A Life of Writing, James Gunn Interviewed

James Gunn is an award-winning author, editor, anthologist, scholar and educator. His long career has spanned more than sixty years, during which he has authored twenty-six books, edited eighteen, and published nearly one-hundred stories. Additionally he is a professor emeritus of English at the University of Kansas and the Director of the Center for the Study of Science Fiction. In 2007 he was awarded the Damon Knight Memorial Grand Master by the SFWA.

I met James Gunn in 1993 as a student of one of his writing classes. At the time I had no idea of his successful career, and still kick myself for not taking advantage of the opportunity to get to know him better. Being able to interview him has been a pleasant step toward correcting some of that mistake.


On Writing and Publishing:

 

There’s a lot of talk about the death of books or the end of publishing during your long career – how often have you heard this or a variation on it (with the rise of television, etc.)?

It’s true that book publishing has been in trouble for some time now, but when I got started in 1948 (my first novel was published in 1955; my second, too) the publishing business was still strong and still expanding. The slick magazines (The Saturday Evening Post, Collier’s…) got killed when television captured most of the advertising revenue and then some of the audience. The book industry didn’t come under attack until the rise of the book-selling chains and then digital publishing, which also attacked the chains.

How has the publishing industry changed since you’ve been involved with it?

The main change has been the growing influence of the sales force and then the accountants. When I was starting, the editor decided what was worth publishing and the salesmen sold it; now the editor has to get the sales force (which hasn’t read the book) for an estimate of how many copies it can sell and the accountants have to agree that the book can make money. Maybe the small publishers, who sprang up to market the “mid-list” books that the major publishers stopped publishing do things the old-fashioned way.

What has changed for the better?

Digital publishing means that the built-in costs of returns and remainders have to be reconsidered, and, also, that every author has a recourse. It isn’t clear yet how the author is going to get fair compensation that will support a writing career, or even motivate a part-time writer, or how readers are going to select what is worth reading out of a plethora of choices.

How has the pay changed (when what’s considered pro-rate – $.05/word – hasn’t changed forever)?

There a lot more opportunities to get paid for writing, some of them remunerative. There is more room at the top; more writers are writing full-time, and the best-sellers make out quite well. The short-story doesn’t have much of a market, and those that exist have not kept up with inflation. The magazines once were important, even critical, to a writer’s development and career; now the book market is where the action is.

If you were a writer just starting out now what would you be doing differently? Do you think you’d still be a Sci-Fi writer?

My interests have always been in idea-fiction, and I’d be an SF writer today. But I’d probably focus on the novel, even though my love has always been the short story.

What makes good writing today, versus what you saw previously?

We and my predecessors were motivated amateurs, more interested in story than technique. Today’s writers, often graduates of MFA writing programs are more interested in technique than story. The writing is marvelous, but the stories are usually not as involving.

How have the tools (word processors, writing software) changed the market and the craft for better or worse?

Anything that makes the process easier is good. I know that some writers still write by hand or typewriter, and think that they write better because of it. I used to think I was the same until I tried a computer and found I could get my thoughts into language almost without effort, as well as all the other advantages of revision, transmission, etc.

What should the writers of tomorrow be reading today?

I’d still read the magazines, and support them with subscriptions (because if the magazines go the center will not hold). But I’d read the better novels and the reviewers you trust (I’ve always depended on reviewers for guidance and insights).

What elements of style are getting better or worse?

Language and sentences are better because writers focus on them. Imagery, too. Story, not so much. The avoidance of a good story, like artists avoiding representation, is a fear of being found out.

What makes a good story today?

The nature of story has changed from the obvious (“shoot the sheriff in the first scene”) to subtlety, but the reader must care for the characters and what happens to them. John Ciardi once defined fiction as “interesting people in difficulties,” and that’s still true.

You started out using a pen name? In hind sight would you have still done it?

No. Then I was under the illusion that I would save my real name for scholarly works, but I merely lost some name recognition.
 

On Science Fiction:

 

What is it about Sci-Fi that has drawn you to it?

I’ve always been drawn to idea fiction and how to make readers emotionally involved in them. And, I think, in how present decisions lead to outcomes. And, maybe, by SF’s Darwinian belief in human adaptability: people, like the rest of the animal kingdom, are shaped by their environments, but, unlike the rest, humans can recognize their conditioning and decide to do something because it’s the right thing to do.

How has Sci-Fi changed over the years? What is better now, and what is worse?

