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

Breaking the Rules

If you've been learning the craft for a while, you've heard the rules. Don't start with a character waking up. Don't start with dialog or the weather. Don't use a mirror as a device to describe the narrator. Et cetera.

Lies.

There's a book you might have heard about called THE HUNGER GAMES. You know what it starts with? Katniss waking up.

You may have heard of Natalie Whipple, whose X-Men-meets-Godfather debut comes out next Summer. (If you haven't, you're welcome). About her novel, she tweets, "TRANSPARENT opens with a flashback, then moves on to a mirror scene while she is getting ready for school."

I love that. You may argue that means Transparent isn't good, but then you haven't read Natalie's stuff and you would be dead wrong. I can't wait to read Transparent, and I love that it breaks the rules.

My own novel AIR PIRATES starts with dialog. While it hasn't gotten me an agent yet, it has generated a lot of requests which, if nothing else, tells me the beginning doesn't totally suck.

Listen, the rules are good things. You should know them. But don't be afraid of breaking them. Just know why you're doing it. Are you breaking the rule because you couldn't think of anything better, or is it because that's the best way to do what you want to do?

If it's the latter, I say go for it! What do you think?

(Hm. I just realized Post-Apoc Ninjas starts with the weather. Maybe I have authority issues?)

So You Think You're Ready to Query...

When I wrote my first novel, I just wanted to prove to myself that I could finish a whole novel. After 4.5 years, I did, and when my one of my two beta readers said, "I can't believe you wrote a novel! And it's good!" I thought maybe I could actually publish it.

It took me 8 months, 52 queries, and 0 requests to realize I wasn't ready. This is the post I wish I had read back then (though I probably would've ignored it and queried anyway).

HOW MUCH HAVE YOU REVISED?
Is the story basically the same as it was in the first draft? I don't mean prose and grammar. I mean big things: motivations, characters that need to be cut or added, scenes that need to be rearranged. Have you deleted/rewritten entire scenes and chapters? I barely scraped the sentence structure with my first novel, and it showed in my rejections.

Of course, it's possible you wrote something good enough the first time, but it's unlikely. I'm the most obsessive planner I know, but even I have yet to write something where I didn't delete whole scenes and rewrite entire chapters.

WHAT DO YOUR BETA READERS SAY?
Do they love it yet? If not, it's possible they might be wrong, but chances are they're not. Revise it until most of them can't put it down.

And who are your betas? Are they friends and family, or are they writers who are trying themselves to get published? Friends make fine betas, but nobody knows the business like those who have already gotten their butts kicked by it. Network. Swap critiques with people who aren't predisposed to like your work.

DO YOU KNOW YOUR MARKET?
I thought I did. I'd read books like Left Behind and Randy Ingermanson's Trangression and Oxygen and thought, "Hey! Christian sci-fi is a thing!" I was wrong.

That doesn't mean you can't write what you love, but know what you're getting into. If Christian SF was my one true love, I would've focused my attention on that market and figured out how to become the exception. But I'm easy. I shifted my focus to secular SF/F and ultimately to YA. I'm still writing what I love, but my chances have greatly improved.

HOW'S YOUR QUERY LETTER?
This is assuming you're going the traditional publishing route (although a lot of book bloggers require query letters too -- can't escape, can you?). Have you written one? Have you revised it a bazillion times? Have you read hundreds of examples, both good and bad, and then revised yours again?

Have you had any of your stuff (query, opening pages, etc.) critiqued online by anonymous strangers? It's scary, and you're likely to get conflicting advice and people that don't get it. But this is a good way to see how agents or the general public might respond to your stuff.


If I could do it all over again, I'd join an online critique group and milk it for all it's worth, critiquing and getting critiqued until every beta said, "I can't see anything wrong with this! I love it!" I'd spend hours at Query Shark, Evil Editor, Matt MacNish and JJ Debenedictis' sites reading queries and submitting my own until people were saying, "This looks good! I'd request this!" I'd do it right.

Ah, who am I kidding? I'd do it exactly the way I did. I was so excited. I couldn't help it! I just hope one of you will learn from my mistakes without making them yourself.


Veteran writers, what would you have done differently the first time around? (Assuming you got rejected. If your first novel got published, I'm not sure I want to hear it!)

Converting from MS Word to Plain Text

Nearly every agent out there wants sample pages--sometimes multiple chapters--pasted in the body of an e-mail. Unfortunately, not all e-mail programs handle fancy text the same. What looks beautiful in your Word doc, and even in your e-mail draft, may come out unreadable on an agent's screen.

The answer is plain text, but converting to it is not always as simple as copy/paste. You can try telling your e-mail program to use only Plain Text, or you can copy from Word and paste into a txt file, but you still might get text with no paragraph breaks or questions marks where there should be quotation marks.

Hopefully this post will help you get past that.

Before you follow any of these steps, go into your Word doc and select "Save As...". These steps will make your beautiful Word doc plain, and you still want the pretty version to send when agents ask for your full MS.

Plus, we're working with global find/replace, which is easy to screw up.

Also, keep in mind I have Word 2010. I'm fairly certain all features mentioned here exist in older versions of Word, but they might not be where I say they are. If yours works differently, please say so in the comments.


PARAGRAPH BREAKS
If you let Word do your paragraph indents (which you should, it's easier), then converting straight to plain text will not only remove the indents but leave you with one giant block of text. You need paragraph breaks. Here's how:
  1. Find/Replace (Ctrl-H).
  2. Click "More >>" and look for Special or Special Characters.
  3. Put the cursor in the Find box, and choose the Paragraph Mark special character. It should enter "^p" into the Find box.
  4. In the Replace box, put two Paragraph Marks: ^p^p.
  5. Click Replace All.
Now you should have an extra line between every single paragraph. When you paste it into plain text, the automatic line indent should go away (if it doesn't, it means you're manually spacing/tabbing your paragraphs; see the next section). You should be left with text that looks like every blog you've ever read.

You might want to skim through it to make sure there aren't too many line breaks anywhere. For example, I had to remove some of the extra lines around my chapter headings, because it was just too much.


TABS
Some folks manually space their paragraphs. That's okay, but it might not paste the way you want it to. Tabs and spaces aren't the same width in every font. In some cases, tab is treated as a single space, making your manual indents all but disappear.

