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

How to Start a Novel

— September 30, 2024 (4 comments)

There are lots of great tips out there for how to start a novel. You've probably heard some of these:

  • Start in the middle of the plot (in medias res)
  • Start with exciting action
  • Start with a compelling mystery
  • Start with an intriguing first line

These are all great ideas. They're not even mutually exclusive! But I bet you can think of stories that started with these things and were still... kinda dull? Or maybe you can't, because you stopped reading them. I know I have. And some of my favorite stories don't do any of these things!

Here's the thing about writing: There are no rules. You can start the novel however you damn well want—even with fifteen pages of world-building about Hobbits. If the reader is still enjoying themselves, nothing else matters.

The tips above come from stories that did these things and worked, or else stories that didn't do these things and that people felt were boring, but...

They're good ideas, but they can fail you if you don't understand why they work. For example...

Starting in medias res is cool because it skips boring exposition, but it can fail if the reader doesn't understand the current action or why it's happening. They'll feel lost and confused.

Starting with action is fun and exciting! But that excitement can feel bland if the reader doesn't understand the reasons for any of it. They'll get bored quickly.

Starting with a mystery is cool and intriguing. ("Where am I? Who am I?") But it can fall flat if the mystery feels forced ("Oh right, I slept over at my friend's house last night.") or if the mystery is only maintained because details are deliberately held from the reader (like a novel that refuses to name the protagonist for several pages just to be clever). The reader may feel tricked or patronized.

Intriguing first lines are basically always cool but only if you pay out on them. It could feel pretty disappointing to read "It was the best of times, it was the worst of times... and then the murders began." only to find out that the "murders" are just gathering crows or something.

But if you'll look carefully, each of the above tips can fail in the same way: An opening doesn't work if the reader doesn't understand what's going on.

It's not enough to start a novel with the protagonist running for her life through a dark forest. We need to know why they're running? From whom? What happens if they get caught?

Within a page or two, the reader can ideally answer these questions:

  • Who is there?
  • What do they want?
  • Why do they want it?
  • What happens if they don't get it?

If an opening has those things, it won't matter whether the novel starts with a literal explosion or inside a quiet coffee house. Either way, you'll have an invested reader.

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Characters We Care About: Goals and Motivation

— September 23, 2024 (4 comments)

Probably the most important thing a story can do is make the reader care about its characters. There are a number of factors in what makes us care about someone, but today we're going to talk about one of the most important ones: your protagonist's goals and motivations.

  1. What does the character want?
  2. Why does the character want it?
Readers want to root for your characters, but to do so, they have to know what they're rooting for and why. If you give them that, they'll love your characters forever.

What Does the Character Want?

If the reader doesn't know what a character wants, then very little that character does matters. They're just walking around doing stuff. Think of the beginning of A New Hope. There's a bunch of action, a bunch of people getting shot and dying, a big scary dude in a cape and mask walking onto the ship. The opening crawl covers some basic info, but it's difficult to care* until C-3P0 says, "We'll be destroyed for sure" and "There'll be no escape for the princess this time."

He cares about someone. She's in danger.

So we start to care.

The reader doesn't need this information right away, but the sooner the better. You've only got a few pages to grab most readers, and the first step in doing that is giving the reader something to root for.


Why Does the Character Want It?

Watch any reality competition or any sports on TV. One of the main things they ask the competitors is, "Why is this win important to you?"

The competitors we care most about are those with the most compelling reasons: "I'm doing it for the folks back home." "This is my chance at a better life." "Everyone said I couldn't do it. I have to prove to myself that I can."

Compelling motivation makes for good television and great storytelling. For example:
  • Harry Potter wants to succeed at Hogwarts. If he doesn't, he goes back to his awful life with the Dursley's.
  • Luke Skywalker wants to find out what R2-D2's hidden message means. If he does, he'll be able to answer questions he's long held about his father and Ben Kenobi and ultimately himself.
  • Katniss Everdeen doesn't just want to win the Hunger Games so she can survive. She wants to get back to her family so they can survive as well.
  • Zuko wants to find the avatar, not just to restore his honor but to be allowed to return home and to prove he's worthy to be his father's son.*
*Think about it. When did you start caring about Zuko? For me, it was the episode "The Storm" when his uncle told his men why Zuko was so driven that he hurt the people around him.

It was when we learned his motivation. 



Motivations are sometimes framed as stakes, but the idea is the same. Your protagonist wants to achieve something, and they need a compelling reason to achieve it—one that the reader can stand up and cheer for.

It's one of those things that's not hard and it is at the same time. For those of us who tend to focus on world-building and plot, we can get lost in "what needs to happen" and forget about why it needs to happen. But that "why" is paramount.

Because if you can get the reader to root for your characters, then you will have found something every writer hopes to find: a fan.

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Grounding the Reader in the Scene

— September 03, 2024 (0 comments)

In a first draft, we often write things as they occur to us. Maybe some dialogue first, an occasional gesture or action by one of the characters, throw in an emotion or two. The result might be something like this (for the purpose of illustration, I have hacked this passage from Leviathan by Scott Westerfeld):

"How long can we last without parts, Klopp?" Alek asked.

"Until someone lands a shell on us, young master."

"Until something breaks, you mean," Volger said.

Klopp shrugged. "A Cyklop Stormwalker is meant to be part of an army. We have no supply train, no tankers, no repair team."

Alek shifted the cans of kerosene in his grip. He felt like some vagabond carrying everything he owned.

A functional scene, but confusing for anyone other than the author. The reader only knows what you tell them, and the lines above don't say much by themselves.

Grounding a scene means imagining that you are painting a picture in the reader's head (because you basically are). Without any additional context, the reader has nothing in their mind, a white space with only the characters and objects you place in it as you name them.


