Three Acts

By popular demand (8 out of 15 votes), the new working title for my WIP is The Cunning. I want to thank everyone who voted and commented. You've given me a lot to think about for later when I give this thing its real title.

And a special thank you to the folks who said they liked the story idea. That kind of encouragement is always welcome here :-)

So I'm plotting out The Cunning now. I freaking love this part. Everything's out there, just waiting for me to figure it out, and (because I plan before I draft) I don't have to spend a lot of time doing it. I might talk more about that later. Right now, because it's on my mind a lot, I want to talk about the Three-Act Structure and (maybe later) the Hero's Journey.

The simple form of the 3-Act goes like this: (I) setup, (II) confrontation, (III) resolution. In more detail...

Act One

* Introduce protagonist, "normal" world, and supporting characters.
* Introduce simple conflict.
* Ends when the main conflict is introduced and the protagonist's world is irrevocably changed.

Act Two
* In an effort to solve the main conflict, protagonist tries and fails against increasingly difficult obstacles.
* Ends with the Final Reversal - the last bad thing before everything is resolved. The protagonist has had enough, or the villain thinks they have defeated the hero for the last time. Whatever.

Act Three
* The protagonist faces the main conflict in the climax.
* Everything else is resolved.

That's one way to look at it, albeit a simple one. But it doesn't explain much about Act Two, which is supposed to be half of the story. Screenwriter Syd Field saw this and improved upon the 3-Act Structure calling it the Paradigm...

FIELD'S PARADIGM, Act One
Opening Image:
The first image or scene that summarizes the story, especially its tone. This is kind of a screenplay thing, but it can work in novels just as well.
Inciting Incident: The protagonist encounters the problem that will change their life.
Plot Point 1:
The turning point, in which the protagonist's life is irrevocably changed.

FIELD'S PARADIGM, Act Two
Pinch 1:
A reminder, halfway between the beginning of Act Two and the Midpoint, of the overall conflict (e.g. while the protagonist deals with his obstacles, cutaway to the villain for a scene).
Midpoint: An important reversal or revelation that changes the direction of the story. Field suggests that driving the story to this scene can keep the middle from sagging.
Pinch 2:
Another reminder scene, connected to Pinch 1, and halfway between the Midpoint and Plot Point 2.
Plot Point 2:
The final reversal, when the hero has had enough or the villain believes they've defeated them for the last time.

FIELD'S PARADIGM, Act Three
Showdown:
Midway through Act 3, the hero confronts the problem for the last time. They don't have to win.
Resolution & Tag: The issues of the story are resolved, giving the audience closure.

This post is long enough already, so I put my examples in the comments. Feel free to add your own too; trying to match stories to this formula will probably teach you more than I could. (I learned a lot just figuring out my examples).

And remember, the three-act structure is not The Formula By Which All Stories Are Told. It's just one way to think about things. If you're not sure where your story needs to go next (like me) then it can be really helpful.

Your Call: New Working Title

For over a year, I've been using the working title Joey Stone for my next project. The name came from a short story I wrote about a powerful psionic-in-training believed guilty of treason like his father.

Unfortunately, that title and storyline is 100% obsolete. So I need a new working title, one that does as much of the following as possible (in order of importance): (1) makes you want to know more about the story, (2) conveys a sense of the world, (3) conveys a sense of the plot.

I know that's totally subjective and that there's no perfect title that does all three really well. Clearly, in situations like this, the best thing to do is to use an unscientific online poll:




I'd like you to vote without any more knowledge of the story, so please vote before reading on. If after reading the blurb below you change your mind, or think you have a better title than the options above, feel free to say so in the comments:

Suriya thought she'd hid her powers pretty well, until a group of Chinese bounty hunters comes after her. She escapes using her ability to call fire, but the fire gets out of her control and destroys an entire Chiang Mai city block. Even worse, now everybody knows what she is.

More bounty hunters come, but Suriya finds unexpected help from a woman named Charity.
They don't speak the same language, but Suriya understands when Charity speaks directly into her mind. She says Suriya is one of the Cunning - a group of people born with fantastic abilities. Charity wants to take her to the US where she can be trained.

Suriya wants to trust Charity, but when she overhears her speaking with the bounty hunters in Chinese, she wonders if Charity is telling the truth. She wonders if she can really trust anybody.

Writers' Journey

I'm trying to draw something every week, so when someone mentioned a map for Natalie's hiking analogy, my muse said, "Oh!"

The hiking analogy is like this: writing is a hard, long trek up a mountain. It's beautiful, but sometimes you wonder if you'll ever get to the end. And a lot of us are trapped in the Forest of Lost Minds, where we begin to wonder why we started this journey in the first place. But there is a way out and a point at which everything is clear; you can see how far you've come, how not ready you were before, how close you are to getting "there" - Lookout Point.

That's the short version. Read Natalie's post for a better explanation. I added some things too:


On a related note, does anybody know anything about oil pastels? This is my first time using them, and the effect was only slightly better than if I'd used crayons. I like the mountains, but that's about it. Any tips?

Answers

You guys asked some really good and difficult questions. Hopefully this is as much fun for you as it is for me. If not, well, that's too bad, because I'll probably do it again.

Ben asked: What is your least favorite book?

Of books I've read to the end, my least favorite is probably Tribulation Force from my least favorite series, Left Behind. It wasn't the theology that bothered me (I was actually interested in a 'what-if' of rapture theology). What bothered me was the dozens of major characters all alike, the paper cut-out villains, the huge apocalyptic moments handled in a single paragraph.

So why this book rather than one of the other 16? The title edged it out. Tribulation Force is just... not a cool name.

Ben: What is the worst thing you would do to get published with your favorite editor?

I would crush my enemies, see them driven before me, and hear the lamentations of their women.

Was that your question?

Ben: What is your favorite quality of your writing or yourself as a writer?

When I'm outlining and drafting, I love everything. When I'm getting critiques and rejections, I hate it all. I will say this: whatever anyone else thinks, I love writing air pirate dialog. It's just fun, aye?

Of course even my most critical betas said they enjoyed the way air pirates talk, so I might have just decided, after the fact, that I like it too.

Anne L. B. asked: Why do you write (other than you can't not)?

I've always loved to create stories - kindergarten make-believe, Star Wars action figures with my brothers, writing Choose-Your-Own Adventures, designing video games, GMing D&D sessions...

About 6 years ago I decided my time was too limited to do everything I wanted. I chose to focus on writing because - between making novels, board games, computer games, or movies - I thought a novel was something I could most likely complete with the skills/resources I had.

Of corollary interest, around the same time I wrote a prototype game based on the Air Pirates world. It just shows how long I've been thinking about it, I guess:


Natalie said: I've always admired what you do in Thailand. What made you want to go there and work with kids?

The short answer: God called us.

A longer answer: Cindy (who is Thai-American) wanted to run an orphanage since highschool. When I first told her I liked her, the third thing she said to me was, "If God calls me to be a missionary overseas, what will you do?" (Yeah, we were thinking long term from the start). That got missions in my head.

Years later we finally decided to "become missionaries." My original thought was to plant a church or something, but one thing after another kept putting Fatherhood on my heart. When we moved here, and started volunteering at a children's home while we learned the language, I realized being a father was all I wanted to do. It's what I was made for.

Natalie: What's your favorite Final Fantasy? Least favorite?

I've only played the big ones a little bit (meaning VII thru XI). Of the ones I have played, Crystal Chronicles is my favorite. You can't beat multiplayer RPGs, I think. Four guys on a couch in a boss fight, yelling at each other so we can get the combos timed just right... Yeah. Good times.

My least favorite was probably Final Fantasy I, not because it wasn't good, but because I recall many hours of fighting Frost Gators just to level up. On the other hand, FFI introduced me to airships.

Hilary asked: After reading the first page of my manuscript, would you want to keep reading?

Yes, largely due to the stranger (yay, tension!) and because I want an explanation for the last paragraph. I left more comments in your comments.

Hilary: When/where are you most inspired to write?

For some reason, the ocean tugs something inside me; when I see it I want to write, to create worlds. Mountains and other landscapes do it too, but nothing quite as strong as the ocean. I don't know why. It sucks that I live like 20x farther from the ocean than I've ever lived in my life.

