Wednesday, June 26, 2013

vacation part 3: Gibraltar



Whoever controls Gibraltar controls the Mediterranean. Gib is majestic, and you can see yachts, countless cargo vessels, and Africa looming in the background. We wanted to pop over, it's under two miles away, but they didn't allow that. You basically have two options here: climbing the rock or shopping. Shopping is expensive. Even though most stores (other than the post office) take both pounds and Euros, the Euro price is always more. For example, for a Fanta, you could pay 1 Pound ($1.5) or 2 Euros ($2.75) because of "the exchange rate".

We opted for the funicular (air tram) ride to the top, followed by a walk down. The caves and siege tunnels sounded cool. For anyone attempting this I have a few pieces of advice:
  1. Get a good map. The don't like to label their roads. Fortunately, there are few and you can tell by the shapes.
  2. Wear very good walking shoes.
  3. Carry water for each person and refill it when you get to the bathroom at the observation deck.
  4. Carry a stick to beat off taxi drivers offering to do the 2 hour walking tour in 1 hour for the same price. They will follow you everywhere, including the ticket line to the funicular.
  5. Listen for engines and be prepared to dive for your life. The roads on the mountain are one lane and the buses/taxis barrel down them to get to the next tour site so they can run as many tours a day as possible. You will learn how close the sideview mirror can get to your head.
  6. Don't touch or feed the monkeys. Every day someone gets bitten. If you feed them, you earn a stiff fine (over $1600) and the potential for jail time. Yes, I said monkeys: cute, adorable Barbary Macaques, the best attraction on this cruise. You'll take a hundred photos--to identify them to the police later. Half of you have already skipped to the baby pictures at the bottom. I'm trying to save your life, soldier! While we were using the WIFI connection at the cantina by the caves to upload these pix, a monkey wandered into the bar in an attempt to rob the place.
  7. Carry no food or plastic bags. They've learned that plastic means food, and will climb your shoulders to mug you or pick your pocket to get it. This includes cute stuffed monkey purses and candy just purchased at the souvenir shop. This means you!
  8. After the Moorish castle, take the Castle Stairs down instead of the road; it will save you over a mile of walking and a lot of dodging.







Monday, June 24, 2013

vacation part 2: Madiera

The port of Funchal on the island of Madiera is 400 miles from anywhere, but beautiful. Not many tourist attractions were listed other than shopping. We decided to learn the process of making the famous Madiera wine (see Tony Randall's song for details and pronunciation guide) at a tour at the Madiera Wine Institute. Perhaps we could have a sample and send a thank-you bottle to our neighbors.

Several competing companies offered hop-on-hop-off tours of the island, but none of them stopped at the cruise terminal. Indeed, the first stop was over 20 minutes walk away. After that distance, who needed the bus. We got to experience the local flavor on the way, and I got to try out my new walking sandals. My only regret was the sewage smell from the water in the cruise ship area. Roads weren't labelled, so it's handy that we got a free map.





The pretty "caterpillar" flowers were imports from Australia. But at least the lizards were authentic. This is important to me because we chose our honeymoon destination of St. Kitts partly on the strength of the lizards...and the natives (of St. Kitts) had eaten them all, along with the pigeons, and most of the monkeys. In Madiera, they perform traditional peasant dances and flamenco.

When we arrived at the Institute, they were already closed till 3 for their afternoon siesta. OMG. So much for the only attraction. Let's stop at the shopping center that appears in bold letters on our free map.

I was worried that I couldn't speak Portuguese, but so many cruise ships stop here that all the retailers speak English. The malls have most of the same stores as the US, and we even found free WIFI at a coffee shop to read our mail. When you haven't done that for two weeks, its a big deal. The ship charges $45 an hour for internet and it's REALLY slow.

We bought the kids and the backpack a cheap watch at Claire's because our phones don't work here. At last, we found something interesting--St. Katherine's Park, with a grand view of the city. We were able to pose with the Christopher Columbus statue and talk to natives here amid the natural beauty.

