Aug
17
2010
I'm a former assistant editor with advice about how to write novels, comic books and graphic novels. Most of my content applies to fiction-writing in general, but I also provide articles specifically about superhero stories.
1. Romance. Villains frequently have ulterior motives (like marrying Aunt May to steal the nuclear power plant she inherited?!) and improper means (such as sabotaging rivals). True romances are rare for villains and can make them deeper and more interesting. Mr. Freeze’s romance with his wife Nora in The Heart of Ice turned him from a corny ice-themed punchline into an Emmy winner. (He later devolved into a corny ice-themed punchline after being played by Arnold Schwarzenegger, but some things can’t be helped).
2. Revenge. This might be heroic if the crime is particularly heinous and/or the regular authorities are not willing or able to resolve the situation. It might be villainous if the character is overreacting or not being careful enough about hitting only the people responsible.
3. To distinguish oneself. It depends on why the character wants to distinguish himself. A hero whose main goal is fame/status will probably gain a more substantial goal over the course of the story. (For example, Booster Gold). I think it’s seen as a superficial, temporary goal. In contrast, “be true to yourself” is more purely heroic… Unless being true to yourself involves psychically decapitating people and sucking out their brains.
4. To fit in/gain acceptance. A lot of heroes seek to gain the respect of their peers (see any story about “the new guy,” particularly students). However, gaining acceptance might be more sinister based on who the protagonist wants to impress and/or what will impress them. For example, 1984 ends with Winston Smith rather unhappily gaining acceptance by betraying his innocent girlfriend: ”…he had won the victory over himself. He loved Big Brother.”
5. Justice. This is like revenge, but usually less lethal and targeted more carefully against the perpetrators. Nonetheless, justice can sometimes be villainous. For example, the main goal of the robot antagonist in the I, Robot movie is to prevent humans from getting hurt, and putting them under house arrest seems to be the most logical way to do so.
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Aug
13
2010
When you write a proposal/query (or anything else written purely for editors) for your superhero story, you’ll probably write a bit about the main characters’ superpowers. (1-2 sentences, please). I highly recommend against looking up a Latin or Greek prefix to name a superpower. If you had to look up the prefix, chances are the editor doesn’t know it, either.
PLEASE REWRITE: “John is a somnikinetic.”
BETTER: “John can manipulate dreams” or “John can control dreams.”
Descriptions with simple English terms are usually more effective than Greek/Latin names because:
- English words are easier to understand and remember.
- Most editors haven’t memorized lists of Greek or Latin prefixes.
- Editors should not have to open a dictionary to understand what you’ve written.
- Names based on prefixes can be easily confused with similar prefixes. For example, a reader might confuse somni- (dreams) with somn- (sleep) or son- (sound).
- It may not be clear how you expect us to translate the word. For example, I’ve seen “kinesis” used as a suffix for “control,” “influence,” “manipulation,” “generation,” and “movement” (telekinesis = “remote movement”). Will we know which definition you’re going for?
Depending on the story and character, using prefixes and other jargon in-story may help to make the superpower sound more scientific/realistic. But that probably isn’t necessary in the query/submission letter or synopsis. For one thing, the query/submission letter are an introduction aimed at editors that have absolutely no context for your story. In contrast, by the time your story uses terms like “terrakinetic” or “ocular death-rays,” we’ve probably already seen the character’s powers in action.
What do you think? Do you share this peeve?
May
20
2010
Students
- The student/superhero usually goes to A School Just Like Yours for maximum relatability, but sometimes the school is more unusual (for example, superhero academies like the Xavier Institute for mutants or Sky High or the school for supergeniuses that Tony Stark attends in Ultimate Ironman).
- Whether you go with a typical school or something more extraordinary, I’d definitely recommend differentiating the school if you set any scenes there. For example, instead of doing just another school, maybe it’s an inner-city school. Or a school in an area so preposterously wealthy that the kids have plastic surgeons on speed-dial. Or maybe the petty rivalries between students are notably fierce. Or maybe the kids are training to lead humanity against the Bug hordes. Just do SOMETHING with it besides being a default school–otherwise, it probably won’t have very much personality.
- Similar to the previous point, how do you differentiate your leads from Peter Parker? What are some conflicts your student characters might have that a character like Peter Parker wouldn’t?
- In terms of conflicts at school, can you do something fresher than using jocks vs. dorks? Thanks. There are so many ways kids split into cliques and screw each other–surely you can come up with something! (For example, see Mean Girls or the house system in Harry Potter or mutants vs. humans in X-Men).