Excellent stories also make me want to write excellent stories. Miyazaki, Cowboy Bebop, Firefly, and Naruto inspire pretty consistently (yes, most of that is anime). Though occasionally something really excellent, like say Dark Knight, just makes me think, "Man, I'll never be able to write like that."

Questions

I'm a little burnt on posting amateur writing tips,* so today is your opportunity to ask me anything you like. Put your questions in the comments, and on Friday (well, my Friday... you know, in Thailand), I will answer them.

I agree to answer all of them, however nosy, strange, or inappropriate. I agree to answer with the truth when possible** and humor otherwise. And what the heck, I agree to post at least one picture.

There. I feel better already.


* This may have something to do with critiques that are coming in now. At the moment, I don't feel like I have much to say on how to write. Don't worry. I'll get over it.

** Which, of course, means when I feel like it.

Again With the Infodumps

I've been doing some critiquing lately. I think I've critiqued about 8 short stories/novel chapters since I joined, and at least half of them have the same problem: infodumping. (I know I've talked about this before, but bear with me. There's an Air Pirates excerpt a'coming.)

An infodump is when the story stops, to exposit information about the world or the character. This happens a lot in SF/F stories because they involve worlds with which we're unfamiliar. We need them to be explained, but usually not as much as many writers (myself included) believe we do.

For example, in one chapter Sam is in danger of losing his most trusted friends. His pirating used to be an attempt to do good, but Sam has become just as bad as the people he attacks. While his crew celebrates the Winter's Night festival in Savajinn, Sam stays on board his ship to think. The following outline is how the scene went in the first draft:

  1. A paragraph about how Sam's ship was refitted from a merchant ship and the changes he made.
  2. Two paragraphs about Savajinn and Sam's relationship with the town they'd moored at.
  3. One sentence of Sam thinking.
  4. Four paragraphs about Winter's Night, it's origins, traditions, and the differences between the festivals of Savajinn and the Imperium.
At the time, I thought it was all important. No, that's not true. I knew some of it wasn't, but I wanted to share all the cool stuff I'd come up with - like Savajinn and Winter's Night. The problem? Most of it had no bearing on the story. To the reader, Savajinn is just another country and Winter's Night another festival. Unless the details define the plot, readers don't need to know more than that.

In my first edit, I cut the infodumps by half and rewrote the remainder to be (mostly) more connected to Sam. Below is part of the scene - the paragraphs about Winter's Night, both before and after. It's still kinda infodumpy (I bet I could cut the whole thing actually), but it's better than it was. I submit it here with the hopes of helping some of you who may be doing the same thing, but don't realize it:




BeforeAfter
The sun set alone beyond the sea. It marked the beginning of Amber Winter, when the amber sun eclipsed the warmth of its sister. At the same time, fireworks went off in town, for the first setting of the eclipse also marked Souls’ Day – though in Savajinn, where the monks had little influence, the holiday was still known by the old traditions as Winter’s Night.

Souls’ Day was a day to remember the dead, to celebrate their life and their afterlife. People would feast and pray to their dead relatives, then launch fireworks and hot-air lanterns in celebration. Winter’s Night, on the other hand, was not a night to remember the dead, but to fear them. On Winter’s Night, it was said, the spirits of the restless dead came back to haunt the living. The fireworks and lanterns were meant not to celebrate, but to drive the spirits back to their world.

Same traditions, different meanings. Although the monks did have this much influence on Savajinn: there were no Winter’s Night feasts before the monks came.

Sam watched the celebrations from the prow for a long while. There was singing and dancing, even a parade winding through the streets. Children went here and there dressed as ghosts in what was once a prank to scare older folks, but had since become part of the fun. Some children even dressed as Azrael, for the pirate had become something of an icon to this feast of death.
Fireworks were set off in the town of Chuffton below. Everywhere, people released hot-air lanterns into the air. It was Winter’s Night, when – according to Savajinn tradition anyway – the spirits of the restless dead came back to haunt the living. The fireworks were meant to scare them away, and the lanterns to guide them home, though few took those things seriously. Mostly Winter’s Night was another excuse to get drunk.

I Draw Like I Write

I've been drawing again, and every time I do it, I realize more and more how much my drawing process is like my writing process.

I drew as a kid, but stopped when the things I drew didn't come out like they were in my head. I would doodle occasionally, but no more. So I guess that's the first similarity: I quit because I thought I wasn't any good.

Something inside me still wanted to do it, though, because I bought Drawing on the Right Side of the Brain a few years ago and worked through it. I think it was that book, more than anything, that taught me one of the most important lessons of my life: I learned I can be good at anything I want to be good at, if I'm willing to work hard.

Okay, so the first thing I do when I decide to draw is I don't. I write down "draw" on my todo list and put it off for a few days. Then when I'm done with that, I open my sketchbook and stare at a blank page for about 5-10 minutes. Why is this important? It's not. It's bad, actually. But I do it every time because: I'm afraid of drawing (or writing) something wrong.

When I finally get started, I plan. When you write, it's called outlining. When you draw, it's called blocking. Not everyone does it, but I do because I want to know that everything is in the right place before I start drawing "for real." So in both: I plan until I'm confident the end product has no major flaws.

Lastly, when I write, I'm constantly going back over each scene and chapter to clean it up. This is sometimes wasted effort when things get cut or rewritten, but I do it anyway. Apparently I do this when I draw too. I'll start with maybe the left eye, and I won't move on to another part until I've got all the detail - not perfect - but good. See: I want the part I'm working on to be "done" before I move on.

I guess I shouldn't be surprised that I treat both kinds of art the same way. It's me, you know? I am surprised at how much fear plays into both processes. I guess I need to work on that.

What's Cliche?

Everything creative is plagued by cliche. Writers are told over and over again not to use cliched phrases, cliched plots, cliched characters... But what's cliche? Sometimes people talk about cliches like they're definable and objective, but I think it's slightly more complicated than that.

At its heart, a cliche is something you have seen before and are tired of seeing. You're bored of it, maybe even annoyed or angry, BUT it's your opinion. People like to say things like, "The washed-up superhero has been done. It's so cliche." And maybe it has been done, but whether it's old and boring to you is another matter.

Take ninjas. Ninjas have been done, a lot. But you know what? I'm not sick of them. Give me Japanese guys in black pajamas - give them swords, shuriken, and smoke bombs - and I'm sold.*

My point is we should be aware of cliches, but not afraid of them. If it's something that you still enjoy, there may be others like you. If someone says they don't like your work because it's "been done," don't set your hard drive on fire. Write well, be as original as you can, but write what you love, even if everyone else is tired of it.**

But most of all, don't be afraid to write.


* It's worse than that. I know nothing about motorcycles, but I want a Kawasaki Ninja. There's a bottled tea here made of red beans and poppyseed (blech!), but because it's called Ninja flavor, I want it. I'm so sad.

** Now, it's different if an agent or editor says something is too cliche. They know what will sell, presumably. At the very least, they know what won't sell if you don't listen: you.

Much To Do About Nothing

A random writing sample from highschool. We were grouped in pairs and each given the same opening sentence. The assignment was to write a short story using at least 15 vocabulary words from the year. My partner and I used 51.


Much To Do About Nothing

The machine looked simple enough, rumbling and pulsing with an on-off, on-off glow. It was POLYGONAL in shape. It GENERATED two AUDIBLE sounds which were CONJUGATED into a LOGICALLY SYNCHRONIZED UNITY. Bob, the BENEVOLENT BIOLOGIST was SUSPICIOUS as to the CREDIBILITY of this CRYPTIC GENERATOR. It was FRACTIONALLY EVIDENT to his PRIMORDIAL, NON-OMNISCIENT mind that he had never been a SPECTATOR to a SPECTACLE of such INCREDIBLE MAGNITUDE. When he EXTENDED his APPENDAGE in the GENERAL DIRECTION of the AUTOMATON he was OVERPOWERED by a SPASM of CHRONIC PANDEMONIUM as the UNIVERSE SPONTANEOUSLY COMBUSTED in a SINGLE, SIMULTANEOUS series of SPECTACULAR, SPASMODIC, EXTENSIVE EXPLOSIONS of INDEFINITE MAGNITUDE, CREATING a RELATIVELY TITANIC VOID of IMMENSE PROPORTIONS which MATERIALIZED in the VICINITY of SPATIAL OBLIVION.

