Monday, June 9

What makes a story a good story?

What makes a story a good story?


This morning I sat down to write a post and all I could think about was the question: What makes a story a good story? Is it completely subjective or are there external measures of good and bad?  

As I usually do when wrestling with a question, I investigated what other writers thought. In so doing I came upon this jewel of an article by Mark Twain: Fenimore Cooper's Literary Offenses

It is an excellent article, written by an author at ... well, I won't say the height of his ability, Twain may have soared even higher at other times, but one thing is clear: that man could write. Whatever good writing is, whatever it consists in, this is that.

As Mark Twain execrates Fenimore Cooper he does something else: he spells out what he feels are the hallmarks of good writing. Or, more simply, of good art.

Mark Twain on what makes a story a good story.


Twain lists 18 things, 18 qualities, that separate good stories from their opposite. I'll list them and then make a few, general, observations.[1]

These rules require:

1. "That a tale shall accomplish something and arrive somewhere." 

2. "They require that the episodes in a tale shall be necessary parts of the tale, and shall help to develop it."

3. "They require that the personages in a tale shall be alive, except in the case of corpses, and that always the reader shall be able to tell the corpses from the others."

4. "They require that the personages in a tale, both dead and alive, shall exhibit a sufficient excuse for being there."

5. "They require that when the personages of a tale deal in conversation, the talk shall sound like human talk, and talk such as human beings would be likely to talk in the given circumstances, and have a discoverable meaning, also a discoverable purpose, and a show of relevancy, and remain in the neighborhood of the subject at hand, and be interesting to the reader, and help out the tale, and stop when the people cannot think of anything more to say."

6. "They require that when the author describes the character of a personage in the tale, the conduct and conversation of that personage shall justify said description."

7. "They require that when a personage talks like an illustrated, gilt-edged, tree-calf, hand-tooled, seven- dollar Friendship's Offering in the beginning of a paragraph, he shall not talk like a negro minstrel in the end of it."

8. "They require that crass stupidities shall not be played upon the reader as 'the craft of the woodsman, the delicate art of the forest,' by either the author or the people in the tale."

9. "They require that the personages of a tale shall confine themselves to possibilities and let miracles alone; or, if they venture a miracle, the author must so plausibly set it forth as to make it look possible and reasonable."

10. "They require that the author shall make the reader feel a deep interest in the personages of his tale and in their fate; and that he shall make the reader love the good people in the tale and hate the bad ones."

11. "They require that the characters in a tale shall be so clearly defined that the reader can tell beforehand what each will do in a given emergency."

"In addition to these large rules, there are some little ones. These require that the author shall:

12. "Say what he is proposing to say, not merely come near it.

13. "Use the right word, not its second cousin.

14. "Eschew surplusage.

15. "Not omit necessary details.

16. "Avoid slovenliness of form.

17. "Use good grammar.

18. "Employ a simple and straightforward style."

Once more, those are from Mark Twain's article, Fenimore Cooper's Literary Offenses.

Here's how Twain sums up  The Deerslayer's failings:

"A work of art? It has no invention; it has no order, system, sequence, or result; it has no lifelikeness, no thrill, no stir, no seeming of reality; its characters are confusedly drawn, and by their acts and words they prove that they are not the sort of people the author claims that they are; its humor is pathetic; its pathos is funny; its conversations are -- oh! indescribable; its love-scenes odious; its English a crime against the language."

Twain did not like that book.

But he does us a great service. He spells out exactly why he didn't like it, he takes great pains to tell us where, precisely, it fell short of greatness.

1. It was disordered.


A story must be structured even in the minimal sense that it has high points and low points. A story has characters who want things and who attempt to overcome obstacles to get them.

2. It had no sense of realism.


A completely made-up world can have a sense of realism. For instance, Tolkien's universe or George R.R. Martin's. 

I'm currently trying NOT to read the latest book in Jim Butcher's Dresden Files series, Skin Game. (I'm trying not to read it because I would happily put everything in my life on hold so I could dive in and finish the story in one great gasp of reading.) Butcher consistently makes it seem normal and natural and even reasonable that there are things like witches and warlocks and wizards. His world feels real, even though it's not.

On the other hand, a story about a real event in a real place can feel artificial, fabricated.

Realism depends on getting the details right: how people move, how they respond to setbacks, natural dialogue, giving readers a sense of place, and so on.