Tammy talked at length to a transplanted British woman who was feeding the feral cats in the park. It seems that a lot of people get rid of kittens here by just dumping them in the "wilderness" by the soccer field. She even had the opportunity to talk about our pets with the woman.

At the port, they had a Madiera wine stand. They let us sample some, but only the ultra dry, not the sweet stuff we wanted to buy. They couldn't ship it to the states for us, and they ship wouldn't let us carry it to our rooms. Disney promised to return it in Barcelona along with the infamous confiscated iron that Tammy brought for terroristic quilting. Unfortunately, the 8 oz bottle was too big for the airport and would have to be chugged immediately after they gave it back to us. While not opposed to this in principle, Tammy winced at the sample and declined the opportunity. So much for culture.

The first thing most of us wanted to do after that walk was rest in the AC. Emily wanted to go to the pool before dinner ... and then watch Twilight again.

Saturday, June 22, 2013

My Summer Vacation: 1 -- Cruising

My wife, Tammy, and I just spent the last couple months planning the trip of a lifetime. The first part is my idea of a vacation--sit in one spot listening to the iPod and watching the kids splash, with an ice cream machine on one side and free pizza on the other. Step one is a fourteen-day Disney trans-Atlantic cruise from Galveston to Barcelona, Spain. It costs the same as a 6 day cruise, but before retirement, I could never take off this much time. As long as we're in the neighborhood, we should see as much as possible before paying the hefty return ticket. The second half is her favorite--zipping around strange countryside, visiting as many attractions as possible. I've decided to write about the adventure by city/country and include photos: Madiera, Gibraltar, Barcelona, Lourdes, Pisa, Rome, Venice, Bavaria, the Rhine Valley, the Loire Valley chateaus, Versailles, Paris, London, and Ireland. 35 days, 6250 kilometers of driving, and about 2100 photos.

The kids left school 9 days early, and they had to do all the homework in advance. Planning was critical. I mapped out each day to the hour and pre-programmed a GPS with our whole itinerary. I also pre-paid every hotel and major attraction. The plastic, accordion folder with all that inside never left my side or the hotel safe. Galveston doesn't have an airport, so we had to take the hour long Disney bus to the docks from Houston airport. Had our good neighbor Sandy ride with us to the airport at 5:30 am so she could drive our SUV home. Tammy did a tremendous job packing and we got everything in 6 very tightly stuffed bags. The one with all books nearly threw out my back, but we ran to the flight with everyone heaving almost their own weight in luggage.

After all that effort, God had his first laugh. A simple thunderstorm grounded our plane for an extra hour at MSP airport. We were able to phone our travel agent, Angela, from the plane, and she had them hold the Disney last bus for us.

Here's a sample of our matching shirts. Tammy had (or made) matching shirts for everyone for each day but formal night and meeting the pope. On board, we quickly forgot the day of the week. Days revolved around the fantastic dining. We'd get up for breakfast. Twice we slept in because of timezone shifts (seven of them) and had to go to brunch. Emily made friends at the swimming pool, and Pierce found boys to play video games with. I edited a story, and Tammy cut out/ironed a quilt. For rainy days, they had TV, but the movies only changed once a week. Emily watched Breaking Dawn 6 times.

 After lunch they had family crafts and movies, usually in 3D. Near ports, they had lectures on the places we were visiting. My favorite craft was when each family made a boat from things we found on board (Gatorade bottles, Popsicle sticks, and cereal bowls). The boat had to hold a full pop can. Over 120 teams signed up. Ours was minimalist, but floated happily along. Some people had done the cruise before and brought their own supplies--no fair! The photo shows how narrow the cabin is. We tried not to spend too much time here except the day the seas were super rough. Reading in huge, padded deck 3 portals was more fun than our room.

On port days, we'd pack the new blue backpack they gave us with bottled water, snacks, sunscreen, and iPods. When we got back just before dinner, we'd collapse in exhaustion. I confess that I went through keyboard withdrawal. Because they lumped ages 3-10 into one pool now, Emily refused to go to kids club. Pierce went to the Pre-teen club, which made her so jealous. So Tammy or I had to be with her at all times. Did I mention she watched Breaking Dawn 6 times?

