Showing posts with label writing tips. Show all posts
Showing posts with label writing tips. Show all posts

Coming up with Chapter Titles

There is no wrong way to do chapters and chapter titles. Short titles. Long titles. Chapters titled with the name of the POV character. Excerpts of the chapter used as titles. Titles by date or location. Straightforward titles. Obscure titles. Numbers only. No titles (not even numbers). No chapters at all.

All of it has been done, and all of it can work. That makes everything I say here my opinion only. Ignore it as you will.

Think about what chapter titles are good for. Honestly, I think most readers ignore them, especially when so many books have only numbers to designate the chapters. For that reason, if you're not sure what to do, numbering the chapters is a good, safe default.

As both writer and reader, I use chapter titles as markers, to remember what happens and where (in the book) it happens. I don't always flip back for information, but when I do, it's nice to have those markers there. So I think a good chapter title is ACCURATE and MEMORABLE.

ACCURATE means the title makes sense after the reader has read the chapter. A symbolic title like "Red Cats" (for a chapter in which there are no red cats, nor does any character compare plot events to red cats--which is to say, the connection is just an exercise for the reader) might be very clever on a re-read, but serves no other purpose.

MEMORABLE means the title makes it easy to remember what happened in that chapter later. "Vague Omens" might not be a good chapter title, unless the omens were memorable by themselves.

But chapters can serve one more purpose: to make the reader want to know more. I don't know about you, but when I finish a chapter, I often read the title of the next one, even if I plan to put the book down, and sometimes, that title convinces me to keep going. A hint of what's to come, naming an event or mystery the reader has been looking forward to, an implication that something terrible is about to happen...all of these can make good chapter titles.

But as I said, that's just my opinion, and there is no wrong way to do it. How do you title your chapters?

D&D vs. Fiction

One of my first novel attempts--which crapped out at 20,000 words and which you will never read--was a Dungeons & Dragons novel. I've been playing D&D and other games like it since 1989, and writing a novel was a natural extension of the worlds and characters I'd been making up all along.

But D&D does not necessarily make good fiction. It's sort of a running gag in the fantasy genre that you can tell which novels were really D&D games. This post is about why that is.

In D&D, there is no protagonist. D&D is not about one character, but about the party. They share the story and tell it together. This can work in fiction, but it usually doesn't.
In fiction, even if there are many major characters, the story is still about only one of them. THE LORD OF THE RINGS was always about Frodo, even though every party member had their adventures.

In D&D, the story and world revolve entirely around the party. Because D&D is half shared storytelling and half strategy game, it has to revolve around the players, otherwise they get bored. So when the mysterious stranger approaches the party with a quest, nobody asks, "Why us?"
In fiction, there needs to be a good reason the world can only be saved by the protagonist (especially in YA, where there are often more skilled and more experienced characters about). Anything else feels like it's happening because the plot needs it to. It feels fake.

In D&D, a character is defined by what they can DO. They're defined by their classes, skills, and statistics. Their character arc is the levels they gain and the equipment they pick up.
In fiction, a character is defined by what they WANT and what they CHOOSE. Their character arc is internal--what does the character learn about themselves and how does that change them? In fiction, a half-elf fighter is just a stereotype, but a half-elf fighter who wants to be a wizard, but whose human father wouldn't let him because he hates magic, is interesting.

In D&D, every world is essentially the same. Oh, the kingdoms and politics are different, and some DMs will come up with unique deities and monsters. But the races, classes, and rules are the same. They have to be so the players know what to expect from game to game, and can feel secure that the rules are balanced. Translated to fiction, this results in a feeling of sameness to the worlds. Everyone is a fighter, thief, cleric, or wizard. Primary cultures are medieval-European in flavor. Magic is just something certain people do (but only a limited number of times per day).

There's nothing inherently wrong with this. Some people want this when they read fantasy, and certainly there are DMs who get uber-creative with worlds and rules. But if you're not careful, this sameness is what will happen.

D&D revolves around the players, outside the game. They're the ones making the decisions and steering the story. You might think, then, that fiction revolves around the reader, but it doesn't. The reader is like a spectator to a D&D game, which is not terribly interesting. They have no decisions to make, but they want to root for someone who does. That's why fiction revolves around the characters.

Have you ever transitioned from D&D to writing? Or have you read a novel that felt like it did? Tell me in the comments.

Writing Emotions

One recurring comment in my recent beta round of Air Pirates was to add more emotion. "How does he feel about this?" "Can there be some sort of emotional understanding here, not just an intellectualization of events?"

Turns out this is hard for me. I'm not a very emotional person. I don't really trust emotions, and I've spent large chunks of my life ignoring them. So now I find myself Googling things like "What does guilt feel like?"

I guess my transformation to android is complete.

But I've learned a couple things which might help those of you who, while not fully cybernetic perhaps, have similar emotional inhibitors installed.

1) The Bookshelf Muse has lists of common external and internal reactions to tons of emotions. Scroll down the sidebar (where they also have details for various common settings, weather conditions, colors, shapes, textures, and even symbolism!). I do find many of the reactions to be more excessive than my characters usually are (big surprise there), but even so it helps me thinks of similar reactions my characters would have. This site is indispensable.