- Student superheroes are probably more prevalent in cartoons (which are usually aimed at something like an 8-13 audience) than superhero comic books (which almost always rely on men aged ~18-30). If you’re doing a comic book about a student superhero, many (most?) of your prospective readers are probably significantly older than a high school or junior high student. So just doing a straight-up story about the character getting through high school or maybe even college probably wouldn’t work very effectively for enough people that actually go to comic book stores. In the world of novels, Ender’s Game and Lord of the Flies successfully retained older readers with stakes that are considerably higher than, say, making the cheerleading squad.
Noble Strangers
- This is a character whose differentness is a major part of his origin story. They are often alien or foreign to most of the other characters around them. For example, Superman and Martian Manhunter are aliens, and Wonder Woman and Black Panther and Aquaman hail from magical Mary Suetopias.
- The character will usually have either no flaws or subdued flaws. Are we really supposed to hold it against Superman and Wonder Woman that they are too nonlethal? Additionally, the character’s native society will usually be utopian. One alternative would be that he is a refugee (or official/tourist/emissary/field researcher/used ray gun salesman/whatever) from a place that has a lot of shadiness going on, like the imperialist Krypton analogue in Invincible. Adding depth to the society usually makes the stranger more interesting. Another choice to consider is whether the character is a child or an adult when he leaves his homeland. I find that it usually says more about the character and his decision to leave if he departs as an adult, but do what fits your story best. (For example, Superman’s all-American childhood helps give him relatability and ties into his moral decision to become a superhero).
- Conflict between the noble stranger and the locals (or their values or customs or laws) usually plays a significant part of the plot. The most cliche way to do this would probably be “KILL THE FOR’NERS!”, but it could be as simple as the locals curtly enforcing a “no shirt, no service” policy. I’M LOOKING AT YOU, NAMOR. (AND TRYING NOT TO).
- On a superhero team, the stranger(s) might conflict with the locals in values or methods. For example, Superman vs. Batman.
- Noble strangers don’t usually have much relatability. One unusual possibility: what if we’re meant to relate more to the stranger than the locals? Peter Parker is arguably a noble stranger when he’s on the Avengers by virtue of being the only normal guy there. For more examples of normal characters thrust into strange worlds, please see Avatar, District 9, Dancing with Wolves, Pocahontas, The Taxman Must Die, Escaflowne, Bleach, Inuyasha, etc.
Part 2 here.
Apr
22
2010
I hate it when characters that are experienced and/or (supposedly) competent fail to plan ahead.
1. Does the character try to plan for the superpowers and capabilities of their opponents? On Heroes, allegedly competent and well-equipped organizations routinely stumbled into slaughterfests because they used SWAT-style squads to overpower targets with crazy powers. Let me lay this out right now: any plan that involves close-range combat with somebody that can outrun a fighter jet or stop time is idiotic! As soon as the target sees anything, (s)he turns on his/her superpower and everybody else dies. A better plan would be something like killing the target by long-range, perhaps by sniper rifle. Or bombing the house while the target is asleep. Or somehow interfering with the character’s ability to use his powers. (On Heroes, it is amazing how rarely the Company uses the power-nullifying Haitian).
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Apr
07
2010
1. I would recommend using your symbols in unexpected ways. For example, fire is most commonly used to symbolize destruction and/or Hell. However, there are so many more options that are creative and fresh. For example, fire represented ignorance (and possibly political correctness) in Fahrenheit 451 and civilization in the story of Prometheus. If the symbolic meaning you’re going for is the first one that comes to mind with that symbol, maybe you could be a bit more creative.
1A. If you got your symbol from a list somewhere, it’s probably too obvious. For example, tree -> life, fire -> destruction/Hell, spring -> rebirth/life, apple -> loss of innocence, water -> atonement or cycles, etc. Think on it some more and you’ll probably come up with something that fits your story better than these. For example, the recurring symbol for destruction/doomsday in Watchmen is a ticking clock. In The Godfather, death is usually preceded by an orange. (!)
2. In a comic book script, make sure that you tell your artist how you want the symbol to appear. Otherwise, the artist may inadvertently mangle the meaning of the symbol. For example, if technology is supposed to be a sign of progress and civilization in your story, you’d probably want the cars to look shiny and new rather than grimy and decrepit. Unless you specify otherwise, it’s up to the artist’s judgment.
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Apr
06
2010
Your superhero will probably stop crime at some point. So how does he find it? Here are a few options.
1. The most common option is just going on patrol. Most readers and editors will give you the benefit of the doubt that a modern city has so much crime going on that a hero can stumble upon armed robberies without too much trouble.
2. The hero may have access (authorized or otherwise) to what the police know. For example, maybe he has a police scanner, has hacked police radios, has a friend on the police force, or is otherwise contacted by the police on particular cases.