By the end of the first line above, the reader knows there are two characters: Klopp and Alek. They might know something about these characters from previous scenes, but they don't know where the characters are or what they're doing now. All they have to imagine are two characters they know standing in empty space.

The third line adds another character: Volger. The reader now has to reimagine the scene, possibly even replaying the first two lines in their head to imagine Volger also being present. This slows the reader down as they have to rethink what they thought they knew.

The fourth line mentions a Cyklop Stormwalker, some kind of vehicle. Are they in this vehicle? Are they repairing it? Who knows? Not the reader, but they have to revise their mental image again. Finally, in the last paragraph, we get some visual. We know that Alek is carrying cans of kerosene, so maybe they're carrying these back to the Stormwalker, but where are they now? The author might know, but the reader doesn't

The most straightforward way to fix this is to ground the reader in the scene. Start the scene with a description that answers the questions: Who is here? Where is here? What are they doing?

For example in the passage above, we could add the following paragraph before the dialogue:
Alek, Klopp, and Volger trudged along the streambed, the kerosene sloshing with every step, its fumes burning Alek's lungs. With each of them carrying two heavy cans, the trip back to the Stormwalker already seemed much farther than the walk to town this morning.
With just a couple of sentences, we now know who is in the scene (Alek, Klopp, and Volger), where the scene is (along a streambed), and what they are doing (carrying kerosene back to the Stormwalker). This simple addition makes it far easier for the reader to visualize the scene, and they don't have to revise that mental image with each new line of dialogue.

But what if the reader stopped reading at the last chapter and hasn't picked the book back up in months? Or what if they were distracted when reading the last chapter? Or what if they just don't remember the details—or at least the important details—of what happened in the previous scene? It is often useful to drop a hint of where this scene occurs in the plot as well as in time and space, something like this:
And yet, thanks to Alek, they'd left behind most of what they needed.
This serves as a quick, clean reminder without needing to do a full recap. The reader knows something bad happened, and the line above will be enough to remind most readers what that thing was.

It also has the added benefit of implying what Alek feels in this scene, which is in some ways even more important.

Let's put it all together and add a little bit more of Alek's emotions to the scene (i.e., let me show you the full passage that I hacked apart for illustration):
Alek, Klopp, and Volger trudged along the streambed, the kerosene sloshing with every step, its fumes burning Alek's lungs. With each of them carrying two heavy cans, the trip back to the Stormwalker already seemed much farther than the walk to town this morning.

And yet, thanks to Alek, they'd left behind most of what they needed.

"How long can we last without parts, Klopp?" he asked.

"Until someone lands a shell on us, young master."

"Until something breaks, you mean," Volger said.

Klopp shrugged. "A Cyklop Stormwalker is meant to be part of an army. We have no supply train, no tankers, no repair team."

"Horses would have been better," Volger muttered.

Alek shifted the burden in his grip, the smell of kerosene mixing with the smoked sausages that hung around his neck. His pockets were stuffed with newspapers and fresh fruit. He felt like some vagabond carrying everything he owned.

"Master Klopp?" he said. "While the walker's still in fighting prime, why don't we take what we need?"

Now we have a scene that can be easily visualized, that doesn't require mental revision as the reader reads each new line, that reminds us what the characters are trying to accomplish, and that shows the character's emotions. In other words, we have a well-grounded scene.

Should this be what was written in the first draft? I mean, only if you already have a clear, clear idea of the scene from the start. For most of us, the first draft is essentially our pencil sketch of the story. Revision is where we make it read well, like I've done above.

I can't say that this is how Scott Westerfeld actually put this scene together, but it's how most of my scenes get put together and probably most of yours. Write what comes to mind first, then go back and make it look like you knew what you were doing all along.

And if you still need help, well, that's what editors are for.

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Writing for the Market

— August 26, 2024 (3 comments)

A common question writers wrestle with is whether they should write what they love or write what will sell. This is an important question! But before I try to answer it, I need to drop an important truth:

Nobody knows what will sell.

I mean, we all make our guesses (and agents and editors are in a better position to gauge these winds than most of us), but it's not like Rowling sat down and decided that a story about a wizarding school was a gap in the market that would definitely be a hit. Heck, even publishers didn't know—the first Harry Potter book was rejected 12 times!

Trying to write a bestseller is like hitting a moving target with a paper airplane on a breezy day. It can probably be done? But it's easier if you can just throw a thousand airplanes.

I don't know about you, but I don't have that kind of time.

Here's what you can do though:

(1) Know your market. Read books that target the same audience you want to target. Learn what's out there. Try to understand why it works.

(2) Enjoy your market. The number of authors who can find success writing for a genre they don't like are very, very few. Most of us write what we write because we were readers first—because we like our genre!

You don't have to enjoy everything in your target market of course, but the books you don't like are selling for a reason. You may not agree with it, but it will help you immensely to try and understand what your audience sees in them.

(3) Write what you want to read. There are multiple reasons for this. One is because if you don't enjoy it, neither will your readers, but another is because you're gonna be reading this book a lot.


(4) Put yourself in your work. There are no ideas so original that they are unlike anything that has ever come before, but there is no one else in the world with your life, your experience, your voice, or your story. The one thing every breakout hit has in common is novelty, and nobody can write you but you. Use that.

(5) Don't give up. Not everyone is going to be a success, but failure doesn't exist. If something doesn't work, examine why and try again.

Nobody knows what will go viral (and if you do, please explain this to me), but there are elements within your control. You just have to try stuff and see what works. Know your market, take risks, and be yourself. It's the best any of us can do.

Question for you: Is there a novel that you think shouldn't be popular but is? What do you think draws readers to it?

