Showing posts with label Warhammer. Show all posts
Showing posts with label Warhammer. Show all posts

Saturday, 22 May 2010

Flesh for Fantasy: A mini interview with Jonathan Green

A freelance writer, Jonathan Green has written for the likes of Games Workshop, Abaddon Books, and the Fighting Fantasy series of adventure gamebooks. His other credits include not only non-fiction books but stories and gamebooks featuring popular characters such as Doctor Who and Sonic the Hedgehog.

PLM: Having written novels and short stories for the likes of Games Workshop and Abaddon as well as Fighting Fantasy books for Wizard Books, how does the challenge of writing an adventure gamebook differ from writing a conventional piece of prose?

JG: In some ways, writing an adventure gamebook is easier than writing long form fiction. Characterization is more straightforward, because other than the protagonist (who is the reader anyway) characters appear only very briefly. Also, psychologically you’re only ever writing a few hundred words at a time, per section, rather than several thousand words for one chapter.
The other thing I like about gamebooks (because I’m quite an indecisive individual) is that you can include every option of what could happen and what you would like to appear within a book.
However, plotting gamebooks is another challenge altogether. Then there’s balancing the game play and the whole muddling up the sections to accommodate clues, puzzle answers and illustrations evenly spaced throughout the finished book.

PLM: One assumes from the number of titles you’ve written for Abaddon and Wizard that you that you have a strong relationship with them. How important is it for writers to develop such a relationship their clients?

JG: I would like to think I have good relationships with all the various publishers I’ve worked for. If you want to make writing your living, then I think it’s very important to develop strong relationships with those who are likely to employ you. Partly because if people know you’re easy to work with and can take criticism well, and meet deadlines (although that last one isn’t always my strongest area), quite simply they’re going to be more likely to come back to you again in the future.
An example of this is that having written my Doctor Who Decide Your Destiny gamebook The Horror of Howling Hill, the editor I had worked with on that title approached me to write a Clone Wars DYD which became Crisis on Coruscant.

PLM: I understand you were a full-time teacher when you first started writing. How long did you wait before leaving your previous profession and becoming a full-time writer? Was it a difficult decision?

JG: Technically, when I started writing I was a full-time student. My first book was published when I was still at university. When I left uni I had a go at being a freelance writer for two years, doing supply teaching to pay the rent. However, I did end up teaching full-time for twelve years. I’ve been a full-time for two years now.
There was a fair bit of soul-searching involved in the decision to give up because I now have a young family. However, as a friend of mine said ‘You’ll never lie on your death-bed wishing you hadn’t given it a go’ and although things haven’t always been easy, I’ve never regretted the decision.

PLM: How challenging was it to balance the rigours of such a demanding job with the time required to get your writing career off the ground?

JG: Very hard. I would be in work for just after seven, leave about eleven hours later, then put the children to bed, have something to eat, do what school work I had to do for the next day and only then could I sit down to write – when I was feeling completely knackered.
And then the weekend came along and that was family time and everything else that’s involved in keeping house and home together.
While I was teaching I was writing one or two books a year. Now it’s about five plus various other projects.

PLM: And, finally, what advise can you offer nascent writers in a similar situation?

JG: If you want to be a writer you need to write – everyday. There’s no point talking about wanting to be a writer unless you’re prepared to put the work in. And you should read everything you can, and not just the sort of thing you want to write either. And develop a very thick skin, ready for all the times people reject your stuff. Oh, and good luck!


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Friday, 9 April 2010

War of Words: A mini interview with Dan Abnett

As a writer I've always wanted to be able to tell stories in different genres and in a variety of media. So, looking for a few tips and an insight into the mentality required, I approached one of the UK's most successful genre writers, Dan Abnett.

An industry veteran with more than twenty years experience in books, comics and audio plays, Dan Abnett has written for high-profile publishers like Marvel, DC, 2000AD and Games Workshop. His most successful creations to date include 2000AD's Sinister Dexter and Games Workshop's Eisenhorn trilogy.

PLM: How long had you been writing before you made your professional debut with Marvel UK.

DA: I’d always done it as a kid and a teenager. It was my ‘hobby’ - writing stories and drawing pictures (or doing both at the same times a hand drawn comics).

PLM: Whilst you’ve enjoyed very obvious success since then, were there darker days when it wasn’t apparent where the next cheque was coming from? How did you deal with these fallow periods?

DA: When you’re a freelancer, there are always tight times, especially in the early days. You work through them. You use the time to develop possible material of your own, and you pound shoe leather (metaphorically, usually, but on the phone and email) to develop contacts and find new lines of commission.

PLM: You now work for a variety of publishers including Marvel, DC, Rebellion and Games Workshop. Is it challenging switching genres and disciplines to meet the needs of these diverse employers?

DA: Yes, it can be, and it might not suit everybody. I find it keeps me fresh, and allows me not to get ‘stuck’ into one thing for so long it goes stale. Variety, as they say, is the spice of life...

PLM: With reference to your forthcoming titles from Angry Robot, how does working on our own original fiction differ from working on titles in a pre-defined universe like Games Workshop’s?

DA: It’s not all that different, actually, you simply have to set the rules yourself rather than follow someone else’s. It’s still a set of rules to work by, and it’s still a world that’s got to function and operate properly.

PLM: Finally, you’re a very prolific writer. Can you tell us an insight into how much time you spend at your desk each day to make your deadlines? And what do you do if you find your flow interrupted by, say, writer’s block or illness?

DA: I get to my desk between six and seven, work through until a lunch around twelve-thirty, and then again through until about six. Sometimes I do a morning or afternoon during a weekend too. I used to pull evenings and all-nighters, but I gave that up because I never used to see any of my family. It was also not a good idea getting over-tired when my epilepsy kicked in (I developed late-onset epilepsy last year). Writer’s block you simply have to write through. It may be something else you write to get the cogs moving, but that’s the only way.

PLM: Thank you very much indeed, Dan.

Dan Abnett's first work of original fiction, Triumff: Her Majesty's Hero was released in 2009 by HarperCollins' Angry Robot imprint. You can keep up to date with all Dan's future releases at both his website, and his blog.


If you have enjoyed this blog, please consider making a donation to my preferred charity, the Myasthenia Gravis Association. Thank you.