At dinner, we were treated like royalty, extra cherries in our drinks, extra creme brulee, etc. Here is a photo of Emily with a birthday dessert when she's already eaten her first two. Our table mates, from Oklahoma, were a lot of fun. My favorite quote of the cruise was "Do you ever get halfway through a commercial break and forget what you were watching." I used that a lot. We'd be driving through an absurdly long tunnel in Italy, I'd say to Tammy, "Do you ever get halfway through a tunnel and forget where you're going?"

After dinner each night, they'd have a new family show. Once they even had fireworks and a dessert buffet. After the kids were in bed, they had adult entertainment (PG-13): comedy, magic, Iron Man 3. I learned from John Charles that at the three minute mark on Hey Jude, Paul makes a mistake and swears a blue streak. (I listened to it moments afterward.) Often, Tammy and I would listen to a book on the iPod while doing some quiet activity. Once I went to the hot tub and got to chat with adults. I learned that severe trauma patients with someone waiting for them recover much better than those who don't. I record trivia like this for use in my stories. However, after the insane amount of chlorine in the family hot tub, my khaki swim trunks were bleached to skin tone. Even 10 year-olds asked me if I had a suit on. When I went to the adult bar for a hot chocolate, my towel slipped, and the female bartender actually shrieked. No more swimming or bars after that.

After two weeks of this routine, kicking us off the ship by 9am on the last day felt rude. Even hotels give you till 11. Your bags had to be in the hall by 10 the night before. We pushed the deadline by half an hour because we had half-dry laundry to put away, goodbyes to say, and an extra bag--the backpack.

Sunday, May 12, 2013

Sanctuary -- Cover Reveal



Workaholic Mercy Smith leads the team that is building the fastest space shuttle ever. Now her friend Red wants to steal the unstable Tetra-1 before all the bugs are worked out. Red needs the information from an orbiting alien artifact to save earth. Mercy volunteered to ride along to prevent the prototype from exploding. She didn’t count on the missiles, lasers, spies, or cute guys that would try to distract her. After landing on the artifact, she discovers there’s a new world inside, one they name Sanctuary. She will rely on her wits and vision to face a series of dangerous challenges that test whether humanity is fit to enter its next phase.

This third book of the Jezebel’s Ladder series is an alien-encounter and coming-of-age story in the tradition of Arthur C. Clarke.

Sunday, May 5, 2013

From Inspiration to Perspiration

Thomas Edison was famous for saying that genius is 1 percent inspiration and 99 percent perspiration. Most people have had an idea for a story, but few every see it through because it’s a lot of work, even when you’ve been practicing for a few decades. People frequently as me how I go from a one-page idea to a several-hundred-page book. I thought I'd illustrate with an example. I'll start with a scene that inspired me.
                                                            ****


Shambly Town sat on the edge of the great rift. No one spoke of it, and few could look into its depths, but the ragged hole in the world affected every aspect of life on the edge.
Most citizens were huddled inside their hovels because there was a storm brewing that night. Some unknown wizard had been experimenting with deep magic, upsetting the natural order on a large scale. From time to time, purple-tinted lightning traced opal-like veins of light through the black dome of sky. The weird lightning and even the hail could be tolerated, but no one wanted to risk exposure to the magic tainted fallout that came with the rain. Even die-hard mages stayed inside.
But nothing kept Charlie from his regular visit to Goodforwhat Ales. The ten round tables in the tavern were all made from thick, rough-hewn oak and the décor was an odd mixture of late medieval and early western. Charlie took his customary booth in the dim corner that offered the best view of the room.
The only other person in the tavern was the stout, bearded amateur philosopher Miles, who rented a sparse room upstairs. Miles was dressed in a coarse home-spun tweed, and smoked a pipe while he joked and verbally jousted with the bartender.
Charlie didn’t join in. Instead, the detective ordered a mug of his usual and fretted about the incomplete fragments he had from his current case. His last trip to the lower realms had been particularly disturbing, and he couldn’t talk about it with anyone here. Enormous things in the undergirding were orbiting this place, and obscure omens had taunted at him. After staring at the wall till his drink was flat and warm, he decided to pay a visit to the Protective Order to discuss his suspicions.
When he stood, the barkeep said “Are you sure you don’t want to wait out the storm in here?”
Charlie pointed to his green protective cloak and its brooch made of wrestling brass snakes. “I’m covered. Nothing can get through these.” To be extra cautious, he pulled the hood tight around his face.
Distracted, he took a quick glance out at the street to look for ambushes before he pushed through the swinging doors. With his first step, his boot sank deep into a puddle of the magical, rainbow-colored fallout. Then Charlie disappeared completely, before the expression could change on his face.
An imbalance had been created. Silence reigned for twelve heartbeats. Then with a thunderclap, in the exact same corner booth and outer clothing the previous patron had occupied, a younger, more confused man appeared. The young man struggled to remain upright and make sense of his new surroundings.
Despite the loss of a steady customer, the barkeep said in a bland tone, “Greetings, mage. You must be Charlie’s replacement.”
                                                            ****