Twists and Turns

I've spent the last week thinking of another short story to write. I've thrown out a lot of ideas as boring or predictable. The problem I've been having is finding a good twist.

I'm starting to think that the shorter the fiction, the more important it is to twist it. I'm using "twist" here in its broadest sense as something unexpected (as opposed to a twist that changes the meaning of everything that has happened in the story), so heck, maybe all fiction needs a twist.

One problem is predictability. If the reader sees it coming, then every time you hint at it or try to misdirect, they'll get increasingly annoyed. "Look, I already know the mysterious stranger is his father. Get on with it." This problem is exacerbated by the fact that so many twists are cliche (e.g. see Strange Horizons' list of stories they see too often, #9).

This can be tempered by using a smaller twist. Imagine twists on a continuum; on one end, there are the big twists: "OMG, Bruce Willis is dead!" or "OMG, Kevin Spacey is Keiser Soze!"* On the other end are smaller twists: Frodo decides not to destroy the Ring or Marlin sees Nemo in a plastic bag and thinks he's dead.

The bigger the twist, the harder it is to pull off. Readers are pretty good at figuring out what's really going on. But when a big twist does work, it's mind-blowing. Smaller twists, on the other hand, won't blow anybody's mind, but they're still interesting and much easier to pull off.

But what does it take to pull them off? Here are some ideas:
  • Practice. Try different things and see what works.
  • Read a lot. Among other things, this will help you know what's cliche.
  • Avoid hiding information from the reader artificially. If the assassin is the POV character, and he knows all along that the target is his daughter, hiding the info from the reader will only annoy them. (Exception: the unreliable narrator; e.g. give the assassin a reason for hiding it from the reader).
  • Misdirection. Set up something else that appears to be the truth. This is tricky, though, because it can't be too obvious. Like in Scooby-Doo, you knew the ghost was never the mean old janitor who hated the museum curator.
  • The twist should be better than the straightforward ending would have been. Like I've said before, don't twist just to be unpredictable. This is one reason why the "it was all a dream" ending always fails.
  • The twist should make sense. It'd be nice if this went without saying, but...
Anyway, I've decided on a smaller twist (I threw out a lot of ideas similar to the assassin-and-daughter example, because I couldn't hide the information in a believable way). Let's see if I can make it work.

* If you haven't seen these movies, I'm sorry. On the other hand, they're old - way past a spoiler moratorium, I think.

A Road of Misconceptions

Pre-HS
The first thing I remember writing is a Choose-Your-Own-Adventure book. I don't remember what it was about, but I know I drew pictures and stapled my thumb (twice) trying to put it together.

Major Misconception: At this time, I think my only misconception was that I was a fantastic writer, which when you're a kid is a pretty good misconception to have.

High School
I wrote a lot of humor, I recall. Spanish skits about butlers who watered the carpet and put the cat in the washer. Douglas Adams-style tales about gods who were heads of lettuce.

I wrote novels too, though I never finished any. A near future story about an elite team of soldiers who secretly protected the world from alien invasion. Another story in which a group of people woke from cryogenic hibernation to an empty Earth.

This period of writing stopped when I started a fantasy novel about a simple gnome-like creature who got swept up into adventure, where he met elves and dwarves and wizards on his way to saving the world. Around the time he reached a Rivendell knock-off, I realized I was rewriting The Fellowship of the Ring. I got depressed and didn't write anything again for years.

Misconception: To write, you had to be original. Being original meant not getting ideas from other stories.

Post-College, c. 2000 - 2007
Sometime after college, I realized that every song or story is like something else. There's nothing new in the world, and all that. This freed me to write whatever I wanted and worry about originality later. I started a few stories, but every time it got hard, I'd get lazy and forget all about it.

Maybe a year or two later, I realized if I ever really wanted to write I had to just do it. I wrote a short story, to prove to myself I could finish something, then started Travelers. Whatever happened, whatever I felt about the novel, I determined to finish it.

Misconception: Any decent story could be published. I'm actually glad I believed this. I'm not sure if I would've kept my resolve knowing how hard it really is.

Querying Travelers
When I finished Travelers, I didn't know if it was good enough to be published but figured I'd try. I'm glad I did. I learned a lot from the process, and even more from reading agent/author blogs around the web.

Misconception: A lot of misconceptions were shattered around this time, but the biggest one was that the query letter was just a formality. I thought agents just wanted an idea what the book was about, then they'd read the book and decide if they liked it.

With the exception of the Lost Years in college, I have no regrets about the road I've taken. I mean, sure, it'd be great if I knew everything before I started, saving myself time, embarassment, and trouble. But I don't think life works that way. I look forward to more shattered misconceptions in the future.

What Next?

With Air Pirates in the hands of the betas, I'm thinking a lot about what to work on next. I've been putting off the decision by writing short stories. It's productive and educational and everything, but eventually I'm going to want to go back to a novel.

The question is which one? I've got two novels I can realistically go to at the moment: Joey Stone and Air Pirates 2 (working titles, both). Joey Stone would be cool, but I'm not sure the idea is ripe enough yet for me to start work on that. Or maybe it is, and I just need to get over it.

I'd rather work on AP2, but that means working on a sequel to an unpublished - possibly never-to-be-published - book. If Air Pirates fails, where will that leave the sequel and the work I put behind it? I've never written a sequel, so it would be good practice, but I'm not sure if I could write a novel knowing it would never be published.

Or maybe it could be published. Could I write AP2 in such a way that it could stand alone, apart from Air Pirates? Maybe. I mean, really, I should be writing it that way anyway because I would want new readers to be able to jump in at any point in the trilogy. But it would be a bigger risk.

But maybe the knowledge that AP might never sell is exactly the pressure I need to make AP2 capable of standing alone. I couldn't be lazy in my writing. I'd have to explain everything, but without exposition and infodumps (just like I (hopefully) did with the first one).

Hm, that's a good point, actually. I'm glad we had this talk.

Self-Publishing (or Why You Can't Read Travelers)

When people ask me how my book's going, and I start telling them about the query process and the publishing industry and how getting published is like removing a bullet from your leg with a toothpick,* often the next question is: "Have you thought about publishing it yourself?"

Answer: Yes. Many times.

I admit it's tempting. I mean, Travelers may never be published, and I know people (five of them) that want to read it. They'd probably even like it, being my friends and all.

But I'm holding out for a few reasons. Some are minor: self-publishing is expensive, it requires more time and energy, and if I got published later I couldn't put that nice little "Debut Novel" sticker on my books. Stupid, I know. If self-publishing was what I really wanted, those things wouldn't stand in my way.

One thing that does stand in my way is self-publishing's reputation. Traditional publishers give readers a guarantee, or at least a high probability, that what they're about to read is Good. Self-publishing doesn't have that. Actually, it has less than that because so much out there isn't good (according to general opinion). I know there are fantastic self-published books, and terrible traditionally-published ones, but even so, I don't want the stigma.

The other thing standing in my way is that self-publishing is not challenging enough.** The road to traditional publishing is really, really, really, really hard. And it's pushing me. In learning what it takes to get published, in seeing statistics and examples of stories that get rejected, in critiquing the works of other authors competing for the same agents I am, I have grown exponentially - more than I ever would have had I just put Travelers on Lulu.com a year ago.

There are lots of good reasons to self-publish. And for some, self-publishing is the fulfillment of their dream. I think that's awesome. Go for it. Dreams and journeys are what make life worth living.

But self-publishing is not my dream. I want to be published the regular way. I don't know why. I know the odds. Do you know how many unpublished authors have blogs like this? Probably like... well, it's a lot, and many more that don't blog. A lot of them have been trying for this longer than I have. A lot of them are better writers than I am.

I don't think I'm special. I don't assume God's going to open the doors just for me or anything. I do know I want this. And, for right now at least, self-publishing would feel like I settled, like I quit. I'm not ready to do that yet.


* i.e. anyone can do it, but it takes forever and hurts like hell.