SF has changed because many of its speculations about change have been realized. As Isaac Asimov once said, “We live in a science-fiction world.” SF has had to move on, and the world today is more complex and harder to predict. Science is less certain and technology is more pervasive. SF reflects that.

Sci-Fi has been a very forward-looking enterprise, but has it become more reactionary to scientific discovery and less innovative?

SF has always drawn upon scientific speculation and technological possibilities, beginning with Hugo Gernsback and his early 20th century serials in Modern Electrics.  Today once conservative scientists are far bolder in their speculations (see quantum theory, dark matter, dark energy, etc.) and SF writers seem less innovative unless they keep up and even out-imagine the scientists.

Sci-Fi has often been about optimism. Do you think that has changed, that there’s more darkness in the recent past?

Science fiction has always had a pessimistic element (see H. G. Wells’s scientific romances) to balance its optimism (spaceflight, solving our problems through science or technology), but two World Wars made optimism seem sentimental and even solution-oriented fiction tends toward greater realism and ambiguity.

What do you think about the prospects for space with the changes at NASA and a public that seems generally uninterested in further exploration (or at least the costs associated with it)?

Clearly the promise of the moon landings have not been realized, to the dismay of many of us who nursed our early dreams. I don’t think we’ll get that back for another decade or two, but I think we will regain our love of adventure and discovery and move on.

How do you feel about seeing classic science fiction and fantasy making it to the big screen? How well do you think Hollywood handles these stories?

Hollywood has not done well by SF, with a few exceptions (Things to Come, 2001: A Space Odyssey, a few others), including my own novel The Immortals. One keeps hoping. What usually happens to produce a successful adaptation is someone involved in the production who knows SF–like Arthur C. Clarke–and someone independent of Hollywood mythology and control–like Stanley Kubrick.

What other sci-fi/fantasy stories should be adapted to film?

There are so many. For personal reasons, I’d like to see Jack Williamson’s work reach the screen (The Humanoids?) and A. E. van Vogt (The World of Null-A?) and in more recent times William Gibson’s Neuromancer and Kim Stanley Robinson’s Red Mars (and sequels).

You’ve recently sold some new works – anything you can talk about?

Tor Books will publish my new novel, Transcendental, probably in 2013 and probably along with my 1955 novel with Jack Williamson Star Bridge. Both of them are space epics, but of different kinds and they provide kind of bookends to a career, with Transcendental a commentary on and a tribute to the category itself.

Origins Awards Interview – Do: Pilgrims of the Flying Temple

During the Origins Awards this year Do: Pilgrims of the Flying Temple won the Vanguard Award. This award is significant in that it is not given every year and honors highly innovative games. I recently interviewed Dan Solis, the game designer, along with Ryan Macklin and Lillian Cohen-Moore, the editors. The following is the transcript of that interview.


Bear Weiter: Do: Pilgrims of the Flying Temple is both a game and an exercise in storytelling. How did you design something that balances creative writing with the use of mechanics?

Daniel Solis: Working in advertising, I often get called on to write within constraints. If it’s a TV script, I have to include certain language or disclaimers while promoting a brand. If it’s a billboard, I usually only have three or four words to communicate a much larger idea.

Then occasionally I’ll get a client who says “do anything” and I suddenly go blank. It’s the constraint that inspires creativity. Constraint is the pressure that creates heat. That is a very ancient idea, of course. It goes back to haikus and sonnets.

In Do, I designed a game that is all about constraints and writing prompts. First, the players are all writing a story together. Second, a player can only write one sentence at a time on her turn. Third, the players win by using all of the “goal words” in their story, but can only often only use one word per turn.

As you play, you may get opportunities to use more than one goal word, but at the price of your hero getting into trouble. This acts as yet another prompt for the next player’s turn, as she must decide whether she will rescue a companion even if it means taking his place.

With all these constraints, I was worried at one point that it would hinder a player’s creativity. There certainly are a lot of factors to consider in a single turn. Yet I’m always amazed at the players’ imagination during the game. They’ll come up with the zaniest ways for their heroes to get into trouble or to rescue a friend in need.

BW: As editors, how does your approach differ when you edit a game versus other kinds of manuscripts?

Ryan Macklin: I’m primarily a game editor. A game has many different contextual channels, more than fiction or even most text books. Games books need to serve as instructional text (along with examples and other methods that facilitate learning) and sources of inspiration. That means text flow is as much of a page design consideration as what’s on a given page.

Since people learn by different methods, including having others read a book and teach, a given section needs to take that into account, as well as blend in evocative tone and color to facilitate learning the context of the game and giving additional points of reference to remember a given rule or piece of advice.

