Showing 11 - 20 of 20 posts found matching keyword: books

If you're a Kindle reader looking for a way to kill some time this Thanksgiving, I've got a present for you.

The Central Kingdoms Chronicles: Book 2, Prince Thorgils' War The Central Kingdoms Chronicles: Book 3, A Quest Before Dying

Until November 26, you can download digital copies of my second and third books for free from

Happy Thanksgiving and Merry Black Friday, everybody.

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A Quest Before Dying

A Quest Before Dying on

Book Three of the Central Kingdoms Chronicles, A Quest Before Dying, is now available both as a $2.99 Kindle eBook on and as a $12.00 paperback from

Book One, The Wizards of Ranaloy, and Book Two, Prince Thorgils' War, are already available in both formats via and You can find links and preview chapters at

Thank you to all who have supported this project.

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My third book is currently out for galley printing. It will be on the market by the first week in November (target release date is Halloween). It's time to start thinking about marketing.

What's the best method? Keyword targeted Internet advertising is always available (Google Ads, Facebook Ads) for, but that costs money. I read a lot about networking (establishing a Twitter presence, participating in like-minded communities), but that's never made much of an impact for I'm sure that I should pursue multiple paths, I'm just not sure which are worthwhile.

Obviously, since I wrote a fantasy genre story, it's fantasy genre readers I need to reach. Perhaps I could advertise at local comic book shops. I also plan to give away the Kindle edition of all three books for free over the Thanksgiving/Black Friday holiday. (Readers are more important than profits. Can't have one without the other!)

For the record, I knew going in that book marketing is very, very difficult. So many book, so few readers. For every author I read who has been even moderately successful, the trick seems to have been time: Grind out story after story, book after book until someone takes notice. I'll soon have three. I guess I should get to work on four. Maybe before I get to one hundred, I'll finally make my first buck.

(For the record, as I type this, the first two books have generated exactly $54.41 since release, $49.63 in paperback and $4.78 for Kindle. [Oh, plus Ken bought me a Coke. That counts as profit.] The publisher won't cut me a check until I pass the $100 threshold. Perhaps the release of book three will put me over the top.)

If anyone thinks of anything else I might try, please tell me. In the meantime, if you've read and enjoyed my books, please tell your friends!

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Prince Thorgils' War

Prince Thorgils' War on

Book Two of the Central Kingdoms Chronicles, Prince Thorgils' War, is now available both as a $2.99 Kindle eBook on and as a $12.00 paperback from

(Book One, The Wizards of Ranaloy, is already available in both formats via and

Book Three, the final book in the current trilogy, is on pace to be released at the start of November, so read fast!

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I know you're probably sick of hearing about it but:

The Wizards of Ranaloy

The Wizards of Ranaloy on

The digital copy of my first book is now available as a paperback for $12.00 from

The book will also be available through, but I get $4.27 per book sold on CreateSpace, the printer's website, whereas Amazon pays only $1.87 per copy. (And if you're thinking that $12 is a lot to pay for a paperback book, keeping it at that price is the reason I refused to let CreateSpace offer it to Ingram or stores.Those distribution venues want an even bigger cut of the profits, requiring that the book list at $18 before I got paid.)

Now the next step is marketing. Somehow, I've got to get the book into the hands of people who want to read fantasy novels. That's no small task for someone who doesn't care to spend time around other people.

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The Wizards of Ranaloy

The Wizards of Ranaloy on

The digital copy of my first book is now available on Kindle for just 99ยข !

(The paperback copy is still being proofed, but it'll be available sooner rather than later.)

If you've already read it (I know who you are), please consider reviewing it. And don't be honest. Lie and say it's worth 5 stars. In the book business, that's called marketing.

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Remember last year when I sent my manuscript away to get rejected? Well, sadly, I never got a rejection letter. I never got anything.

So I'm taking matters into my own hands.

The Wizards of Ranaloy

I'm almost ready to release the first book to Kindle. (Paperbacks will be available on soon!) I'll post details when it's ready. Stay tuned.

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I wrote a book

That there, that's my first book manuscript. I'm submitting it to my first potential publisher this week. By Thanksgiving, I'll have my first rejection letter!

Isn't this exciting?

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Believe it or not, I've written a novel. It's an high-fantasy, epic tale about a small group of adventurers trying to make the world a better place despite some long odds. If you just read that slugline, you probably translated "high-fantasy" to "imaginary" and "epic" into "too long." Both of those substitutions are probably accurate.

