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Review: The Red Knight By Miles Cameron

In the past I’ve found the promotional bag of books from a con can vary widely in terms of quality. One treasure that emerged from my World Fantasy Convention bag, though, is THE RED KNIGHT by Miles Cameron. I’m about to send my copy off to a friend, and I thought I’d recommend it to other folks as well.

In flavor, it reminds me a little of what I like about Joe Abercrombie – a nice grittiness to the characters, as well as a melange of viewpoints that end up weaving together coherently to deliver a story that pulls you along. The social structure feels medieval, full of knights and squires, but while noble by birth, most are not noble in nature. I like strong female characters in my fiction, and there’s plenty of them in here, including some older ones, which I appreciate. The fighting is nicely choreographed and realistic, without the description ever getting tedious.

It’s the usual some dark mystic force is invading sort of plotline, but it’s enjoyable and tense. I’m a fan of big fat fantasy novels, and this is both engaging and highly satisfactory, to the point where I’m eager to read the next, since THE RED KNIGHT is the first of a trilogy. The jacket says Miles Cameron writes historical fiction under another name, and I’m going to poke around and see if I can’t find his other work, since I enjoyed this so much.

One Response

  1. This is quite a recommendation. I haven’t read a big fat fantasy in ages (though I’ve read and loved so many of them), since it’s hard to wade through and find the good stuff, but maybe I’ll check this one out.

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You Should Read This: On Writing by Stephen King

Cover for Stephen King's On Writing: A Memoir of the Craft.
"Words create sentences; sentences create paragraphs; sometimes paragraphs quicken and begin to breathe." - Stephen King
When I taught at Hopkins, the students used to defiantly bring up King as an example of what they liked to read. It always surprised them when I said I liked him too. It feels like I’ve been reading Stephen King all my life. At least, for a very long time. He’s produced a lot of wonderful books, including one of my favorites, The Stand. In this book you get to see beneath the covers on a lot of those books.

What: On Writing: A Memoir of the Craft by Stephen King is divided into two parts. The first is an autobiographical look at his writing over the years. It is unflinching and honest and well worth the read. The second is stuff about writing. It is also unflinching and honest and well worth the read.

Who: If you are a writer who buys writing books, it maybe impossible for you not to know about this book already. If you’re a writer who doesn’t read books about writing — this one’s worth picking up.

Why: Read this to become a better writer, or just to understand the craft better. King uses the metaphor of the writer’s toolbox, which is a very useful one.

I want to suggest that to write to your best abilities, it behooves you to construct your own toolbox and then build up enough muscle so you can carry it with you. Then, instead of looking at a hard job and getting discouraged, you will perhaps seize the correct tool and get immediately to work.

What goes in your toolbox? Vocabulary and punctuation. Point of view. Literary Devices. Foreshadowing. You get the picture.

When: Read this when you’re feeling a bit starved for the muse and want to be reminded that writing is a matter of work, not divine inspiration.

Where and how: Read it with pen in hand, ready to underline and make notes that apply to your own writing. Read it with King’s books close by, so you can reach for them and see his principles played out in their pages.

Enjoy this writing advice and want more content like it? Check out the classes Cat gives via the Rambo Academy for Wayward Writers, which offers both on-demand and live online writing classes for fantasy and science fiction writers from Cat and other authors, including Ann Leckie, Seanan McGuire, Fran Wilde and other talents! All classes include three free slots.

Prefer to opt for weekly interaction, advice, opportunities to ask questions, and access to the Chez Rambo Discord community and critique group? Check out Cat’s Patreon. Or sample her writing here.

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You Should Read This: A Theory of Fun for Game Design by Raph Koster

Cover for A Theory of Fun for Game Design by Raph Koster
One of the many nice things about the book is the illustrations, which are both informative and quirkily entertaining. Highly recommended for anyone who likes games on either the design or playing side of things.
There are some books I loan reluctantly or not at all; this is one of them. This is because it used to be hard to get (nowadays you can find it in both electronic and hardcopy form), and it’s such a charming, useful little book for thinking about game (and narrative) design.

A Theory of Fun for Game Design is written by an author who deeply loves games, understands how they work, and believes in them as an art form. As the forward by Will Wright notes, Koster brings a multi-disciplinary method to the examination of games, pulling out basic concepts and breaking them down in a way that is both easy to understand and enjoyable to read. Accompanying his pithy observations are cartoons illustrating each concept, such as the illustration accompanying “Stories are powerful teaching tools in their own right, but games are not stories,” in which one student says to another, “I beat the last level of Ulysses last night. I had to use god mode for the end boss. Molly is really tough!”

A listing of the chapters provides a good sense of the book:

  1. Why Write This Book?
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  4. What Games Teach Us
  5. What Games Aren’t
  6. Different Fun for Different Folks
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  12. Taking Their Rightful Place

With Gamergate still brewing merrily on Twitter, those last few items seem particularly important. “The Ethics of Entertainment” contains all sorts of useful stuff, including a passage about end user experience typical in Koster’s wry, succinct summations:

The dressing is tremendously important. It’s very likely that chess would not have its long-term appeal if the pieces all represented different kinds of snot.

He goes on to say something that resonates with recent discussions:

The ethical questions surrounding games as murder simulators, games as misogyny, games as undermining traditional values, and so on are not aimed at games themselves. They are aimed at the dressing.

Koster extends that even further, saying directly “Creators in all media have a social obligation to be responsible with their creations.”

Despite Koster’s correct insistence that games are not stories, for writers, Koster’s book is well worth reading. A lot of the material overlaps with the ways people enjoy stories, particularly the section about the brain.

The book may also change the way you perceive games when playing them, mainly because Koster talks about them in terms of an art form, like a story or a painting, rather than the trivial pursuit label that sometimes get slapped on such entertainments. Koster believes deeply in the evolution of games to something as immersive and enlightening as any other media.

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