2) Put myself in the character's situation. I ask myself what I would feel were the same thing happening to me. I realize this sounds obvious to most of you, and even ridiculous that I'd even have to mention it. But understand that, were I in the same situations as my characters, I'd shut down whatever feelings I have and think my way through the problem.

Probably that's not really true, but sitting in my writer's chair--rather than a piss-scented prison cell aboard a pirate ship--it's hard for me to do anything but intellectualize.

Anyway, those are the only tips I've got. Like I said, I'm not very good at this. I bet you've got some tips though, yes?

How to Use TVTropes.org

TV Tropes is a fantastic site, collecting every story trope humanity has ever done, along with examples. If you've got a spare month or two (not a typo), I highly recommend heading over there. If you've never been, let me give you some tips on how to use the site.

1) Let it depress you. Start with some trope you're writing, say air pirates. Follow the links to all the interesting, related tropes--especially ones you thought were original--like cool-looking airships or the villain's airborne fortress that threatens to rain cannonballs on the goodguys. Come to the realization that there is NOTHING original in your story AT ALL. Quit writing.

2) Let it encourage you. After you've quit writing for a few years, realize that nobody ELSE is original either. That makes unoriginality okay (within reason). The goal in fiction is not originality, but to take what's been done and make it fresh and interesting again. To make it YOURS.

3) Let it inform you. Now that the tropes are no longer soul-crushing, find your favorite trope to see how it has been handled before, how it's been subverted, and how famous the examples are so you know what you can get away with. Come up with subversions of your own, or mix it with other tropes in new and interesting ways.

4) Let it inspire you. Stuck for ideas? How about the origin story of a Judge-Dredd-style adventure hero and his possibly-insane sidekick facing an evil tribal circus in the African jungle. If that doesn't work, just hit the TV Tropes Story Idea Generator one more time until you find something you DO like! And if it sounds too lame or familiar, just add ninjas (or samurai or pirates or mecha or whythehecknot all of them). Because it's AWESOME.

Are any of you even still reading this, or did I lose you like 15 links ago?

So You Want to be a Ninja...

(Remix)

THE BASICS. Spelling, grammar, punctuation--these are your katas, the fundamentals. Any peasant can throw a punch or toss together a grammatically correct sentence. You must know why it is correct. You must be so familiar with the rules that even your Twitter updates are punctuated properly. Only then can you improvise, creating your own forms by intent, not laziness.

WORDS. Words are your weapons, and you must become familiar with as many as possible. More than familiar, you must become adept in their use. A simple farmer can pick up a sword and make a clumsy effort at wielding it. You must be its master. And you must know which weapons are appropriate for each situation. A polearm is all but useless in assassination, as "puissant" and "scion" would find a poor home in the mouth of the common taxi driver.

With knowledge of weapons and katas, you would make a decent fighter, a writer of e-mails, a composer of persuasive essays. Any daimyo would be glad to have you among their common militia, but you would not be a ninja.

STYLE. Fighting is more than killing your opponent, and writing is more than words strung in the proper order. The samurai know this, and you can learn much from them. You must be aware of the clarity of your writing, the variation of sentence structure, the powerful techniques of imagery and metaphor. Writing is an art, not simply a means of communication.

With a knowledge of style, you could choose your own path. You could become a mercenary, writing for whomever would pay you. You could begin the path of the samurai, accepting their bushido and writing only the truth--news, non-fiction, and the like. If you seek a life of security and reputation, then perhaps the way of the samurai is for you.

Or you could begin the life of a ninja. To the samurai, bushido is life. To the ninja, it is a hindrance. The art of the ninja is lies and misdirection, surprise and subterfuge. To become a ninja, you must learn many techniques the samurai are not taught, master them, and make them your own.

You must learn the secrets of tension and plot, what drives a story forward and hooks the reader until the end. You must learn to create characters that are real, believable, and can gain or lose sympathy with the audience, as the situation dictates. You must understand the ways of dialogue to make your characters to speak without tearing down the lie you have constructed.

These are basic knowledge to the ninja, but they are only the beginning. Millions have gone before you. Most do not survive. The shinobi masters whose names you've heard are the exception, not the rule.

It takes more determination than you've ever known to become a ninja, but you can do it. I believe in you.

And if I'm wrong, it won't matter. You'll be dead.

Cooking for Nine

You may know I have an acute fear of failure. The kind that makes me terrified of stupid things--like small talk or mowing the lawn--just because I might fail at it. This, of course, makes writing and getting critiques rather difficult. Anyone who's been writing for a while knows you can't please everybody--even the best books have haters, and the unpublished more than most.

Turns out cooking for my family is good practice then. For a sufficiently large family,* somebody will always hate whatever you cook for them. And they're kids, which means they're just as honest as if they were hiding behind the anonymity of the internet.

For someone who's afraid to even play a friendly game of soccer, you can imagine what this does to my ego.**

But here's the bright side, and hopefully something you can use in your writing: no matter how strange or bad my cooking is, there's always at least one person that likes it. See, the converse law of "You can't please everybody" is "You will always please somebody."