To get from a new idea that excites me to print starts with six to eight weeks of brainstorming to get enough critical mass. Sequels take much less effort once the world is established and result in higher sales, which is why they’re so popular. So in outlining this effort, I want to leave that door open. My target for solid notes and sample scenes before beginning any novel is about 20,000 words. I also like to have two pages of maps. I start by determining the type of story this will be by listening to the raw pages—you’d be surprised how much they say when you ask them. The initial idea is a spark of holy fire, and it’s your job to feed it until it’s a blaze.
Since Daniel is a troubled sixteen year old boy, the result will be a YA fantasy that my son could read. This means the final length should be 60-80,000 words. My working title is one that I vaguely recall from Lovecraft and a 1980s pop tune—Behind the Walls of Sleep. This title tells people it’s about a dream world, exclusive, and hints at something dark in the depths. The fantasy element of this story will be a metaphor. At the start of the book, Daniel doesn’t like his life. In fact, there is a hole in the world that everything revolves around, but no one talks about. Some traumatic event, probably a fatal accident or disease, has forced him out of childhood prematurely. In the map or Astra, his travels and the places of power underscore that he is orbiting the hole without realizing.
Daniel doesn’t fit in where he’s been moved, and underachieves at school. Dreams are his escape. My notes summed this up as, “Astra is the place we go where we can be ourselves.” In dreams, he has power and the illusion of control. He ignores the storms and the odd magic that caused the death of his predecessor. All we know about his powers at the beginning is that the storm makes him different. Later, we learn that he can teleport anywhere in Astra that he has seen. He also has a knack for finding things. These talents will make him useful to powerful people. This sort of character is normally non-combative, foolishly fearless, and will tend to become either a sneak thief or a detective.
I’ve seen one other scene clearly at the end of the story: he’s tied to a wheelbarrow by someone in a ram’s head mask, about to become a sacrifice. This is clearly the villain responsible for Charlie’s death at the beginning, the case he was investigating. Daniel overcomes him by sheer luck, using a memory stone to complete a spell that he heard earlier. We just have to find our way from point A to B. To underscore his journey, we’ll take a year, transitioning from his emotional winter to summer. Jaded skeptics will noticed that each Harry Potter book takes place over a one-year span.
Gaining confidence and strength, Daniel meets many people in Astra, both good and evil. He plays with both, refusing to choose one action or the other. We’ll show the two major organizations: the good Protectors, and the evil Circle of Deception. I chose Foxglove, a seemingly harmless shape shifter to be the face of this organization. Daniel runs errands and delivers messages for both sides as he learns the land, recording his memories on small stones. As a teleporter, the extra memory of locations and messages is the bread and butter of his business. The tone of this section is rather like a series of beginning D&D or Warcraft adventures.
The Circle works rather like the mob, trying to expand its influence in both worlds through extortion and secrets, but Daniel doesn’t see the dark side at first. In fact, the villain may help heroes to hunt down another member of the Circle who committed a heinous act. Foxglove tells Daniel, “Astra is like college. Meet others like yourselves, and expand to become what you were really meant to be. I can take you to that next level.” Eventually, Daniel is lured in and agrees to something new—delivering a message from Foxglove to a witch in the real world. The witch commits suicide soon after. Daniel returns to rage at Foxglove who invokes a contract or disease to bind him. He passes through a dark period, unable to leave nightmare. Here is where I must have another powerful anchor scene. I believe that he overcomes this binding by merging with a werewolf that represents his anger. He may also need to help someone else in order to leave his dungeon. I’m not solving right now, just sketching.
The violence and frequency of the magic storms increases, but the freed and stronger Daniel still doesn’t commit fully to the Protectors. Instead, out of guilt, he tries to protect the granddaughter of the witch from the Circle’s power in both worlds.