** I know self-publishing has it's own challenges, not the least of which is peddling your own books so that they actually sell. But I'm talking about the challenge just to be published, which self-publishing by definition does not have. Anyone can do it.

How to Not be a Meanie Head

Last time I talked about what to do when faced with meanie heads online. But why are they so mean? Interestingly, if you ask them, most people don't think they're being mean at all. "I'm just expressing my opinion," they might say. Some even believe they're helping.

Sometimes, I'm one of those people. If you read all the comments and blog posts under my name, you might find some mean, arrogant stuff - probably more than I'm aware of. I'm just trying to help people, but I come off sounding like a jerk. What am I doing wrong? How do I express my opinion without being a meanie head?

The problem, I think, is that we don't separate what we're saying from how we say it. We think "This story sucks," and so we say exactly that. Maybe we're even specific, "Your protagonist is stupid. Everything you wrote is cliche."

What if the story's not any good? Shouldn't I tell them what I think? Absolutely. If a story sucks, or a query is confusing, or someone's political beliefs drive you nuts, we're free to say so. BUT if we want people to actually listen to what we're saying, then we need to be more careful. The following are things I'm learning myself, as I try to do this very thing:

TIP #1: Assume the person you're talking to is as intelligent as you are. This is really hard, but it's fundamental. If you can't do this, see Rule #3 from last time.

TIP #2: Emphasize that it's your opinion. No matter how convinced you are that you're right, your thoughts on writing, politics, religion, agent behavior, etc. are in the end only your opinion.

TIP #3: Never say "never" (or always, or must, or you have to). There are times when these imperatives are necessary (e.g. never send Nathan a query with a rhetorical question), but for the most part they should be avoided unless you, personally, make the rules.

TIP #4: Don't be sarcastic. Sarcasm is mean and hurtful by nature. It's fine with friends, where everyone knows that everyone is joking, but not on touchy subjects. If you want people to listen, just don't do it.

Note that none of this changes what you're saying, only how you say it. So what about you guys? Any tips on how to say harsh things while still respecting the person you're talking to?

How to Deal with Meanie Heads

The internet can be a very mean place. It's nice enough when you're with friends, but if you go to a neighborhood where nobody knows you, and then you disagree with someone there, you're liable to get your head chewed off.*

I'll be the first to admit I don't deal with stuff like this very well. When someone attacks me personally, I get upset. I get stressed out. I feel like I have to, have to set them straight if I'm going to sleep that night.

You know what? It never works.

But there's hope. I'm going to fawn all over Nathan Bransford for a moment, so feel free to skip to the end. As an agent, Nathan deals with angry people - unpublished authors who insist he listen to their pitch, or who get angry at rejection and demand an explanation. He also has a significant internet presence, which means anonymous naysayers left and right.

Yet not once have I seen Nathan whine, complain, grouse, or (let me find my thesaurus here...) cavil. When he responds, he does so with grace and humor. It's amazing, and he's become sort of my role model for Being a Nice Person.

So recently, when I was faced once again with a personal attack online, I was moved to find Nathan's post on dealing with negativity. I condensed it into rules, because I like rules.

When faced with someone who attacks you or puts you down:
  1. Don't complain.
  2. Try try try to care as little as possible.
  3. Don't respond.
  4. If you MUST respond, do so with a clear head, with sincere humor and humility. (If you can't be genuinely funny or humble, see Rule 3).
And lastly: Negativity is a test of strength. If you complain or fight back (even subtly): you lose. If you show strength of character: you win.


* Don't believe me? Try visiting a message board devoted to science, religion, Democrats, Republicans, or query letters. Depending on where you go, tell them "Jesus doesn't believe in dinosaurs," "Jesus is a homo," "Obama doesn't believe in dinosaurs," or "Obama is Jesus," and see what happens.

At the query letters' site, just submit a query letter.

An Inability to Manage Expectations

It doesn't matter how low my odds are, or how many times I do it, whenever I enter a contest or send out a query (which, really, is just another kind of contest), I get all hopeful and excited and daydreamy and, basically, set myself up for a let down. I can't help it. No matter how much I try to tell myself it's not gonna happen, part of me refuses to believe it.

This goes for beta reading too. Right now, Air Pirates is in the hands of real people - with eyes and thoughts. Over the next few weeks they're going to tell me what they think of it. I constantly catch myself thinking, "They're going to love it, and I'm going to send it out right away." That's stupid, I know. I've been doing this how long, and I still think someone will say it's perfect??

Of course then I go the other way. I start thinking about what they might say, and suddenly I notice everything that's wrong with the story. I know what they're going to say. Well you don't have to say it, all right? It's terrible, I know!

You see my problem? The only thing I can do is stop thinking about it, but that's hard. Especially when I talk to my beta readers. There's this voice begging me to say, "So do you like it? Oh please tell me you like it. Wait, what if you don't? Never mind, don't tell me. Oh, but I can already see it in your eyes..."

It goes on like this. Now, listen. If you're one of my beta readers, I'm not fishing for compliments or early opinions here. Don't tell me anything until you've finished reading it, really. It wouldn't help. If you liked it, I'd be all, "They like it! I'll be able to send it out, I know it. But wait, what if they get to the end and they change their mind? Oh no, they're going to be so disappointed!"

And if you were more honest, told me you didn't like it... well, that's something I deal with better if I can focus on the reasons, the critique itself.

I'm such a mess. Fortunately I have distractions today. No fireworks (the Embassy has a party, but we can't bring our kids without IDs), but there's Transformers 2 and bowling with the kids. That's a good day.

High Stakes

(NOTE: I'm still looking for beta readers. If you want in, let me know soon.)

It feels like editors and agents online are constantly asking "What are the stakes?" when they look at queries or stories. For the longest time, I didn't understand what this meant. I'm still not sure, but I think I get it (though whether I can see it in my own writing is a different story).

It's like playing poker without betting. While it's a mildly interesting exercise in probability, it doesn't really matter who wins. It's boring, because nothing's at stake.

Likewise, the reader needs to know not only the protagonist's goals, but why those goals are important. What will happen if they fail? What will happen if they succeed? Why does it matter? Without that, the story (or query) is just a bunch of random stuff that happens.

Take Cars (because it's what my boys are watching right now). Lightning McQueen wants to be the first rookie to ever win the Piston Cup. That should be stakes enough, right? Well, not really. Winning is something, but just like in poker, it doesn't matter as much without something at stake.

That's why Dinoco is mentioned like 20 or 30 times. Dinoco is the big sponsor for the Piston Cup. They've got the helicopter, the glamour girls, the ritzy parties, everything. Their poster boy is retiring, and they're looking for someone new to sponsor - whoever wins the Piston Cup. This is in contrast to Lightning's current sponsor, an ointment for cars with rusty bumpers. It's gross, it's poor, and it's demeaning.

Those are the stakes. If Lightning wins, he gets fame and the high life. If he loses, he's stuck being the poster boy for old, rusty cars. Take the sponsors out, and the race doesn't have as much meaning. At least that's the idea.

So easy to see in someone else's work. So hard to see in my own.

Wanted: Beta Readers for Air Pirates

Chapters: All of them
Scenes: All of them
Words murdered: All of... I mean, 6016 (6%)

Time I said I'd be editing: 5 weeks
Time I actually spent editing: 12 weeks
Time I spent on this novel so far: 22 months
Time before I send it out: Withholding judgment until I hear what the betas think

-----------------------------------------

It's time! The (1st) Editing Phase of Air Pirates is over. Now to the Beta Phase, for which I need some of you. If you want to be part of my team of Beta Readers, now is your chance.

As a Beta Reader, your task will be to read a 94,000 word manuscript (that's longer than Harry Potter 2, but shorter than Harry Potter 3) and tell me what you think of it within a reasonable amount of time.

Telling me what you think means telling me what's working or not working in the story - whatever you notice and whatever I don't notice because I'm too close to it.

It doesn't mean saying "I love it!" or "This sucks!" It will mean being specific and (preferably) being nice.

It also doesn't mean you have to be an editor or even a writer. If you like to read, then your opinion matters.

A reasonable amount of time, in this case, is about 6 weeks. That's just what I'm asking for. If you miss it, the worst that might happen is I'll move on without your input.