3. The hero might be contacted directly by a victim. For example, if a company has some reason to resolve a crime without getting the police involved, maybe it’ll contact a hero instead. This would make sense particularly if the police in your story aren’t particularly competent (or maybe they’re corrupt). Or maybe the victim was somehow involved in some illegal activity (like a prostitute, an illegal immigrant, etc).
4. The hero may have access to what the criminals know. For example, maybe he has an informant, has bugged an important phone, interrogates a captured criminal, etc. Any one of these could indicate where and when an impending crime will occur.
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Mar
11
2010
One of the more frustrating things I see is when an author tries to give a character a guilty backstory but one he is utterly not responsible for. For example, the character’s powers might manifest by killing the town and/or pretty much everybody she knows. (Please see the TV Tropes Power Incontinence page for more examples).
If you want this character to feel guilty about her backstory, why not make her actually responsible for the accident? For example, instead of having uncontrollable poison-massacre powers*, which is merely awful luck, maybe the character has powers that he uses in a reckless or ill-conceived way. For example, maybe a flame-controller accidentally blows up a neighborhood by lighting up a gas line. It’s still unintentional, but at least this gives him a choice to regret and atone for. Overcoming that will be more dramatic than “Gee, I’m sorry I was born to be a town-killer.” If the goal of the story is to have the character atone for his sins, it probably won’t be too dramatic if he’s not actually responsible for the sins in question. Or, if the character’s powers are completely uncontrollable, perhaps the character played some role in acquiring them, like participating in some poorly thought-out scientific experiment.
*Which are a losing Superpower Lottery ticket if ever there were one. Pretty much everybody else in Heroes has something cool like superstrength or flight or time-travel. Poor Maya. Even the psychopathic serial killer has more control over his face-ripping telekinesis than she does. (Also, he spent a lot less time moping about his body count than she did).
Feb
27
2010
Superhero funerals are so common that they have their own page on ComicVine and usually so bland that they tend to run together. Given a transcript for three pages from a superhero funeral, can you name the series? If the writing were actually distinct, that wouldn’t be difficult.
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Feb
20
2010
1. It doesn’t matter much whether the superpowers you use are unique or not. It is virtually certain that several published superheroes will share the same primary power as yours, and possibly a few of the secondaries as well. The key to differentiating your characters is giving them a distinct personality, voice, attributes, flaws, goals, obstacles, background, etc. If you have those things, you don’t need unique superpowers. If you don’t have those things, unique superpowers won’t save you.
2. The superpowers are merely a means to an end (an interesting story). But the superpowers themselves are rarely interesting. When you’re picking powers, please focus more on whether the powers can make interesting scenes than on whether the powers are original.
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Jan
28
2010
Opening with the characters in combat can be tricky because the characters can’t speak as naturally. For one thing, if your superheroes have secret identities, they’d be bloody stupid to blab about their day jobs when they’re surrounded by enemies (more on that later).
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Jan
03
2010
1. Marvel and DC Comics don’t consider unsolicited submissions. Fortunately, Optimum Wound has a useful list of publishers that do. If you’re dead-set on working with Marvel or DC, I’d recommend taking a job with them in some other capacity (such as editing, sales or marketing) and then moving laterally into writing.
2. Most publishers won’t evaluate a comic book submission unless it has ~5 illustrated sample pages. This means that a writer will usually need a professional-grade artist friend willing to work for speculative pay, a paid freelancer or the skill to illustrate his own work. If you don’t know any artists and don’t have $500-750 for a freelancer, I’d recommend submitting to Dark Horse or another publisher that doesn’t require art samples. However, if you can pull off a competent art sample, it will really help your submission.
3. Pretty much no one considers proposals for licensed works. Do you have an awesome idea for a Star Wars or Buffy comic? Unfortunately, with licensed works, the publisher will almost always contact the writer it wants to work with rather than vice versa. Additionally, when they need a writer for a major series, they will hire someone experienced and proven rather than an unpublished author. Sorry. If you want to write for Spiderman or Batman, you need to establish yourself first.
4. Comic book companies usually buy the rights to the series and characters. In contrast, novel series are almost always creator-owned. If you really care about maintaining ownership over your characters and stories, I’d recommend looking at Image Comics. Almost all of their series are creator-owned.
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Dec
08
2009
I realized that I have several articles on origin stories, so I’ve made a new category for them.
Nov
15
2009
When you’re ready to submit your novel or comic book to an agent or publisher, these tips will help you make the sell.
1. The only goal of your submission is to convince a publishing professional that your novel or comic book is likely to sell thousands of copies. Nothing else matters.