It might be only your mom or your best friend, but it will be somebody. In order to get past the crotch-kicking that is rejection, you have to focus on that person. Internalize their opinion. Believe them. Honestly, it's the only way to keep moving forward when you feel like everyone else is cranking your soul through a sausage grinder.

Mm, sausage. Maybe everybody will like that...


* I don't know for sure, but I'd bet "sufficiently large" might even mean "two."

** It doesn't help that they're all Thai, so the foods I actually
like to cook are generally frowned upon.

How to Make Deadlines

Most of the time, I don't make deadlines for myself. I'm lazy. Instead I just keep plugging along, figuring 50 words is better than zero. While that's true, it's stupid of me not to set goals. I work BETTER with them, even if it's just to squeeze out another couple sentences because I'm almost there.

Until recently, one of my rationalizations was that writing is subjective. How could I set a deadline for something creative and unpredictable? Turns out that's crap. Two of my previous jobs were both creative (game design) and unpredictable (computer programming), but if I didn't tell my bosses when I thought a task would be done, they'd be pissed.

And you know what? I did do it. I set deadlines for tasks that were impossible to measure, and most of the time I met them. Here are three tips that (hopefully) will help me do it again, without the bosses who taught me these things.

1) Take your initial estimate and double it. It's human nature to underestimate how long a task will take. Unless you have strong data backing you up (e.g. you have written your last three novels in under two months), doubling your estimate will take care of this bias and give you flexibility when the unexpected happens.

2) If a task will take longer than two weeks, break it up into smaller tasks. Two weeks is about as long as most people can accurately plan. When a deadline is farther away, the tendency to procrastinate increases. Breaking a huge task up into smaller ones will keep the necessary pressure on and make your estimates more accurate.

3) Pay attention to how often you beat (or miss) your deadlines. This is how you improve over time. If you usually miss your deadlines, loosen them up a bit. If you usually beat your deadlines by a lot, maybe you don't have to double your estimates anymore. The longer you practice this, the better your estimation skills will be.

Remember, the goal of deadlines is not to make you work faster. The goal is to accurately estimate how long a task will take and to help you work at a consistent pace.

Granted, for most of us (myself included), "a consistent pace" and "faster" are the same thing. When I don't make deadlines, I tend to go on a writing binge followed by weeks of self-justified laziness. There's nothing wrong with taking breaks, but they should be intentional, which mine weren't.

Do you keep deadlines? Got any tips to share for those of us who can't even make them, let alone keep them?

How to Write a Terrible Sequel

Brought to you by 17 years of Disney direct-to-video animated sequels.

LOWER THE STAKES. Make the conflict less important and less exciting than the original. Like in Cinderella 2, in which Cinderella stresses about throwing the perfect party for her new father, the king. Wonderful!

CREATE CONFLICT OUT OF NOWHERE. Conflict should never arise naturally from the original's conclusion. It should appear as though you made it up on the spot, just so you could have something to write about. Like in Kronk's New Groove, where Kronk wants to impress his father who was never proud of him--a conflict and character not even hinted at in the original.

INTRODUCE A WHOLE NEW SET OF CHARACTERS WHO FOLLOW THE SAME EMOTIONAL ARC AS THE ORIGINAL ONES. That way you avoid TWO common pitfalls: giving the audience more time with the characters they love AND giving them a unique story as interesting as the first.

Do it like they did in Little Mermaid 2. Ariel('s daughter) desperately wants to be a mermaid instead of a human (see what they did there?), so Ursula('s sister) tricks her into a deal to get her hands on Triton's trident. They even replaced Sebastian and Scuttle with a comic relief penguin and walrus. Genius!

TURN A PREVIOUSLY SYMPATHETIC CHARACTER INTO SOMEONE THE AUDIENCE HATES. In the original Mulan, Mushu is the victim, mocked and despised by Mulan's ancestors until he can prove himself by aiding Mulan in her quest. But in Mulan 2, the writers gave us an unexpected twist. Mushu is now the taunter, treating the ancestors like his servants. When he discovers that Mulan's upcoming marriage will mean he doesn't get pampered anymore, he tries to break them up. How can you not love that?

And a bonus method, brought to you by midi-chlorians and the planet Zeist:

IF THERE WAS A MYSTERY IN THE ORIGINAL, PROVIDE AN EXPLANATION THAT IS LAMER THAN ANYTHING THE READER COULD'VE COME UP WITH THEMSELVES. This is the crowning achievement of a terrible sequel: when it is so bad, that it makes the original suck even more just by being made. Where the reader has to pretend the sequel never happened in order to enjoy the original again.

If you can do that, you no longer need my help.