To fix that, follow the Find/Replace procedure for paragraph breaks above, but instead of a paragraph mark, choose the Tab Character (^t) and leave the Replace box empty.


REMOVING ITALICS (OR OTHER SPECIAL FORMATTING)
This is tricky. Special formatting usually disappears in a straight conversion. Sometimes that's okay (your chapter titles don't need to be in bold), but sometimes that italicized emphasis can change the entire meaning of a sentence (i.e. "You did?" vs "You did?").

The official way to represent emphasis in plain text is with the underscore (e.g. "_You_ did?"), though you can tweak these steps to suit your needs:
  1. Find/Replace (Ctrl-H).
  2. With the cursor still in the Find box, click Format-->Font.... Under Font Style choose Italic (or whichever style you are searching for), then click OK.
  3. Put the cursor in the Replace box, and select the Special Character "Find What Text". It should enter "^&" in the Replace box.
  4. Put underscores on either side of that character: _^&_.
  5. If you also want to remove the italics (pasting to plain text will do that for you, but there may be other reasons to do this in the Word doc), then with the cursor still in the Replace box, click Format-->Font.... Under Font Style choose Regular, and click OK.
  6. Click Replace All.
Now all italicized words and phrases should have underscores around them. But if there's a sentence where the spaces weren't in italics (you can't see it, but Word knows), it could change from: "I hate you!" to "_I_ _hate_ _you_!" To fix this, do another Find/Replace:
  1. In the Find box, type: "_ _" (underscore space underscore).
  2. Click "No Formatting", since you're not looking for italics anymore.
  3. In the Replace box, type a single space.
  4. Click Replace All.


FANCY QUOTES, EM-DASHES, AND ELLIPSES
By default, Word converts a lot of otherwise normal characters to special ones. The special ones look pretty, but they don't always work when pasted into plain text.
  • Quotation marks are converted into fancy quotes (“ ”, also called smart quotes or curly quotes) which in plain text sometimes come out as boxes, question marks, or other things. Apostrophes and single quotes are converted the same way.
  • A double-hyphen (--) is converted into an em-dash (—) or an en-dash (–). In plain text, this sometimes is converted back into a single hyphen.
  • Three periods in a row (...) are converted to a single ellipsis character (…). In plain text, this can come out as boxes or question marks, or as a very compressed ellipsis character ().
I recommend you stop Word from doing all of these. To do that:
  1. Go to AutoCorrect Options (in 2010, File-->Options-->Proofing; in older versions, it's in the Tools menu).
  2. Go to the "AutoFormat As You Type" tab.
  3. Uncheck the options you want it to stop (e.g. "Straight quotes" with "smart quotes", Hyphens with dash, etc).
  4. For the ellipsis, you may have to go to the AutoCorrect tab. Under "Replace text as you type," remove the entry for the ellipsis.
If you already have these special characters in your MS, you can use Find/Replace to get rid of them. Copy/paste one of the fancy characters into the Find box, then Replace it with the regular one.


Phew! Did I miss anything? Get anything wrong? Let me know in the comments.

Unique isn't the Same as Good

One thing I love about So You Think You Can Dance is how similar the audition process is to querying a novel. It's got everything: the people who are okay but just not strong enough, the wackos who may or may not have stepped into the wrong theater, the ones who think they're awesome but aren't, the dancers who are good enough for Vegas (I'd call that a full request), and the very very few who make it all the way to the Top 20.

Much like agents, the judges say they're looking for uniqueness, something that stands out from the average dancer. Unfortunately this has resulted in folks coming in on stilts and roller skates, dressed in drag or weird unitards made by someone's mother. Yes, these are unique, and they do stand out, but not in the way the auditionees hoped.

The writing equivalent might be a query written in first person, a literary graphic novel about a man trapped in a white room, or a query about unicorn/bovine romance written in verse. Unique, maybe. But totally weird and not what most people are looking for.

So don't use gimmicks to make your work stand out. Learn the craft, get critiqued, and write the best dang novel you can. Then let it stand out for itself. Remember:

Just because you are unique does not mean you are useful.

Plan a Novel 4: Outlining and (sigh) Pantsing

There is a very, very fine line between plotters and pantsers (i.e. those who write "by the seat of their pants").* At some point, everyone has to just buckle down and make up a bunch of crap. The primary difference between these two extremes of writers is that when pantsers wing it they end up with a draft, while plotters end up with an outline.

Both of them still have a lot of work to do.

* For the record, I hate the term pantser. It reminds me of Jr. High and a desire to wear too-tight belts for "security reasons." But since I'm not a panster, and since I've never heard a better a term for them, that's the one we're rolling with.


Anyway, this is where my method starts to look like pantsing (gah, seriously, there's GOT to be a better term). I chose the idea, figured out the major plot points, fleshed it out (and worked through all the sticking points), now I'm ready to congeal my notes and outlines into Something I Can Write From.

For me, that's a chapter outline, but don't worry, the chapters come last.

I do a lot of bouncing between documents, but always revolving around my outline. Sometimes I'll jump out and write a quick doc (I think better typing random lists in a text or Word doc, but that's just me) on some aspect of world history or character backstory, or maybe a single character arc, action scene, or point of motivation. Once I've figured it out, I'll jump back into my outline, add the necessary details, and move on.

For example, in my current WIP I had to come up with a whole game to revolve a third of the plot around. I wrote a doc outlining every scene dealing with the main romance (or what passes for romance, anyway; there were only 7 mini-scenes). I brainstormed two or three docs to figure out the tactics of the climactic siege (I may have gone overboard there, it was kinda fun).

I also cheat. Technically a plotter is supposed to plan the whole thing ahead of time before they write, right? Well, I have a Word doc for those scenes I just have to get out of my head right now. I don't go into great detail with any of them. Often it reads like a crappy screenplay -- a little stage direction and a lot of dialog. Heck, sometimes the "scene" is one clever line (or what I think is clever at the time).

But writing it in its own document helps shut up my inner editor and frees me to use it or not when the time comes.

So you see, even the staunchest plotter can end up leaving gaps, writing things out of order, and making stuff up as I go. But I don't think it matters how you put together a novel, so long as you end up with a novel at the end.

What about you? Where are you on the spectrum of plotter to pantser? And what the heck can we call it other than pantsing? Please!

