Showing posts with label Novel Design. Show all posts
Showing posts with label Novel Design. Show all posts

Monday, March 14, 2011

WRITING CONTENT MOVED!

WRITING CONTENT MOVED!

301_redirectAs of today, all new writing content on http://blog.dawnsrise.com has moved to The WriteRunner (http://blog.writerunner.com).

Please update your links and subscriptions accordingly!

I’ll still post links to new content here for a while.

Not sure what I’m going to do with this blog, but I’ll probably post things dealing with workouts, the Mariners, skiing (or the lack thereof), family, political opinion (if I’m brave enough), and life in general.

Thank you so much for your patronage of this site, your feedback and involvement has been invaluable!

Over the next couple weeks I’m going to re-do the layout of this site into a new format.

Friday, March 11, 2011

Movie Sign!

Just want to start out by saying that our thoughts and prayers are with the people of Japan today as they deal with the earthquake and tsunami that hit them. Japanese popular culture seems riveted with the concept of disaster but no one actually wants it to happen. Please consider a donation to the Red Cross.

Movie Sign!

gamera11I’ve been going ahead with the idea of writing a movie script for the History Story I’m working on. I have a couple reasons for this:

  1. I feel that this is really a visual story with movement and action. It’s something that falls well into the movie format.
  2. Writing a novel may take more time than I’m willing to spend on the project.
  3. A lot of people have commented that my style is a bit “cinematic” so why not put it to the test? Probably not the greatest reason but it’s given my something to think about.
  4. The potential upside is greater.

One of the things I’ve done is read the scripting book “Save the Cat” by Blake Snyder. One of the exercises he suggests (among others) is to plot movies on a sheet of paper (a “beat sheet”) which contains all the major plot points. So for the last few mornings, I’ve sat with a form and watched Netflix movies and paused the movie every couple of minutes to make notes (which drives wife crazy). And amazingly enough, movies actually do follow the “beat” that Snyder has laid out. Almost down to the minute.

Note that many movies have a “beat” every ten minutes…when the reel changes (you can see a dot in the upper right corner of the film when this happens…but only in theaters). So the first reel is “setup”(Ordinary World), 2nd reel is “inciting incident,” and third is “break into Act II” (Crossing the First Threshold). There are 12 beats in all. Note that when the reel changes, the scene generally changes as well. Also note that the beats don’t correspond to the 12 steps of the Hero’s Journey.

So far I’ve screened Defiance, Gamer, and Vertical Limit. I’m trying to stick to adventure-type movies as sort of a blueprint for my own movies. So far I’ve learned a lot. I think I’m going to develop a beat sheet for novels as well, and fill them out when I read them. Have any suggestions? (that I can see on Netflix steaming)

The next step will be more complicated. I may take a couple movies and do a scene-by-scene breakdown and build a movie chart that maps the movie by emotion and conflict. It will be tough but I think I can learn this. I’ll have to say that I’m probably never going to view movies the same again.

pirates knocked up shrek

Friday, February 18, 2011

Don’t Be A Watson

watsonI’m going to talk about how the example of IBM’s Watson is a good object lesson on what not to do in your writing. Bear with me for a minute.

I was very impressed at how IBM’s creation Watson fared at Jeopardy. As a former computer scientist at places such as Google and Microsoft, I was actually more fascinated by Watson’s failures than its successes. Frankly, I was surprised that Watson didn’t answer every question correctly and faster than the humans. Watson missed obvious questions. To me, it seemed that the machine was great at trivia, the “fill in the blank” kind of questions. Things that any Google search can answer. But it failed at more complex problems, questions that involved things like metaphor and analogy, standard fare on SAT tests. It all led me to one conclusion:

We are still nowhere near achieving “artificial intelligence.”

Watson is just a machine, without emotion, drive, or ambition. I thought of a few questions I could easily ask it that it could never solve. “Who is standing to your left?” “How’s the lighting in here?” “Who does Ken Jennings remind you of?” “Fire! Please proceed to the nearest exit in an orderly manner.”

Yes, computer scientists have created something I call “programmed intelligence.” Intelligence in very specific domains, but as soon as you step outside the domain, the intelligence fails. Because “intelligence” isn’t just about recollection, computation, or pattern analysis. It’s much more about metaphor, symbolism, and relationships.

Think about a book for a moment. A book is really just a machine. It’s a Kindle with only one book available. The words are just dots of ink on the page that create letters. The letters form words, the words form sentences, paragraphs, and chapters. Computers can be made to understand how to display and edit those letters and words, even spot incorrect ones. But a computer can never read a book and understand what’s in it. It can look up every word and phrase, but never truly comprehend the meaning, the story. And even a book can never judge your emotion reaction to the story and respond accordingly. There’s as much intelligence in Watson as in any book on your bookshelf.

There were other subtle things that Watson failed to do on Jeopardy. He couldn’t learn from his mistakes (yes, computers can be programmed to learn, but that’s the equivalent of fixing a typo). It seemed that the other contestants learned and began to challenge the machine on the third day. More importantly, Watson has no idea why he made mistakes to begin with. Watson has no insight, no self-awareness. Imagine if Alex Trebeck had said “incorrect” to Watson on even correct, obvious answers:

“Answer is: The color of the White House. Watson.”
“What is white?”
“Incorrect. Ken?”
“What is white?”
“Correct.”