3. Be precise.


Twain seemed to think that Cooper used words like an eight month old eats crackers: he had a lot of enthusiasm but his precision left something to be desired. When communicating your meaning, be precise. Use the right word, not approximately the right word.

Twain writes:

"Cooper's word-sense was singularly dull. When a person has a poor ear for music he will flat and sharp right along without knowing it. He keeps near the tune, but is not the tune. When a person has a poor ear for words, the result is a literary flatting and sharping; you perceive what he is intending to say, but you also perceive that he does not say it. This is Cooper. He was not a word-musician. His ear was satisfied with the approximate words. I will furnish some circumstantial evidence in support of this charge. My instances are gathered from half a dozen pages of the tale called "Deerslayer." He uses "Verbal" for "oral"; "precision" for "facility"; "phenomena" for "marvels"; "necessary" for "predetermined"; "unsophisticated" for "primitive"; [...] "eyes" for "sight"; "counteracting" for "opposing"; "funeral obsequies" for "obsequies.""

Twain's article is well worth reading in its entirety.

So, going back to my question at the beginning, What makes a story a good story: 

A story should be ordered, it should have a sense of realism, and in writing it one should strive to use exactly the right word to express one's meaning. 

Of course, a story can do all that and be horrible! (grin)

What do you think makes a story a good story?

Links/References


1. Twain writes: "There are nineteen rules governing literary art in domain of romantic fiction -- some say twenty-two. In "Deerslayer," Cooper violated eighteen of them." 

These aren't all the rules Twain believed existed, these are just the ones Twain thought Cooper violated.

Photo credit: "sagebrush #1" by Greg Westfall under Creative Commons Attribution 2.0.

Friday, June 6

17 Ways To Write A Terrifyingly Good Horror Story, Part 2 of 2

17 Ways To Write A Terrifyingly Good Horror Story, Part 2 of 2


This is the second part of my two part series on how to write a terrifyingly good horror story. Yesterday I covered points one through seven, let's move on to number eight.

8. Make the stakes clear.


This goes for any story, not just horror stories: make it clear what your character has to gain. Make it equally clear what they have to lose. 

Why is this so important? If the reader doesn't know the stakes she can't fear loss. That's a problem because emotion—fear and anxiety—is exactly what we're trying to produce/create/invoke.

As Chuck Wendig writes: "Fear is built off of understanding consequences. We can be afraid of the unknown of the dark, but horror works best when we know that the dark is worth fearing."[1]

(Tip 11, below, makes a related point. It's important to give the audience an example of how bad your villain is. This not only helps establish the stakes for your hero, but it establishes the villain as someone to be feared.)

9. Create a horrific atmosphere, one that will prime a reader's fears.


One of the key elements in scaring readers—which is what a great horror story must do—is creating a scary atmosphere. Your goal here is to communicate raw emotion.

For me, there's something scary about being in a stairwell, the kind modern office buildings have, the kind that lock you in. You can't get to any other floor from the stairwell, you're trapped inside until you get to the bottom. Combine that with lights going out and strange noises drifting up and, for myself at least, that's one creepy setting.

10. Your character must have hope.


The negative stakes must be clear—the reader/viewer/listener must know how bad it can get—but it is equally important to give the character hope, hope that everything will turn out fine in the end, hope that they'll achieve their hearts desire. CW writes:

"[...] for horror to be horrific, it must also have hope. Unceasing and unflinching horror ceases to actually be horrific until we have its opposite present: that doesn’t mean that hope needs to win out. Horror always asks that question of which will win the day: the eyes of hope or the jaws of hell?"[1]

Usually it's the jaws, but the question needs to seem real and pressing.

11. Show the badness of the Big Bad.


CW writes that dread and revulsion are the beating heart that animates horror, they are the engine that drives (drags) a reader through a horror story.

Dread is about anticipation. Specifically, anticipation of all the nasty things that could happen to your character if they get caught by the monsters. This is why, often, there is a scene early on—a revolting one—that shows how bad the Big Bad can be.

For instance, the villain often does something heinously grotesque to a minor character. This is often played as a gross out scene but it serves a necessary function: it calibrates 'bad'. 

That way, when your hero is put in jeopardy, your reader/audience has something nice, specific, and oh-so-gory to imagine.

(Of course, when the time comes, it won't just be bad—the audience is expecting that—it will be bad multiplied by 100.)

