Latest
What an AI Detector Score on Your Manuscript Is WorthThe One-Hour Call Before I Quote Your BookWhen a Client Thinks the Ghostwriter Used AIMonthly or Milestone: How Ghostwriting Gets BilledWhen Your Memoir Should Be a NovelWhat It Costs to Fix an AI-Written ManuscriptThe Clients Who Pay and VanishThe Quotation Marks That Get Authors SuedThe Work You Would Never Have StartedWhen Your Own Memoir Sounds Like BraggingWhat Belongs on a Copyright PageThe Hugging Face AI Agent Attack: An Operations ReadingBehind the Book: The Mysterious Island, Neb’s SideHow to Organize Decades of Memories Into a MemoirWhy Rotten Tomatoes Sucks: The Score Does Not Mean What You ThinkWhy Amazon KDP Sucks: They Terminated My Account OvernightIngramSpark: How I Publish Now and WhyWhy Fiverr Sucks for Ghostwriting: The Buyer’s SideWhy eBay Sucks Now: A Seller’s Numbers and a Buyer’s WarningThe Ghost Story TraditionThe Gothic TraditionThe Christmas Ghost Story TraditionResurrection as a Narrative StructureBooks to Give a WriterThe Beach Read ArgumentWhy It’s a Wonderful Life Failed on ReleaseWhat to Read in SpringWhat to Read in SummerWhat to Read in OctoberHow Warner Bros. Dismantled a $17 Billion Cartoon EmpireThe Imaginary Scarcity TrapThe Graph That Goes Vertical Is Usually Somebody Else’sSubstack Is Not Collapsing. The Promise Was.The Disasters That Happen to Ordinary PeopleToba: The Winter That Almost Ended UsJay Stifflemire: Nothing Ever Gets Written DownGeorgie-Ann Getton: I Forgot I Had Free WillAI Detection Cannot Be Evidence, and Publishing Is Using It That WayAI Consciousness Left Philosophy and Entered the LaboratoryThe Office Block Where the Bedrooms AreThe Web Got Fenced: What AI Search Costs Small SitesBlack Tuesday: The Web Ring War Nobody Outside It NoticedWhat the AI Visibility Industry Sells, and What the Evidence SaysBlack Tuesday: The Original ring-master.net Page, 2000Behind the Book: Peacekeeper, The Dissolution WarsBehind the Book: Real World SurvivalBehind the Book: Publish Your BookBehind the Book: ReincarnationBehind the Book: Sell Your BooksBehind the Book: Show Don’t Tell
The Writing King Your Ethical Ghostwriter. Your Story, Done Right.

How to Write Science Fiction and Fantasy

How to Write Science Fiction and Fantasy
Published:January 1, 1991
ISBN:0898794161
ISBN:978-0898794168
Language:English
Share:

Buy Now

Description:

TL;DR

8/10. A short, blunt, still-useful primer on the craft specific to SF and fantasy. The MICE quotient, four story types that each open and close differently, is worth the cover price alone and writers still cite it. The 1990 publishing-business advice is dated; the craft is sound. Take one, skip the other.

Before he became a controversial figure and decades before most of today’s genre guides existed, Orson Scott Card wrote what’s still one of the most clear-eyed practical books on the specific craft of science fiction and fantasy. How to Write Science Fiction and Fantasy is short, blunt, and useful, and it earns its place by addressing the genre problems that general craft books skip, even if parts of it now show their 1990 age.

Card is a working genre novelist, and the book has the tone of a professional explaining how the trade actually works instead of a theorist musing about story. That practicality is its great strength.

The MICE quotient

The book’s most enduring contribution is the MICE quotient, Card’s framework for the four kinds of story by what drives them: Milieu (the world itself, the journey through a place), Idea (a question to be answered, the mystery), Character (a person’s transformation), and Event (a disruption of order that must be set right).

The insight is that each type opens and closes differently, and that a story should generally end on the same kind of note it began, the milieu story ending when the character leaves the world, the idea story ending when the question is answered. Knowing which kind you’re writing tells you where to start and where to stop, which is among the most practical structural ideas in genre fiction. Writers still cite the MICE quotient decades later for good reason.

Keep reading

Writing science fiction: world-building, characters, and getting published: the MICE quotient in a modern context, plus the rest of the SF craft.

The genre-specific craft

The rest of the book covers the practical problems unique to the genres. How to deliver exposition about an invented world without stopping the story, the perennial info-dump trap. How to make the strange believable. How to handle the rules of magic or technology so they feel consistent instead of arbitrary. Card also covers the business as it was, how to break into the SF and fantasy market, workshops, and the realities of a genre career, the part most dated by time.

