. Edit the rivers if you need to, move things around. You’ve got lots of copies of the map–experiment.

Once you have a layout you like, we’ll add cities.

Step 5: Hills and Forests, add them wherever you see fit. These are easily moved.
Step 5: Hills and Forests, add them wherever you see fit. These are easily moved.

Cities are where they are for a reason. They don’t just appear up in the middle of nowhere. Population centers need food, water, trade and security. Rivers can provide all of  these, which is why towns and cities tend to spring up at river mouths. Locate your capitals in places that are easily defended and that have good transport connections to the rest of the nation. Place smaller cities in key locations, whether that’s in the heart of a mining community on the edge of a mountain range, at a key strategic river crossing, or a market town in the middle of leagues of prime cattle-ranching land. At this point, also mark in major fortifications.

Step 6: Place cities, towns and fortifications.
Step 6: Place cities, towns and fortifications.

With these indicated it’s a simple matter to place the roads. These will connect the major cities, the main food producing regions, and any other major trade routes.

You now have a perfectly functional map! But remember, nothing is set in stone. Each time you run through this process your map will be better. Each time you sketch the map you’ll have new ideas. As you continue to write about your world you’ll come up with new thoughts on what terrain you should have, how two countries relate across their border, where a great wilderness needs to be. Redraw the map – it’s there for you. Both your map drawing and your text will be better for the relationship between map and story.

And when your manuscript is ready to go from draft to final, your map will be ready to go from sketch to illustration. But that’s a post for another day.

Step 7: Colored and finished!
Step 7: Colored and finished!

If you want to learn about the art of mapmaking, then check out the Cartographers’ Guild, or my own tutorials.

Jonathan Roberts grew up in a old farmhouse between a ruined castle and a Bronze Age fort, so lands of the imagination were never far away. These days Roberts illustrates maps of real and imaginary worlds for a wide range of clients, from brides looking for an unusual wedding map, to the lands of Westeros and Essos for George RR Martin’s Song of Ice and Fire. Along with his own illustration work for books and games, Roberts has curated New York gallery shows of maps by illustrators around the world.