2. Follow the instructions on their website. Most agents and publishers will have submissions pages that lay out what they want to see. In most cases, it’s best to provide just what’s on the list and nothing else. (Exception: if you’re submitting a comic book script, consider submitting some inked or colored pages even if they aren’t required– these pages will help the editor decide very quickly whether your proposal is serious).
3. Check your spelling, punctuation and grammar. Trying to impress a publishing professional without clean writing is like trying to run a filthy restaurant. It really doesn’t matter how good the cooking is– customers will run out screaming anyway. Proofread or perish. Not many publishing professionals would bet tens of thousands of dollars on an unpolished writer.
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Nov
09
2009
1. READ THE INSTRUCTIONS. The instructions take precedence over everything else. If you fail to meet the guidelines provided by the comic book publisher on its submissions page, you are dead on arrival. For example, you can see Dark Horse’s submissions guidelines here and Image’s here. (By the way, Marvel and DC don’t accept unsolicited submissions– either they call you because they’re impressed by what you have already published, or you start working for them in some other capacity and move laterally)
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Oct
31
2009
1. Foreshadow the supernatural. Introducing magic or vampires or over-the-top superpowers into a story that previously had seemed constrained to reality will probably disorient readers unless you have taken steps to prepare them. In some cases, your title, backcover blurb and/or cover will do so. Otherwise, you should probably suggest that something is not quite normal in this world you are showing us. For example, before the protagonist discovers that there’s a dragon or a vampire in the basement, perhaps he could find strange claw marks or woodsland animals that have been de-blooded.
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Oct
27
2009
After you’ve written the script for a comic book page, I would recommend doing a rough sketch of the page before you give the script to your artist for pencils. That will help you identify staging problems early. Here are a few examples.
1. Will the panels have enough space to comfortably fit the content? As a rule of thumb, I think it’s especially important to check this if if the page has 7+ low-action panels or 4+ action panels. (Low-action panels, like most dialogue, usually require less space because they don’t need to show as many things happening. For example, a dialogue panel might just have a person’s head, whereas an action shot of two boxers going at it will probably include at least the upper bodies of two men).
2. Will the panel’s perspective portray everything you want to show? For example, if two characters are facing each other, it can be quite tricky to show their expressions, particularly if you’re trying to focus on one. 90 degree side-shots get boring fast and have trouble emphasizing either subject.
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Oct
13
2009
A recurring problem for young writers is that we are more likely to try crazy-complicated sets of superpowers. Don’t waste paragraphs describing each character’s powers. That’s space you could be using to develop personalities, character traits, the plot, relationships, etc. As a rule of thumb, I would recommend keeping it simple– if you need more than 20 words to describe a character’s powers, there’s probably too much going on.
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Sep
07
2009
1. Well-constructed characters generally do not need weaknesses. If you have to resort to something like a vulnerability to Kryptonite or the color yellow or whatever, it’s probably because the character is too powerful to begin with. Something like Kryptonite is not a satisfying or particularly effective way to resolve that. For one thing, going from “largely unchallengeable” to “helpless rag-doll” does not make for great fight scenes. Also, relying on Kryptonite may force writers to pull goofy Kryptonite Ex Machinas where minor criminals somehow acquire rare and random substances.*
2. Kryptonite-style weaknesses are a bit outdated. In the past twenty or thirty years, there haven’t been many major superheroes that have been successfully introduced with a serious vulnerability to something that’s usually harmless.
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Aug
10
2009
It’s usually a problem when some of the characters on a team of superheroes are substantially weaker or less useful than others. Here are some tips to avoid those problems.
1. I recommend giving all of the teammates skills and/or powers that can be useful in a variety of situations. If a character’s skills are so limited that he doesn’t have the ability to participate, he will probably come across as useless and may attract the scorn of readers. (I’m looking at you, Aquaman). Additionally, if your characters have versatile skills, you won’t have to come up with goofy contrivances so that each teammate can contribute.
2. In most cases, I would recommend keeping the characters roughly as powerful as each other. Otherwise it will be hard to come up with challenges that match one hero without being effortlessly easy or absolutely impossible for the rest of the cast. For example, any hit hard enough to hurt Superman should kill Batman, right? If teammates one teammate is that much more powerful than another, the writer will probably have to just pretend that Batman is actually strong enough to shrug off a punch that can break a skyscraper. That is a goofy and contrived way to try to work Batman-like characters into a Superman fight. If you’re dead-set on a significant superpower disparity, the best solution is probably having them split up as much as possible. Alternately, you could do fights with some weaker antagonists and some tougher ones. The problem is that this usually relegates the weaker heroes to cleanup duty, because the most plot-central villains are usually the most dangerous and get the most face-time in battle. (If the weaker heroes are minor characters, that might not be a problem).