If this sounds like something you want to do, e-mail me: adamheine at Gmail. If you have questions, I'll answer them in the comments.

Almost forgot. For those of you unfamiliar with Air Pirates, here's the current (albeit outdated and kinda rough) blurb:

No one's ever cared about Hagai's birthday, least of all Hagai. So on his 21st he's surprised to receive a stone that gives chance visions of the future. He has no idea why his mother sent it to him - or how, since she was killed eighteen years ago. Though Hagai's never done anything braver than put peppers in his stew, he sets out to find her hoping she's alive. Unfortunately, he's now the target of sky sailors and air pirates who want the stone for themselves. If the sky'lers get it, he'll have no way to find his mother. But to keep it, Hagai faces being crushed by an airship, being beaten to death by pirates, and having his throat slit by a wanted sky'ler named Sam Draper - and that's only the first day.

When Sam nicks the stone, Hagai tracks him down and demands it back - politely, of course, because Sam still has the knife. Sam refuses, but Hagai surprises them both by asking to fly with him. Unable to make the stone work himself, Sam agrees. Now Hagai, who grew up wanting nothing to do with sky'lers, is crew to one and fugitive from both pirates and police. Harrowed by visions of his own death, Hagai is nonetheless determined to change the future and find his mother, if she's still alive.

Infodumps

One of my favorite parts of writing sci-fi/fantasy is worldbuilding. I love drawing maps, brainstorming magic systems, writing legends, determining technologies... It's like playing Civ, except I can't lose.

The hard part is figuring out how to relay this information to the reader. The most common (and wrong) method I see, both in my writing and others, is the infodump. Where the story just stops, and we have to read a page or two of the history of the Elven nation, or a treatise on the Foobarian language, or a detailed explanation of teleportation technology.

It's not our fault. Our favorite authors do it all the time. Like every chapter in Asimov's Foundation and Empire starts with an infodump, and don't even get me started on Tolkien.

Even so, we're told not to do it, or not to do it very much, or to do it in such a way that the reader doesn't realize we're doing it. How do we do that?

One way, I think, is to work with the reader strictly on a need-to-know basis. Don't tell them anything about the world except what they need to know to understand this part of the story. If the entire story takes place on a single planet, don't talk about the history of the Galactic Empire's colonization efforts. Don't describe the detailed rules of magic if the protagonist never has to think of them. Don't discuss the fishing habits of Tartarians just because the protagonist gets on a boat.

It's hard, I know. We spent all this time building this world, and we can't share it with the reader. Sorry, but it's true. The reader doesn't care about the details of our world. They care about the characters and the story. If they love them, then maybe they'll be interested in the world, but usually not the other way around.

It means some things will never be shared. Or maybe they'll only ever be shared in an appendix or on your blog. But it means the story will be shared, and isn't that the main thing?

Making Money with Little Time

Chapters Edited: 25
Scenes Edited: 84
Words Murdered: 5074 (5.7%)

Jailbreaks: 3
Betrayals: 8
Make-ups: 2
Times Hagai wishes he stayed home: I lost count

---------------------------------------------------

My laptop's dying. I'm thinking about getting a new one, but because I live primarily on the good will of those who share our vision, I don't have a lot of money to do that with. I made a short list of things I can do, trying to figure out a way to make money in the limited time I have. One of them was freelance writing.

I've never really looked at the freelance writing world before. I found some websites where people can request and bid on freelance jobs. It was kind of depressing. I saw a job to write one-thousand 500-word articles for 5 cents each, and another requesting 20-50 blog comments per day, on various blogs under different usernames. The bidders weren't much better, often promoting themselves with statements like: "I am experenced copyrighter with obvius skill in sentance structure and grammar."

Obviously this isn't representative of the freelancing world, but to avoid writing crap web content for 0.01 cents per word I have to build a portfolio or submit to the slush pile of magazines. My problem with that is I already have a job (foster care), and am simultaneously trying to start a career in another one (fiction writing).

For most(?) folks, when their writing career starts to take off, they quit their day job to devote time to it. I can't quit, and I don't want to. So a lot of this is out.

Ah, but at the bottom of my short list, with no cons to speak of, was "Write short stories." It's more difficult than freelancing (or most of the other things on my list), but it pays better, it uses a skill I'm already actively improving, and, most importantly, I like doing it.

I don't know yet if I will go back to that. My last attempt didn't go so well, but then I didn't really put any effort behind it. If I try again, I'm going to really try.

In the meantime, I'm only 3 chapters away from Air Pirates' beta phase, so... WHEE!

Up and Interpretations of a Story

Chapters Edited: 20
Scenes Edited: 67
Words Murdered: 5078 (6.6%)

People whose butt Sam has kicked: 42
People who've kicked Sam's butt: 2

People whose butt Hagai has kicked: 0

---------------------------------------------

Last time, I chided George Lucas for revising Star Wars after they'd been released to the public saying, "Once it's out there, it's no longer yours." What I mean is that the story you write, and the story someone else reads (or watches), are two entirely different things.

Here's an example. My wife and I went to see Pixar's Up last Friday. Up is about a retired old man named Carl. His wife and childhood sweetheart dies; they couldn't have children, so he's alone now. For her sake, he decides to go on the adventure they always said they would go on but never did. Along the way, he learns that the seemingly boring things in life are what make memories - they're the real adventure.

My wife and I had different reactions to it. Superficially, I liked the airships, and she didn't like the talking dogs, but then we started talking about it and discovered we had different ideas about what was important.

I liked that Carl pursued his dream, doing what he'd always longed to do. I also liked the relationship he formed with Russell, the young boy who went with him. These are themes I'm commonly drawn to: doing what you're born to do and fatherhood, which says a lot more about me than the movie.

Cindy, on the other hand, was more interested in Carl's relationship with his wife. To her, the fulfillment of the wife's lifelong dream was more important than anything else, so when Carl chose to set the dream aside in order to rescue a bird that had become important to Russell, she kind of lost interest.

And the thing is, she's not wrong. She latched on to what she had brought to the movie, just like I did. In both cases, we got things out of the movie that were not its primary focus - were maybe never intended by the creators at all.

That's what I mean. Once someone else reads your story, it becomes something different, something that belongs to them. You can revise it, but in doing so you may wipe out the story they thought they had read. If it's a beta reader or something, they'll understand. If it's a fan of 20 years[, George,] they won't.

Sigh... I liked that Han shot first. It made him cooler.

Making It Good Enough

Nathan Bransford recently asked: How do you know when your novel is done? The trick, I think, is not to make it perfect, but to know when it's good enough.

When I was a programmer, I was taught that you can accomplish 80% of a task with 20% of the work, but the remaining 20% of the task (i.e. trying to make it perfect) will take another 80% of work. Once you've hit 80% of perfection, each percent after that is harder to earn. This is true of any creative task, I think.

The real trick is knowing there is no 100%. You can't write the perfect book, but you can write the best book possible at your current level. Once you've done that, you need to put that book down and write another book, a better book, at your new current level.

Some authors are good at this. You can tell by reading their backlist and seeing how they've improved. I don't know any authors who are bad at this, but I am going to pick on one example of what not to do: George Lucas.

Lucas has made at least two major revisions to the original trilogy since they were first released 30 years ago. Whether you like the revisions or not, they made a lot of people very angry. Why? Because the originals were good enough.

The big lesson here, of course, is not to change something that's been released to the public. Once it's out there, it's no longer yours. But even for those of us who haven't released anything, there's an important lesson: Move On. It will make you a better writer.

Getting Critiqued

Chapters Edited: 19
Scenes Edited: 60
Words Murdered: 4493 (6.5%)

Cliff Dives: 1
BASE Jumps: 1
Bungee Jumps: 1
Motocross Flips: 0 (gotcha)

Times I've had to delete the words "He took a deep breath" before a character does something scary: 8 (I'm a fan of breathing, apparently)

------------------------------------

I've talked before about how poorly I deal with critiques. It's one of the things that keeps me from thinking like a pro.

I'm thinking about this again because serious critique time is coming. When I've finished editing in a few weeks, I'll have to send this out to beta readers and take whatever they dish out.