Now that I'm onto the proofreading stage, I've been trying to decide what to do with my book and I've discovered something horrifying: it's too long. Most writing guides I've been consulting have been blunt in stating that for me to have a realistic chance to find a publisher, my novel needs to be under 100,000 words. Mine currently has about 170,000. Oops.

The good news is that the story really has two distinct parts. If I stop the word count in between, I get about 110,000 for the first half. That's good. I could even edit that down a little and get it smaller. That's better. Maybe I've got a diamond hiding somewhere inside all those pages.

The real problem becomes what to do about the second half to make it long enough that I end up with two equal parts. Given that my problem so far has been that I'm too wordy, this probably isn't as big a problem as I think it is. I'll just have to add some new misadventures for my characters to bumble through.

I'll let you know when I'm ready to release the book to the public. If you buy a copy, I promise you'll get your money's worth. It's guaranteed to contain a whole bunch of words.

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For my book report, I read Zap: The Rise and Fall of Atari.

I read Zap: The Rise and Fall of Atari so that you don't have to. While it didn't contain a lot of information that I hadn't read before, it was amusing to read a contemporary account of the collapse of the video game industry following its unprecedented boom in the early 80s. (The book was published in 1984, "the Year of the Apple," and chronicles the events at Atari through 1983, "the Year of the McNugget.")

Author Scott Cohen largely assumes that the reader is abreast of current events in the entertainment industry of the times, obliquely tying Atari's fall to such events as John Schneider and Tom Wopat walking off the set of the Dukes of Hazzard and IBM dominating the market for personal computers. And he doesn't seem to be much on fact-checking. (The man responsible for Wack-a-Mole and the glorious Rock-afire Explosion, one Aaron Fechter, is irritatingly repeatedly referred to as Aaron Fletcher.)

Despite Cohen's limited pop-style of prose -- he was a magazine editor who has penned such probing investigative reports as Don't You Just Hate That?: 738 Annoying Things and Yakety Yak: The Midnight Confessions and Revelations of Thirty-Five Rock Stars and Legends -- he was able to draw some pretty good conclusions about the future of the video game industry. " Selling computers, it would seem, will not be much different than selling cigarettes."

Most amusingly (and perhaps not too surprisingly), the best parts of the book are not what the author uncovered about the dismal state of affairs in 1983's Atari, but what he got wrong about the future. I'm not talking about simply understating how poorly the game E.T. The Extra-Terrestrial was received. (Cohen calls it a bomb, but fails to convey the weight of just how much the game's poor popular and critical reception lead directly to Atari's collapse. There's no mention of the estimated 5 million Atari 2600 E.T. cartridges buried in an Alamagordo, New Mexico landfill in the fall of 1983.) Examples include

  • "No video game company is going to do as well as IBM, Apple, Commodore, or Radio Shack." Does anyone even remember the Tandy?
  • "By, 1986, everyone who can afford and wants a video game will have one, and manufacturers will have to drop their prices further.... Any further growth at Atari and in the video game industry generally, in terms of selling units and bringing in earnings, is going to come from overseas." Cohen was speaking about selling Atari VCSs to overseas markets, and was not predicting the arrival of the Nintendo NES on American shores and the revitalization of the home video game market, even if that had the same affect of keeping the Atari name alive, if barely.
  • And my personal favorite: "if there were a neat little terminal and it put people in touch with everything they wanted to be in touch with, people would stop playing video games." Hmm. I guess after posting this to the internet, I won't go and play xBox.

One more amusing note: according to Cohen, "if a movie were made of his life, Nolan [Bushnell, the founder of Atari and father of video games] says he would like Gene Wilder to play him, but he means Robert Redford." Point of fact is that there is indeed a movie planned for a 2011 release on the life and times of Nolan Bushnell (working title: Atari), and it seems that Nolan will not be getting his wish. It is rumored that Bushnell will be portrayed by Leonardo DiCaprio. Fitting, I suppose, since Bushnell, like DiCaprio, was once the king of the world, even if that world was Pong.

UPDATE May 2021: I just re-read this post and thought I should mention that 12 years later, that Atari movie is *still* in pre-production, now with Chris Pine penciled in as Bushnell. Gene Wilder died in 2016.

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To be continued...