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Jul
24
2009
Training sequences are really useful because they help introduce a new member (often the main character) to a team of superheroes or another group of exotic and powerful protagonists (a SWAT team, an Army unit, etc). Training scenes are especially important if your superhero team is unusual and needs to be introduced gradually to readers.
Here are some suggestions.
1. Don’t make it a cakewalk– give the hero opportunities to prove himself to readers. If the team is meant to feel impressive, the training should be hard. Here’s an article about Secret Service training, for example.
Overseeing them are instructors like Mixon, who wears a size 52 suit jacket, whose T-shirt says “Fighting Solves Everything,” and whose 2-year-old son knows how to do a one-man takedown. This morning Mixon, 40, is testing control tactics, or ground-fighting.
Even his toddler knows how to do a takedown! That is hardcore.
2. If possible, I recommend staying away from trainers that disappear as soon as the training is complete. In a realistic Army story, the drill sergeants are gone as soon as the recruits complete basic training. The recruits will go onto Iraq or Afghanistan or wherever and the drillers stay behind. If possible, try to develop characters that will be present after the training ends. For example, use series regulars as part-time instructors (X-Men) or use the instructors as minor characters, a la Ender’s Game.
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Jul
23
2009
Superman is a waning superhero.
In the past year, his comics have consistently been outsold by Buffy the Vampire Slayer, Flash, Green Lantern, Deadpool, and every A-list franchise. (For example, his top-performing comic book in June 2009 placed #43 on the bestsellers list).
According to io9, even DC Comics acknowledged that the Superman movie franchise is struggling. Superman’s latest film-outing grossed about $390 million on a production budget of $270 million. That’s notably worse than 1996′s Batman Forever, let alone either of the two most recent Batman films. Yes… even Joel Schumacher, the “director” that put nipples on the Batsuit, beat Superman.
Here’s how I would reboot Superman.
1. Give him a real personality with some actual flaws. This does not mean that he has to be brooding. (Please see Spiderman or Ironman– characters can be three-dimensional and fun!) For example, maybe he’s a bit overconfident or careless. Even a small flaw would make him more likable and believable.
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Jul
22
2009
B. Mac touched on this with a couple of powers, such as super strength, telepathy/mind reading, and to a lesser degree, power suits, plus he mentioned a few others at the bottom of his article on common superhero problems. However, this is going to be a more all-around list, touching on a number of different powers.
All superpowers could be potentially problematic. However, these powers make it unusually difficult to write an interesting story.
1. SUPERSTRENGTH. Superstrength is generic and cliched. It’s very difficult to intrigue a reader with a character whose main power is superstrength. Fight scenes will either be no challenge (since he busts through absolutely everything) or no fun to read (since all he does is bust through everything). Probably both. Hardly anything will challenge him. Locked in a cell? Bust out. Locked out of a building? Bust in. Girlfriend’s in trouble? Bust up the villain.
Mix it up: Limit his powers. Maybe he only has super strength when his adrenaline hits a certain level, so he has to stay hyped if he wants his powers. Or maybe his super strength only works against certain materials. (Though that would be difficult to logically explain, it would at least be a handy limit.)
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Jul
17
2009
1. Villains can be overpowered. In fact, they should be more powerful than the hero. The more a hero is challenged, the more impressive it is when he eventually succeeds.
2. Likability and relatability are much less important for villains than heroes. The quality of a villain usually depends on his style, competence and scariness. If your audience isn’t enthusiastically urging on the hero to beat the villain, they probably aren’t thrilled about the story.
3. The villain’s powers should usually be easier to explain and more generic than the hero’s are. Working in a really complex power for a character that will probably only fight a few times is usually a waste of time. Additionally, most villains have fewer powers than the heroes do. For example, Luke Skywalker has a variety of force powers, but the only power we see the Emperor use is lightning. Batman has a variety of gadgets, but the Joker has just a pencil.
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Jun
25
2009
I’d only delve as deeply into science as much as the story and audience warrant. For example, if a villain shrinks the hero, 99% of readers don’t care that a shrunken human body couldn’t function because human cells are designed to function at a particular size. Similarly, most readers don’t need elaborate explanations for superpowers. You don’t need to explain where Spiderman keeps all that webbing.