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Using Dialogue Tags (or "He Said She Said")

— August 12, 2024 (3 comments)


A very common issue I come across while editing is overuse of "fancy" dialogue tags like these:

He exclaimed

She cried out

They pleaded

He growled

She retorted

They taunted

These dialogue tags all have one thing in common: they stick out.

Does that make them super bad? Of course not! Used once in a while, these dialogue tags can punctuate an emotional moment very effectively. They become an issue, however, when they are overused.

Usually, the reason they get overused is when writers follow the otherwise excellent advice to avoid repetition. If you say your protagonist has "hair as black as the dark behind the stars," that's pretty cool! But it loses its impact the second time you say it, and by the third and fourth time, many readers will be bored or annoyed.

Fancy dialogue tags are the same. Even if you manage to use a different one with each dialogue (no easy feat), readers will notice—and start to become annoyed—when you use them every single time a character speaks.

So, you don't want to repeat words, but you also don't want to use fancy dialogue tags. What can you do? Fortunately, there's a loophole:

"Said" is invisible.

           ("Replied" and "asked" are mostly invisible too.)

It sounds like magic, but it's true. These tags are so common that most readers learn early on to ignore them. They don't even realize they're doing it! It's the same way we don't notice the repetition of words like "the" or "and." They're utility words that serve their purpose and are quickly ignored.

I mean, yes, the reader will notice it if you tag every single spoken line with "said" (more on that in a future post), but you can get away with far more saids than any other dialogue tag without your reader even batting an eye.

And you can save the fancy tags for the most specialist special moments so they can do their work.

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How to Approach Writer's Block

— August 05, 2024 (3 comments)

I wrote about writer's block way back in the beforebeforetimes, but wouldn't you know I actually learned new things in the fourteen years since? Not just about writing but also about myself.

In this post, I'm going to talk about some common causes of writer's block and what you can do about it.

But first, let's define terms.

What is writer's block?

Writer's block is when you are trying to write but can't.

Maybe you're staring at a blinking cursor and waiting for words that won't come. Maybe you're writing and deleting the same sentence over and over and over again. Or maybe you're scrolling Instagram or washing dishes or doing something else that, sure, maybe you want to do, but it's not what you're supposed be doing right now.

Writer's block can look like a lot of different things, but it often has common causes. The solutions below might not be easy (if they were, you wouldn't need this post!), but hopefully they can help you trust your process. And trusting yourself is the real way out.

So, what's the reason for your block? I know of three big ones:

  1. You don't know what happens next.
  2. You're afraid that what you write won't be good enough.
  3. There is a legit physical or mental reason you can't write.
Let's take a quick look at each of these.

Reason #1: You don't know what happens next

You might think you do. You might know what happens two or three scenes—or even just two or three paragraphs—from now, but you don't know how to get from here to there. Or maybe you wrote yourself into a corner and you literally don't know where to go from here.

First off, know that this is perfectly normal. We've all heard of authors who sit down to write and the words come flowing out of them, but that's far from typical. (I'm not even sure it exists.) Every writer I know has had to, at some point, stop and figure out what happens next.

SOLUTION: Brainstorm. What this looks like depends on your story and your process, but here are some of the things I do:

  • Make a list of whatever ideas pop into my head. I don't judge them. I just add them to the list.
  • Outline the next chapter/scene/paragraph.
  • Take a long walk or a shower or something similar. Let my mind wander.
  • Imagine my story is a D&D game and my characters are the players. What crazy things would my players try next?
  • Write down what each character in the scene wants. Sometimes I discover that I don't actually know!
What works one time might not work the next, so try different things and see what sticks.

But what if you do know what happens next? What if you just don't know how to write it?

Reason #2: You're afraid that what you write won't be good enough

Sometimes, you can't think of the right words. Or maybe you can't stop thinking how hard this will be to revise later. Or maybe you're worried that the story isn't what you hoped or is a waste of time to begin with.

Again, these are perfectly normal things to feel. Even the most experienced authors struggle with these feelings (while writing books that later become bestsellers). They'll often tell you the same things.

SOLUTION: Give yourself permission to write garbage. Because there are two important truths to remember here:
  1. You cannot be objective about what is good or bad while you're writing it.
  2. Anything you write can be made better later. Anything.
Turn off the internet and stare at the page. Make yourself write one word—any single word. Then write one more—just one. Keep going like that until you have a sentence. Then do it again. Don't delete them! You can do that tomorrow!

You might also trick yourself with "temp text"—words that you know won't be in the final draft but that convey enough of the story to move forward. [I like to put mine in square brackets. It tricks my anxiety brain into not editing it, and it's easy to search for later.]

But what if the reason you can't write goes beyond "I don't know what to say" and into "I literally cannot make myself write"?

Reason #3: There is a legit physical or mental reason you can't write

Sometimes writer's block isn't about writing. Sometimes it's caused by a physical need, like you're hungry or tired. Or there might be an emotional need instead. Even if you have no fear of bad words and know exactly what happens next in the story, depression, anxiety, and burnout (among other things) can make it impossible to write.

Whether the block is physical, emotional, or something else, the solution is the same.

SOLUTION: Take care of yourself. Eat a snack. Take a nap. Meditate. Exercise. Listen to your body and give it what it needs. And if your body's needs are ongoing—like, something a simple snack won't fix—take stronger measures:
  • Change your writing schedule to a better time for your body or mind.
  • Readjust your writing goals to put less pressure on yourself.
  • Seek professional help.
That last item is for me, because my fear is far beyond "My words aren't good enough." It often becomes "If my words aren't good enough, then my story won't be good enough, and then I won't be good enough, and then every bad thing I believe about myself will be true."

Of course, I didn't know that until I sought counseling (not for writing, but my writing fears came up). Sometimes, we need help, and that's okay. I still struggle to make myself write, but at least now, I'm more aware of the actual problems I need to address.