Plan a Novel 3: Flesh and Getting Unstuck

You've got the idea and have even figured out the major plot points, but a handful of plot points won't always carry you for 80,000 words.

For me, I need intermediate plot points -- the Midpoint and Pinches I mentioned last time -- but even that's not enough. The characters need obstacles, goals, and subconflicts (that still related to the main conflict in some direct way) to get me from that first Turning Point to the Climax.

I get stuck at this point. A lot. As I continue to go over my story, making it bigger and bigger as I go, these are some areas I've found that help trigger ideas:

CHARACTERS
I usually know which characters have weak arcs at this point. Sometimes it's the MC, sometimes it's the secondary characters, sometimes it's the villain (heck, sometimes I realize I don't even have a villain).

Sometimes my major characters are in place, but it's still not enough. In that case, I'll look at the minor characters and see if any could stand to be bumped up. What are their goals and desires? How do they conflict with the MC's or the villain's?

THEMES
Often I focus too much on plot and not enough on what I want to say. My themes change a lot over the course of the book, but thinking about them can help me find scenes and connect plot points.

So I think about what subjects I care about that maybe aren't addressed yet. Are there any hard questions I struggle with that I want one or more of the characters to explore? What naturally tugs on my heart? (NOT, however, "What message do I want to convey?" Whenever I do that, my stories always get preachy and soul-sucking.)

Usually this leads back to the characters. I think the best way to explore a theme is to make one of my characters face it themselves.

WORLD-BUILDING
If the characters aren't providing enough conflict, maybe the setting should. Or maybe there's some critical gap in my world's history, or some cool bit of magic/technology/whatever I could highlight.

So I research(ish). Do I need a war? A revolution? I hunt around Wikipedia for something that piques my interest. Or more likely, I do more research into whatever country/era my world is loosely based on, until something pricks an idea and I realize I have to add that to the story.

TROPES
Other times it's not history I need, but plot. If something feels weak to me, it's usually because it was my first idea. Lately I've been spending an increasing amount of time at TV Tropes for that -- dangerous, I know, but effective if I stay focused on the tropes I might actually use or subvert.

Often just subverting the weak point the plot is enough to drive the whole story in a new and interesting direction. At the moment, this is my favorite new trick.


Next week will be the last in this series, talking about outlines and cheating. But you tell me -- whether you plot ahead of time or not -- what do you do (or where do you go) when you don't know what happens next?

Level Up: 1,000 Words in a Day

I'm a slow writer. Like, really slow. I mean, I wrote the freaking book post on writing slow. So I'm a little weirded out to have to admit the following:

I have written 1,000 words a day, every (writing) day, for the past two weeks.

Now, granted, I'm usually only able to pull 3-4 writing days a week, but my previous average was 1,000 words per week, so this is kind of a big jump. How am I doing this?

Well... I'm still trying to figure that out.

BETTER GOALS?
With Travelers, my only goal was to finish the novel. That took 4.5 years. Air Pirates wasn't much different, but I got that done in 2 years. I had a for-real word count goal with Cunning Folk, but it was a soft goal (meaning I didn't do anything if I missed it). I finished the draft in 9 months, but my production rate was about the same as Air Pirates.

Now? I have a hard goal of 800 words/day. "Hard" meaning on the first day, when I didn't meet my goal during my isolated writing time, I squeezed in extra work wherever I could.

The weird thing is, that's the only day I've had to do extra work so far.

WRITER'S HIGH?
My writing time is two hours. Often, by the end of the first hour, I'll only have written about 100-300 words. It sucks. It's hard, and I feel like I'll never make it. But something weird happens around 600-700 words: I stop paying attention.

I've never had a runner's high (what with my loathing for the activity), but I've heard it's a thing. So maybe there's a writer's high too -- a point at which you stop feeling the pain and just get lost in the story. There seems to be for me. Every time I sit down to write, I dread it and wonder if I can maintain this breakneck (for me) pace. Then by the end I wish I had a little bit more time to write.

OUTLINING?
I've written enough novels to know the kinds of things I tend to get stuck on and the kinds of things I'm good at just writing through. With this novel, I went over my outline until I had 9,000 words of the thing detailing every major plot point and motivation I could think of (plus a few minor foreshadowing tidbits), until I could read through the outline without any gaps.

There's still a lot I have to make up -- action scenes, conversations, the dreaded segues -- but those things haven't been slowing me down as much as they used to.

STREAMLINED PROCESS?
I used to revise as I go. Heck, I had a whole ritual every time I finished a chapter: revise, record statistics, send to alpha reader, update blog sidebar, try to remember what the next chapter is about...

I've cut out a lot of that now, but most importantly I've cut the revising as I go. It's hard (especially when sending really rough drafts to my alpha), but it keeps me moving.

PRACTICE?
I'm a big fan of the idea that you can do basically anything if you practice hard enough. I don't know why it surprises me that writing fast is one of those things.

How about you? How do you maintain your pace (whatever it is)? Got any tips for someone trying to get faster?

Plan a Novel 2: The Skeleton

So you've got a novel-sized idea. What do you do with that?

Well the next thing I do is a heckuva lot of brainstorming, with one goal in mind: the skeleton outline. (Note: I never actually called it that until now).

Much like in the idea stage, I slowly adding bits and pieces to the idea until I'm certain it's strong enough to support a novel. In the idea stage, I'm mostly looking at the premise and thinking, "I don't have a climax for this, but is this the kind of premise that could support a good one?" In the skeleton stage, I find that climax.

Put simply, I'm looking for the main parts of Syd Field's Paradigm (also known as a fleshed-out, screenwriting version of the Three Act Structure), specifically:
  1. Inciting Incident. This is the opening scene (or close to it), in which something happens to the MC that triggers everything else. Luke's uncle buys the rebel droids. Frodo inherits the Ring.
  2. Turning Point: The point of no return. The inciting incident ultimately leads here, where the MC is forced to leave their innocent world behind (or possibly they must choose to leave it behind for something greater). Luke's aunt and uncle are killed. Frodo flees the Shire.
  3. Midpoint: The reversal. Something happens, or some truth is revealed, that changes the direction of the story. This is sort of a screenplay thing, but I love it so much I use it in my novels. Ben Kenobi is killed. Frodo leaves the Fellowship.
  4. Climax: After a series of obstacles, successes, and failures, the MC faces their most difficult moment and, ultimately, must face the antagonist.
  5. Resolution: The MC wins (or loses), but I have to decide how much I want to resolve in this novel, and what I can leave hanging for possible future ones. (I have yet to write a novel where I resolve EVERYTHING).
I might also start thinking about Obstacles (those pesky things that fill the space between the Turning Point and the Climax) and Pinches (brief reminders of what the real conflict is, while the MC focuses on his current Obstacle). Filling out the rest of that checklist helps a lot too.