5 Things to Know About Multiple POVs

  1. It's a normal and common structure. I know folks who aren't sure if multiple POVs are okay or not. They are. Some examples: Westerfeld's LEVIATHAN, Gaiman's NEVERWHERE, most of Terry Pratchett's DISCWORLD novels, Sanderson's MISTBORN trilogy, Card's ENDER'S GAME (those snippets of conversation at the beginning of each chapter constitute a separate POV), and many, many more.
  2. Multiple POVs can be used with any narrator except an omniscient one. Third person limited is the most common, but in theory it could be done with first person too. Though I suspect it would be more difficult to signal whose POV it is.
  3. Switching POVs is jarring. Readers get used to being in someone's head, and it's easy to forget what's going on when they rejoin an old character. You have to signal to the reader not only that the POV has changed, but who it has changed to, where they are, and what they're doing. Some ideas:
    • Switch only at chapter or scene breaks.
    • Switch consistently (e.g. alternate every other chapter between two characters).
    • Get the POV character's name and situation as close to the first sentence as possible.
    • Give each POV character a unique narrative voice.
  4. Switching POVs is a chance for the reader to put the book down. That means, in addition to signalling to the reader whose POV it is, you also have to make each POV shift start somewhere interesting, with a hook to immediately draw the reader back in. Every. Time.
  5. Each POV character should matter. Don't use a character's perspective just because you need to show certain interesting events. Use that character because they are interesting, because they have their own arc and crucial decisions. Ask yourself, if this perspective were the only one in your novel, would it be worth reading?
Have you ever written with multiple POVs? What would you suggest?

    Hook, Hook, Where is the Hook?

    The hook is what you say when your friends ask, "So what's your book about?" It's how you tweet about your book. It is the fundamental concept behind the plot of your story, written in such a way as to make the reader say, "Cool, tell me more."

    But how the heck do you distill 100,000 words into one sentence of cool? It's not easy. The internet has some good tips already, but I'm going to throw my own version into the mix because with something as subjective as a novel hook, you can't have too many ways to think about it.

    I think there are 7 things the hook should have:
    1. Protagonist. Who is the story about?
    2. Antagonist. Who or what is against the protagonist?
    3. Goal. What does the protagonist want to accomplish?
    4. Stakes. What will happen if the protagonist does not accomplish their goal?
    5. Conflict. What is keeping the protagonist from accomplishing their goal?
    6. Setting. Where/when does the story take place?
    7. Theme. What is the story's main subject or idea?
    Figure out that information, then stuff it into a sentence. That's your core. The rest of your query, synopsis, and even your novel needs to be focused around that. For example:

    A cowardly bookworm receives a package from his supposedly-dead mother, so he joins a crew of air pirates to find and rescue her.

    This is the hook for Air Pirates. Can you see the elements? Some are weaker than others, but they're there:

    Protagonist: cowardly bookworm
    Antagonist: not specified, but implied in the word "rescue"
    Goal: to rescue his mother
    Stakes: his mother will be hurt or die (implied in the word "rescue")
    Conflict: he doesn't know where she is, and presumably someone doesn't want her to be rescued
    Setting: implied with "a crew of air pirates"
    Theme: a coward overcoming his fears

    As you can see, not everything has to be stated explicitly, but the more clear the 7 elements are, the stronger your hook will be. (There's a lot to be said for voice, too, but I'm not dealing with that here).

    Also be certain nothing else is included. The more you try to cram in, the more questions are raised. In the example, I didn't tell you about the future-telling stone in the package because, although it is important to the story, it raises a lot of questions. And as far as the hook goes, it doesn't matter what's actually in the package, just who it came from, and that he thought she was dead.

    So an exercise for you. Take a look at the (current) hook below for my Shiny New Idea,* and see if you can find the 7 elements in it. Which ones are weakest? How could they be made stronger? (I'm not asking you to do this in the comments, though you're welcome to, if you want).

    A fugitive ninja must convince a young con-artist to take the throne, before the nobles kill everybody in civil war.

    Then take a look at your own hook and do the same!


    * Post-Apocalypse Dragon-Riding Ninjas (with Mechs!). Don't worry. It all makes sense in my head.

    (This post is a remix of an older one) 

    Quick and Dirty World Building

    They say you should spend a lot of time crafting your world--the history, traditions, cultures, language. I think that's true. The more detailed your world is, the more it will feel real. But do you really have to flesh out everything?

    The correct answer is yes. Yes, you should. So don't tell anybody that I sometimes use the following tricks to speed up my world-building process.

    GOOGLE MAPS
    Have you ever noticed how fractal geography is? You can zoom in on any part, and it generally looks like any other bit of land. To use this to your advantage, go to Google Maps, find a relatively obscure bit of geography (i.e. don't use Long Island or the SF Bay Area, or anything) and zoom in until it looks like something you can use. Take a screenshot, change the scale, and voila! One fantasy continent.

    If you can tell me where in the world these maps are from, you win a custom sketch. Not even joking.

    WIKIPEDIAN HISTORY
    It turns out history is just as fractal as geography: zoom in on any point, and you can find something to use for your world. Need a war? Take your pick. How about a revolution or a realistic-but-obscure form of government? Wikipedia (and the internet in general) is full of stuff like this. Just change the names and dates, perhaps a few key details here and there, and you've got your own semi-original history.

    WIKIPEDIAN CULTURE
    The same thing applies to creating a civilization. Do a little research on some unknown people group, then mix and match their traditions and values with some other culture you're into. Choose a technology level, flesh it out by asking how, why, and what result, and pretty soon you have a viable society with relatively little work.