Lillian Cohen-Moore: Since I’m primarily a copy editor for games, I have to pay attention to whether I’m reading something with mechanics in it. If I don’t keep that in mind while changing passages to fit a style guide or clear up unclear text, I run a risk of taking a machete to text that’s essential for understanding gameplay.

BW: What were the first games that truly grabbed you? How have your past experiences playing games motivated you to get involved in game development? How did playing games influence you as storytellers?

DS: I played a lot of D&D as a teenager, then other role-playing games in college.

In most RPGs of the time, the critical question was “Does my character succeed at the action I just described?” You rolled dice to find the answer to that question and modified the dice results in various ways to get your desired outcome. This creates very decompressed narratives that, in total, take many hours to describe very little.

My whole perspective changed thanks to two games: octaNe by Jared Sorensen and The Extraordinary Adventures of Baron Munchausen by James Wallis.

In octaNe, the question was “Who gets to decide what happens next in the story?” There were some constraints on scope and character ownership, but otherwise you were given very broad license to just narrate to your heart’s content. You still used dice and still modified those results, but the meaning of those results was very different than a traditional RPG.

By the same token, Baron Munchausen gave even broader license to each player. In that game you’re simply asked to tell boastful lies about one of your amazing, heroic accomplishments. Occasionally other players may ask prying questions that poke holes in your story, to which you must respond with wit and grace. It’s a challenging game partly because you must think quickly without many prompts.

Both games put you much in the position of a writer. That’s probably what influenced me most in developing Do.

LCM: When I was a kid my parents would buy my siblings and I board games every year. We’d get bored of the regular rules and start inventing our own “hard” modes. From there I get into table-top and live-action role-playing as I grew up. Games were always a part of my social circle, but I didn’t realize I could actually get involved in games development till a few years ago. Playing games has had a very noticeable influence on my sense of pacing. Both when I’m writing and when I’m telling stories in casual settings.

RM: I used to play GURPS, back in the day. Mage: the Ascension and Unknown Armies blew my mind, and really got me thinking about writing stuff.

I have a mild reading disability, so looking at the old-school roleplaying games and how they just throw walls of text at you was frustrating. So I started looking to how other books presented information, and have been using that as a guide to developing games I’ve been involved with.

I can’t really answer how games have influenced me as a storyteller. I know that they have, but games are an integral part of my personality DNA. I can’t really remove that to tell you how it’s impacted my life.

BW: You created another game before this – Happy Birthday, Robot! – that is also a mix of storytelling and gameplay. Are there more games to come that feature storytelling so prominently? Do you do any other kind of creative writing?

DS: The irony of all this is that I consider myself more of a board game designer. I just happened to find success with these odd little storytelling games that apply simple board game mechanics to the ephemeral world of creative writing.

I explore this space a bit more with some side projects like the Writer’s Dice. These are dice with the words AND, SO, BUT, IF, AS, and OR on each face. The idea is that as you outline a story, you’ll roll a die between each story-beat to keep the story moving in unexpected directions. You can buy Writer’s Dice from my etsy store at http://www.etsy.com/shop/smartplaygames.

At the moment, I’m developing two new story games using these dice. The first is Pop and Locke’s Last Heist, a storytelling game about a father/daughter heist team recovering supernatural objects from their family of supervillains. The second is tentatively titled Rulers, which is a cross between Fullmetal Alchemist and Hunger Games.

BW: How did you get involved with the project? What were your official roles and were there other aspects you were involved with along the way?

RM: This is the world of game bookmaking; there isn’t much in the way of official roles on small projects. I was the guy who challenged Daniel when he needed challenging on rules presentation, and played clean-up on the text.

It was a collaborative arrangement, not an equal pairing but one of a friend helping another friend make a vision come to life. Daniel had many such folks; I just happened to also be his editor.

LCM: Ryan and I knew each other before working on Do together as co-editors, and was who brought me in to work on the editing with him. Since I was doing copy edits, the bulk of what I did was making sure things looked good after Ryan had come in and kicked the tires.

BW: How do writers who are interested in writing for games get into the business?

LCM: Pay attention to games publishers and industry publications. There’s regular calls for pitches and openings. Just like fiction, those submissions practices are spelled out very clearly. Outside that familiar process, you should be exhibiting the same qualities you do writing fiction. Make your deadlines and don’t be a dick.

RM: This isn’t like the world of fiction. Roleplaying games are a niche market, and you get into the business by doing stuff and being loud. Sometimes, larger companies hold contests or open calls for submissions, always for their established games. But if you have an idea for a game system or setting, just do it and put it out there. Then network. Go to conventions and get to know folks.