Often this is the stage where my characters show up. I usually have an MC, of course, but he needs a villain. He might need a straight man, a foil, or a love interest. In order to figure out the midpoint and the climax, I have to start getting to know some of these characters, maybe give them their own arcs. One of them might be lying to another, but why? About what? What happens when the other finds out?

But even though the characters show up, I still know very little about them. I don't know their voice at all, their families or background, or even whether they're funny or not. But there is one thing I must know in order to complete the skeleton: I have to know what each of these main characters WANTS.

Without that, it's hard to get anywhere. But the cool thing is, with that, large parts of the story start writing themselves. Especially when characters have conflicting goals.

Next week I'll talk about turning the skeleton into a full-on story, and the kinds of things I do when I get stuck. To you, though: What's your process? Do you follow a formula (like the 3-Act Structure) when you write, or do you wing it?

    Plan a Novel 1: The Idea

    Someone asked me to talk about how I plan a novel, and the current size of my readership makes one person a significant sample size. So he wins.

    Before I go on, I'm required by law to say that everyone's process is different and valid (assuming it produces a novel -- my old process of "sit in front of the TV until I feel like writing 80,000 words" never really worked out for me). This is not how you must write a novel. It is only how I write a novel. Your mileage may vary.

    Okay, so the first thing you need is an idea. I can't tell you where to get ideas, but you need a lot of them to write a whole novel. Not all ideas are created equal, but I think any idea can be made novel-sized with enough work.

    I use sort of a loose version of the snowflake method. I start small and build up the idea piece by piece, adding characters, plot points, world-building, etc. One thing that's really important for me is writing down my initial idea somewhere, so when I'm stuck, or I feel like the story is dead-ending, I can remind myself what got me excited about the idea in the first place.

    Before I put the effort into plotting an idea, I want to know it's strong enough. For that, I have a checklist based on Nathan Bransford's fantastic post on how to write a novel (you may have noticed my process is not at all original):
    • Premise: One sentence about the main character (MC) and the plot. These don't have to be good. One of mine was the very generic: "MC sets out to save his town and ends up saving the world."
    • Main Plot Arc: Specifically four key parts: (1) where the MC starts, (2) the inciting event, (3) what they have to do (the journey), and (4) where they end up (the ending).
    • Obstacles: Whatever stands in the MC's way.
    • MC: Who they are and what they want (<-- this is very important!).
    • Setting: Including three aspects (from Nathan's post): (1) some setting-level conflict and change underway, (2) personality (what makes the world unique), and (3) unfamiliarity (what makes the world strange).
    • Style and Voice: Honestly I never know what to write for this, but it was in Nathan's post so it's in my checklist. Style and voice are usually the last things I think about.
    • Climax: I don't always have one of these either, but it's not a bad thing to have before deciding to write something.
    • Themes: What bigger issues does this story deal with?
    I think if you've got an idea of most or all of those points, you're well on your way to a strong story.

    You're NOT trying to fill all the boxes. Last time, I had six ideas, so I made a whole freaking table to see where the gaps were. And there were a lot of gaps. I had no climaxes, a lot of missing journeys, and settings with no personality. One story had an MC but no world, and another a world with no MC (though that was one place my table worked out great: I combined the two ideas).

    The table didn't tell me which idea was fully-formed. It helped me get a bird's-eye view to see how much work each one needed, and to get a feel for which one I was most excited about doing that work.

    About marketability. The perceived marketability of a concept is something I considered (and even put in my table), because I think whatever I work on should ideally be something other people want to read. But I don't think you can choose what to write based on what you think will sell. For one thing, nobody knows what will hit it big.

    Nobody.

    For another, no matter how marketable an idea might be, it's not worth writing if you hate it. So marketability goes into my decision, but it doesn't make the decision.

    Next week I'll talk about filling these gaps and turning an idea into the skeleton of a story. But tell me about your process. How do you decide whether an idea is novel-worthy or not?

    Fantasy Slang: Starting from Scratch

    Last year, I wrote some posts on where slang comes from and how to make your own for a sci-fi/fantasy novel. Among other things, I said coming up with unique terms and idioms for a world was "very hard" at first.

    Man, was I right.

    The last couple of days I've been working on the beginnings of a glossary for my post-apocalypse world. The bad news is it's just as hard as I remember it being the first time around. The good news is, I've figured out some steps to help you (and future-me) start your own fantasy glossary.

    1. Determine what feel you want. Old West slang (like Firefly) has a very different feel from pirate slang (like Air Pirates) or Mexican slang or British rhyming slang. Each will flavor your book and your world differently.

    2. Research that type of slang. Write down words you like, that sound cool, that are so obscure you think you could use them without most people knowing the source. Even for words you don't like, write it down if it means something you think you'll need. In that case, pay attention to where the term came from (if possible) and see if you can use the same method to create something new.

    For example, when researching pirate slang, I wrote down "grog" and "booty." The terms were too well-known for me to use them (and, in fact, their origins made it impossible for me to use them realistically), but they helped me get the right feel for my own.

    3. Know your world's origins and metaphors. If your world is at all based on Earth, you'll want to think about how language might have evolved. For example, Firefly mixed Chinese phrases and swear words with English based on the idea that the two "mega-cultures" had combined.

    And Earth or not, every world has its own metaphors. What is (or used to be) important in your world? An icy world might have snow and cold metaphors (like, maybe they'd say "Toasty!" instead of "Cool!"). An agricultural society might use farming or animal terms -- like "groundhog" for someone who's never flown before -- while a city-planet might not know what a groundhog is (though maybe they used to know, and it's become a dead metaphor!).

