JANET TRAUTVETTER

Clan Novel Saga 4

Janet Trautvetter has been making up stories and writing them down (and even illustrating them), since childhood, and has a life-long interest in fantasy, faerie tales, science fiction, tales of romance, mystery and adventure, and of course, vampires. After graduating from college with a degree in Fine Arts and Education, she has been an administrative assistant, security guard and alarm systems administrator, free-lance graphic artist, part-time Renfaire performer, legal secretary, technical writer, puppeteer and professional game designer, and has also written, directed and helped produce children's television shows for a local cable station.

Janet became a freelance writer for White Wolf Game Studio several years ago, and writing for Vampire and Dark Ages takes up most of her spare time; she also works full time for a Web technologies services company.

A Time To Shine @ Sime~Gen would like to Welcome Janet Trautvetter, and thank her for interviewing with us.


THE INTERVIEW

 

Do you write for White Wolf’s Fiction line, their RPG line or both?

Both. I actually have more RPG sourcebook titles than straight fiction, but even the game sourcebooks often involve some fiction segments, ranging from short bits of in-character (first person) vignettes to 5,000 word short stories. The sourcebooks also involve detailed character descriptions, plotting, and background/setting information, which are the same elements you'd use in writing fiction, but presented in non-fiction format. These become the building blocks for those playing the games to create their own interactive stories. I've worked on sourcebooks for Vampire: The Masquerade, which is a modern-day Vampire setting, and both sourcebooks and fiction for Dark Ages: Vampire and Dark Ages: Inquisitor, which are overlapping medieval settings.


What made you choose White Wolf Publishing?

I had been involved with publishing fantasy role-playing games in the past, but had taken a break from that, and pursued other things. Then Sarah Roark, a friend of mine who was already doing some freelance writing for White Wolf, recommended me to the Vampire developer, Justin Achilli (the developer is basically the editor for a given game line). Justin gave me a single chapter to do on an upcoming book, and it took off from there. I think the fact that my friends and I were already writing fan-fiction for the setting, and had it on our website so the folks at White Wolf could see it, didn't hurt either.

So it’s not so much I said, "Gee, I want to write for the RPG industry, who would be the best publisher to pitch myself to?" (although I do know freelance game writers who do just that, and White Wolf is one of the bigger and better ones to work for) as I was already very involved in the Vampire setting on a number of levels. It was just one more step beyond playing and writing fan-fiction segments, to being part of the creative team that develops aspects of that setting further for publication, and then writing fiction for that setting. Really, it's not unlike writing fan fiction for the World of Darkness, and getting paid for it!


Where do you get your ideas, or what inspires you?

Everywhere. I do a lot of research, and everything inspires me to some degree. But writing for RPGs, even in fiction, means that you're not pulling ideas totally out of thin air. You're writing for hire, fulfilling specific requests from the developer as to what a given book, whether it’s a background sourcebook or a novel, should be about and what details it should cover. It's more like writing for an ongoing TV series—there's a ton of stuff that's already been established, history and legend, what exactly vampires can do, or werewolves can do, and how their societies operate, and what certain characters are like, and you need to remain relatively consistent with previous material.

But even within the framework of the developer's outline and the previously established canon about the setting and its more notorious characters, there's still a lot of room for creativity. And I like the challenge of working within that framework—finding ways of explaining how a vampire secret society works, or pieces of their special mythology, so that it all makes sense, and in return, I get to shape part of that world.

I do admit to being very character-focused. Good character concepts that are both interesting and sympathetic, draw you in and get you emotionally involved with them, are really the hook that makes the places, traditions, mythology, history, beliefs, mysticism, all the other elements that the Vampire setting entails, work—if I have a good character, all the rest kind of falls in place, so a strong, detailed character is what drives my inspiration on a given project, either RPG sourcebook or fiction. I'm also a big researcher, especially when it comes to the medieval settings; the more good historical foundation or real world details you can work into a story, the more plausible the vampires become by association.


How do you come up with your characters? Are they based on real people or pure imagination?