Watson would just hum along, completely oblivious. If Trebeck pulled that on Ken Jennings, he would storm off the stage or go after Trebeck’s throat.

So until we create a computer with emotion and true reasoning, we’ll never have intelligence, only super-fast trivia answerers.

So you’re wondering, “what does this have to do with my writing?”

The questions you should be asking yourself is, “How are my characters like Watson?” Do your characters react to their environment? Do they have their own agendas? Are they there just to provide other characters with information? Or are they living, reasoning creatures?

Another way to look at it is to ask, “What was at stake for Watson?” Yes, hundreds of computer scientists spent years on this project, but did Watson care? If there was indeed a fire alarm during taping, would Watson react? Do you think Watson really cared about how much money it earned? But every single character in your work cares about every interaction. There are stakes involved. They want something, and your other characters are either assistants or obstacles to those goals. Otherwise they are no better than the old books on your shelves.

So when you write your stories, keep one thing in mind: Don’t be a Watson.

NOTE: The writing content of this blog is moving soon! Check out the preview at The WriteRunner.

Monday, February 14, 2011

Research

Research

research-cat-lolcat-706798I don’t think I’ve ever talked about the subject of research in novel writing. Research is a critical part of any story project. Research can be divided into 4 broad categories:

  1. Genre – This means reading a lot of works in your genre. You need to find out what’s been done, and what are the standard tropes of your genre. It can also involve in-person conversations. For Steam Palace, for example, I attended a few Steampunk conventions where I asked a lot of questions of steampunk enthusiasts as to “what makes a story Steampunk.” Other sources can include blogs about your genre, magazines, and reviews.
  2. World Building – If there is any kind of historical context or setting to your story, it behooves you to research the area in question. If you are writing SF/F in a “second world” setting (not a real Earth setting), your research may involve mythology, scientific studies, and other speculative works. Visit the settings in your book, talk to the locals. If it’s a made-up place, find a real-life place that is close. Make the bridge of your starship something like the bridge of a decommissioned aircraft carrier that you can visit.
  3. Character – Whether or not you base your characters on real people, it’s always good to have an idea of who your characters are. Biographies, memoirs, and genealogy are all sources of characters. Learn what made them do what they did, and see how it can apply to your story. Some characters are mixtures of many people, some are just certain aspects. If your character is in a specific profession, talk to people in that profession. Make sure you do this research for all your characters, not just the main ones.
  4. Story – This one is a little harder to define. This is more about learning about story structure beyond the standard of your genre. But it also involves interacting with your writing peers, whether at conferences or in critique groups. Find out what are the characteristics of good writing, and explore various styles of writing. Learn what the best way to tell your story should be.

How much research is enough?
I feel there is probably 2 main periods of research. The first comes before anything is written, when the story is still a concept. The second would be during the writing process, especially revision when you are trying to flesh out details. In terms of how much, I feel that if you are continually interrupted during the writing process to look something up, then you might want to dedicate a period of time to really understand your subject. But of course the actual amount of research will vary by subject and scope.

Please Note: The writing portion of this blog will soon be moving soon to Writerunner.com. That site is currently under construction but go ahead and subscribe so you don’t miss anything! This blog will remain active with non-writing topics. Writerunner.com will include a helpful index of all my writing posts. Watch for the official launch!

Friday, February 11, 2011

One Person CAN Change the World

One Person CAN Change the World

Wael-GhonimMany novels, possibly the majority, revolve around a single character’s actions. And in many cases, the character is thrust into a position where he must challenge the status quo and fight “The Powers That Be.” It is a powerful message, especially in Western culture. We value the power of the individual to conquer the forces of evil, especially those who are well-established such as dictators.

We have plenty of great individuals in American history: George Washington, Abraham Lincoln, Martin Luther King Jr., Jackie Robinson, Susan B. Anthony, Rosa Parks, and thousands more who fought the powers. I have many in my own family, from my cousin Barney who I’ve been posting about, to my Uncle Oliver who earned medals in WWII flying dangerous missions into the Far East.

The events of the last few weeks highlight to world what the power of individual is all about, and how one man can take down an empire, especially a corrupt empire. It all start when Google employee Wael Ghonim created a Facebook page that led to a rally to honor the memory of Khaled Said, a man who was beaten to death by police last June. Fittingly, that protest on January 25 led to more beatings, detentions, and deaths of the protestors. Ghonim was arrested. For a while it seemed like once again, the forces of evil would prevail, and the budding revolution would be quashed.

But here’s the thing, novel writers. The thing to remember is that events always move forward, and once the genie is out of the bottle, it cannot be replaced. Doors are opened that cannot be shut. The protesters refused to leave Tahrir Square. The government tried everything. They “released the hounds” and sent gangs of thugs, some armed with guns, against the protesters. But the protesters were willing to die rather than surrender. The government tried arresting the people.  They sent in the army, they arrested and beat up journalists, they closed off the internet, phones, and shut down transportation.

But the protesters still came. They grew. What started with one man putting up one Facebook page grew into a Revolution. The government tried pleading, bargaining with the protesters, giving them small concessions and freeing the detainees. Too little, way too late.

This morning, the Mubarak administration fell, literally without a shot being fired by the protesters. Ghonin called into CNN and said, (I’m paraphrasing), “my work here is done. I just want to go back to my job.” A classic Reluctant Hero. One can only hope he stays involved and help shape the future of Egypt.