However, if you’d like go off on a tangent to satisfy the few readers that do care about these elements, please make sure that it interests the other 99%. For example, one recurring issue with the Hulk is that the character’s pants stay on even though his size fluctuates so much. Real pants would burst off if you got twice as big, right? The latest Hulk movie addressed that rather hilariously by showing the character buying maternity pants in Guatemala. (“¿Tienes más stretchy?”) That’s intuitive, simple and clever. In contrast, if the movie had made up scientific mumbo-jumbo like Pym particles or whatever, it probably would have confused or annoyed many viewers.
Jun
03
2009
Gotham Central was a police procedural series that ran for about 40 issues. It focused on an ensemble of homicide detectives in Gotham City.
What Worked
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May
26
2009
Magical superheroes are rare and haven’t sold very well since the Silver Age of comics (late 1950s and 60s). Here are some tips to help you write a magical superhero story that a publisher might take seriously.
1. Do it as a novel, not a comic book. Comic books depend on male readers aged 13-25. The problem is that the people that are most receptive to magical superheroes (kids and women) generally do not buy comic books. This is one reason that magical superheroes are very, very hard to publish as a comic book. The magical superhero stories that tend to sell even remotely well tend to be TV shows (Sailor Moon or Jake Long) or novels (Dresden Files).
2. If you are absolutely dead-set on a comic book, I recommend using Japanese-style art. American teens are somewhat more tolerant of magic in anime stories like Sailor Moon than they are of American-style stories like Dr. Strange or Zantanna.
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May
17
2009
1. Shrinking. First, this is a horribly cliche type of story. Second, it is pretty much impossible to do anything fresh with it. The characters get shrunk, deal with some tiny obstacles (usually including a cat or some other suddenly dangerous animal), and then get their size back. What else could you do with it?
How can I do it right? Have the character stays shrunken for longer than just an issue. It’ll push you to develop the formula in a fresh direction, and hopefully one more fertile than “and then they discover a microscopic civilization!”
2. Body-swapping. One character switches bodies with another, usually involuntarily. The drama usually comes from the characters having to survive despite having different powers or having to play different roles than they’re used to.
How can I do it right? This isn’t necessarily bad, but it has been done extensively. It tends to work best if the characters have to keep their identities secret. If Jim and Luke can just tell everyone that their bodies have been swapped, it’s not really an interesting obstacle. But if Jim and Luke can’t talk about magic or the supernatural hijinks they’re involved in, then body-swapping makes it that much harder for them to keep up the masquerade. Give them difficult situations they can’t duck. For example, “Luke” suddenly has a piano concert and “Jim” is now the starting quarterback. The only way for them to protect the secret is to learn (or feign competence in) something totally new. Good luck!
Also, I strongly recommend against switching characters of different genders or species. It’s got a lot of potential for creepiness.
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May
05
2009
1. A hero’s gadgets are only interesting when he uses them in an exciting and/or unexpected way. No one will say “Wow, he had shark repellent!” But they will be impressed if your hero comes up with a clever way to apply a general tool. Versatile, general tools tend to be more interesting than gadgets that are only useful in a particular situation.
2. Narrow tools may force you to write an Eigen plot. Eigen plots are contrived set-ups where the superhero gets opportunities to use gadgets and/or superpowers that are typically useless. Eigen plots typically come off as cheesy. When the hero catches a golden opportunity to use his shark repellent, it won’t make him look good… it will probably just make you look bad.
3. Tools tend to be more creative and versatile when they draw on the scenery. For example, a grappling device lets the hero use the setting and scenery in ways he couldn’t before. He can set ambushes, try alternate entrances and exits, etc. A cutting tool can do many things depending on the situation. The hero may be able to cut through doors and other hard obstacles, or fashion bandages out of a shirt, or maybe even knock a streetlamp onto an enemy.
4. I recommend sticking with gadgets that are easy to understand. Gadgets that are really high-tech may require more explanation.
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Apr
27
2009
When you write a novel query, publishers expect you to describe some similar, competing titles. Ideally you can come up with a few similar titles that were successful; that suggests that your title will be successful as well. If you’re pitching a superhero novel, here are a few titles that might be comparable to yours.
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Apr
25
2009
It’s hard to handle backstory (what has happened in the past of the story). Most authors just use dull exposition. “Twelve years ago, John McGruesome was a mob hitman…” Here are a few common problems with backstory.
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Apr
19
2009
1. Your protagonist is Rick Blurry, a cigar-smoking, eyepatch-wearing superspy. When Marvel’s lawyers call, perhaps you should have a better defense ready than “but he wears his eyepatch on his right eye!”
2. Your pitch includes the line: “This is just like your other series, but good.”
3. You are aroused by any of the characters. (Yes, we can tell).
4. It involves time-travel.
5. You’re not sure whether you want a protagonist to live or not, so you put it to a vote.
Apr
12
2009
Many authors here aren’t really sure whether they want to write a superhero novel or a comic book. Here are a list of factors you should consider when deciding which one will work better for you.