Sometimes I don't come up with the characters—they're given to me, often already developed to some degree by previous writers. This can be a real challenge if I don't agree with (or even like) the previous interpretations. So I look for an aspect of that character's personality that hasn't really been explored in detail yet, or try to find ways to explain just why the character is the way he is, and see where I can go from there.

But I still get to create a lot of characters from scratch, both in the sourcebooks and in fiction. I tend to look for characters that fulfill what I think are needed roles in a given book. If there's a previously existing character who can fill that role, who can do what needs to be done, I will use him; if not, I will create one who will. For example, in Caine's Chosen: The Black Hand, our job was to delve into this para-military vampire sub-sect that was highly secretive, feared, and mystical. My fellow writer and I decided we needed a narrator character, who was both a relatively new member of this sect and curious about its history, so that his "research" would be the way we could present the group's background. His first person voice (and the voices of other characters he interviewed) could not only provide the reader with necessary information, but also narrative flavor, the intimate point of view that only a member of this sect could convey.

In Dark Ages: Toreador, I needed to make Alexander, an ancient vampire recently deposed from his throne, a real threat to my heroine, a much younger and relatively powerless vampire named Rosamund. His obsession with her was set up in the previous book in the series—a lot of author conferences took place, and it helped that the author of the previous book was a friend with whom I collaborate frequently. I drew on a lot of material on abusive and borderline personality disorders in order to portray how he could be both fascinating to her and immensely dangerous, not just because he was so powerful, but because the way he perceived reality was very twisted and selective, so that he could justify doing the most horrible things based on his love for her.


What books do you have planned for the near future?

I'm currently working on a fiction project for White Wolf's new Vampire: the Requiem setting. It will come out in 2005, and that's about all I can say on it, because of my non-disclosure agreement. I'll be happy to let you know more when there's more I can reveal, but right now anything about the new setting is very hush-hush.


When is/was your most recent book release title and date?

My most recent book came out in May 2004. I have a short story in the fiction anthology Clan Novel Saga: End Games. The book is a compilation of previously released Vampire novels, but my epilogue story "Déjà Vu" is new material, and ties up a few loose ends with characters from those novels, as well as tying the novel series to more recent events in the setting's timeline.


Can we have a sneak summary?

Sure.

Jan Pieterzoon, a vampire of some age and experience, has always believed that Gehenna, the prophesied the Armageddon of vampire mythology, to be simply a myth—and he has sought to quash these foolish beliefs and false prophecies for centuries. But now events are happening in the world that will rock his rationalist beliefs to the core of his being: Could Gehenna in fact be real?

The fact is that White Wolf literally destroyed its entire game world setting in early 2004 by actually letting Gehenna happen. And Jan is about to learn when your long-time enemy is more truthful with you than the superior you've trusted for centuries, things may well be worse than you could have ever imagined.


Do you have any book signings/appearances in the future?

Nothing formal planned. I recently attended the Forum Con in Copenhagen, Denmark in July 2004, but that's really more an excuse to go meet and play games with some of the European folks I've been corresponding with for years. I will also be at Darkover Grand Council in Timonium, Maryland, over Thanksgiving weekend.


What do you feel makes your books unique or stand out from others in your genre?

If you look at my genre as "fiction based on a role-playing game" that in this case happens to be about Vampires, what I try to do is to emphasize character over game mechanics, and present a plausible chain of events based on character motivations. A lot of writers of game-based fiction seem to feel it's necessary to give you all the background, tell you what the powers are and what they do, sometimes in the middle of the action, which I find jarring and disruptive. I'd rather just tell the story—if you are a gamer who knows, yes, he's using four dots of the Presence Discipline here to bring everyone in the room to their knees as he enters, fine. But if you don't, that explanation really isn't necessary. You see the characters go their knees (and some are clearly fighting the impulse), and you know this very old vampire is making them do it, and that's enough. So what I try to do is make the game-related aspects of what's going on transparent, so it all feels natural and avoid interrupting the flow of the story.