When you are writing you own novels, think about what those protesters faced, how hard the opposition was (not to mention the freezing nights, lack of food, water, sleep, and sanitation), and how through sheer perseverance and sticking to their principals, they were ultimately able to overcome the great odds stacked in their favor. If you can capture even a portion of the emotion the Egyptians felt in this process, from utter despair to sheer joy, you’re probably in good shape.

Monday, February 7, 2011

The Big “Nooo!” Moment

The Big “Nooo!” Moment

khanFirst, a quick word about my last post. After carefully reading the responses, I realized I may have made some generalities about readers’ expectations about why they read fiction. I think their point is well-taken: be careful when blogging to not make assumptions. However, I also feel that you should be unafraid to make strong points, because it leads to interesting discussion.

Now on to today’s topic. We’ve all seen it. It’s been parodied to death, yet many books and movies still use this tried-and-true method. Something happens that the character cannot control, eliciting the proverbial “Nooo!” or some variation. Darth Vader kills Obi-wan, and Luke says “Nooo!” and is dragged away. Frodo sees Gandalf die. “Nooo!” Sarah Connor first sees the Terminator (in Terminator 2). “Nooo!” Captain James Kirk’s “Khaaan!” counts, by the way.

Called the “Big No” trope,  it clearly signals an important turning point in the story. It’s a moment when the Bad Guy has his victory, when everything falls apart for the Hero. There’s only one thing left for the Hero to do: scream. But this “Nooo!” is more than just an outcry. It’s the Hero’s sudden recognition that not only is he facing physical harm and mental distress, it is that he is also facing the greatest enemy of all—Death. The stakes have been raised to their utmost.

Now when writing an adventure story like I have, I always had a couple “Nooo!” moments in mind. Especially writing Steampunk, there is one aspect that lends itself nicely to this: Airships. Airships are disasters waiting to happen. The Hindenburg proved that. But there are other dangers, one of which speaks to one of our basic fears: falling. And what happens when you combine an airship with falling? A “Nooo!” moment.

His hand slammed across Sophia’s face, a blast of pain that threw her to the deck. Viola shrieked and charged at him with clawed hands. He stepped aside and slammed the back of her head with the pistol. Viola stumbled, hit the railing, and flipped over with a scream, disappearing into the night.

“VIOLA!” Sophia jumped to the rail. “VIOLA! VIOLA!” No answer. She turned back.

Dunstan stood stricken. “No, no, nononononono.” He dropped to his knees, mouth agape.
– excerpt from Steam Palace 

What’s your favorite “Nooo!” Moment, from either your own work or popular movies/ fiction?

Monday, January 10, 2011

More History

More History

SS-Mount-ClaySo, as a writer, I see stories. And I uncovered a doozy in my family’s history. I see scenarios worthy of Academy Awards, Pulitzer prizes, and Oprah’s book club. All that is required is the proper delivery. Now these aren’t my direct ancestors, but rather the story of my grandfather’s uncle and first cousin. But they still resound with me.

[The SS Mount Clay, the ship that brought this whole family to America in 1921]

Let’s take a look at a few of these characters.

Barney. Youngest of six…with five older sisters. I can picture his parents, finally receiving a boy (it’s not clear if there were any boys that died in childbirth/infancy) after 16 years of girls. A blessing beyond anything they had known. But when he turns 18, Barney decides to join his eldest sister Frieda in New York. His parents must be heartbroken.

Pauline. Youngest of the five girls. She’s the free-spirit, the crazy one. But when she speaks out against the injustices brought upon her people, her parents force Frieda to take Pauline with her to New York for Pauline’s own safety.

Frieda. Oldest of the six, she marries a relatively well-off man who emigrates to New York. Already with children, he pays their way two years later, but she must also take her youngest sister, the troublemaker. Frieda’s is the classic success story.

Nechamie. The father of six, five being girls. He has worked hard all his life to provide for his family. But his son’s departure is a crushing blow. Full of pride, he carries on, never asking anything from anyone, but he has no one to continue the family business, something he never gets over.

Bassie. In the middle of the six, she just wants a quiet life with her new husband. Her daughter Blossom is the pride of her life. But everything  is thrown into chaos when violence claims her husband’s life and Blossom’s cries of hunger wrench her soul.

Those are the main players in this drama. Nechamie had held everything together for years, despite the worsening conditions in his homeland. He has closed his eyes to the violence, even sending Pauline away to avoid it. But when Bassie’s husband is murdered, he knows he cannot close his eyes any longer. He has only one place to turn—his son who abandoned him years earlier and never wrote or sent a thing.

Barney’s life is comfortable. He just served his new country in WWI, still lives with his sister Frieda and her four children, and is beginning a promising career. The old country is now just a distant memory. He has heard of the unrest, of the violence, but it never occurs to him to do anything, despite Pauline’s strident activism. One day he receives a letter from his father. He has never known his father to ask for anything, but his father’s desperate tone chills him. Despite his misgivings and days of soul-searching, consulting with Frieda and Pauline, he knows there is only one thing he can do. He must travel the dangerous road back to his homeland and rescue his family before it is too late.

So I have all the elements of a classic story. A reluctant hero. A damsel (or two) in distress. A perilous journey into the heart of enemy territory (both social and emotional). A prideful father and an angst-filled son. A backdrop of social revolution. Characters filled with inner conflict. And, of course, the incredible fact that it really happened.