Eventually Daniel has to face the disaster that created him. Since he doesn’t investigate soon enough, the Protectors are thrown captive into the wizard’s basement, killed, or misdirected. The high wizard, one of the people he’s known all along, decides Daniel’s very entrance into Astra stole what was necessary to complete his master spell. The wizard lures him in as a friend, and lays him out as a sacrifice—scene two. Daniel can’t directly free himself, but taps his memory stones to open the door to the wizard’s basement and what he fears. Something from the basement distracts him for just long enough for Daniel and the Protectors defeat him. In the end, Daniel is invited to fill the gaps in the protective order, and the witch’s granddaughter reveals her Astral identity to him. They have the potential for a relationship but nothing explicit, leaving the door open.
The hard part of this story, the part that prevented me from writing this story already, is the mechanics—world building. The potential for adventure is unbounded, but the rules need to be established early on or it gets absurd fast. To compound the difficulty, I need to make sure my approach is new and original.
I know that the hole in the world leads down many layers, through nightmare to the Deep, the primal chaos that predated the world. Only by tapping the Deep can wizards forge new magic, but such experiments are always dangerous. To keep things simple, we’ll only have three levels of inhabitants: low (tradesmen), medium (college educated), and high (PhDs who add something new). [Reference Catastrophe’s Spell.] Detailed powers and levels on each person in Astra will be essential. Like superpowers in a comic book, each wizard is unique.
When someone sleeps in our world and dreams, they appear in Astra. Waking, they disappear from whatever adventure they’re in. [Reference L. Ron Hubbard’s Slaves of Sleep.] In practice, having the characters interact in such a system is difficult. For true REM, a six minute dream could be a day or more in Astra, a slippery concept. A much better model would be hackers gathering in a virtual fortress in real time. [Reference Roger Zelazny’s Coils.] To be original, I need to cover a wide range of planar issues. For example, this continuum isn’t the top of the food chain; other things passing through can run people over like a deer on the highway. Philosophies and ideas can take independent forms [Reference David Brin’s Startide Rising.] Waking world personality problems can affect Astra: insomniacs, egomaniacs, epileptics, multiple personalities, self-image, and Hollywood actors who others force believe into a certain shape. The main catalyst, Foxglove, is a coma patient. Energy to do magic will need to be addressed explicitly [Reference Jim Butcher’s Dresden Files]: quantum levels, brain wave types, emotions, and the ability to stay at the highest levels of Astra takes effort. Why do people need to eat in Astra? How do injuries heal? Can death or spells in dream cause negative effects in real life?
The final issue has to do with personal space in this shared continuum. Important people have a castle or lair that they impose on the continuum and maintain with the force of their personality. Monsters are both more powerful and more vulnerable in this place. The villain at the end can be defeated in his tower, but has the ability to hold the heroes captive inside. Just willing themselves awake won’t free them. They certainly can’t do it by the end of the ceremony.
All of this has to be hammered out in painful detail in advance for the arc to work. Once the legwork is done, I can order the scenes and layout the plot almost to the chapter. Because this is an e-book fantasy, my target is three-page, single-spaced chapters of 2000+ words each. Given our length, that makes about thirty chapters. Ahead of time, I sort the notes into rough bins based on order of occurrence/introduction.
      After all this, the actual story-writing begins. Because I write fairly fast, a first draft for a book of this length should only take two months for me to write. Then, I add two months for the beta readers and editors to give feedback and to polish the results. While they read, I pick images to tell the story on the cover of the book. If I started today, this story could be out in six months of hard work, but I’d have to reserve my free-lance experts now to guarantee my time slots.

