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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."
137 pages
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.
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