All that is missing are some villains, some faces to put on the forces opposing this effort. There are the usual suspects, such as unfeeling bureaucrats, corrupt officials, and ambitious military officers, but I feel like this story needs a more personal villain, the personification of everything they are struggling against. I think this is an area to use a touch of creative license. Note that this the same pool to draw unexpected allies from, although I do have a few names of people who helped along the way.

So this is a story that just begs to be written. And it is the kind of story I feel that I was made to write, a desperate adventure with a race against time. But it will require actual research to a degree I’ve never attempted before. But if I can pull this off, I think the possibilities are limitless.

Monday, October 25, 2010

NaNoWriMo ‘10 Starts in 1 Week!

NaNoWriMo ‘10 Starts in 1 Week!

creative-murder-demotivational-posterAnd I got nothing. Well, I do have something. But I don’t yet have a plot. I have a bunch of characters, I have a crime or two, I have a couple scene ideas. But beyond that…nothing. Last year at this time I was sitting around just trying to think of anything I was missing. This time around I’m grasping for straws.

Okay, enough of the weak metaphors. There’s no reason to panic. At heart I’m a pantser, so no big deal. Sure, I’ve never written a Mystery before. And now that I’m doing it, I’m finding it incredibly complicated. Clues, evidence, leads, motives, means, it all has to be non-obvious and obvious at the same time. Every line of the story has to be about the Mystery. But I have all these great ideas about scenes that have nothing to do with solving the crime(s). And not many about pursuing the bad guys.

I’ve been reading James Frey’s How to Write a Damn Good Mystery. It’s helpful and daunting at the same time. Frey is a proponent of a “Five Act” structure dealing with the phases of solving crimes. Here it is for those who are interested:

  1. Accepting the Mission. The Hero/Detective is made aware of the crime and thinks about working it.
  2. Tests up to Ordeal. The Hero/Detective starts investigating, finding allies and enemies, and eventually is faces with a Crisis.
  3. Solves the Crime. After passing the Ordeal, the Hero/Detective figures out “whodunit” and goes after them, trying to prove it.
  4. Trapping the Criminal. The Hero/Detective faces the Criminal and finds a way to expose and/or defeat him.
  5. Standard Dénouement. The Hero/Detective lives happily ever after and the Criminal doesn’t.

Well, I kinda have a little bit of Acts I and II laid out. The rest is completely up in the air. I have ~6 days 12 hours to figure it out. Also, according to Frey, there this kind of “Act 0” which is the story of the villain, the crime, the victim, and everything that happens outside of the scope of the book. “The plot behind the plot” is what I think he calls it. What I have so far is 4 actual murders, 2 attempted murders, and some other crimes as well. Woot!

So, how is your NaNoWriMo planning going?

Monday, October 18, 2010

A New Writing Metaphor

A New Writing Metaphor

tiger miror Or maybe it’s an allegory. Anyways, I hear a lot about the peaks and valleys of a novel. Rising action, increasing the stakes, adding tension. Your Hero is climbing a mountain, and must struggle to reach the top, which is the pinnacle of his achievement.

WRONG.

Let me introduce another metaphor. To play along, hover your mouse over the links.

Your Hero starts out in a nice forest, constantly pursued by a hungry tiger, but the tiger is kind of old, been chasing him for a while. He’d like to not have that damn tiger around…think of what he could do without it always messing him up. He’s tried to chase it away, maybe even kill it, but it just keeps coming back, growling, eying him, stealing his food and eating his women.

So one day he’s out, trying to avoid the tiger, and he sees this beautiful meadow in the distance. It’s a wonderful meadow, full of flowers, little sparkling steams, and of course—not a tiger to be found. How wonderful it would be to live in such a place! But there are no roads, no paths that lead there that he can see…except through a dark, cloud-filled valley. He can’t get there. Oh well, another day, another tiger.

Later on, he meets an old man. They get to talking. The old man says, “yep, that’s a tiger alright. You sure you wanna get to that meadow over yonder?”

“Well, it’s quite tiger-free from what I can see.”

“So, what are you waiting for? But be careful, only the strongest survive the passage through the valley.”

“Is it worth it?”

“What is anything worth?”

Pissed off by the old man’s simple-formula riddles, the Hero decides to take a quick peek down into the valley. But this is no ordinary valley. You see, for every one step in, it takes ten steps to get back out. Think of place with down escalators only. Before he’s taken ten steps, the clouds close in, the sun disappears, and the top of the valley vanishes from view. Before him he sees many paths, behind him only murk.

After stumbling around for a while, the old man joins him.

“This place blows,” says the Hero. “I wanna go home.”

“Good luck. Old Mr. Tiger is sitting up there and he’s pissed that you left.”

“Fuck. Then what the hell do I do?”

“There are two paths you can go down, but in the long run, there's still time to change the road you're on.”

“Did you just quote Led Zeppelin at me??”

The old man sits on a rotten log. “Son, listen. You ain’t alone in this valley. We call this here valley, ‘The Valley of the Lost.’ Many people have come in here, escaping their own tigers. Find these people, learn from them. Some will be friends, some will be deepest enemies. But at the bottom of this valley, where it’s hot and fiery, you will face your greatest test of all. If you fail this test, you will wander this valley for all eternity, but if you pass, you will achieve whatever you desire.”

“I preferred the Led Zep to that. Fine.”