    4. Make up some basic terms. Once you've collected everything above, start with some or all of the following (apologies in advance for some of the examples):
    • A greeting ("Hey!" "What's up?" "Are you well?")
    • A couple of honorifics (Mister, Miss, Your Honor, Madame, Sensei)
    • A term between friends (buddy, bro, mate)
    • One or two insults (bastard, prick, rat orphan)
    • One or two oaths (oh my God, damn it, sh-t)
    • A positive epithet (cool, awesome, rad, pure guava)
    5. Play with it. Try writing a dialog-heavy scene with your new terms. Don't worry about presenting it to the reader (or about writing well at all, actually). Just try to see where the new slang feels wrong, where it might be too much, but especially where you make up even more terms or phrases (e.g. where you've used some modern cliche that wouldn't make sense in the fantasy world).

    Once you've got the world in your head and a start to the language, it gets easier. You build momentum for thinking up future phrases, and the bigger your glossary (because you are writing them all down, aren't you?), the more momentum you have and the easier it gets.

    At least I hope it gets easier. Otherwise I got a loooooong road ahead of me.

    Throwing Rocks at Your Characters

    They say when you don't know what happens next, or when the story is slowing down, the best thing to do is throw rocks at the characters. It means make things hard for them. Just when they think they got out of one scrape, toss them in an even worse one.

    I learned this best from one of my favorite chapters in Air Pirates. Hagai (not a pirate) needs the help of Sam (pirate) to find his mother and plans to leave the town of Providence with him. Unfortunately, the Imperial Navy and another particularly nasty pirate named Jacobin Savage don't want Sam to go.

    The outline for this part said "Hagai helps Sam avoid arrest then together they escape Providence." But when the time came to write it, I wasn't sure what that looked like.*

    It started simple. Hagai boarded their airship just as two Navy ships showed up and starting shooting at them. Fortunately Sam and crew had a clever piratey maneuver to get them airborne fast and out of range. It was a good scene, but it felt too easy.

    So I threw rocks.

    They escaped the first two ships, but the Navy was ready for them. Over half a dozen new ships came out of the clouds and surrounded them. They attached themselves to Sam's ship with steel wires and started reeling them in.

    It was good. It was tense, but now I had a new problem: how would they get out of it? Whenever you throw rocks, you'll run into this, but that's when you know you're doing it right. If the situation isn't impossible, it means it's too easy.

    I won't tell you how they escape (hint: it gets worse before it gets better), but I will say that what started as a clever-but-simple maneuver turned into one of my favorite battle scenes in the entire book. (In fact, I had a hard time topping it for the climax...I'm still not sure I did). All from throwing rocks.

    To sum up:
    • When the story is slow, or you don't know what happens next, or things feel too easy: Throw rocks at the characters.
    • Throwing rocks means: Every time the characters think they're okay, make something even worse happen.
    • When the situation looks impossible, you're doing it right.
    Have you done this in your stories? How did it work out for you?


    * It's true, my outlines used to be really vague. They've gotten progressively more detailed the more novels I write. But no matter how detailed your outline is, eventually you do have to make up something.

    A Tip for Writing Multiple POV Characters

    My current WIP has two POV characters, kinda like Scott Westerfeld's LEVIATHAN. While I was outlining, I realized my favorite scenes were spread out between two of the characters: the ninja and the con artist. But neither of these characters had the whole story.

    See, when choosing a protagonist, you need to choose a character who does all the interesting things and who has the most interesting character arc. And I had two characters who had all the interesting stuff spread out between them (actually three: the con artist has a sister whose arc I want to explore too).

    There were a couple of ways I could've gone with this: (1) focus on one character while downplaying the other or (2) write a dual storyline. I've already written a shared story with mixed feedback, so I wanted to focus on one character this time. But who? To help me decide, I took a long look at each character and thought, "If this book was ONLY about them, what would their plot and character arc look like?" Then I would pick the arc I liked best.

    Instead, I ended up with A REALLY STRONG DUAL STORYLINE.

    Don't get me wrong. Writing from two POVs is still going to be a lot of work to do right, but this feels like a good way to start.

    Ever written a dual storyline? Got any advice before I take it too far?

    How Creativity Dies

    A couple weeks ago, I drew this pig for one of my kids. He came up with an awesome story about how the pig ran away from his mommy but his mommy was coming to find him. You can see the whole drawing and story here at Anthdrawology.

    One of the other artists asked the excellent question: "Why does that crazy creativity go away when we grow up?"

    I can think of a couple of reasons, though these might just be why my creativity died, or almost did.*

    WE'RE TOLD IT'S NOT CREATIVE
    My son's story about the pig and his mommy comes almost directly from The Runaway Bunny (which I know only because I read it to him all the time). It would be easy for me to say it's not creative because I know where he got it, and I think a lot of people -- parents or not, well-meaning or not -- do exactly that.

    But his story is creative. He added bits that are totally unique (at least I don't recognize where he got them, which is the same thing), and the whole thing put together is his own creation, whether I know where he got all the pieces or not.

    A lot of people assume originality means something completely new, never been done before. Unfortunately, that's an unreasonable expectation, especially for a kid who hardly knows any tropes and has no idea he's "stealing" them.

    WE'RE TOLD IT'S NOT GOOD
    A friend of mine was teaching a Jr. High art class. One of the students was very good, with a unique style all her own, and the teacher said so. This student's mom, however, disagreed because her daughter's art wasn't "realistic." She kept asking the teacher to help her daughter "get it right."

    Stories like this make me mad. Can we just agree that art is subjective? What moves one person may not move another, even if those people are a kid and their own mother. Realism does not equal art.

    We could define good as something that moves a lot of people, or moves more people than it doesn't. But to get to that level takes practice. Telling a newbie they're no good isn't helpful and -- especially with kids like I was -- it can make them quit forever.

    I understand the difficulty. When one of my kids brings me a piece of paper covered in green scribbles, usually the best I can muster is, "That's nice, buddy. Put it over there with the rest of them." But I try really hard to praise creativity when I see it, and especially to praise practice and hard work, because those are the things that will turn those green scribbles into Awesome some day.

    I have to remember that for myself too. I'm constantly getting down on myself for not being creative (that's why I keep writing posts about how nothing's original; it makes me feel better). It's the thing I hate hearing the most, but it's true: you have to fail a lot before you get good at anything.

    What are your thoughts? Did you ever have your creativity squashed by some well-meaning authority? How did you get through it?


    * For the record, my parents were fully supportive of my artistic endeavors. I don't actually remember who taught me that "original" and "good" were required for creativity.