Tuesday, April 9, 2013

Four Different Ways to Rate a Book

On the social networking site authonomy, I noticed something fast. Authors (including me) seldom know what's going to sell. The ratings for my books on that site were inversely proportional to the real sales. Nonetheless, over the course of your career as a writer, you can use feedback to adapt.

The 5 star method Amazon and Goodreads uses doesn't mean much to an author either. It doesn't tell us what we need to change to make a better product. Of course, the review contents can be helpful, but only if the criticism is specific and the audience wasn't misidentified. Indeed, what the current review system tells me most is, "Did I hit my audience with the pitch and categories?" Someone once mis-tagged one of my books BDSM, and those people are quick to complain when you don't show them what they're expecting! The same is true of any genre. A book I sent to a romance blog earned a D rating, but she admitted she couldn't put it down. When I moved the book to action + high-tech, it hit the top 40.

However, steering your writing career on this alone is like picking a church by the length of its name. Here are some other unusual metrics that tell me things.

1) How much does it sell in the first day of the giveaway? The second day, if you're in the top ten in your category, people will "me too". The first day tells you your curb appeal, or hit ratio: gawkers to buyers, the thing that will sell the most of your book. As a rule of thumb, the number of free copies (on a Monday for my genres) correlates to how many copies a book will sell in the first year, unless it hits one of the top hundred lists. My goal is to tweak the pitch (or even cover) until the sales exceed 600 and I hit the free top ten in my category before 5:00 pm. Otherwise, the book will never pay for itself.

2) How many people who read this book rate it? I'm not talking the professional reviewers (1 percent of those contacted) or Amazon giveaways (those people are like one-night stands who never call), I mean actual sales. My favorite book I wrote gets about one review for every 14 purchases. I won't list which of my books I pulled these stats from, but the review rate (in my opinion) tells you the true number of stars--how does it spur people to respond and share with others.
5 stars = 1 out of every 13
4 stars = 1 out of every 50
3 stars = 1 out of ever 200
Notice the linear pattern? Now, I want to say something important. There is nothing wrong with a professionally-polished three star book. With the proper marketing, it can feed you nicely, but it's cotton candy, not "To Kill a Mockingbird."

3) How many people buy the sequel? Because, abashedly, the only way I know of as a mid-level writer to make a living writing is with the series effect. In my genres, a series will sell 10 to 14 times more than a standalone. Plan accordingly. The quality of the experience with book one will correlate to how many people buy the next. Your mileage may vary.
5 stars = almost 100 percent comeback, and they read your other books too!
4 stars = 70 percent comeback.
3 stars = 25 percent comeback.
It doesn't matter much if number three in the series is a filet if number one is and overcooked hamburger.

4) Returned books tell you something when there's no free giveaway that month--probably how good your hook is or how well you represented the true story in your pitch. If you have more than one return a month for a title, look for something in the first three chapters that gave someone the excuse to say no.

Sunday, April 7, 2013

Rewrites

When someone writes a book, a good one goes through a lot of revisions. Every time there's a major change, or I hand a draft to an editor, I bump the version number. This helps with merging later, and theoretically, if something leaks it to the web, I know who did it. I don't mistrust anyone I work with, but Stephanie Meyer had this problem with a planned Twilight book from Edward's POV. The thing people wonder is--how can there be twenty versions of a story? One word--rewrites. I'm not OCD or ADHD. This normal for a writer. Let's count, shall we?

RAW: The first draft captures the note, the tuning fork tone I hear in my head. This version is about running, getting the arc of the story out as fast and accurately as I can. I've had instructors in short story that told me to throw everything out after this draft and recreate from scratch. I don't buy that unless the original is really short and bad. More often, it's just a gem than needs to be polished and shaped.