So your Hero explores the Valley, learning where there lies food and shelter, finding the company of friends and women, and mastering skills he never dreamed of. But each step drops him deeper and deeper, and the clouds fall like a shroud to block any thought of escape. Friends come and go, some stick for the long haul, others fall by the wayside. Finally he arrives at a steep precipice. Boiling wind and the scent of brimstone blast out from the crevice at the bottom.

With only his most trusted allies at his side, he climbs down the sheer rock face, hands and feet burning, each step full of peril. They make it, scarred, but still breathing.

A wispy figure approaches. “Who dares disturb my sleep?” A Dragon emerges from the smoke. “Why are you here?” With one snort he could cook them like blackened catfish.

“I’ve come to get to the meadow, where there are no tigers. Now give me my test!”

The Dragon swallows laughter. “Good one. You do know what the tiger and the meadow represent, right?”

Your Hero has no clue. “Uhh, shut up and fight. I’m tired of riddles and games. I am sick of frickin’ tigers, this stupid-ass valley, and I’m sick of you.”

The Dragon checks his nails. “Be still, my petulant one. I will grant you all you wish, but only after you perform a simple thing. It’s nothing, really. All you need to do is slay all your little friends you brought with you, and I shall set you free! Go on…start with that chubby one. Daddy’s hungry.”

The hero looks at the chubby one, draws his sword, and cuts off the dragon’s head. For a split second, the clouds part, revealing the one path out of the valley.

So our weary band of the Lost whoop and holler and head back out of the valley and make it to the magical meadow they have sought…only to find themselves surrounded by tigers.

“WTF?” says your Hero.

The tiger that has stalked him all his life approaches and speaks for the first time. Behind him are all the tigers who have chased your Hero’s friends. “Well, well, well. So you made it back. And we are extra hungry. Now in your haste to jump into the Valley, you probably didn’t notice that you could have just walked around the long way and reached here anyways. Dumbass.”

“You woulda followed me,” says the hero sullenly.

“Duh.” He places a paw on the Hero’s shoulder and breaths stinking hot breath on his face. “Now I see you have a couple choices here. First, let me take you back home. You’ll be my bitch, of course, much worse than before, but you’re used to that. Second, you could go back down into the Valley, but I’d eventually find you there. Third—“

“Third,” interrupts the Hero, “me and my merry band can kick your furry ass. We beheaded the dragon, we found our way out, and you’re no match for us.”

The tiger laughs. “That is rich. But there is one thing you are forgetting. One small detail. Old man?”

The old man steps out from behind the tigers. He hands the Hero a hand mirror.

The Hero raises it. “Is this a special weapon? Should I smash them with it?”

“No, look in it.”

The Hero looks in it and sees a battle-scarred warrior. But behind the dirt and blood, there is something else.

He sees a tiger. He gasps. He looks at his fellows. All tigers. Well, the Chubby One is more of a pussycat but you get the idea.

“So,” says the Tiger, “do you understand all the symbolism now? Do you need me to explain in tiny, easy-to-grasp pieces?”

The Hero sighs. It is all clear now. “Yes. All this time, I’ve been running from myself. In the Valley, I learned to face my fears in a controlled environment. And now I’ve returned to finally overcome myself and fulfill my destiny.”

The tiger blinked. “Uhh…interesting, but no. We’ve chased you all your life because you have the potential to become strong, and we can’t have that. We paid the old man to lead you to the Valley of the Lost, because no one ever escapes. We are not your fears, we are the Rulers of the Meadow, and you are nothing, you never were, and you never will be. Now lay down your arms and surrender before we kill you.”

The Hero took one last long look in the mirror. “I am nothing like you. And we will defeat you, and free the world from your tyranny.” He takes the mirror and smashes it over the tiger’s head, and thereby begins the final battle.

So, my good fellows, what did we learn from this? The point I was trying to make was that stories move forward always. Every step leads your characters deeper into the Valley from which there is no turning back except once great tests are passed. Look at every scene, every page. Is your story getting deeper? Give your story a topology, and keep away from any flat areas. Good luck!

Monday, October 11, 2010

Plots and Characters and Settings, Oh My!

Plots and Characters and Settings, Oh My!

wizard of oz scared So, you have some general ideas for characters. Heroes, Villains, Allies, Mentors, etc. You know where and when the story takes place. You have some idea about the general flow of the story. So what is the next step?

Two of the hardest pieces of the story to create are the beginning and the ending. Right after that comes “the saggy middle”. But I’m speaking more specifically about the very beginning and endings. 

Beginnings

One piece of advice I’ve heard is “start the story as late as possible.” This means start your story the moment your character’s life changes irrevocably. Avoid long life stories or explanations of who they are and how they got there. In Steam Palace, the story starts when Sophia loses her job and Thomas loses use of one leg (in separate incidents). But are life-changing events, but note that they are not “The Event” that sets them upon their journey of discovery. People are tempted to start their stories right off with the “Inciting Incident” or “The Call to Adventure.”  The thing is that you need to establish your character’s core problems and/or goals before you give them their mission. In Steam Palace, Sophia faces a crisis: she’s lost her job and can no longer support her family. Thomas can no longer earn his commission as Sky Captain and is discharged. Their Calls come later when they are presented opportunities.

So you want to start off by giving your characters some fairly insurmountable or intractable problems. Show them struggling. Then shine the light of hope on them.