    Using Tropes to Fix a Weak Plot

    I am heavily plotting Post-Apocalyptic Ninjas (with Mechs!) in a vain effort to forget that, right now, agents are judging my soul. It's taking a lot longer than I think it should (the plotting, not the soul-judging), partly because my wife and I decided nine kids wasn't enough, and partly because Post-Apoc Ninjas is the novel I have to love more than the one I'm querying,* so I want the plot to be STRONG before I start writing.

    And I've discovered a couple things: (1) my first idea is often a trope I'm dangerously familiar with and (2) the weak parts of my plot are where I used my first idea.

    Take, for example, the Engineered Public Confession (warning: TV Trope link), in which the hero tricks the villain into admitting to his plan while he secretly records it. It was done in Minority Report, UHF, Monsters Inc, practically every episode of Murder, She Wrote, and it's #189 on the Evil Overlord List.

    Does that mean we can't do it? HECK, NO! (Dude, Murder, She Wrote ran for twelve seasons!) The question is: how?

    First: Identify the point at which the reader will recognize the trope. It could be as early as when the hero confronts the villain, or later when the villain begins to gloat, or (depending on how you play it) it might not be until the hero reveals his recording device. Finding the point is subjective, and varies depending on what genre you're writing (a reader of detective novels will probably see it coming long before a romance reader, for example), but do your best.

    Everything before that point doesn't matter. It's what you do after that point that makes or breaks the trope.

    Second: Decide how to play the trope. There are a number of ways you can do this:
    1. Subvert it. We talked about this before. Subverting a trope means it looks like you're going to do the trope, then you twist it in some way. Maybe the recording device doesn't work, or the villain is genre savvy and doesn't fall for the trope, or the intended audience hears the confession and doesn't care (or agrees with the villain!). Don't make the mistake of thinking your twist is completely original, but it's a good way to keep the reader guessing, and it can take you down some unexpected plot paths.
    2. Avert it. This means don't do the trope at all. The reader recognizes the trope is coming then...it just doesn't. There never was a recording device, or there was but the recording is never used. Sometimes averting a trope can be just as clever as a subversion. Sometimes it's just a different trope. But it's another way to go.
    3. Play it straight. Wait, wouldn't that be cliche? That's always a danger, but even played straight, there are a million ways you can pull it off (TWELVE SEASONS!). The recording could be accidental. It might be witnessed instead of recorded. There might be obstacles keeping the hero from showing the recording to the public. (This, btw, is where TVTropes.org is most useful).
    The trick is to keep it unpredictable. That point when the reader recognizes the trope? It's at that moment she creates expectations in her mind of how the story will play out. If you meet all those expectations exactly, you will (probably) have bored your reader. That's what you have to avoid.


    * Yes, there's Cunning Folk. There are definitely things we like about Cunning Folk, but we're not convinced it's the novel to get us an agent, not without a significant amount of rewriting anyway. (When did we start using the royal we?) Anyway, it's not trunked yet, but neither is it a priority. It's just waiting for me to love it again.

    You're Not the Best (and that's Okay)

    One aspect of my overwhelming fear of failure is that when I see someone do something I can do, but much MUCH better, it makes me want to stop trying.

    This is ridiculous, of course. Did I really expect to be the best guitar player? Or the best sketch artist? Or to play Moonlight Sonata better than someone who's had it memorized for years (that would be my wife)?

    No. But sometimes I fool myself into thinking maybe I'm the best bass player in my church, or the best writer in my crit group. Then someone comes along in what was supposed to be MY realm, totally shows me up, and makes me wonder what I was ever doing there in the first place.

    And even this is ridiculous. No matter what I do, or how small my realm is, there will always, eventually be someone better than me.*

    There's the obvious lesson: Don't compare yourself to others. It's a game with no winner and one loser (you).

    But there's also this: The fact that there are people better than you is a GOOD thing!

    If you're close in skill level, that person can challenge you to become better.

    If you're not so close, that person can educate you to become better.

    And if they're so much better than you that their skills are the equivalent of MAGICAL WIZARDRY,** then at the very least they can entertain you.

    So there you go. Don't compare yourself to others, but if you do (cuz it's basically impossible not to), USE IT.


    * Unless my realm is just me, which is either just sad or else exactly the solution I should be looking for.

    ** As opposed to regular wizardry.

    On Endings

    (Remix)

    While writing your story, you are making certain promises to your reader. Some of those promises are inherent in the genre you're writing: if you're writing a murder mystery, you promise the reader will learn who did it and why; if it's a romance, you promise the right people will get together in the end. (Mostly. You can break these rules, but you should know what you're doing first).

    But genre aside, every story makes promises, and it's your job to give the reader what they want. That doesn't mean you have to be predictable, but throw in the wrong kind of twist and your reader will toss your book across the room in frustration.

    Let's look at an example. Halfway through Back to the Future, everything's set up for a big climax. The two major conflicts (will Marty get back to the future? can he get his parents together so he still exists when he gets there?) are set up so that Marty's only chance at both is at the same time: the night of the Enchantment Under the Sea Dance. How does this have to end? You might think there are a thousand ways it could end--after all, anything's possible--but the truth is that the viewer is expecting a very limited subset of what is possible.

    In BttF, the viewer expects Marty to get home and his parents to get together. Why? Because it's a light-hearted, funny movie. From the very beginning, the movie sends subtle clues that this will be a fun story, which implies a happy ending. There are a number of twists that can happen, but if Marty dies in the end, or gets stuck in the past forever, the viewer will be upset.

    BttF also sent signals about what kind of climax it would be. Because there are action scenes (the Libyans attacking Doc Brown, Biff and his goons chasing Marty), the reader expects not just similar, but bigger, action for the climax. Because the movie is funny, we expect a little comic relief from the climax (or at least aren't blind-sided when it happens).

    There's more. Marty's dad didn't have to become confident, did he? Could Marty have gone home and found everything exactly as he left it--loser parents and all? He probably could have, but we're all glad he didn't. The viewer expects the characters they care about will not only win, but win big (or, if it's a tragedy, lose big). It's not enough for George McFly to get the right girl, he has to become more than he was before Marty interfered. Marty doesn't just come back home, he comes back to something better (a new truck, Doc Brown lives and is a closer friend to him than ever).