Whatever the cause of your writer's block, and whatever emotions you might feel, know that those feelings are normal and okay to have. They don't make you any less of a writer.

If anything, they prove you are one.


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Editing Tip: Consistency, Consistency, Consistency

— April 02, 2018 (7 comments)
I know it's been a while. I've been ridiculously busy, but as promised, here's a quick editing tip on something I always wished I had known and now I do.

So, I'm a very meticulous human being (most of the time). I like precision, accuracy, and the difference between the two. I like knowing the right way to do things, and I very much like doing things that way.

Which is why the English language drives me absolutely nutty.

One space after a period or two? Leaped or leapt? Jesus' or Jesus's? God damn it, God dammit, or gorramit? How the hell do you pronounce gif? Lots of people have opinions on these things, and many will tell you there is a right answer to them. And there is a right answer, but it's much more wibbly-wobbly than we want to hear:

The correct choice for most spelling, punctuation, and style questions is the choice that is used consistently.

Really.

Really, really.

It honestly doesn't matter whether you use one space or two after a period so long as you do one or the other consistently. How you spell "damn it" doesn't matter so long as you do so consistently. Whether you italicize foreign words or not doesn't matter so long as you do so consistently.

"Hold on," you say. "Does that mean I could choose not to capitalize any words at all, and that would be correct so long as I'm consistent? Isn't that objectively bad grammar?"

There is surprisingly little that is objective when it comes to language. But yes, that is usually considered bad grammar...

And yes, you can do it so long as you're consistent. E. E Cummings was famous for doing exactly that as well as screwing with punctuation and word order in general. And lest you think "Well, that's poetry," R. J. Palacio did the same thing for some chapters of the wonderful Wonder, even eschewing basic punctuation like periods and quotation marks.

So even grammar is just like the other "rules" of writing—you can break them so long as you do so intentionally and consistently.

Will it work? Well, that depends on what you're doing and how difficult it is for the reader. But there's nothing that says you can't try.


"Okay, wait. My editor told me I have to put one space after every period, regardless of what my typing teacher taught me. Why can't I do it my way like you're saying so long as I'm consistent?"

That's because your editor is following what's called a style guide—a list of rules they follow to make sure that everything they work on is consistent not just within each work but across every work they publish. Style guides are lovely because they do tell you what is right and wrong (kind of), allowing you to have that feeling of being Right (usually).

Most publishers have their own style guides, which are likely (but not necessarily) based on the Chicago Manual of Style. They are also probably using a specific dictionary (and a specific edition of that dictionary) to determine how words should be spelled to be consistent.

For example, the CMoS recommends one space after a period, serial commas in lists of items, and capitalizing words the way you learned in elementary school. If you're talking about what's "objectively" correct, the CMoS (along with other, similar style guides) is the closest thing you're going to get.

But even the CMoS only "recommends" certain things, stopping just shy of laying down the law. I hope to write more of these posts, exploring some of what the CMoS says about certain rules (rules I always wondered about but have become much more clear on lately), but in the meantime, you can find the answers to a lot of rules' questions with a little Googling, the full content of the 16th edition of the CMoS, or if you're really hardcore, a subscription to CMoS 17.

Or ask me! What questions have you always had about what is objectively right or wrong? If I don't already know the answer, I probably should (given my current, primary means of business), and I am more than happy to research it.

[UPDATE: I am a horrible person because for some reason I had typed that CMoS recommends two spaces after a period when I know, I know it does not. This has been corrected, and I have been self-flogged severely as a result.]




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How do you write a good twist?

— May 10, 2016 (0 comments)
Phil says:
I'm writing a sci-fi story as part of a game, and one thing I'm having trouble with is how to gracefully drop hints of an upcoming twist.

One character is set up so that everyone assumes he is a villain; the midpoint twist shows that he's actually just misunderstood and trying to survive; he actually has a lot in common with the player character.

I want to drop hints of this fact earlier on in the game. I think I can do this without it giving away the twist, but I'm worried that players will assume the apparent contradiction is due to sloppy writing rather than building to something intentional. Is there anything I can do to help readers embrace the ambiguity rather than try to resolve it too soon?

There are few things more satisfying than blowing someone's mind with a good twist. Done right, it'll stick in the player's (or reader's) head, making them need to talk about the story for years to come.

Done wrong, it's lame. If the hints are too obvious then the twist is predictable. If they're too subtle, it can feel like a deus ex machina. Achieving the balance between the two is super tricky for two reasons:

1. You are always too close to your story. It's almost impossible to tell what clues a reader will or will not pick up on when you know what they all are and what they point to. Everything's so obvious to you, so you keep things super subtle. Or you over-correct and make it too obvious. You can't win.

2. It really, really depends on your audience. Ever notice how kid's stories are more predictable than adult stories? That's not because kid authors suck. The opposite actually: they know their audience and are really good at writing for them. They know what tropes kids are familiar with, which is far fewer than most adults.

(Which is not to say you can't write a kid's story that subverts the tropes. You most certainly can.)

It's not just age-dependent either. Someone who has never seen a sci-fi/fantasy movie in their life might be completely blind-sided by a Chosen One or its many subtropes.

So what's the best way to find this balance? I'm gonna say it in really big words, because it's pretty much the same solution to all writing problems.

ALCOHOL

No, wait, that's not it. It's

CRITIQUE AND REVISION

You are too close to your story, so get others in your target audience to read or play it. Fresh eyes will help you nail down where the story is working or not. And if you can get detailed comments as they go through, you can even see where they start to guess things and what those guesses are.