    Does this sound unoriginal? Like plagiarism? It's not, really. Stealing from our own world's history, geography, and cultures is no different than creating characters by mixing and matching attributes from yourself and the people you know. Just like making up fantasy languages, the trick is obscuring your sources.

    And I'm not suggesting you build your entire world this way. Use this as the foundation, then tweak and twist things as you go. Ultimately the parts you care most about will be the parts that are most originally you, while the rest of the world still feels fleshed out because it has a strong, realistic base behind it.

    Anyone have any other quick-and-dirty tips on building a world? I'd love to hear them.

    Space Travel for Writers

    Five basic rules for space travel in science fiction. Sci-fi writers probably know these already, but I'm still surprised how often they're ignored.

    (The NRI, or Nerd Rage Indicator, is an estimate of how likely you are to get flak for breaking a given rule. 1 is the least likely (e.g. that guy who runs your local comic shop cares, and only that guy). 5 is the most likely (e.g. Wil Wheaton and John Scalzi publicly destroy your sci-fi cred)).

    RULE #1: There is no sound in space. Sound means fluid (air, water, etc.) vibrating against your ear drum. No air, no vibrations, no sound. This happens more in movies than novels, but you should still be aware of it before describing that "bone-shaking explosion that ripped the skies."
    NRI: 1 (as important as it is, most people don't notice until it's brought to their attention, especially in prose).

    RULE #2: Astral objects are really, really, really far away from each other. The moon is 384 megameters (it's a thing!) away. At our very fastest, it takes us 10 hours to get there. Not so bad? Try Mars. At the same speed, it would take 2 months to get there at best. Jupiter? Almost 2 years. The nearest star system (which may not even have planets)? More than a century. Mostly this means your spaceships either need fuel and provisions for the whole trip, or they have to go really, really fast. The latter, though, raises other considerations (see Rules #3 and #4).
    NRI: 5.

    RULE #3: Spaceships can't travel faster than the speed of light, no matter how much we want them to. Unless science is wrong, it would take an infinite amount of energy to accelerate an object to the speed of light. There are ways you can mess with this (see Rule #5), but you should at least give a nod to the rule before doing away with it.
    NRI: 4 (I figure Wil Wheaton can't complain too much since the biggest violation of this rule is Star Trek's "warp speed").

    RULE #4: If you travel fast enough, you have to deal with the weirder effects of special relativity. In particular: time dilation. Effectively, the closer you get to light speed, the slower time moves for you. So if you fly to Jupiter so fast it only takes you 2 days, then decades will have passed back on Earth (and probably faster spaceships will have been built, which is pretty interesting in itself).
    NRI: 3 (Star Trek totally ignored it, and most people have a hard time getting their heads around it. I'd say you're 50/50 for getting flak on it).

    RULE #5: You can bend the rules, even make them up, but you must be consistent. Wormholes, hyperspace, jumpgates, folding space--these are all viable (and mostly-scientific) methods of faster-than-light travel. The details are entirely up to you, but once you make up the rules, don't break them. If you use a jump gate to get from Earth to Epsilon Eridani in five minutes, you can't say later, "It'll only take three hours for the Eridanis fleet to come through that gate and destroy us all!"
    NRI: 5.

    A lot has been done already in science fiction, which actually makes things easier for you. You don't have to explain jumpgates or wormholes much to include them. But even if you don't explain them to the reader, you need to know what's behind them. Not the science, necessarily, but the rules that govern it.

    Are there any rules I missed? To the comments!

    A Thousand Ideas in an Hour

    (Remix)

    In Orson Scott Card's Characters and Viewpoint and How to Write Science Fiction and Fantasy, he this thing he calls A Thousand Ideas in an Hour. It's a fun exercise and a great way to get past writer's block. The idea is this. Starting with whatever idea you have, ask these three questions: How? Why? What result?

    For example, you've got a princess locked in a tower. How did she get there? Why is she locked up? What happens as a result? Every answer is a branch. Some branches will end quickly, others will lead you into the rest of your story. Toss in a little, "What could go wrong?" and toss out anything that feels too cliche, and you've got yourself a story.

    I did this once with a class of highschoolers, and it was their favorite part of the class. It went something like this:
    Let's start with something simple. Give me an occupation.

    Teacher.
    Banker.
    Lifeguard.
    Swimmer.

    Okay, let's go with the banker. What could go wrong at a bank?

    It could get robbed.

    Sure. I don't think we need to ask why yet, so how might this happen?

    A man walks in with a gun and asks for money.
    Some men take the bank hostage.
    Someone blows up the safe.
    Someone inside the bank robs it.

    Okay, great. Let's go with someone inside the bank. Who could do that? Who's inside a bank?

    Bank tellers.
    Security guards.
    Managers.

    How could one of these folks rob the bank?

    The guard could let other robbers inside the bank.
    The teller could grab some money off the counter when nobody's looking.
    The guard could raise a false alarm and, while everyone's distracted, go into the vault.
    ...or take money off the counter.
    ...or take money from someone's pocket.

    What about the security guard. Why would he do that?