    Not all endings have to be happy and predictable, but they have to be satisfying. They have to be bigger and better than anything that's happened in the book so far. If you twist it, the twist should be better than the straight-forward ending would have been--don't twist just to be unpredictable.

    Ask yourself, what has to happen in the end? Twists and details aside, where do the characters have to end up for me to be satisfied? That's where the ending needs to go.

    Life After Rejection, or How to Pick Yourself Up Again

    One of the hardest things a writer ever faces is the fact that the novel they love so, SO MUCH is not good enough and must be trunked. Maybe you've gotten to the end of your agent list, or you have an agent but the publishers aren't biting, or you self-published, but after a year of 20-or-fewer sales per month, you realize maybe that novel is never going to take off.

    A lot of writers quit at this point, because they LOVE that novel, they put SO MUCH work into it, and they just don't think they could do it all over again.

    I'm thinking about that right now. Not that my current query round has failed -- it hasn't by a long, long shot -- but after 100+ rejections on two previous novels, even a single form letter can make me wonder if I'll ever get past this stage.

    So here's what I do (in order of increasing surety of failure):
    1. Take another step. If you got a rejection, send out another query. Another month of slow self-pubbed sales? Hit up some book bloggers, write some guest posts. Basically, as long as there's something you can do about it, get up and do it.
    2. Remind yourself what's good about the novel. Find the critiques where people told you how much they loved the humor or the dialog, or the comments on your query that said, "I would request this." Remind yourself that you DIDN'T write crap. You just haven't found the right agent/readers yet.
    3. Make a new plan. You love that novel a lot, right? So how can you revise it to be even stronger? What critiques did you ignore before that now, maybe, look like something you could do? Revise that novel you love so much, then try again.
    4. Find a new story you love. Maybe there are no more steps you can take. No more agents, no more revisions. That novel is done. This is hard to accept, but the best way through it is to find a new idea that you can love even more than the first. Believe it or not, you DO have more than one story in you. Everyone does.
    5. Take a break. Feel you have no more ideas, or the ideas you have just aren't big enough? Take a break. Remind yourself why you love your life, and why writing is NOT your life. If writing really is your passion, then the ideas will come, but don't worry about that right now. And don't write the first idea that comes knocking either. Give them time. Let them grow into something HUGE, and enjoy your life in the meantime.
    How do you pick yourself up after rejection?

    Tropes vs. Cliches

    A trope (in a story sense) is any plot, character, setting, device, or pattern that we recognize as such. It's kind of everything, from the unassuming farm boy to the rebellion against an oppressive government to the wise mentor to the chase scene in which the car smashes through a pane of glass being carried across the street.

    Tropes are what make stories run. A story is not good or bad based on whether or not it has tropes. ALL STORIES HAVE TROPES. A story is good or bad based on how those tropes are used.

    What we like about tropes is familiarity ("Yay, ninjas!"), excitement ("Oo, the hero's going to get all awesome on the badguys!"), and especially when our favorite tropes are twisted in interesting ways ("I did NOT see that coming").

    What we don't like is when tropes are predictable to the point of boredom. That's when a trope becomes a cliche.

    Now, cliches are subjective. What's old and tired to you may be brand new to someone else, or it might be someone's favorite trope--they don't care HOW much it's been done; they love it every time. So how do you keep your stories from slipping past trope into cliche? Here are a few ideas:
    1. Be trope-savvy. One of the things I loved about Avatar: The Last Airbender was how it was always aware of its own tropes. Sokka knew he was the comic guy, the plan guy, the boomerang guy, or "the guy in the group that was normal." They knew they were being silly (and yet a little bit serious) when they came up with a name for their group or for the bounty hunter Zuko sent after them.* It worked because they showed you they were aware of their tropes, through action and dialog.
    2. Subvert the tropes. I thought Megamind was fantastic because even though it used all the superhero tropes, it never played them straight. It took one of the oldest tropes (villain captures girl, threatens hero, hero outsmarts villain), showed they were trope savvy (girl mocks villain's threats as cliche), then twisted it (villain kills hero?!). And that was where the movie started. That sort of thing kept me guessing the whole time, even though I knew the ultimate end.
    3. Don't bother. Seriously, the subjectiveness of cliches is one of the reasons you can't please everybody. One completely viable method of dealing with this is to not even try. Use the tropes you love, put them together in ways you think are awesome, then find the people who agree with you.
    What do you think? How can we use the same old tropes (there are no new ones) while avoiding cliche? When have you seen it done well?


    * And the fact they never tell you his real name proves even more they know the tropes they're playing with:
    Sokka: Wait, YOU sent Combustion Man after us?
    Zuko: Well, that's not his name, but--
    Sokka: Oh, sorry. Didn't mean to insult your friend!

    When (and When Not) to Prologue

    (Remix)

    There are three things that make something a prologue:
    1. It comes before the first chapter.
    2. It is a part of the story (as opposed to an introduction, preface, or forward, which are about the story, but not part of it).
    3. It says "Prologue" at the top.

    Simple, right? That's what makes something a prologue instead of, say, "Chapter One," but it doesn't explain what makes a good prologue. That's what this post is about.

    WHEN NOT TO PROLOGUE
    A lot of writers use prologues as a band-aid for a bad beginning. This doesn't work (I'll explain why in a second). It actually has the opposite effect, to the point where some people skip prologues entirely. TIP #1: Don't use a prologue because you need a better beginning. Fix your beginning.

    There are generally two kinds of band-aid prologues. The first is the FALSE ACTION SCENE, in which the writer is told he should start with action, so he inserts a scene that has nothing to do with the inciting incident. Sometimes the writer will use a flash-forward, inserting a tense scene from the climax and letting that be the tension that drives the reader through their boring beginning.

    The reason this doesn't work is because starting a story is hard, and when you add a prologue, you require the reader to start your story twice. TIP #2: Don't use a prologue just to suck the reader in. You'll only have to suck them in a second time when the prologue's over.

    The second band-aid prologue is the BACKSTORY INFODUMP. This happens when the writer is afraid the reader will become lost without all the background. Sci-fi and fantasy are notorious for this. A good genre writer, though, is able to mix telling details into the story so they don't have to put it all up front in one big exposition. TIP #3: Don't use a prologue to explain the world or backstory or any other kind of telling exposition. 