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Apr
12
2009
Earlier this month, Praxis Comics’ site had gone down for a few days and I assumed that the publisher had folded. After all, it’s a cutthroat business and their website had previously mentioned some trouble with investors. However, I am pleased to report that the website has returned with a new design. (I’m generally fond of Praxis’ art, but I think the design probably uses sex-appeal a bit too blatantly. Ah well. That’s pretty standard for this industry).
I also came across Radical Comics. They don’t accept unsolicited submissions, so I won’t add them to our index of comic book publishers. But I think they’re worth looking into because they have book trailers for all of their series.
So, if you’re interested in doing a trailer for your comic book (or perhaps even a novel), I think you can learn something from their approach. Their trailers are striking because they have no narration and hardly any words; they only use wordless images and an instrumental sound-track. That’s a surprisingly interesting way to present a simpler story like Calibre, an Arthurian legend retold in the Wild West. It did not work for series with a more complicated setup. For example, the premise of City of Dust is that fictional stories have been outlawed 100 years in the future. I don’t feel like the images gave me a good idea of what was going on or why I should care.
Apr
10
2009
Here are some tips to help you write a super-intelligent character even if you are pretty ordinary yourself.
1. Try not to focus on him talking intelligently– what can he do that’s intelligent? When you’re thinking about this character’s actions, he should be able to come up with cunning plans and brilliant moves. Try to keep these as simple as possible. After the hero carries out his plan, ideally your readers will say “damn, why didn’t I think of that?”
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Apr
10
2009
Many (if not most) magical superheroes have day jobs as stage magicians. (Zatara, Mandrake the Magician, Mr. Mystic, etc). It’s a stale and completely obvious choice for a day job. So I decided to do a fresh concept for a magical superhero. By night, he’s a genuine sorcerer. By day, he works to disprove supernatural claims, like James Randi. I think it would be fairly amusing for a sorcerer to resort to nonmagical parlor tricks to convince the masses that what they saw was not, in fact, a magical fireball. (Umm… perhaps it was a steam pipe malfunction?)
Apr
09
2009
Superhero teams quite often go up against a lone villain. Realistically, the Fantastic Four (or your version thereof) should easily be able to squish Doctor Doom (or the lone villain of your choice).
But that would be boring. Here are several ways to make it seem like a lone villain actually has a chance of winning.
1. Use minions. Technically, this is cheating, but I won’t tell if you don’t. You can always have your heroes fight your villain, and in between hundreds of nameless, faceless villains get in the way. The best example of this is Teenage Mutant Ninja Turtles. Whilst they battle Shredder about 100 Foot Clan warriors usually jump in.
2. Give your heroes something else to do. Defuse a bomb, free the hostages, stop the plane from crashing… if there is something else needing done, you can safely split your hero team, making it more plausible for your villain to win. This also raises the excitement level by bringing in time limits.
3. Make your villain AWESOME. What do I mean by awesome? Simple. Make your villain Neo from the third Matrix film, so ridiculously powerful that hundreds of Agent Smiths are required to do battle with him. The downside to this is that when your heroes do win, it may look contrived.
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Apr
05
2009
In my list of common day jobs for superheroes, I forgot soldiers. Ack! How did I miss that? Anyway, I just added them. What sort of tips would you recommend for an author writing a story about a superhero soldier?
Mar
31
2009
Robert Scott has an amusing and informative horror story here.
To summarize:
- He and his artist weren’t working on the same schedule. Make sure that your artist will be to produce quickly enough to meet your deadlines.
- “Had I put more thought into it, been a responsible business person, I would have never solicited [a distributor] without all of the books being drawn. If I had done that, I could have died and the books still could have shipped on time!”
- Planning your story ahead will help you keep production moving at a speedy clip.
- Missing deadlines screws over a long chain of people, but no one gets screwed as much as you.
Mar
29
2009
What do you think? Is it hard to challenge a character that can teleport?
Mar
24
2009
Grant proposals for the Xeric Foundation have to be postmarked by March 31. Xeric helps underwrite some of the cost of self-publishing. Self-publishing is highly dangerous, especially for new authors, but grants like these can help minimize your financial liabilities if the project flops. If you’re interested in applying for a grant, please let me know if I can provide any advice with the proposal.
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Mar
09
2009
These are some of the biggest comic book companies. Knowing which publishers are geared towards your style of writing or art will help you decide which publishers to apply to. (Please note that I tried to stay away from publishers that I know will not accept unsolicited queries, like Marvel and DC Comics).