Endings

Think of your story as a thesis paper. If the first chapters establish the premise, the final chapters “prove” the thesis. Every chapter in between is a supporting argument. The main premise of Steam Palace is “Despite our differences, we are actually quite alike.” Sophia meets Viola, her polar opposite, but through a series of adventures, they learn that they share far more than they are different, and they learn to respect their differences. The ending is the final proof.

Also think about those original problems and goals. How were they finally surmounted or achieved? Do your characters laugh about it? And what was the cost? Sophia finally has what she wanted…but the cost was steep, almost intolerable. Thomas is whole again, but he also faced great challenges that tested him to his limits.

Saggy Middles

Ah. I tricked you. This is actually the hardest part. How do your characters get from Beginning to Ending? What is their journey? How do they do it? I hinted at it, but let me spell out a few things.

  • Acquiring knowledge, skills, objects, allies, etc. Think of a video game where you have to achieve certain things to get to the next level. Perhaps half of your book will involve your Hero’s training. The rest is putting that training to use.
  • Successes and Setbacks. Every win comes at a cost. Very little cost at first, extreme costs by the end. Think of stairs where each step is larger than the last. The stakes keep growing, as does the cost of failure. Keep making things harder.
  • Fears. Your characters must conquer their fears…but first they must face them, again in increasing order of difficulty. First the fears may be simple. Leaving home, dealing with unfamiliar settings and people. Then the fears become more personal. But at some point, your character must face their worst fears. Death. Loss of loved ones. Cancer. The Extinction of Mankind.

So as you plan your story, start thinking about the journey. Think of all the crap you can put your character through. Test your thesis. Your Villains should hold a viewpoint that is in direct opposition. In Steam Palace, the Villains believe that people who are different are inferior and should be suppressed. The believe their way is the only way. They want to crush anyone who disagrees. This is why Sophia must challenge them.

I hope that helped. Now to figure out which story I’m actually going to write for NaNoWriMo

Friday, October 8, 2010

Novel Design: Plot Structure

Novel Design: Plot Structure

plot structure With just 23 days before NaNoWriMo, you should have a nice outline of your story drawn out.

Oops. I got nothing. In fact, I’m working on two completely separate story ideas right now. But plots are coming…I hope.

Anyways, despite the “No plot? No problem.” mantra of NaNoWriMo, constructing the barest outline of a plot can help you immensely.  A roadmap of your novel provides scope and direction for your writing. Having the final outcome in mind allows you to focus on the journey.

Here are some popular methods for plot construction:

Heroes Journey. I’ve written a crapload of posts on this, please read at your leisure. To sum up, Heroes Journey is a 12-step program to construct a novel, based on mythical storytelling. It is perfect for almost any story that involves drama and action, where your Hero transforms from Billy Bob Joe Everyday to Mr. Super Dude, solves a case, falls in love, learns a lesson, or fights the Underworld.

Pros

  • Based on thousands of years of storytelling tradition.
  • Defines character types and general obstacles Hero must face.
  • Almost every major motion picture is based on it.

Cons

  • It’s not actually a plot, it’s just a collection of somewhat optional elements in a rough but non-binding order
  • It is a little formulaic, makes everything sound like Star Wars or Avatar
  • Specific genres have specific requirements which it doesn’t address (so research your specific genre to find those requirements)

The Snowflake Method. A very intuitive method that involves creating broad strokes and then filling in the details as you go. For instance, start with a one-line description of each chapter. Then a paragraph. Then a page. For each character, do the same. For each setting, etc.

Pros

  • Gives an easy drill-down into your story
  • Allows you to work at any level of detail
  • “Pay as you go” writing. Makes the big details right so you don’t write sections that will be deleted.

Cons

  • Once again, it’s not a plot. It’s a method.
  • Commits you to the big picture
  • Sometimes the devil is in the small details. Sometimes my best insights into my characters have come from the things they let slip in conversations or small acts.

X-Act Structure. Now we’re talking. 3, 5, 7 act structures are all out there. Also, there are books like “20 Master Plots” that literally explain every possible plot. Let’s face it, there are really no new ideas out there, everything that can be done has been done. But this is good news. This means that the “winning” plots have been identified and are ripe for the taking.

Pros

  • Definitive framework to craft your story upon
  • Identifies high and low points such as setbacks, breakthroughs, and ordeals and where they go in your story
  • Proven structures that appeal to readers

Cons

  • They don’t help you figure out what your story is about, just how it flows.
  • It’s not a methodology, just a analysis.
  • NaNoWriMo is more about exploration than conformation. Crafting a story is hard work; sometimes it’s better to just write it, then worry about structure during editing.

So I hope that left you more confused than when you started reading this. Personally, I use parts of all three methods. I start with Heroes Journey, writing a few paragraphs about each aspect. Then, using the Snowflake Method, I fill in the details until I have a list of potential scenes. I use 3-Act Structure to define the turning points in the story. Then I write it.

Here’s the other problem I’ve found. Recently in my critique groups, I’ve noticed a disturbing trend for writers to throw everything in their stories, every piece of description and characters they can think of. I’ve been calling it “detail diarrhea.” During the course of plotting and planning your story, you may come up with 2-10 times the number of great ideas more than you can use in the story, and then when you actually sit down and write it, double those figures again. Ideas happen.

My final piece of advice is to plot small. Heading into NaNoWriMo, plan for a story somewhat smaller than what you’d like. Perhaps fewer subplots, a reduced cast, not as many settings. Recently, I came up with a list of everything Sophia must achieve in Steam Palace:

Sophia must find a way to rescue Viola, restore Thomas’ honor, convince Ghost to join their cause, locate the mythical Sea Key, and fight off her country’s invaders before war claims the remnants of a once-proud kingdom.