For a game, I'd recommend writing up the story as a synopsis first -- revealing information as the player would discover it -- and running that by a few people. (Unless the game's playable, of course, then running that by people might be more useful). It won't be perfect, but it'll get you closer than you can get by yourself.

And perfection's not the goal anyway. No matter how many eyes and how much revision you get on a thing, there will always be people who see the twist coming and people who think it dropped out of the blue (although the latter seems less egregious to me, which suggests you might want to err on the side of too subtle rather than too obvious). The point of getting fresh eyes is to get perspective, not perfection.

"But won't the twist be spoiled?"

For your early readers, yes. But they know that's the deal for getting an exclusive look.

For other people? Maybe. But that kind of spoiler leakage only really matters if you're writing the next Empire Strikes Back, which -- if you are -- I'm flattered you would ask me how to do this. But also if you're at that level in your career, you've probably had enough practice twisting stories that you have a feel for the balance of it by now.

That's another trick, too: practice, practice, practice. Until then? Critique and revision.

Anyone else got tips for Phil? Tell him in the comments!

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Got a question? Ask me anything.



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Q: What kind of writing samples do you want for game work?

— March 19, 2015 (2 comments)
Gunther Winters is looking for a writing position in the gaming industry. He says:
...all those ads [that interest me] require the submission of "samples" of one's own work, and I suspect that those that don't clearly require it just take it for understood. ...what is adequate for "submitting"? How many "pieces"? How long? Of what  kind? Most ads mention no details whatsoever...

Any other advice for an aspirant "writer" who is trying to approach the gaming industry?

I can't tell you specifically what other people are looking for, but I'll tell you what we look for. Since Torment is looking for a number of words on the order of 2-3 George R. R. Martin novels, I hope my advice will be applicable (if not over-applicable) to other positions as well.

Mostly we want to get the sense that you can do the work we need you for. Length of the samples is not very important, so long as it's a couple of pages' worth. Quantity of samples can be useful to get a sense of a writer's breadth, but again is not critical.

The type of sample matters more. For us, we like to see game and fiction writing (and because Torment is a bit more literary* than most games, we slightly prefer fiction writing to get a sense of a writer's skill). If an applicant sent us links to his Twitter feed or blog posts, it wouldn't tell us much about whether they could write character dialogue.

* Read: more wordy.

In general, it's a good idea to send exactly what is asked for. If they don't ask for samples, or you think you might have too many, then include a link to more samples in case they're interested. If they think you look promising, they can always ask for more.

Lastly, although the requirements of every game writing position is different, being technical enough to structure branching dialogue is usually a good skill to have. Fortunately, there are many game design and modding tools that can help you learn this sort of thing.

As to other advice, I've written on that before. Short version: learn to do something related, and do it very well.

Gunther adds:
Last, if the choice is between getting Torment released and replying to me, by all means please just work on the game and release it already. I'm dying here [insert pun about my "torment" here].
Heh. Fortunately for you, my brain needed a break and your question provided it. But I appreciate your anticipation!


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Copyeditor Bar Jokes

— January 23, 2015 (1 comments)
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I am not a great writer

— September 25, 2014 (10 comments)
(LINK WARNING: The YouTube links in this post are kinda bloody -- accurate metaphors, but bloody.)

Last week I got critiques back on two of my novels. They were great critiques. I mean really great, like editor-from-Tor great. (Don't get excited. They were not from an editor at Tor, nor any other Big 5 publisher; I'm still very much in submission hell.) And this super-editor critique, that I'm extremely grateful for and will probably owe my future career to, well... it totally and utterly crushed my soul.

For two days straight, I was the authorial version of John McClane's feet. I knew I could write in theory -- I mean, people have said so before and even paid me for doing so -- but I couldn't make myself believe it. I didn't feel right reviewing other people's stories or even Torment docs. I felt like I knew nothing about telling a story or stringing words together.

Then I had a revelation, and I want to share it with you because I know all too well how common the soul-crushing critique is. The revelation is this:

I am not a great writer.

But damn can I revise.

Twisting it that way changes everything. If I think I can write, but then I get this critique that rips through my novel like a chain blade through a clan of ninjas, then surely I know nothing. I'm a pretender, a wannabe, and I will never get it right.

But if I consider myself a reviser, then a critique like that is expected -- desired even. It's just more ammunition to do what I'm really good at. Everything I write is going to get critiqued that hard, so it's a damn good thing that I can revise anything.

Don't get me wrong, the critique still hurts, and it's going to take a lot of work for me be happy with it again, but thinking of it that way gave me back the motivation I needed to tackle it. This is something I can do.

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How to Become a Video Game Writer

— May 20, 2014 (5 comments)
From the AMA pile, Anonymous asks:
If someone wants to become a writer for video games, what would your advice be?

My super short advice is to do these in any order: (1) get a video game job and (2) learn to write well.

More in-depth (and hopefully useful) advice follows.

If you have a video game job, you need to learn to write well and squeeze yourself into positions where you have opportunity to write. You can learn to write anywhere: books, blogs, school, reading, but most importantly by actually writing and getting critiques from other writers.

I suspect, however, that the other order (learn to write, get game job) is the one most of you will be interested in. Here are some options:
  1. Get known for your writing and make your interest in gaming publicly known.
  2. Watch for game developer job openings. For example: inXile, Obsidian, Bioware.
  3. Make friends with other game developers. Note that I said "friends," not "acquaintances who can help me get what I really want." Remember: self-serving has a smell.
  4. Learn skills related to the game industry but that you also enjoy and/or excel at. For example: 3D art, 2D art, programming, web development, game design, etc.
  5. Find similar-minded friends and make quality games (or mods of existing games) on your own time.
  6. Become a game tester.
None of these are mutually exclusive. In fact, the more you do, the greater your chances of getting what you really want.