    He hates his job.
    He's been planning to rob the bank for months/years, and got hired so he could do it.
    He needs the money for his daughter's operation.
    Around here we had to end the class, but you get the idea. Leading the discussion, I tried to follow paths that sounded more original and had more conflict potential, but any of these answers could be turned into an interesting story with some more work.


    Try it out and see what you come up with. Better yet, tell me how you brainstorm to get past writer's block.

    5 Twitter Tips I Don't Like (and 2 I Do)

    I have kind of a love-hate thing with Twitter. On the one hand, I've gotten to know some awesome people because of it. Because of my random comments to people, I've found crit partners and even read a soon-to-be published trilogy.

    On the other hand, it's too much. Too many people to follow. Too many links to click. Too many tips to "maximize" Twitter. With that, I give you FIVE TWITTER TIPS I DON'T LIKE:

    1) When someone follows you, follow them back. An effective way to boost your numbers, but I don't know if it's the best way to use Twitter. When I see someone is following 1,000+ people, I wonder what their "follow" means (aside from, "Please follow me back so I can look more popular").

    At some point, all those people you follow become just white noise. I realize there are lists to manage the tweets you keep up with, but eventually your "All Friends" list becomes meaningless because you're only listening to the lists you've made yourself.

    2) Stop following inactive accounts. Apparently there are tools for this, but I don't care if someone I follow isn't active. I'm almost grateful! The folks I unfollow are the ones who clog my Twitter stream with tweet after tweet that I don't want to read.

    3) Join Twitter chats. I was on IRC back when the internet was just a baby, and while I met some interesting people and learned interesting things, I also wasted a lot of time. Chat rooms--even useful, focused ones like #yalitchat--are attention suckers (and that's without the complex processing required to figure out who is responding to what). I say: "Use, but use with caution."

    4) Personalize your Twitter background. Honestly, I don't even notice what people's backgrounds are. When I decide to follow someone, I look at what they're saying and what they add to my Twitter stream.

    5) You have to interact with people. It's called "social media" for a reason, right? Well, yes and no. I love having conversations with people, but I'd hate to think people were unfollowing me just because I didn't talk to them (I'm trying to manage life too, you know?). Some people don't use Twitter for conversation at all, it turns out. They use it for (gasp!) news and information. Who knew?


    I think I'm just rebelling against the idea that you "have to" do anything on Twitter. None of these are bad things, and they'll definitely get you followers. But followers are not readers. Though to be fair, here are 2 TIPS I'M A FAN OF:

    1)  Be interesting and/or funny. It's cool with me if you just listen on Twitter, but if you're going to speak, try to write something people want to read (even if it's just a couple people--that's cool, too). Helpful tip: A list of random people with an #FF or #WW tag is not interesting.

    2) Learn to do the previous tip in 140 characters. This is more of a writing tip than anything. When I started trying to write things for Thaumatrope, I discovered all kinds of words and characters I didn't need. You don't have to abbreviate, or use 'u' instead of 'you' (in fact, I wish you wouldn't). You just have to use the same economy of language you're supposed to have in a novel.

    Also, Twitter is a great place to craft that one-sentence pitch of your story. If you can tweet it, you can promote it!

    Enough out of me. How do you use Twitter? What tips have you found useful (or not)?

    How to Use Proper Nouns in a Query

    A lot of authors (myself included) love to tell you the names of everything and everyone in our stories. The people and places in it matter to us. I mean, when I talk about my wife and kids, it means so much more to me to use their names. I want them to mean the same to you.

    But to you, they're nobody--just names. It's a common problem in query letters, where the author figures giving you a name for everything counts as "being specific." But it's not specific. It's actually confusing. Take this, for example:

    Sam Draper needs someone non-threatening to consult a seer named Victoria, hiding among the monks at the Monastery of St. Jude -- he reckons Hagai Wainwright is as non-threatening as they come. Hagai agrees, intending to turn Sam in to Lt. Rafael Tobin at the first opportunity. But when Victoria says Sam is the key to finding his mother Anna, Hagai chooses Anna’s life over the law.

    Kind of a lot to take in, right? And that's only a portion of the query. Imagine 2-3 more paragraphs packed with names like that. After a point, it gets hard to keep them all straight. Result? Confusion. Form rejection.

    Using a proper noun is like taking a highlighter to your query. It can make important information pop out and your query easier to read. But used too much, it actually interferes with comprehension, to the point where it would be better to not name anything at all.

    So then, in true analytical fashion, I give you 4 tips to using proper nouns in a query:
    1. Any character, group, or place that is mentioned only once should not be named.
    2. If possible, only the protagonist(s) and villain(s) should be named. No more than 3 names in a query!
    3. For characters (etc.) that need to be mentioned more than once, but do not deserve a place of importance next to the main characters, try meaningful identifiers: "his mother," "a group of assassins," "her home planet."
    4. If you must give a character's FULL name, do it once at the beginning.
    Your mileage may vary, of course, depending on your story. But let's apply these tips to the example above:

    Sam needs someone non-threatening to consult a seer hiding among the monks -- he reckons Hagai is as non-threatening as they come. Hagai agrees, intending to turn Sam in at the first opportunity. But when the seer says Sam is the key to finding his mother, Hagai chooses his mother’s life over the law.