     Once again, George Lucas shows us what not to do.

    WHEN TO PROLOGUE
    Despite their downsides, I like prologues. Used wisely, they can be very effective. Here are some situations in which a prologue can be useful.
    1. To show a point of view that doesn't appear anywhere else, or doesn't appear until the end. For example, if you need to dramatize some event the protagonist never witnesses, like, say, the mysterious circumstances of their birth.
    2. To create tension that the protagonist is not immediately aware of. This can be especially effective in mysteries and thrillers, where the real tension (e.g. When will the killer strike next? Will the protagonist learn the truth before the killer comes for him?) is behind the scenes. Then the opening scene, in which the protagonist is going through their daily life, is flavored by the tension that the reader knows something is wrong.
    3. To manage the reader's expectations about your story. Have you ever read a story that was all dragons and swords and magic, only to discover the evil villain is a space alien with his own spaceship? Genre blending like this can be done well, but if it's done poorly you end up sucker-punching the reader. A prologue establishing that your fantasy world is a forgotten Earth colony, or that "God" in your story is an intelligent super-computer orbiting the planet, can sometimes go a long way towards easing the reader into the weirdness.
    Keep in mind, though, that these are all guidelines. There are no rules in this business. That's why the best tip is this one, from the illustrious Nathan Bransford:
    Take out the prologue and see if your book still makes sense. If it does, you didn't need it.
      What do you think about prologues? Love 'em? Hate 'em? To the comments!

      Time Travel for Writers

      Technically, time travel is impossible, but as Isaac Asimov said, "I wouldn't want to give it up as a plot gimmick." Unfortunately, time travel has also been done A LOT, which leaves it open to accusations of cliche. It doesn't mean you can't do it (You can! Do!), but you need to know how it's been done and where your story fits into that (vast) collection.

      MEANS OF TIME TRAVEL
      Just because it's impossible doesn't mean you can't do it. Four common methods:
      1. Faster-than-light travel. If you travel close to the speed of light (theoretically possible), you actually travel into the future. If you could travel faster than the speed of light, you would go back in time. You can't, of course, but this is fiction. See also rules #3, 4, and 5 for space travel.
      2. Dial-a-time. You've seen Bill and Ted's Excellent Adventure, yes? Keanu Reeves' finest hour (if ever there was one). Their time machine was the soft sci-fi standard: don't explain how it works, just punch in a time and go. See also: Back to the Future.
      3. Wormholes. This is probably the most scientifically feasible method. If wormholes can be used to leap through space, then it should work for time too.
      4. In the minds of others. Like Quantum Leap, you don't go back in time yourself, but your mind does, implanting itself in the minds of others. You might be a watcher or you can take over that person's personality for a time and change things through them.

      RESOLVING THE PARADOX
      Most time travel stories must, at some point, deal with The Paradox. That is, they must answer the question: what happens to the present if you change something in the past? The impossibility of time travel means nobody knows, so you have a lot of freedom here. Beware, though, some of these devices are hard for a reader to wrap their head around.
      1. Time fork. If you change the past, then you actually create a fork in time. There's the "old" present that you came from, and the "new" present created by the events you changed. If you take your time machine back to the present, it will always be the "new" present, unless you can undo the changes you made.
      2. The Butterfly Effect. Like the time fork, except that any change--even your very presence or the butterfly you just swatted away--will have drastic effects on the future. This makes it highly unlikely that you can undo said changes.
      3. No change until you return. Say you kill your great-great-grandfather. In this scenario, you will continue to exist until you try to go back to the present, at which point you (and all descendants of your g.g.g-father) disappear. It doesn't make much sense, but it means you have a chance to undo things.
      4. Change occurs gradually. Like Back to the Future, your changes to the past become a ticking clock. If you stop your parents from falling in love, it's only a matter of time before you cease to exist.
      5. Change occurs immediately. If you kill your ancestor, you cease to exist there and then. Of course that's the true paradox: if you never existed, how did you kill your ancestor? Wouldn't that undo everything? Sometimes it does, sometimes it doesn't. This is where stories get REALLY complicated.
      6. Events cannot be changed. The opposite of the paradox. Any attempts you make to change the past will either (A) be thwarted (e.g. the gun jams, your ancestor trips and dodges the bullet, your ancestor is saved by a medical miracle after you leave the scene, etc.) or (B) prove to have been a part of the timeline all along (e.g. he never was your ancestor, but his death is what brought your real ancestors together).

      PLOT HOLES
      The biggest problem with time travel is how powerful it is. If you can go back in time and change any mistake before it happens, it immediately raises the question, "Why don't you just...?" Like, "Why don't you just go back in time to before you made the machine and stop everything from happening?" This is another place where time travel gets all headache-y, and where you need to be the most careful. Some ideas:
      1. The machine is broken. So you can't go back and forth until it's fixed. Of course, once you fix it, you could just go back and undo everything, but if everything is right again, maybe you don't want to.
      2. It's against the rules. Time travel is essentially magic: you make up the rules, then stick with them. If there's a plot hole, make up a rule to patch it up, but make sure that new rule is consistent with everything else that happens. Maybe time travel is uncontrollable (as in Quantum Leap, or anything with wormholes), or you can get somewhen in a broad sense (say, a certain year), but not close enough to fix details (i.e. the exact place and time where you would have opportunity to fix everything). Maybe you can't change the past. Maybe you can only go one direction (forward or backward, not both) or you can only jump a specified amount of time (like in 5-year increments).
      3. It makes things worse. In an attempt to subvert the plot hole, you do go back in time to fix it, but your old self doesn't listen, or someone worse comes back and fixes the machine after you broke it, or you killed a butterfly and spaces monkeys take over the planet in ten years. Whatever.

      WHAT'S BEEN DONE
      The short version of what's been done in time travel fiction is: EVERYTHING. Nothing's original, we talked about that. If you want to see for yourself what's been done, take a week off of work and read these.

      However, anything can be done well again. Mix it in new ways and make it your own. Just don't make the mistake of thinking you're the first person to come up with the idea of time tourism, time police, fixing the future, stopping someone from wrecking the past, beings that move through time, a modern-day teenager stumbling upon a trip to that period in history he can never seem to understand in school (God bless you, Keanu)...

      It's all been done, but you can do it again and better. Just don't be boring, and you'll be fine.