I know game writers who have followed all of these paths. The goal is to get noticed any way you can, so when someone asks a friend of yours, "Do you know any good game writers who might be available for this?" your friend can go, "[Your name here] might be interested, and his [type of work you do] is always good and on time. Want me to ask him?"

Incidentally, my path is here. It's a stranger path than most, but I did #2 and #3 for my first job, and a combination of #1, #3, and #4 for my current one. So my advice applies to at least one person? I guess?

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

Got a question? Ask me anything.

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AMA: On writing too concisely

— March 12, 2014 (3 comments)
Valerie asked:
Do you have any advice for people who write too concisely (i.e., me)? 

Write more.

Okay, kidding. Honestly, I don't know how much help I can be here because personally I try to write concisely. I'm not a fan of purple prose, and I'm not sure how to write elaborate description well without falling into the purple trap (although I know it can be done).

So I aim for concise. I'm not sure you can write too concisely.

Rather than worrying about concise or verbose (which is really just word count, which really only matters if you're getting paid per word), take a look at whether the prose does it's job: to pull the reader into the story. There's like a bazillion ways to do that, but I think it can be done both concisely and verbosely. I've seen great authors do both.



Got a question? Ask me anything.

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"You must keep writing, because you are a writer."

— January 08, 2014 (9 comments)
You know those writers who say, "I really need to get back into writing," and then two weeks later they're still saying that? Guess who's become one of them.


Well, not that guy. Me. I'm one of them.

You may be familiar with some of my reasons. Drafting is my least favorite part of the process, and with two unpaid novels in the hopper, and a yes-paid job, my motivation for doing the sucky part has been sapped.

And you know what? My reasons are good reasons. I'm doing creative work for my dream job and excelling at it, and I've got novels on the submission train. My priorities are right where they should be. This is what 99.9% of my friends tell me when I bring up the fact that I've written an average of 1,000 words/month lately.

They're absolutely right. Everything's cool. I don't have to write.

But there was that 0.1%, that one friend (I have exactly 1,000 friends; prove I don't), who had to go and say something different that stabbed me right in the gut because it was exactly what I needed to hear. The wonderful and not-at-all maniacal Authoress grabbed me by the shoulders and said, "You must keep writing, because you are a writer."

Ow! OwowowowowieowieOWow.

It's absolutely true that when push comes to shove, the paid job wins (actually the family wins, but they get on a timeout when they shove me, so . . .). But I've been tackling every single day like my job was in crunch time. I am a game designer. But I'm also a writer. If I can't figure out a way to do both, then . . .

Well, I just have to figure out a way to do both.

I know it can be done. I know because I find time to tweet, read, play chess online, and even draw. I don't have to write a lot (see the aforementioned priorities), but if I can't find time to squeeze out even 250 words in a day? That qualifies as pathetic.

Well, pathetic for me. You make your own goals.

What are your goals? How's your writing going?

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Coming Up with a Book Title

— November 05, 2013 (11 comments)
I am preparing, finally, to send Post-Apoc Ninjas to my agent. "Post-Apoc Ninjas" is the title I use for it online, short for Post-Apocalyptic, Dragon-Riding Ninjas (with Mechs!). While that title is perfectly descriptive of what's in the book, it isn't quite the right tone for the novel.

I have another working title for the novel, which is The Con of War. It's meant to be a play on Sun Tzu's The Ancient Art of War, but (a) I don't think it really comes across and (b) it's just not cool enough. The thing is, I usually just go with whatever title comes to me. Turns out that doesn't always work (shocker!).

So instead I came up with a process (super shocker!).

STEP #1: What does a winner look like?
I thought about what the above titles were lacking in, and what I thought a good title should do. I came up with four general categories. Note that these were just my categories. You may have your own (you should probably look at titles you particularly like or something; I was too lazy):
  1. Tone and Feel: A measure of how well the title hints at what is to come. For my novel, this meant as many of the following as possible: an Asian feel, ninjas, dragons, mechs, post-apocalyptic setting, con game, and war.
  2. Multiple Meanings: A measure of how many ways the title can be interpreted (the more, the better), and the relevance of those interpretations to the novel.
  3. Use in the Novel: A measure of whether the title is a phrase from the prose itself and how relevant that phrase is to the novel's theme(s). Is it an important phrase? Repeated? Does it have special meaning, or is it a throwaway term?
  4. Overall Coolness: A measure of how cool the title might sound to someone who knows absolutely nothing about the story.
STEP #2: Enter the contestants.
Brainstorm. Just make up titles out of whatever. Scan or all-out read the novel looking for metaphors, themes, and cool turns of phrase. Write them all down. I ended up with twenty entrants (including the two contenders above). It helped that I was reading through the novel for a final revision and writing down anything that sounded remotely title-worthy.

STEP #3: Battle Royale. Fight!
Stick them in a table (or an Excel sheet, or Post-Its, whatever floats you) and judge them. Come up with a scale for your categories (I rated all categories from 1 to 3, because I don't need or like a lot of granularity).  Try to be objective. Try to judge them without comparing one to another. Hire someone to clean up the blood and teeth afterwards.

STEP #4: Semi-Finals.
Now that all of your contestants have been judged, determine your criteria for moving on. It might be an objective look at the totals across categories. Maybe you require that one of the categories have a certain score. Maybe you give a special pass to ones you like. Copy only the winners of the Battle Royale to a new place, so you can see them against each other, without the losers cluttering them up.

My criteria was at least 8 out of a possible 12 across the categories (although a couple of 7's passed because I liked how they were used in the novel). It cut the field down from 20 to 12, which wasn't much, but when I sorted them by total, I realized that the only ones I really liked were the ones that achieved 9 and up. These three titles became my Semi-Final winners.