    If nothing else, it's more clear who the major players are now. If the seer came up again in the query, I'd probably give her name (but she doesn't, so I didn't). Otherwise, who cares about the name of the monastery she's at? And the specific officer Hagai goes to isn't important either, just that he goes to the law (or thinks about it).

    Anyway, that's just my take. What do you think?

    What to Do When the Critics Disagree

    One of the more common questions from my post on when your critics are right was what to do when the critics disagree. When one person says your sad ending should be happy, but another says it's not sad enough, who's right?

    A little background: Air Pirates is written with two POVs--the main storyline in Hagai's perspective and backstory told in Sam's past. I've gotten all kinds of comments on this.

    (For the record, ALL of my beta readers are awesome people who get it. Not a single jerk has read this novel. They just differed in their opinions of where it should go.)

    • "I love the two storylines. It never gets boring."
    • "I like both Sam and Hagai, but switching back and forth like this is hard. What if you took out Sam's story and made it it's own novel, like a prequel?"
    • "Sam is awesome, but I thought Hagai was annoying. Can it just be about Sam?"
    • "I LOVE Hagai, but Sam is too much. Can it just be about Hagai?"

    If I were to follow this advice, I would simultaneously have to: (1) remove Hagai's story, (2) remove Sam's story, (3) write a novel each for Hagai and Sam, and (4) change nothing.

    You can see where that might be difficult.

    But the purpose of critiques is not to fix the novel for you. Critiques give you an idea of how people are responding to your novel. It's up to you how you address that. To the tips!
    1. FOLLOW YOUR GUT. You know your story best, and you can usually tell which comments resonate with you and which don't. When it was suggested I split the novel in two, I debated it a lot, but ultimately decided it would turn the story into something I didn't want to write. That freed me to focus on what I would change.
    2. LOOK AT THE ROOT OF THE COMMENT. Even though their advice was contradictory, all of my beta readers were correct. I just had to go deeper than the advice and look at the reason behind it. Hagai was annoying sometimes, and Sam was sometimes too much, but removing one or the other as a main character wasn't an answer I liked. Knowing the root cause, however, I could fix the real issue: make Hagai more proactive; make Sam less of a Mary Sue.
    3. LOOK FOR THE TRUTH IN EVERY COMMENT. So I ignored the suggestion of splitting the novel in two, but did I ignore the comment entirely? Heck, no. There was something that reader didn't like about switching back and forth, and it was my job to figure out what it was. Realizing that made me take a cold, hard look at both storylines to figure out what made "switching" difficult for some people. I shortened some chapters, deleted others, and focused the tension so each storyline could stand on its own, resulting in a far less boring story overall.
    It looks cut and dried, but believe me, it wasn't at the time. Analyzing critiques is hard work (and a good reason to limit how many beta readers you have at one time), but Air Pirates is a lot better for it. Good enough? Heck, I don't know. But definitely better.

    What do you do when critics disagree?

    The Kitchen-Sink Story VS. The Rule of Cool

    The Kitchen-Sink Story: A story overwhelmed by the inclusion of any and every new idea that occurs to the author in the process of writing it.

    The Rule of Cool: Most readers are willing to suspend their disbelief for something that is totally awesome.
    -- TV Tropes (intentionally unlinked because I care about you)


    Yesterday I posted this on Twitter and Facebook:


    Most of the responses were combinations. Steampunk ninjas. Jumper elves. The most common response, though, was all six: elven ninjas with Jumper powers, driving steampunk mecha in a genetically perfect waterworld (possibly fighting dragons).

    It sounds great, largely due to the Rule of Cool stated above. Take two cool things, slap them together, and nobody cares how impossible the outcome is BECAUSE IT IS AWESOME!

    But the fear, then (well, my fear), is being accused of writing a Kitchen-Sink Story. "You're just throwing in ninjas because you think they're trendy, not because they add anything to the work!" "Mecha don't make sense anyway, but in a world covered entirely in water?!"

    At first glance, it sounds like these are two different sets of people: the SF geeks (who love ninjas) vs. the erudite literary heads who Take Fiction Seriously. But the SF geeks who find all this stuff awesome are also the folks who will nitpick your story to death. They want the cool stuff and a world they can dig deeply into (I know, I'm one of them).

    Fortunately folks like me are willing to accept any explanation you can give them, provided it's consistent. So I think I'll do what I always do. You can feel free to follow suit:
    1. Ignore those who Take Fiction Seriously. Much as I'd love to win a Hugo, those guys aren't my target audience.
    2. Pick the elements I want, figure out why it makes sense later. It worked with Air Pirates, after all.
    3. Apply the Rule of Cool where necessary. Giant mecha don't make sense, neither tactically nor physically, but who the heck cares? They're awesome.
    4. Ensure whatever I make up follows its own rules. Sufficiently strange technology, or elements that don't exist in the real world, is treated like magic. State the rules, then follow them.
    I don't know what I'll actually decide (depends on the story, I guess), but I'm definitely going to lean on the Rule of Cool rather than be afraid of the Kitchen-Sink Story. What do you think?