If you look at the genre as "vampire fiction that happens to be based on a published setting called the World of Darkness," then what I think makes it interesting (and challenging) is that as a writer I have this detailed well-established fictional universe to work with, which was designed specifically for a wide variety of stories to be told in it. There's this rich background of a complex vampire society, with their history, political factions, philosophies, abilities and weaknesses, long-running conflicts, and a cast of strong, dramatic characters to play with, that have been developed by a lot of different writers over a number of years. I don’t have to invent a vampire society from scratch, or their abilities, or even the underlying conflicts that give rise to the story I'm telling—that's all there, already laid out for me. And I love taking that setting, the characters that people already know, and bringing all those elements together and telling a good story with them.


Do you have a special subgenre? What is it?

I guess writing fiction based on role-playing games is its own little subgenre. That it happens to be about Vampires and not, say, Werewolves or Mages or Dark Elves, is less a factor (although I admit I've always been very fond of vampires) than the fact you're writing in this pre-existing universe, that has definitive rules and conventions that are known to a large part of your audience. It's not unlike writing fiction based on a television show or comic book character in that respect. The challenge is to be true to this setting, that a lot of your readers are immersed in and know very well, and also tell a good story, and make it approachable even to readers who don't know the game world setting at all, but happen to like vampire stories. And you're also telling the gamers that this is what the stories they create when playing the game can be like. You're giving them inspiration, and sometimes even more details, on the game universe that they can use themselves.


Do you have a favorite place that you like to write?

I started out being able to write anywhere, anytime if I had a spiral notebook with me. Now I confess I'm used to doing all my writing on the computer keyboard, so any place I have a keyboard—at my regular job over lunch, or at home at my desk (which happens to be in my bedroom) works for me.


In what order do you write? (Beginning to End; combining parts; in random order; development cycle).

Since these books are produced under write-for-hire contracts, there is definitely a development cycle, which includes pre-established deadlines that have to be met. In the case of Dark Ages: Toreador, it was book #9 of a 13-book series, with a continuing story arc, so I already knew who my main characters had to be, and I had a two-paragraph synopsis of what had to happen in the book to fit in with the rest of the series. I also had ongoing contact with all the other authors working on the series, and either published copies or manuscripts of the previous books. In particular, I collaborated closely with Myranda Kalis, author of Dark Ages: Brujah that came right before Toreador, since she was introducing my main protagonists and setting up the situation my book had to deal with.

So based on what the editor wants from the book, I then present a story outline to him, which he then makes comments on and approves, and then I try to follow it. Outlines help keep the story on track and focused. I mostly go from beginning to end, because things develop as I write—subplots clarify or vanish, characters take on new significance for particular reasons, or their roles in the overall arc change as the story unfolds. So what happens later on really is built on previous scenes, previous dialogue. But there are some scenes that are just so vivid in my mind, I write them no matter where they are in the story arc, just to get them down and to prime the creative pump. Sometimes they end up in the story exactly as I wrote them at the time, but usually they get changed along the way, and sometimes tossed out entirely. But I find it helps to write them anyway, because it helps me keep things fresh, and think through where things are going.


What do you feel is/isn’t being done to promote authors?

White Wolf is the second-largest publisher of the pen-and-paper (ie, non-electronic) role-playing games, but RPG publishing is a niche industry, and as fiction publishers go, they are a small press. So there's definitely a limit to what they can do in terms of promotion, and what they tend to promote is the brand, the game line, not the individual writers. And while there are some gamers who do pay attention to who wrote a given sourcebook or novel, for the most part, the audience is buying the book because it's #9 in a novel series, or because it covers a segment of the game universe they want to know more about, or think they could use in their own games. It's setting, the World of Darkness, Vampire: the Masquerade, etc., that is the selling point, not which of fifty or so possible freelancers actually wrote the book. Also, aside from the novels, RPG books are rarely written by a single author—most of the sourcebook titles have multiple writers contributing to the final book. So promoting the authors doesn't really enter into the marketing equation—though they've never complained when authors did some promotions on their own.
I can't really comment on the publishing industry as a whole.


In what kind of venues can we find your books?

You can still get some of them, like my novel Dark Ages: Toreador, and the game books that are still in print from White Wolf's website (www.white-wolf.com) or www.amazon.com. Sometimes the big bookstore chains, like Borders, will have the novel (look for the series novels, at the end of the science-fiction section), but rarely the game books. Gaming stores will carry both, or will order them for you.