STEP #5: Championship.
The next thing I did kinda surprised me. Instead of choosing a winner from among the three (although I did have a favorite at this point). I looked at all three and tried to make them better.

In my case, I realized most of them were a little shy of the Tone and Feel I wanted. I clarified to myself what that feel was (mostly kung-fu), looked up a bunch of related titles (mostly kung-fu movies), and figured out what made those titles sound like they were related (basically became a human kung-fu movie title generator: Way of the Master's Deadly Dragon Fist!).

It was pretty fun.

STEP #6 (Optional): Poll Your Audience.
Because I'm nothing if not shameless (and also I think by this point most of you want to know what my finalists were). Yes, I am serious. No, I won't necessarily use the most-voted as the title. Yes, you may vote whether or not you've read the novel. (If you're reading this from e-mail or a feed reader, you'll have to click through to see the poll):


Feel free to expand upon your vote, say how stupid these are, or even suggest other titles in the comments.

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Loving What You Write

— October 15, 2013 (9 comments)
I've had a hard time writing lately. Oh don't worry, there's still a novel on sub, and another novel ready to go after that one. This page is still up to date (wait, is it up to date? . . . Yes, now it's up to date).

What's been hard is writing something new. Part of that has been RPG crafting systems and dialogue design (who knew two full-time jobs would be so much work, am I right?). Part of it is in that first paragraph: I'm on sub, have another ready to go, and my brain is saying, "Why are you writing more?"

BUT I've figured out something that makes it hard to write no matter how many jobs or kids I have: I'm bored of the book.

It sucks, I know, but it has two very easy fixes:
  1. Find what you love about the book (you did love something, right?) and do that.
  2. If all you're left with is things you don't love, fix them until you do.
For me, that played out in a few ways.

I read ahead in my outline until I hit a scene I was excited about. Once I remembered the cool thing I was working toward, it gave me motivation and ideas for how to get there. SO much better than thinking, "Okay, now I have to write a scene where he goes to school again . . ."

(Obviously if you're Zuko-ing it, you won't have an outline, but you have notes, right? Ideas? You can at least think ahead even if you can't read ahead).

World-building. You may know I love me some world-building. A lot of times when I'm bored it's because the world is boring. So I fix that and add something cool. Like mechs or displacer beasts.

I made up some slang. This is part of world-building, but it's become such a fundamental part of my process (and it was such a fundamental part of me getting unstuck today) that it deserves its own paragraph. I HEART SLANG. I came up with six new words and a system unique to this world for just a couple of pages (which, for you math-minded, means that about 1% of the words on those pages are completely made up).

If those don't work for you, then maybe it's the characters, maybe you need to know what they want or fear. Maybe you need to talk to yourself about the story a while, or maybe you just need to get out.

The important thing is that if you're bored with the story, your readers probably will be too. Find what you love and fill the story with that.

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Making Up Fantasy Languages

— January 14, 2013 (10 comments)
It's impossible (perhaps illegal, and certainly blasphemous) to talk about fantasy languages without mentioning the Godfather of Fantasy Language: Mr. John Tolkien. The guy invented languages for fun since he was thirteen years old. He wrote the most epic novel of all time just so he had a place to use those languages.

If that's you, read no further. You're fine.

Most of us, however, did not specialize in graduate-level English philology. So most of us don't really understand how language evolves or what it takes to create an artificial language that has the feel and depth of a real one. That's why a lot of amateur fantasy languages sound silly or made-up.

So how do you create a language that FEELS real, without spending years determining morphology, grammar, and syntax? I'll show you what I do. It's the same thing I do with most world-building: steal from real life, then obscure my sources.

Let's take the phrase "thank you." It's a common phrase, often borrowed between languages (e.g. the Japanese say "sankyu" as borrowed English; in California we say "gracias" as borrowed Spanish, etc).

STEAL FROM REAL LIFE. First I need a source -- some existing, real-world language I can base my fantasy language on. I want it to be somewhat obscure, and I want to show you how you can do this without even knowing the source language (which means no Thai), so I'll pick Malay.

There's lots of ways to find foreign words in a chosen language. If I wanted to be accurate, I'd use 2-3 sites to verify, but I'm making up a language, so Google Translate it is. It translates "thank you" as "terima kasih."

Now that's pretty cool on its own. It's pretty, easy to read, and sounds totally foreign. But despite the odds, somebody who speaks Malay will probably read my novel at some point. That's why we obscure the source. Two ways I do that: (1) alter the letters/sounds/word order of the existing phrase and (2) mix it with some other language.

OBSCURE YOUR SOURCES. For my second source language, I'll pick something from the same family in the hopes it will make my made-up language sound more real. A little Wikipediage tells me Malay is an Austronesian language, and lists the major languages of that branch. I'll use Filipino (just because it's also in Google Translate) and get "salamat."

Then I mish-mash for prettiness and obfuscation. Salamat + terima = salima or salama or, slightly more obscure, sarama. For kasih, I already used the "sala" part of salamat, so I'll take mat + kasih = matak. "Sarama matak." But that feels a bit long for a thank you phrase, so I'll shorten it to "Sarama tak."

And there you go. It was a little work, but a lot less work than it took Tolkien to invent Quenya. If I'm really serious about this fantasy culture/language, I'll keep a glossary of the phrases I make up in my notes, along with a note of what the source languages are (so I can repeat the process to create more phrases that sound like they could be from the same language) and links to the translation sites I used.

If the glossary gets big enough, I might (because I am a bit of a language geek) start converting the phrases into their constituent parts: individual words, verbs, maybe even conjugations. But that's breaching into Tolkien territory where I said I wouldn't go.

Anyway, now you know my secret. Go forth and make cool-sounding languages.