Being an independent publisher in the RPG world doesn’t have the dirty stink on it that it seems to have in the world of fiction. There aren’t Big Publishers that will take your new idea. Their resources are stretched working on their own properties. So if you’re going to get out there, you should strike on your own.

That said, places often look for freelancers, but they’ll mostly go with people they know or have met.


Many thanks to Daniel, Ryan, and Lillian for their time, and congratulations on winning the Vanguard Award!

More information about Do: Pilgrims of the Flying Temple can be found at www.SmartPlayGames.com.

By day, Daniel Solis is associate creative director at Third Degree Advertising. By night, he’s an award-winning designer of storytelling games and board games. He designs in public at www.DanielSolis.com. Follow @DanielSolis on Twitter.

Ryan Macklin is a freelance game designer, writer & editor, and frequently blogs about the creative process at RyanMacklin.com.

Lillian Cohen-Moore is a freelance writer, editor and journalist. Part of the proofing team for “Attitude” from Catalyst Game Labs, Do: Pilgrims of the Flying Temple was her first project as a game editor. She blogs at www.lilliancohenmoore.com. She is also assistant editor here at Booklife Now.

You Need a Website

It’s true—you do need a website. We can debate what form the site takes—a static site, a blog, something else—but you need a presence on the web where people can find more information about you and your work.

If I can’t find them online, my gut reaction is that they’re not really professionals yet. This doesn’t mean you need to blog all the time…but you should at least have an online presence with a little bio and links to your published works. You can make one for free, and it’ll take you an hour. This is 2012. Get a damn website.”

~James Sutter, 9 Ways to Piss Off an Editor

And if you have a site, it should be professional. It only benefits you to make it so.

What do we mean by professional?

It should be appealing.
Perhaps even better stated: don’t turn off your visitor. Too often sites are built without any real considerations for the viewer—there’s no sense of a color scheme, of how graphics should be implemented, how to properly handle graphics, where to place content and navigation…it’s just a mess (and sometimes makes our eyes bleed). First impressions do matter. You will lose most of your viewers within a few seconds if your site looks horrible.

It should be easy to read.
Not all sites are about textual content, but as BookLifeNow.com is focused on writers we will assume your site is (we’ll tackle online portfolios and art driven sites in a later article). As such, you want people to read what you’ve written—that should be the goal of any writer—and you can help your chances by making this easy. Font choices, font sizing, color, contrast, and clarity all come into play here. If in doubt, stick to the basics: darker text on a lighter background, away from graphics, and using standard “reading” fonts—no script type, no comic sans, nothing too big or too small.

It should be easy to navigate.
If you’ve managed to get a visitor to your site you probably would like to keep them there for a while. This is where navigation comes into play—it’s what we all use to move from page to page, from one bit of content to another. Make sure your navigation is logical, well organized, and not overloaded to the point your visitor does not know where to begin.

It should look modern.
This one is a bit tricky and not one to over-stress about. You don’t have to chase after trends (rounded corners or square, drop-shadows or not) but you should keep in mind that tastes (as well as technology) change and it doesn’t take too many years before a website can look dated. Plan on refreshing your site every few years or so.

It should be modern—code wise.
As stated before technology changes and your site should reflect this. There’s a wide range of browsers out there, running on a wide range of devices, and your site should function on as many places as possible. If you put your site up when Internet Explorer 6 was all the rage, your website is a dinosaur.

We recently redesigned the BookLifeNow.com site and took all of these into consideration. Of course we wanted to rebrand the site, to put our own mark on it (while retaining a few design elements that tied back to what it was), but more importantly we wanted the site to be useable. This means high readability, navigation that’s easy to find and click-through, and taking advantage of the latest in webdev technology—all while making the site visually appealing.

Plus we had a fun time doing it.

Your website is an indispensable tool and it should be given the same amount of attention you wish from your visitors. We custom-designed our site because we have that capability, but you don’t have to—there are a myriad of solutions at your disposal, many of which are easy and accessible. Over the coming months we will revisit this topic in greater detail, as well as discussing other options you may encounter: static sites versus CMS-driven, custom design versus themes, self-built or ready-made, using friends or family versus hiring a designer/developer, search engine optimization and how to get more visitors. We won’t help you learn HTML or become a web designer, but we will provide guidance to these and other considerations—no matter your skill or experience level.

Note: both Galen Dara and Bear Weiter contributed to this article.