That’s even an edited-down list, and it’s TOO MUCH. If I had that in my original planning document, I’d probably freak out. Give your character ONE GOAL to achieve during the course of the story, otherwise you' may dig yourself a huge hole that 200,000 words won’t fill.

Good luck!

Monday, October 4, 2010

Adventure Genre No-No’s

Adventure Genre No-No’s

conan I was inspired to write this post by my response to a post on the NaNoWriMo forum: What not to do in Adventure? Now these replies are a little tongue-in-cheek, but sometimes during critique I find my work evaluated with a literary eye instead of an Adventure eye, so here are some guidelines to consider when writing or reviewing adventure stories.

Things to Avoid When Writing Adventure

  • Well-thought-out arguments and reasoning. Adventurers act, sometimes without thinking about the consequences. They don’t spend much time contemplating just the right way to say something, they just blurt it out.
  • Weak Villains who throw hissy fits. Strong villains are everything in Adventure. The more wicked, evil, and outlandish, the better.
  • Mary Sue's. Let your hero fail...a lot. A hero who just blows through the obstacles is no fun. Let him flounder for a while, and earn everything he gets.
  • Deep Emotional Scenes where your characters explore their tender feelings...except how much they hate the bad guy. Adventure is not therapy…except for that satisfied feeling you get when the villain falls into the tar pit.
  • Paranormal. That's like a totally other genre. I mean beyond an Indiana Jones or Pirates of the Caribbean level of paranormal. If you have sexy werewolves or sparkly vampires then get out.
  • Deep Romance. Now of course the good guy gets the girl (change genders as needed) but only because he's the toughest SOB around, not because he "understands" her. He wins her…literally. See picture above.
  • Moral Ambiguity. Not to say the characters can't be conflicted, but the good guys need to fight for a reason that resonates with the reader. You’re either with the hero or against him.
  • Everyday Settings. The hero must explore uncharted waters (or space or desert or tombs etc). No one wants to read about an adventure to the kitchen (Unless it's Hell's Kitchen). These settings should be fairly real-world or you’ll find your story drifting into Sci Fi or Fantasy, and no one wants that.
  • Conversation. Dialog should be limited to "Look out behind you" or the equivalent. This is not the place for Chatty Cathy's. Two characters talking over coffee should be avoided unless someone dies at the end of the conversation or large sums of money are exchanged.
  • Mercy. Do not under any circumstances show your characters any mercy. You are the author, not their mother. Test them to their limits, and just when they think they've caught a break, drop the other shoe. Kill them if you have to. Nothing perks up your characters more than when one of their own kicks the bucket.
  • Don't Kill the Cat. Don't go overboard. The Wizard of Oz would have been bitter if Toto died. Dorothy would have been like "Fuck you all, I'm outta here" if Toto kicked it. Give the hero a reason to keep fighting, something to hold onto when all hope is lost.

I hope that helps.

Monday, September 6, 2010

Novel Design: Characters

For those looking at NaNoWriMo or considering starting a novel, I’m working on a series called Novel Design.

Characters

character_jack Last week, we talked about the eight fundamental Character Archetypes in Mythic Storytelling. To be clear, “Mythic Storytelling” is an account of a Hero-type character facing challenges in order to solve some problem…which encompasses most fiction of all genres.

So here you have a concept for a character. There are tons of character worksheets online, simply Google “character worksheet” or “character profile” if you want examples. Some are in the form of long questionnaires or interviews, others are forms. I’m not going to attempt to recreate those things here. What I want to do is talk about the “process.”

Get to Know Your Character

The ultimate goal of Character Design is to know your character so well that you know how they would react to any situation. But how do you achieve that?

First, start off with some of the basic online character sheets. Name, gender, age, occupation, skills (think résumé or C.V.), family members, home, lifestyle, social status, hobbies, physical attributes. Do not carve these in stone. With the exception of gender, I have almost never kept all my original design of a character.

Next, develop a small backstory. Only include the most important events. Births, deaths, marriages, divorces. The Big Stuff. Moves, hiring and firing, greatest achievements, greatest disappointments. Remember to not go overboard. Like everything else, the backstory is subject to massive revision. You will eventually up with ten times the backstory you actually need, so it’s a balance. If the backstory really needs to be that big, maybe you’re writing the wrong story. Usually the novel itself describes the most important event of a character’s life. Note that this also varies by genre. Mysteries are all about discovering the backstory, the “crime.” Fantasies have whole extensive histories. (I’ll talk about World Building another time). For this discussion, just focus on the individual character’s history, not all of civilization’s.

The final thing you want to think about is personality and motivation. How are they with friends? Enemies? Lovers? Family? Co-workers? What are they greatest fears? Deepest desires? What do they want out of life? What will they do anything to avoid? You need to know this character better than they know themselves. Characters usually do not act in their own best interests, so define what trade-offs they make on a daily basis between what they want and what they don’t.

Use Your Character

Armed with this basic knowledge, it is helpful to put your character in motion. If you can’t wait for NaNoWriMo, then simply write a few scenes with your character and some others, maybe characters from a whole different book. Give your character a small problem to solve and see how they go about it. Work on their speech patterns, words and phrases they like, gestures they make. What sets them off? What do they fall for?