    Oo, KRAKEN! Those are definitely going in the waterworld.

    When Your Critics are Right

    "Originally we tried to find a publisher, but each had their reason why THE SHACK was not a book they wanted, or they asked for substantive changes that we felt diminished the story." -- William P. Young, author of THE SHACK

    When I first read the above quote, I laughed a little. I'd just finished reading THE SHACK, and while a lot of the ideas in it are frigging fantastic, the story and the prose grated on me the whole way through. I don't know what "substantive changes" were suggested, but at the time I was thinking, "Yeah, like make the story good!"

    It may be that Young's potential publishers really would've diminished the things THE SHACK did well. I don't know. I do know that most writers have a vision, an idea of what their story is. And when a critiquer tells them why something isn't working for them, the tendency is to believe the critic is wrong--that the changes they suggest would change the fundamental vision of the story.

    Sometimes this is true. Mostly, I think, it isn't.

    Most of the time, your critics are right. Even if they don't know writing, they know what they like and what's not working for them. And chances are they represent a significant percentage of your potential readership.

    One of my very first beta readers said a certain scene wasn't working for them. He said the prose was too florid, looked like I was trying too hard. I did nothing about it at the time, because I had a "vision" for the scene. It was supposed to be florid, like the narration of someone who thought too much of themselves.

    As it turned out, the narrator who thought too much of themselves was me. One year and four major revisions later, I read that scene again and wrote in the margin: "This IS over the top."

    All that time, I thought I was being "true to my vision," but after a year's worth of learning the craft, I discovered my friend--who had never written a novel in his life--was 100% correct.

    That's today's lesson: Trust your critics. When someone says something isn't working, nine times out of ten, they're right. The people who don't get it are the exceptions.

    A Simple Fix: -ing Verbs

    I love Dr. Seuss, but there's one of his books I always edit as I read. Bartholomew and the Oobleck just has an overabundance of passive -ing verbs. Example:

           With an angry roar, the oobleck was suddenly hitting the palace harder. It was battering and spattering against the walls as big as greenish buckets full of gooey asparagus soup!
           Like a sinking sailboat, the whole palace was springing leaks. The oobleck was ripping the windows right off their hinges.
           It was dripping through the ceilings. It was rolling down the chimneys. It was coming in everywhere ... even through the keyholes!

    There's a lot of good stuff here. Strong verbs. Apt comparisons. Colorful imagery. But the past progressive (which is what we call -ing verbs used this way) kills me every time.

    It seems accurate. I mean, the oobleck didn't hit the palace just once. It was hitting it. Continuously. But this construction is passive, and in fiction it slows things down. Compare the above passage with this one.

           With an angry roar, the oobleck suddenly hit the palace harder. It battered and spattered against the walls as big as greenish buckets full of gooey asparagus soup!
           Like a sinking sailboat, the whole palace sprung leaks. The oobleck ripped the windows right off their hinges.
           It dripped through the ceilings. It rolled down the chimneys. It came in everywhere ... even through the keyholes!

    I don't know about you, but the new passage feels a lot more tense to me. And at no point am I confused as to whether the oobleck hit or was hitting. The scene it paints is perfectly clear.

    Fortunately this is an easy, if somewhat tedious, fix. Search for "ing", and examine each one to see if it can be removed. (Of course you'll find a lot of gerunds too--verbs turned into nouns via -ing--which is what makes it so tedious).

    Or you can do it the lazy way, like me. Learn the rule, and hope you catch them on your own read through. With practice, you can actually catch a lot, though probably not all of them. It is called the lazy way for a reason, after all.

    Never Tell Me the Odds

    Three years ago, I thought all you needed to get published was a half-decent book.

    Most of you are laughing now.

    The thing is if I knew, when I started writing Travelers, that it would take eight years and three novels to get to the place where agents said, "I like your writing, but...", I think I would've given up from the start. I'm glad I didn't know how hard this road would be when I started it.

    But there are a few things I wish I had known, and I'll share these with you:
    1. Critiquing other stories can help you get better faster than writing them. You can critique dozens of short stories in the time it takes to craft one, and as I've said it's easier to see problems in other stories.
    2. In terms of learning technique, short stories are equivalent to novels, but with a quicker turn-around time. You can write dozens of short stories, and have them critiqued and revised, in the time it takes you to write a novel.
    3. A story must have tension at all times. Tension is what keeps the reader reading. They're either afraid something will happen or they want to learn the mystery behind it all.
    4. Nathan Bransford's blog is a gold mine. There are many, many good resources out on this internet, but if I could only point to one, I'd say read EVERY POST in Publishing Essentials on the sidebar.
    5. Backup your stuff. Remember that time you had to retype a month's-worth of work? Yeah. Backup your stuff.
    Of course, I wouldn't have believed #'s 2 and 5. For that matter, I wouldn't have believed it would take this long to get where I am, even if someone told me. I had a lot of hope and an overdeveloped sense of I Might Be The Exception. So I guess it's okay if you tell me the odds. I just won't listen.

    What do you wish you had known starting out?