(remixed from an older post)

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Query Letters and That Pesky Bio Paragraph

— December 07, 2012 (9 comments)
If you've done any research into writing query letters, you've probably read that you need (1) a hook, (2) a mini-synopsis, and (3) a paragraph about you. I see a lot of confusion about what to put in that bio paragraph. Hopefully we can clear that up here.

(NOTE: This is specifically for fiction queries. In non-fiction queries, the bio paragraph is a lot more important).

RULE #1: If you're not sure what to write about yourself, write:
Thank you for your time and consideration.
And NOTHING ELSE. Seriously. The agent is interested in your story. Nothing you write here will change their mind about that.

The bio paragraph is frosting. Yes, frosting can be very pretty and tasty, but if the cake sucks, the agent isn't going to eat it. Conversely, if the cake is awesome, but the frosting is . . . weird, the agent MIGHT scrape the frosting off. Or they might decide to go with one of the other equally awesome cakes topped with plain vanilla. Which brings us to . . .

RULE #2: You are not a special snowflake.
I mean, you are. Of course, you are. But so are the other tens of thousands of writers who want their book published (that's why they call it slush, cuz, you know . . . all the snowflakes).

And you know what? All of them were born with a pencil in their hands too. Or were published in local writer's journals. Or have a critique group. Or head the local chapter of SCBWI. Or came up with the idea when they traveled to Ireland. Or were inspired by God.

Whatever.

None of these things mark you out as special. For agents who have seen them over and over, they mark you out as someone who doesn't realize how not-special they are. And since you can't know what they've seen over and over, see, Rule #1.

RULE #3: Include professional publishing credits only.
"Professional" means you were paid professional rates for it, typically 5 cents/word and up. If all you got was half-a-penny per word and a copy of the magazine, chances are the agent hasn't heard of the publication. And if the agent hasn't heard of it before they read your letter, they're not going to care when they do.

RULE #4: Include previously self-published books if you sold more than 20,000 copies.
Less than that isn't as important as you'd think.

RULE #5: Mention if you share some background relevant to the story.
Like you have a degree in whatever skill the protagonist uses to solve his problems, or you live in whatever exotic location it's set in (Canada? Not so exotic. The Ozarks? Surprisingly, yes).

RULE #6: You can include something unique about yourself. I guess.
I don't want to tell people not to include stuff like this -- it's memorable and unique, and I've seen it done in cute, writerly ways that made me laugh.

But you won't ever look bad if you follow Rule #1. I mean, what could be more unique than living in Thailand and raising 10 kids? But I didn't say any of that in my query, and it didn't hurt my request rate any. In the bio paragraph, less is more.

What do you think? Agree? Disagree? Tell us in the comments.

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A Free, Easy Backup Plan

— November 30, 2012 (11 comments)
You need to backup your stuff. Not because your computer might get stolen or your house might burn down. But because your hard drive WILL fail within a couple of years. Someone in your house WILL, somehow, put a virus on your machine. You WILL accidentally-but-permanently delete your work in progress.

I am the most tech savvy, obsessively careful person I know, yet all three of these things have happened to me. They'll get you too.

I'm also supremely lazy. So if my backup plan requires any maintenance from me, it just won't happen. Here's how I do it then.

STEP 1: DROPBOX
You guys know about Dropbox, right? You can store 2 GB for free online with very little work. That's not enough to keep all your pictures and music, but it's more than enough to protect your writing.

Make an account and download the app to your computer. That's it. After that, Dropbox will auto-upload anything you put into the special Dropbox folder, anytime it changes.


"But wait," you say, "Don't I have to manually copy my stuff into that folder as I work?"

Well, yeah. One solution is to work directly within the Dropbox folder, but you don't want to do that (especially since Dropbox can sync two ways -- if somebody hacked into Dropbox, or you had multiple computers linked up, you might lose everything accidentally again). The other solution is this:

STEP 2: CREATE SYNCHRONICITY
Create Synchronicity is this nice little program that will automatically copy files from anywhere to anywhere, on a schedule. It's free, lightweight, versatile, and smart enough to only copy files that actually changed.

Just install it on your machine and set up a profile to copy your important files wherever you want them -- an external hard drive, another computer on the network, or (in this case) your Dropbox folder. Schedule it to run once a day and bam, you never have to think about protecting your work again.

Is this helpful to you? What's your backup plan?

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When You Open Your MS for the 1,000,000th Time and You LOATHE It

— November 26, 2012 (12 comments)
Thank you for indulging my forced vacation last week. I actually didn't mean to time it with Thanksgiving (I often forget about American holidays out here), but sometimes things just work out, don't they?

So. You sit down to write. You open the Word doc that you've opened a million times before, see the chapter heading or title page and . . . you hate it. You hate that chapter title, that opening paragraph, that scene that you've revised twenty billion times.

This happened to me a little while ago. I've been revising Post-Apoc Ninjas for like ever, and I was so frigging sick of seeing this screen every morning:

Single-spaced, 10-point font, baby. That's how I roll.

But hey, writing's hard, right? We just gotta deal with it and move on.

But this was affecting my mood (and my predilection toward distraction) every single day. It was making a hard thing harder. So with the help of some basic psychology, I fixed it. Now I see these instead:

Emo Billy, but lots cooler.
Alternate view: a map prettier than any I could ever draw.
I found pictures related to my story, pictures that got me excited about it, and pasted them all over the first page. Now I don't have to see any text until I'm ready (and with the Document Map, I don't have to see the opening text at all, if I don't want to).

So that's your tip for today: When you open your manuscript for the millionth time and you LOATHE it, drop some awesome pictures on the first page to remind you why you still love it.

What about you? When you hate your manuscript and don't want to see it ever again, what do you do about it?

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