Here’s the thing. You could spend months and months working on character worksheets, detailing mannerisms and backstory and listing every article of clothing. It can be a lot of fun researching and developing these things. But worksheets are static. For me, I learn most about my characters when they act and interact with others on the page. So what I suggest is get to a level where you’re comfortable but not entirely sure. Go ahead and write your first draft. Then go through the whole process again, eliminating everything that doesn’t fit your new concept of your character, and adding things to strength them. Research where it’s weak, revise and develop where you can.

Your initial character design is what you want your character to be.
Your revised character design after the first draft is what your character needs to be.

What I’m trying to say is that Character Design is not a one-time process done over the course of a week or a month. It’s an iterative process that spans the lifetime of your drafts. Certain things don’t work. You might have made your character too passive, so when they suddenly defeat the Bad Guy it’s out of the blue. So your character needs to show some assertiveness at times. Or your character is too strong, so when they defeat the Bad Guy on page 15 you’re like, “Oops…now what?”

One last thought. I’ve planned and planned and planned, but my characters never fail to surprise me by doing something I didn’t expect or intend, but it makes so much sense or helps the story so much I can’t unwrite it. They change, they grow, they learn over the course of the novel. So when two characters kiss that you had absolutely no intention of creating a relationship between, I say go for it. Because your characters are telling you something important about themselves, something you need to pay attention to. Once they’ve kissed, once you wrote that line, you can delete the line, but the two characters will still know. And they will never be the same.

Have fun with it! And like the example above, it’s perfectly acceptable to doodle.

Friday, September 3, 2010

Novel Design: Character Types

In preparation for NaNoWriMo, I am (probably) beginning a series on “How to design a novel.” In this episode, I discuss Characters.

Novel Design: Character Types

Character_lineup Every novel needs characters. Most novels focus on the story of a single character, known as the Main Character. The Main Character is the Hero of the story (although not necessarily the only Hero).

But how does one figure out what other characters should exist in a novel? Here is a list of a few to consider, based on mythical archetypes.

  • Heroes – Self-sacrificing do-gooders. Care little for themselves, but want to fix the world. They have some driving issue that propels the book forward.
  • Villains – The Bad Guys. Always looking out for #1. Villains can be layered, one controlling another. They should reflect the specific weaknesses of the Main Character.
  • Allies – Sidekicks, lovers, friends, stalwarts, informants, mothers. These are the people the Hero can count on when the going gets rough. They watch the Hero’s back.
  • Mentors – Father/Mother figures, religious leaders, authority figures, angels, teachers. Anyone the Hero can learn from. Use the Force!
  • Heralds – The news. Directly or indirectly calls the Hero to action.
  • Tricksters – Comic relief. Can put the death of thousands into perspective.
  • Shape Shifters – Liars, thieves, assassins, prostitutes, basically anyone who cannot be trusted. They have two (or more) faces. Unpredictable and inscrutable.
  • Threshold Guardians – Thou shall not pass! Except for the $1.50 fare.

Your genre may include other archetypes. For instance, Romance requires a Romantic Interest, Mystery requires a Detective, etc.

So what does this mean for creating a novel? Start looking at the different types to see who would fill these roles.

  • Heroes – What qualities of Heroism does your Main Character illustrate? Why are they qualified to be Heroes? What must they learn during the course of the story to achieve true Heroism?
  • Villains – Who is the main opposition to your character? What do they want? Why are their interests diametrically opposed? Who are their henchmen? Which ones might be turned to the Hero’s side?
  • Allies – Who are your Main Character’s most reliable, most trusted friends? Why are they friends? What to they themselves want? Can they really be trusted? Are they who the Hero wants to be Allies or are they throw together by circumstances? Which ones bolt when things get rough?
  • Mentors – Your Hero is about to tread on dangerous ground. Who can help him through the perils ahead? Who has been-there-done-that? Does the Mentor have his own agenda? Does the Mentor steer your Hero wrong?
  • Heralds – Sometimes the Universe calls to your character. A mysterious note. A friend of a friend. An anonymous text. A call from the Chief. The buxom blond in the PI’s office. If you build it, he will come.
  • Tricksters – Do you have a character who just doesn’t care about all the grief your Main Character goes through? The Trickster is all about grounding your characters in reality, showing that things are never as serious as they seem. The Trickster is also thought of as a Child, innocent and uncorrupted, but sometimes it’s a jaded oldster giving your Hero a hard time.
  • Shape Shifters – By far my favorite archetype, and probably the hardest to define. Who wears a mask? Who is a double-agent? Who is having an affair? Think skeletons in closets, secret agendas, etc. The basic question is: Who is going to screw over your Main Character when they least expect it and are most vulnerable? Alternately, who is going to come to Hero’s aide when the Hero least expects it, especially from this person?
  • Threshold Guardians – Your characters must pass tests to advance in their quest. Who do you suppose administers these tests? Everything your Hero achieves comes at a price. Some Guardians are easy to pass, others nearly impossible.

I hope this gives you a good starting point when thinking about the various types of characters that populate novels. Note that one character can fulfill multiple roles, and that not all roles are well-represented. So you can have a Villain-Mentor, a Shape Shifting-Ally, or a Trickster-Herald. Every character can display different archetypes at different points of the story. Allies can be turned into Villains. A Threshold Guardian can become a Mentor once the test is passed.

Have fun with it. Will post soon with tips on developing individual characters.