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Mar
08
2009
This should be pretty obvious, but unfortunately it isn’t. When you submit a novel manuscript or a comic book script, pick your prospective publishers carefully. Make sure you submit it to publishers that actually work with stories that have a lot in common with your story.
- Audience (age and gender)
- Genre and content
- Style/mood
- Setting (real-world Earth vs. historical vs. the future vs. a Tolkien-like fantasy world)
- Length, for books (length usually goes hand-in-hand with the age of the audience)
- Art style, for comic books (dark and gritty vs. Western cartoons vs. anime/manga, for example)
Prospective publishers love it when authors put some thought into this. If your query clearly shows that you have looked into which publishers will be the best fit for your book, you will look professional and competent. A good place to start is looking up 5 or 10 comparable works on Amazon. Where did they get published? For comic books, which editors signed on? That should give you a few publishers to look into.
I’ll use a very particular example to show how easy this is. For example, right now I’m looking for publishers that would be interested in a guide for how to write superhero novels and comic books. It’s aimed at teens. Many publishers have printed books for kids that want to write, so finding apt publishers shouldn’t be a problem. I’d also like to look at publishers that have printed guides about writing comic books.
After 30 minutes on Amazon, I found ~10 works that seemed comparable at first glance. Let’s look at why these works might or might not suggest that their publisher would be interested in mine…
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Mar
06
2009
Celtx is a free scripting program that is designed for comic books (among other types of scripts). I find it very useful.

THE EXCELLENT
- It produces scripts that are generally easier to read and navigate than Microsoft Word.
- Easy to learn. It took me 10 minutes to figure it out by trial and error.
- It’s extremely good at converting scripts into typeset. (You can see an example here). A typeset separates the in-panel text (like dialogue, captions and sound effects) from the text that won’t actually appear in the panel, like your directions to the artist. That’s useful because it helps you gauge how large the panels will have to be to accommodate the text.
- It’s free!
THE GOOD
- Handles comments notably better than Word.
- It’ll help you keep your comic book documents separate from your other files.
- If you like to fill out index cards with important details about characters or places, it can help keep those details accessible and organized.
- Built-in spellchecker. Not that important for a professional proofreader, but you might find it helpful.
THE BAD
- It’s not as easy to add dialogue as new pages or panels.
- They should add buttons for New Panel and New Page.
- It can’t save scripts as Word files. Everybody (like friends and editors) is comfortable with Word. Right now, if I have a Celtx script that I want to show you, I have to also tell you how to download Celtx and pray that you figure out the software quickly.
One last note. I haven’t had a chance to test its printing capabilities yet. Given that Celtx can’t produce Word files (as far as I know), its ability to print usable scripts is essential.
Mar
06
2009
For superhero comedy, I’m a fan of the International Society of Supervillains and Evil, Inc.
I’ve come across a few interesting comic book review sites, but I haven’t had nearly as much success finding sites for people that want to write comic books. Except for Superhero Nation, the closest thing I’ve found is Twelve Fingers. For example, I found 10 Writing Tips for Comic Book Writers very informative. However, TF is hard to navigate.
So, which websites would you recommend?
Mar
05
2009
The typical comic book page is a grid of panels. That’s fine, but it can get boring. This article will help you play around with your panel layout. Your pages don’t all have to look like this.

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Mar
01
2009
There are two kinds of successful worker: entrepreneurs that start their own projects, and professionals that the entrepreneurs trust enough to bring onto those projects.
1. Did you start any big projects this past year, like trying to write a novel or comic book? Did you succeed? Why or why not? What project could you start this year?
2. Have you cultivated any relationships with the sort of people that are likely to help you be successful? For example, if you want to become a writer, developing a relationship with professional writers, editors and/or literary agents is wise. (“Hey, B. Mac. This chapter doesn’t feel like it’s working. Could you give me some suggestions?”) If you want to write comic books, you’ll probably also benefit from friends that are talented artists. Even if your networking is as rudimentary as making a few contacts through an art-site like DeviantArt, that’s a good start. Even if you don’t end up hiring them to be your artist, they can still provide valuable feedback. (“This page doesn’t look right. Any suggestions?”)
3. Have you cultivated any relationships with the people that are likely to start projects you’d like to work on?
Feb
25
2009
I’m very fond of Spiderman Loves Mary Jane, particularly the way it ends its issues. The last page of each issue wraps up the plot of that issue and foreshadows the next issue. The cliffhangers are usually pretty strong and make the reader want to keep going. For example, check out these sample concluding pages.
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Feb
14
2009
If your superhero has a secret identity, he probably has a day job. Here are some tips for picking an effective day job.
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