Card is especially sharp on exposition, the genre’s signature problem. A science fiction or fantasy story has to teach the reader a world they have never seen, and the lazy solution, stopping the story to explain, kills momentum. Card’s advice is to dole out information through conflict and action, to let the reader infer the rules from how characters use them instead of from a lecture, and to trust that a little confusion early is better than a wall of explanation.

He gives the example of how a story can open inside the strangeness and let the reader acclimate, the way Tolkien drops you into the Shire and explains hobbits only as they become relevant. For a beginning genre writer drowning their first chapters in worldbuilding exposition, this is the corrective they need, and Card states it more plainly than most.

Keep reading

World building for fiction writers: obsessive world-building done right: the exposition-without-info-dump problem Card names, solved in depth.

What are the weaknesses of How to Write Science Fiction and Fantasy?

Two caveats matter. First, the book is from 1990, and the publishing-business sections, magazines, markets, how to submit, are substantially out of date in an era of self-publishing and a transformed industry. The craft advice ages well; the career advice doesn’t. Second, some readers won’t separate the book from Card’s later public positions, and that’s a personal call each reader makes. On the craft itself, the book remains sound.

It’s also brief, more a focused primer than a comprehensive course, so it pairs well with a deeper book instead of standing as the only genre craft text you own.

Is How to Write Science Fiction and Fantasy worth reading?

For the craft of science fiction and fantasy specifically, it remains one of the most useful short books available, and the MICE quotient alone is worth the cover price for any genre writer. Skip the dated business chapters, take the genre-craft and structural advice, and you have a sharp, practical primer that’s outlasted most of its contemporaries. Pair it with a current guide for the market realities, and judge the author question for yourself.

Explore the hub

The Writing Hub: genre craft, world-building, and structure, gathered in one place.

Frequently Asked Questions

What is the MICE quotient?
Orson Scott Card’s MICE quotient divides stories into four types by what drives them: Milieu, a world to explore; Idea, a question to answer; Character, a personal transformation; and Event, a disrupted order that must be restored. Each type opens and closes on its own terms, so a milieu story ends when the character leaves the world and an idea story ends when the question gets answered. I find this framework tells a writer exactly where to start and where to stop. That’s rare in genre craft advice. Writers still cite it decades after the book came out for good reason.
What does How to Write Science Fiction and Fantasy cover?
In How to Write Science Fiction and Fantasy, Card covers the craft problems unique to the genres, especially how to deliver exposition about an invented world without stopping the story. He also explains how to make the strange feel believable and how to keep magic or technology rules consistent instead of arbitrary. I think his framework for story types, the MICE quotient, is the book’s most valuable section. He also covers the publishing business as it stood in 1990, workshops, markets, and breaking into the field, though that part is now dated.
Is How to Write Science Fiction and Fantasy still relevant?
I think the craft advice in How to Write Science Fiction and Fantasy still holds up well, even though the book came out in 1990. The sections on the publishing business, magazines, markets, and submission processes are substantially out of date in an era of self-publishing. But the genre-specific craft advice, including the MICE quotient and the exposition guidance, remains sound. My advice is to take the craft and skip the dated market guidance.
Who should read How to Write Science Fiction and Fantasy?
I recommend How to Write Science Fiction and Fantasy to any science fiction or fantasy writer who wants a sharp, practical primer on genre-specific craft. It works especially well for beginning writers who struggle with exposition or world-building. The MICE quotient alone, Card’s framework for structuring stories, is worth the cover price. Writers still cite it decades after the book’s original publication.
Is How to Write Science Fiction and Fantasy a complete guide to genre writing?
No, the book is brief, more a focused primer than a comprehensive course on genre craft. I think it pairs well with a deeper or more current genre craft book instead of standing as the only one you own. It covers the essentials, exposition, world-building, and story structure, but doesn’t go deep into every aspect of the craft.
Does Orson Scott Card’s controversial reputation affect how readers view How to Write Science Fiction and Fantasy?
Some readers won’t separate the book from Card’s later public positions, and I think that’s a personal call each reader has to make. On the craft itself, the book remains sound regardless of what one thinks of the author personally. I judge the book on its practical value for genre writers and let readers decide the rest for themselves.

About the author

Orson Scott Card

Orson Scott Card

Orson Scott Card (born August 24, 1951, Richland, Washington) is an American science fiction and fantasy novelist, playwright, poet, essayist, public speaker, and critic, best known for the Ender Saga, which began with the short story Ender's Game in 1977 and the novel Ender's Game in 1985. He is one of only two authors to win both the Hugo and…

More about Orson Scott Card

Back