I got a taste of that the other day at Evil Editor again, where the beginning of Air Pirates went up (along with a humorous continuation in blue text). I don't mind the comments on grammar, on not telling things twice, on the fact that almost everyone took the first sentence literally - those are easy changes. I see those comments and go, "Oh yeah, how'd I miss that?"

It's the big comments that are hard to hear. The ones that suggest the opening is boring, nothing happens. At first it's hard to hear because I never want to hear what's wrong (which is stupid - that's the whole point of being critiqued in the first place). But once I get over that, it's still hard because I have to figure out what to do about it.

Natalie pointed out to me, quite rightly, that these are opinions - not every book has to start fast and furious. There was even one commenter who really liked it. And I like it, sort of, but only a few pages in, when the slow start pays off.

At the same time, if a lot of people have the same opinion, then it's something I need to consider changing. Can I start closer to the action without losing any of the character development? Probably, but I don't know how yet.

I've also joined Critters, an online critique group for SF/F/H, where I hope to find some beta readers (don't worry, I'll post a call for beta readers here too). It's cool because I'll get practice critiquing, which is helpful for so many reasons even though it takes time. But, like all other requests for criticism, it's really, really scary.

Geez. The things I do to satisfy this dream of mine.

Dialogue Algorithm

One of the common problems I've found while editing is an imbalance in my dialogue tags.

Early in the manuscript, I had too many tags - extraneous 'he said/she said's that (I know now) clutter the writing. I think I thought they added rhythm.

Later on, I found a lot of strong verbs. These aren't inherently bad, but there shouldn't be one on every line (as per my own advice).

Towards the middle of the manuscript, it seemed like every line had a dialogue tag inserted midsentence (this one I know was for rhythm).

It's like, every time I learned some new thing to do in dialogue, I got all excited about it and did it too freaking much.

Okay, so here's my "Less is More" algorithm. We'll see how well this works:
  1. Write dialogue such that the speaker's identity, emotion, and expression are clear without the need of dialogue tags.
  2. If it is impossible to make the speaker's identity clear through dialogue alone, add a simple tag (e.g. he said, she said). Add the first one on the end of the sentence, the next one in the front, the third in the middle. Alternate "Sam said" with "said Sam".
  3. If it is impossible to make the speaker's emotion or expression clear through dialogue alone, add an action sentence to the dialogue.
  4. If an action sentence is inappropriate or inadequate, use a dialogue tag with a strong verb (e.g. "he shouted", "he challenged").
  5. If the English verb does not exist to express the appropriate emotion or expression, use an adverb (e.g. "he said happily").
  6. Never use step 2 three times in a row.
  7. Never use steps 3, 4, or 5 twice in a row.
  8. Just to be safe, don't use steps 2, 3, 4, or 5 on every other line either.
I know (and I hope you do too) that even these are just guidelines - although it would make for a pretty decent novel-writing computer program. Hmm...

Anyway, I already see problems with this. What about establishing place? What about rhythm? This is still very much an art, but maybe with this algorithm I can come up with better dialogue on a first run than I (apparently) have been.

Believing in a World

Chapters Edited: 15
Scenes Edited: 47
Words Murdered: 2904 (5.2%)

Confirmed Kills: 1 (Geez, that's it?)
Mutinies: 1
Authority figures Sam has a problem with: All of them

---------------------------

A writer has to believe in their story. That's a given. A writer has to believe in their world - that's a corollary. But how far does that go? Tolkien wrote about immortal elves that left our world behind. Orson Scott Card described a future endangered by buglike aliens and saved by a pre-teen genius. But they didn't believe these things were really true.

Or did they?

When I was planning Air Pirates, I discovered that, while the worlds I created didn't have to be real, I needed to believe they could be.

The Air Pirates world sprung out of science fiction. I needed a world that was like Earth, but wasn't. At the same time, I didn't want to just take Earth and rename it. If names, cultures, and languages were going to be like Earth's, there should be a reason, I thought. I wanted the people of Air Pirates to be from Earth.

And so they are. They're distant descendants of Earth, whose ancestors arrived on the planet via a generation ship, though they don't know it. Nearly all of their knowledge was lost when the generation ship crashed into the sea.

Here's where it gets weird (or where I get weird - take your pick). The survivors lost everything - technology, history, even theology... and that was my problem. I'm a committed Christian, and so believe that God created us for a purpose, with an end in mind. The traditional end being, of course, the horrors and glories found in Revelation, when Jesus returns and God ends this world.

But I've read lots of stories that don't fit - and in many cases, outright reject - this worldview, and I've never had a problem with it. My capacity for belief-suspension is pretty dang high. But for some reason, I couldn't write about a world where clearly the Bible was wrong. My heart wasn't in it.

So I included God in my world. Not just by giving them religion, but by imagining how a forgotten colony could fit into God's plan. If a remnant of humanity left Earth, wouldn't God send his Word with them too, somehow? Though all their history was lost?

Enter the Brothers and Sisters of Saint Jude. Decades after the crash, when civilization had stabilized and the first generation had almost passed away, a group of people came together and tried to reconstruct the Bible. Knowing their project to be imperfect, they named the result the Incommensurate Word of God.

Air Pirates isn't about all this stuff. The monks only show up in one chapter, and their history is only briefly mentioned as world candy. The origins of the world aren't even touched on (in this book).

But they're there. They have to be, for me.

Anyone else get weird about their world building like this? Or maybe you have your own (less weird) world building stories to share?

Halfway Done and Silver Phoenix

Chapters Edited: 14
Scenes Edited: 41
Words Murdered: 2,576 (5.1%)

Visions Hagai has seen in the stone: 5
Visions where Hagai gets beat up or dies: 4
Visions where good things happen: 0

----------------------------------------------

One of my first bosses once told me, "When your boss tell you to estimate how long a task will take, double what you think it will take and tell them that." I found that to be true in later jobs, and it's still true here.

I once said the full read-through of Air Pirates would take me 1-4 weeks. Yesterday was the 4 week mark, and I am now halfway through. So it would seem my boss was right.

In other news (and other references to previous posts), I found a book trailer that I think is kind of cool. It's for a book called Silver Phoenix, about a young girl in ancient China with hidden powers who tries to find and fulfill her destiny. Here, check it out:



This works, I think, because everything seems to fit the tone of the book. There's no weak voice-over. The images look like they would fit in the world without being too specific. The music, too, feels very Crouching Tiger, Hidden Dragon; it helps that the whole story has that Chinese mythical feel about it. I really like the Chinese-to-English text fade they do in the middle, too.

Finally, the only glimpses we get of characters look just like the girl on the cover.

I haven't read the book (it's not exactly carried in my local Thai bookstore), but it sounds like something I'd enjoy. Natalie even said it reminded her of Miyazaki's work, which is like saying to me, "Here, Adam, would you like some crack with that cocaine?" (Note to my mom: I don't do drugs. I do like Asian folklore though, perhaps too much).

This is the author's debut novel, which I like of course because I hope to be in the same place someday. She is doing a contest on her blog, giving away a copy of the book as well as some of her cool paintings for telling others about her book (like I'm doing).

Anyway, I don't get books often, but I do keep a list of what I want, so I don't forget things. Silver Phoenix has made the list, and that's no small thing.

Content Ratings

(No statistics today. Sorry, Natalie.)

Books don't have content ratings the way movies do, but I often think of them in the same terms. The question today is what level of sex/violence/language do you typically write or prefer to read?

Violence
There's a lot of action in my stories, and I'm not afraid to write about people beating the crap out of each other. People get shot, crack their skulls on pavement, slit each other's throats, and even die in childbirth.*

That said, I think the violence in my writing remains mostly PG-13.** In movies, the difference between PG-13 and R is not necessarily what happens, but how much you show of it and how much blood there is. It's the same idea in books (or would be, if there were a rating system). If a major character gets a sword in their gut, and you spend a paragraph describing what comes out, or the excruciating pain they're going through, it's the equivalent of a rated R scene. But if a minor no-name gets "sliced" during a battle and "doesn't get up," it's PG-13 - even though the same thing happened.

So I'll write as violent the story calls for, but how much I show will depend on the tone of the story. Most of Air Pirates is pretty light, so I keep the violence light, but it has its dark spots too.