What do you feel is the best aspect of the Publishing Industry? What do you feel could stand to be “tweaked” so to speak?

I love the sheer variety, although I confess I sometimes find that also a bit overwhelming. I research a lot of really eclectic topics, so it's great to find a book on something obscure that happens to be just what I need for a current project. Still, there could be even more variety yet—the people making the decisions on which books will be published and which will not are those who sign the checks, not those who love publishing good books. Although the same is happening in many industries—movies and television, for instance. Investors run the show, not creators, and I don't know if that's something that can be easily tweaked.

On the other hand, if anything can change that, it will be the application of new technologies that mean it simply costs so much less to produce and distribute a new creative work, whether it's written fiction or a video or motion picture, that huge investments simply aren't necessary anymore. And those technologies do exist.


With the rise of the E-book publishers and small press, do you think they will be the wave of the future?

It's too soon to tell. But I think the internet has been a tremendous boon to small press and other niche markets—because you can reach your special audience at very minimal cost. People with the most obscure hobbies can find each other, no matter where they live geographically, and form virtual communities around their common interests. There's the financial infrastructure of PayPal and Ebay that has revolutionized the internet marketplace; you can literally find anything for sale if you look for it, and it's relatively easy and safe to make purchases online. So there's a huge potential for E-books, especially for titles which may not appeal to the big publishing houses, because they're after titles that will sell millions of copies, not thousands or hundreds. They're just looking at really mass-market. But for books and authors that aren't in that huge Stephen King/Nora Roberts/Michael Crichton/J.K. Rowling mass-profit range, or that appeal to the niche markets in particular (vampire romance stories, for instance), E-books may be an alternative. But they still have to reach that market, and there's the challenge. I haven't studied the E-book market in depth to determine how well it's doing that yet.


How do you think the E-book industry has affected the Publishing industry?

I honestly don’t think it has, not yet. Not the industry as a whole, it's simply too massive, and E-books haven't noticeably cut into market share. The E-book industry has, however, allowed more writers to be published and get their works read by an audience, and that can't be a bad thing!


Is there anything else you would like to add that we haven’t covered?

Since I didn't get a chance to do so when Dark Ages: Toreador was published, I would like to gratefully acknowledge the support, patience and encouragement of my fellow writers and co-conspirators Myranda Kalis and Sarah Roark, without whom this project would have been much more difficult and a lot less fun; the patient efforts of my editor, Philippe Boulle, for helping trim this monster down to size; and the inspiration of Jacqueline Lichtenberg, Jean Lorrah, and a veritable host of other writers whose advice and example taught me so much about the craft of writing.

You can find out more about my work, and that of my writing partners Sarah and Myranda, (including our fan-published Vampire fiction) at our website: www.wyrdsisters.org.


Recent Or Upcoming Author titles:

 
Dark Ages: Toreador

Janet Trautvetter has contributed to a growing number of game sourcebooks (including the following:
Archons & Templars
Caine's Chosen: The Black Hand
Dark Ages: Inquisitor
Players Guide to the Low Clans
Lair of the Hidden
The Vampire Players Guide
Dark Ages: Inquisitor Companion).

Her first novel, Dark Ages: Toreador, was published December 2003.

S he has also authored fiction preludes (short stories) in Dark Ages: Inquisitor and Dark Ages: Inquisitor Companion.

She also has a short story, "Déjà Vu," appearing in the anthology Clan Novel Saga: End Games (published May 2004).

Dark Ages: Toreador
by Janet Trautvetter

Lady Rosamund of Islington has been exiled from all she holds dear, in the company of the ancient — and recently deposed — vampire boy-prince Alexander, who is intent on making her his future queen. Seeking refuge in Lord Jürgen's court in Magdeburg, Rosamund finds herself caught in a deadly triangle, between her growing respect and deep affections for Lord Jürgen, and her very justified fear of Alexander's violent obsessions. For Alexander has already murdered one consort he believed was unfaithful — can Rosamund avoid meeting the same tragic fate?



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Last updated: August 9, 2004


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