FIRST READ: Since I only write about a single spaced page an hour, a chapter could take two days.
The next day, I comb through the first half of the chapter for embarrassing, obvious mistakes as I recapture the sound of the note in my head. Sometimes, something that SOUNDED good coming out will be an OMG, I'm glad nobody else saw that. This is okay--the first pass is about raw emotion and drive, not perfection. Repeated phrases, missing vital descriptions, lame names, and most brain-fart grammar gets caught here.

AFTERTHOUGHTS: As my subconscious chews on something, more details arise. For example, the types of crops growing in an area, the weapons and training of an assassin, the affect of empathic abilities on a person's relationships, etc. As I think of these, anything significant gets written at the end of the file, after the ###. Often, when I have fast action later, I want to walk the reader through the area once in slow motion so they know what everything is. That means a discussion about quantum locking, the dangers of wand over-reliance, etc. When I have enough major points saved up, usually on a Monday morning or a particularly long after-midnight note session, I back insert.

RETRACKING: I continue like this until either a) family interrupts the flow for several days or b) I hit a snarl where something doesn't feel right anymore. Then I reread from the beginning of this act/section, up to 100 pages, and fix small things while I search for the problem. This is realigning to the story arc/character baseline. It's like a plumb line held up to a wall. Most often, the fix involves throwing out the last half a chapter. While I'm here, I smooth out any bumps caused by afterthoughts. I always renumber and save both versions here.

COMPLETION: When I finish the complete book, I walk through the entire story, knowing what happened. Does it flow well? Sometimes I rearrange or split chapters. Whole scenes get clipped here. Then I reread for grammar/spelling/line-edits.

WIFE: I hand this version off to my wife and get her opinion. The count is usually at v6 by the time she's done.

CONTENT/DEVELOPMENT EDITOR: the person who looks at big-picture items gives me their opinion, and I adjust. v7

LINE EDITOR: Katy makes her first pass to fix details like spelling, grammar, formatting, and technical gaffs. She's very fast and invaluable, but I have to schedule her three months in advance. I do this first because, otherwise, the beta folks waste time finding grammar mistakes. v8

PITCH HONING/MAPS/SAMPLES: When I write the pitch for the story in preparation for the cover art, luring beta readers, and the snippets I would post on web sites, I sometimes tighten and polish subsections. Sometimes the cover design or a thorough map might require a tweak in the text. Instead of calling it the capital city of Intaglios, I now say "Fireton". The title is the most common change this late in the game, as it can make or break sales. v9

BETA-READERS: I don't like to release a book before five sets of eyes have seen it. That means at least two people who like this genre need to read the work, preferably four. This can take up to two months, depending on schedules of the volunteers. I bump the revision number after every set of comments. v10-13

WAITING: While I'm waiting for the others to respond, after a month on another project, I'll go back with a fresher set of eyes and adjust. Often, a scene that I loved when I wrote the book, even one that drove the whole project, gets cut here because it slows down the pace. By now, I'm holding the whole book in my head and think about it as I'm drifting off at night. I'll send out emails asking which variation people prefer. My editor and my wife want to use a tranq gun. v14

FINAL LINE EDIT: Katy makes another cleanup pass to fix problems I introduced while fixing other problems. I usually copyright this version. v15

E-PUBLISH: During the Amazon verification process, I often find small problems or adjust front matter/table of contents. v16

PAPERBACK: While formatting the paperback, I often find more quirks: unwanted spaces, indents, missing chapter numbers. v17

GIVEAWAY: The eve of the giveaway or release party, someone inevitably points out something to me. You used the N word here, the newspaper name is wrong, England uses pounds not euros. v18

SEQUEL: Before I write a sequel to a story, I reread (taking notes) to keep all the original in my head. I always find a few mistakes. I'm careful not to revise history, but I've been known to drop an excess adjective or adverb to give myself wiggle room. v19

ONE-YEAR ANNIVERSARY: After the story has been out for a year, I almost always reread. I have enough distance now to judge better, and I've learned a lot more about writing. It's a matter of pride. I usually cut 1000 words and fix three mistakes. v20

There you go, twenty versions, perfectly normal, nothing to see here. Move along.