Language
In movies and books, language doesn't bother me at all for some reason. Even so, I keep the language in my books at PG-13 level (e.g. no sh-words or f-bombs, but damn and hell are okay). A lot of that is due to my alpha reader who physically hates reading bad words. It's actually good because it forces me to think before I make a character swear, and when they do, it's far more effective.

Alternatively, I could make up a whole new slang, like I did for Air Pirates. That way my characters can swear all the time without offending the ear (at least the American ear - some of AP's swear words are borrowed/modified from the British). You have to be careful with this though. Made-up swearing is hard to do right. I have no doubt that some Air Pirates' slang just sounds stupid.

Sex
I don't like watching explicit sex, and I'd rather not read it in books. They just aren't images I want in my head. (Though having said that, sex scenes in books don't affect me as strongly as the visual images in a movie).

So I almost never write sex scenes either. When I do, it's strictly fade-to-black PG stuff. There's none in Travelers, and Air Pirates has only two scenes that come close. In one, a woman gets attacked - attempted rape is implied, but never said out loud and never shown. The other is essentially: "They kissed. They didn't come out for a long time."

No, I won't be writing erotica anytime soon.

Summary
I should add that I'll read anything (hello, Song of Ice and Fire). These are my preferences. Not surprisingly, I tend to write what I like to read. So what about you?



CategoryPrefer to ReadWrite
ViolencePG-13PG-13
LanguageDon't carePG-13
SexPGPG



* But no knees; I can't stand knees. None of my characters ever get shot in the knee or break their knees. If someday one of them does, it will mean I have grown as a writer and a person.

** I'm using the American rating system. It's the only one I'm familiar with.

Three Truths

Chapters Edited: 12
Scenes Edited: 33
Words Murdered: 2,359 (5.6%)

Times Hagai's life has been threatened: 8
Hagai's brief moments of bravery: 4
People hunting Hagai: 10, plus a pirate crew and the entire Imperial Navy

Fighting monks: 3
Airships destroyed: 5

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Only a few of you know me in real life, so we're going to play a game. Below are four facts about me; one of them is a lie. See if you can guess which one.
  1. I am 31 with 7 kids, ages 2 to 17.
  2. Until I was 11, I wanted to be a jet fighter pilot. After that, I wanted to write novels for a living.
  3. I don't drink, don't smoke, don't like coffee, and I only swear when I'm talking to God.
  4. I sometimes play a recurring D&D character named Khad'am - an evil dwarven fighter with the constitution and charisma of a brick wall.
This is just for fun; there's no prize (wouldn't want anyone to feel tricked by my wording or anything). I'll put the answer in the comments on Tuesday night, PST. The answers are in the comments, so make your guess before reading them.

And feel free to play along: put 3 truths and a lie on your own blog, or in the comments. I don't read all of your blogs (sorry), but if you put a link in the comments I'll be sure to pop over and learn some things about you.

Yet Another Post About Query Letters

Chapters Edited: 11
Scenes Edited: 29
Words Murdered: 1915 (5.2% - I think I added some while rewriting)

Times Hagai has been in a life-threatening situation: 6
People who've yelled at Hagai for doing something stupid: 7 (oddly, never Sam)
People who've fought with Sam: 9
People who wished they hadn't: 6

-------------------------------------------------------

So, query letters again.

If there's one thing I learned from Nathan's Agent for a Day contest it's that the perfect query letter will not make agents request your manuscript. "What?!" you say. Yes, I say. At best, the perfect query letter can tell the agent about your story. It's your story that will make them want to read your manuscript.

That means your query letter must be a clean, logical summary of your story. It doesn't have to include everything, but it does have to read well, and it has to make sense. It can't get in the way of the story.

I've been thinking about this because I've been teaching our niece (whom we homeschool) how to write a high school-level book report. The method is essentially the same. Here's what I told her:
  1. Focus only on the main storyline: one protagonist, one antagonist, one conflict, one climax.
  2. Be specific.
  3. Everything in the summary must answer the questions: What happens (main storyline only)? Why does that happen? What happens as a result?
Example: Lord of the Rings (because you can't talk too much about LotR).

Focusing on the main storyline means we're talking about Frodo and the Ring and nothing else. In a summary, or a query, that means we don't mention Pippin or Merry, Legolas or Gimli, maybe not even Aragorn or Gollum! Sauron gets a mention because it's his ring. Sam might get mentioned as "Frodo's faithful companion," but that's it.

Being specific means mentioning the details that make your story unique. Frodo doesn't need to destroy the Ring; he needs to throw it into the bowels of Mt. Doom, located in the center of Sauron's wasteland domain. He isn't chased by evil forces; he is hunted by legions of orcs and tracked by Ring Wraiths - creatures so twisted by evil that they have no will of their own, only that of their master Sauron.

Be careful though. Specifics can get wordy. Choose the specifics that make your story unique but at the same time don't clutter the summary with confusing details. In particular, don't name characters that don't need to be named.

Flowing logically means that the query/summary makes sense to someone who has never read the book. This is the hardest part for us authors because we keep forgetting that things that make perfect sense to us wouldn't make any sense to fresh eyes.

Often, in order to answer the 3 questions I mentioned above, we have to include bits that aren't part of the main storyline. I have to say that Frodo inherits the ring - from who? why? He sets off to destroy it - why? who tells him to do that? why does he agree?

This is exactly why you must focus only on the main storyline. A query that doesn't make logical sense obscures the story behind it and gets rejected. If you include subplots and minor characters, you'll have to start explaining everything, and there just isn't room for that on a single page. Queries that try it become too long or make no sense - often both.

There's more, of course. You don't just want to explain your story, you want to sell it. But if your query is focused, specific, and logical, it will go a long way towards selling itself already.

French Cooking

(No stats this time. The major plot revision, combined with life getting in the way, has slowed me down a bit. I've only done the one scene since last time.)

I've been reading Walking on Water by Madeleine L'Engle. It's an interesting look at how faith and art overlap. In fact, to hear L'Engle tell it, the two are far more intertwined than most people realize. I'd strongly recommend this book for artists who are Christian, but I think it has something to say to those who consider themselves a Christian or an artist but not both.

This post isn't about faith though. There was a passage about how L'Engle turned ideas into stories. Her method, it turns out, is a lot like mine, though she describes it much more eloquently.

When I start working on a book, which is usually several years and several books before I start to write it, I am somewhat like a French peasant cook. There are several pots on the back of the stove, and as I go by during the day's work, I drop a carrot in one, an onion in another, a chunk of meat in another. When it comes time to prepare the meal, I take the pot which is most nearly full and bring it to the front of the stove.

So it is with writing. There are several pots on those back burners. An idea for a scene goes into one, a character into another, a description of a tree in the fog into another. When it comes time to write, I bring forward the pot which has the most in it. The dropping in of ideas is sometimes quite conscious; sometimes it happens without my realizing it. I look and something has been added which is just what I need, but I don't remember when it was added.

When it is time to start work, I look at everything in the pot, sort, arrange, think about character and story line. Most of this part of the work is done consciously, but then there comes a moment of unself-consciousness, of letting go and serving the work.

Revisions, Major and Minor

Chapters Edited: 7
Scenes Edited: 20
Scenes Completely Rewritten: 3
Words Murdered: 1,959 (7.4%)

People hunting Hagai: 5
Times Hagai puts his foot in his mouth: 3
People Sam has fought with: 1
People Sam has stolen from: 4 (plus many that weren't dramatized)
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These are some things I keep finding while I'm editing. If you've ever edited your own stuff, these probably won't be much of a surprise.
  • Lots of unnecessary "Hagai saw" "Hagai watched" "Hagai heard". He's the point of view character. If I write it, of course he's the one that notices it.
  • A lot of "started to" "began to" "almost" and "nearly". Declarative is better. "He ran," not "He started to run."
  • A few (though not as many as I feared) unnecessary dialogue tags: he said, she said. If the tag doesn't add information that's not obvious from the dialogue itself, then it's gotta go.
  • A lot of telling and unnecessary details, especially in the less-planned scenes. I'd write details and ideas as I thought of them. All of those details helped me understand what happened, but most were unnecessary to relay events to the reader. In fact, they get in the way. This happened especially in the beginning, where I had to rewrite two scenes in order to smooth them out (the opening of Chapter 1 is one example).
So far, I've only found one major plot revision that should've been caught in an earlier stage. It was a weak spot in the plot, where motivations became really complex, hard to follow, and consequently weak.

See, after Sam steals the stone from Hagai, Hagai runs into a police officer, Lieutenant Tobin. Tobin wants Hagai to help him get incriminating evidence on Sam, while Hagai just wants Tobin to tell him where to find Sam so he can try and get the stone back. When Hagai finds Sam, and Sam doesn't give back the stone, Hagai thinks he can get Sam arrested and get the stone back that way, so he tries to get the evidence Tobin asked for (in this case, gold coins from a certain bank). Sam says he'll pay Hagai in gold if Hagai does a certain job for him. But while doing the job, Hagai is told that Sam is the only one who can lead him to his mother, so he changes his mind, but the police are already set to arrest Sam so Hagai has to betray them and help Sam escape, but...

Messy, right? I can hardly follow it, and I wrote it. So I scrapped it and replaced it with something simpler. Hagai goes to the cops, but now he's up-front about the stone and agrees to help them arrest Sam. Hagai still does a job for Sam, but his motivation is more clear: to trap and arrest Sam. Until, of course, he learns that Sam is the only one who can lead him to his mother, and Hagai must decide what's more important: the law or finding his mother.

Well, it'll be better in book form. Anyway, that change required a scrapped scene and some medium-sized changes in two other chapters. Natalie's post on malleability is timely, for me. I'm sure there are major changes needed that I can't see yet, but the first step is not being afraid of the ones I see.

The Germination of a Story

Chapters edited: 5
Scenes edited: 16
Words murdered: 1,320 (6.5% - either I'm getting lazy or my writing got better after chapter 4)

Times Hagai nearly dies: 3
Times Hagai puts his foot in his mouth: 3
Times Sam gets in a fight: 1
---------------------------------------------

Ideas are cheap. They're everywhere, but they're not enough to make a story. They need to mix, ripen, maybe bake (dang, now I'm hungry). The path from idea to story can be a long one. I want to show you what the path has looked like for me so far with Joey Stone.

It started because I wanted to write a school story with fantasy/spy/ninja elements, a la Naruto. A friend asked me to write a short story for her, so I fleshed out the idea with some psionic rules I'd made for an e-RPG, created a skeleton world (near future), and put some characters in it. I squeezed out a mediocre short story called Joey Stone.

I liked the characters and the powers, but there was nothing to the world and no story big enough yet for a novel (besides which, I was still writing Travelers), so I let it sit for a while.

Last summer, I watched Witch Hunter Robin and really liked the idea of using psions to hunt other psions. I also liked the connotations of "witches" better than "psions." I got that feeling again when I read the back of Marie Brennan's Doppleganger and mistakenly thought it was urban fantasy instead of the regular kind. Something about modern day witch hunters appeals to me, obviously.

A few months ago, I had a dream about a group of people who required technology to use their powers. One of their enemies discovered how to cancel out their technology. They were left powerless, until a young man was born among them who could use his powers without artificial aid, and he taught them how to do it themselves. This dream, combined with actually reading Doppleganger, got me thinking about the society of these "witches" and what it would have to be like for them to survive and stay hidden.

At this point, all these ideas were mixing together in my mind. The world was starting to take shape. I started thinking how to set the story at least partially in Thailand. I wanted to give the story a unique flavor and write what I know, but at the same time not seem too gimmicky (e.g. "It's X-Men in Thailand!").

But I still didn't have a story.

The other day I saw Babylon A.D.* It was okay, but I loved some of the future/tech ideas. It got me thinking about an America that's very hard to get into (hm, just like real life), and the story idea got stronger:

A Thai village girl discovers she has special powers. She is hunted for them, trying to understand them herself. She is rescued by a woman named Charity who explains the girl is one of the Cunning - people with extraordinary powers - and that there are those who would like to see all the Cunning Folk burn. Together, they fight their way into America where the girl will be safe, she hopes.

It needs a lot of work, and I'm not 100% certain I like it yet, but it doesn't matter. The idea is there, germinating, ripening, waiting for the next idea to hit my brain pan and make it better than it was. I have two more Air Pirates stories to write first, so there's plenty of time. Probably by the time I get to drafting Joey Stone, it'll be entirely different. Again.

What about you? Where do you get ideas, and how do you make them into a story?


* You'll notice I often steal ideas from other stories. There's nothing wrong with this, so long as you're not lazy about it. Steal what you like and make it your own. Amateurs imitate. Professionals steal.

Chapter Titles

EDITING STATS
Chapters Edited: 3
Scenes Edited: 9
Words Murdered: 1,017 (about 10%)

People hunting MC: 4 (that he knows of)
Times MC nearly dies: 2
Airships destroyed: 1
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I have no intention of telling anybody how to do chapter titles. The opposite, actually. What do you like in your chapter titles? If you're writing, how do you do them?

I've seen them done a thousand ways. Short title. Long title. Chapters titled with the name of the POV character. Titles by date or location. Straightforward titles. Obscure titles. No titles (numbers only). No titles (not even numbers). No chapters at all.

Personally, I like numbers and relatively straightforward titles. It makes it easier to flip back and find some piece of information on page 32 that is suddenly relevant on page 337. It also helps me remember the plot of the book better. But that's just my preference. I'm not going to hate a book because the chapters are titled by POV characters (George Martin) or because there are no chapters at all (Terry Pratchett).

When I write, I tend to title chapters by my preference too (numbered, straightforward). In fact, I was flipping through the books on my shelf, and I realized I have been completely influenced by Orson Scott Card in my chapter titles. In every book of his I have, the chapters are numbered with short, often one-word titles. Likewise, all my chapters:
  • are numbered.
  • have short, descriptive titles.
  • sometimes, but not always, have titles with more than one meaning.
That last one makes naming chapters fun for me. I love throwing out chapter titles that get the reader excited about reading the chapter, but also misdirect a bit. Like I'll have a chapter titled "Betrayal", and the reader goes (hopefully), "Ooh, plot twist!" And maybe there is an important betrayal that occurs in the chapter, but it's not the one the reader expected when they read the title.

You know, stuff like that. I actually don't know if Card ever does the double meaning thing, and I don't know if readers even notice things like that (I probably wouldn't), but I do it anyway. It's fun.

And if an agent or editor ever says to me, "These chapter titles are dumb. They all need to go," I'll say, "Yes, sir. Thank you, sir. I thought so too, sir. Would you like some more coffee?"

Air Pirates Status and Excerpt

I've fixed everything that needs fixing (for now) and am on to Stage 6, the full read-through. It might take a while, especially in the beginning. Whoever wrote these first chapters was a terrible writer. I've had to destroy one of every four words.

The beginning is better now - not great, but better. Good enough that I'm willing to show the current version to you. Feel free to offer critiques, if you like. I... I think I can take it.

Chapter 1 - Hagai

Hagai woke with a book attached to his face. Peeling it off, he found his glasses where they'd fallen nearby and put them on. Page 91 of Lushita's City was ruined. It was wrinkled by sweat, the words faded - probably imprinted on his face in reverse. Aunt Booker wouldn't be happy with him, but who was?

With a groan, he stood and shuffled to the dresser - the only furniture in the room other than his sleep pad. He took out the neatly folded shirt and pants from their respective stacks and put them on. While he buttoned his shirt - a routine he did deliberately slow - he stared out the window. The suns were up already - the amber was even near peak. It was going to be a hot day. With luck, he wouldn't have to be out in it.

Far below, the town of Providence bristled with work. Past that lay the sea - glittering blue for the most part, but out past the reef, the water was murky, almost black. The skylers called it dark water. The worst fate for a skyler was to have their ship fall out of the air over a patch of it. It was about the only thing nobody pretended to be brave about.

Aunt Booker's voice hollered from downstairs. "You done buttoning your shirt yet, Haggie?"

How did she always know?

So You Want to be a Ninja...

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 - doing so 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. In addition, you must know which weapons are appropriate for a 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 one of 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.

Once you have learned everything required to be a ninja, you will have only just begun. 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.