12. The gross out.


People like being grossed out. 

I don't know why. It's something primal. Visceral.

This is true—I accept it as true—even though it isn't true for me. Though I must admit there is a certain oh-it's-an-accident-let's-see-what-happened quality to gross out scenes that's difficult to ignore. (Here's an example of what I mean, it's a scene from Final Destination 5. It's squicky; you've been warned.)

CW mentions, though, and I agree, that ...

"The Squick Factor is not actually a prerequisite for good horror. Some of the best and most insidious horror is devoid of any grossness at all: a great ghost story, for instance, is often without any blood-and-guts."[1]

Take, for example, the movie Paranormal Activity. That movie was shot on a shoestring budget of—wait for it—15,000 dollars. (To help put that in perspective, Sharknado was made for a million and that was considered shoestring.) They couldn't afford special effects and so there weren't any. All the truly hideous things happened offscreen, which worked wonderfully given that the movie was shot with stationary cameras.

This goes back to the earlier point about fear of the unknown. Our imaginations are the best special effect department in the world.

13. The longer the story, the less squicky it should be.


In a short story you can be vivid and in-your-face with the gore but it's impossible to sustain that pace, that intensity of revulsion, for an entire novel. CW writes:

"Horror all but demands you don’t pull your punches, but that kind of unceasing assault on one’s own senses and sanity cannot be easily sustained for a novel-length or film-length project. Hence: short fiction and short films do well to deliver the sharp shock that horror may require."[1]

14. Make them laugh, make them cry.


Weaving comedy into a horror may seem like a wacky idea at first, but think of Scream. Yes, the movie wasn't everyone's cup of tea, but one of the reasons for its success was its somewhat twisted sense of humor, as well as the self-mocking, self-referential, dialogue. CW writes:

"Horror and humor both work to stimulate that same place in our gutty-works, a place that defies explanation. Sometimes you don’t know why you think this thing is funny or that thing is scary. They just are. It’s why it’s hard to explain a horror story or a joke: you can’t explain it, you can only tell it. And both are told similarly: both have a setup, ask a question, and respond with a punch line or a twist."

Humor goes well with any kind of story. For example, Vince Gilligan, creator, writer and producer of the hit TV series Breaking Bad thought of the show as a comedy. A black comedy, sure, but a comedy nevertheless. In one of the Breaking Bad insider podcasts he mentioned that the writers tried to include something humorous in each scene.

15. Sex and death.


CW points out that another duo we often find in horror movies is sex and death. And, under the theory that opposites attract, it makes sense. Sex is ephemeral, transcendent, pleasurable while death is eternal, nullifying and getting there is often painful.

But sex also, in very real ways, contains death within it. As soon as we're born we're condemned to die. As CW writes: 

"We all fear death and so sex—procreative and seductive—feels like an antidote to that, but then you also have the baggage where OMG SEX KILLS, whether it’s via a venereal disease or as part of the unwritten rules contained within a slasher film." 

This is a bit off topic, but I thought the unwritten rules contained in a slasher film were marvelously parodied by Joss Whedon and Drew Goddard in their movie, The Cabin in the Woods. As you'll remember, the promiscuous blond had to be the first victim.

16. And now these three remain: why, who and what. But the greatest of these is what.


Today I was reading about something Lee Goldberg said at a recent writers' conference:

"Lee said, 'No one remembers the mystery plot of a Monk episode.' We shared a shocked look, sure that wasn’t true. Lee must be wrong. However, he went on to explain that mostly when fans of the series talk about a storyline, they say 'the one where the trash collection workers were on strike' or 'the one where Monk had a look-alike who was a crime boss.'

"His point was that as writers we often think that the backdrop of the story is secondary, but really it's vitally important to the story as a whole. If plot is 'what' the book is about, the backdrop or sub-plot is tightly hooked into 'who' the book is about. And together the what and who make the why, and that’s the trifecta that creates the richness in a series. It's what makes us remember a book and come back to a character."

That quotation was from Much Ado About Something by Sparkle Abbey over at The Stiletto Gang. CW echoes this sentiment:

"You write horror, you’re trying to shine a light in dark corners. Key word there is “trying”—the flashlight needs to be broken. A light too bright will burn the fear away—the beam must waver, the batteries half-dead, the bulb on the verge of popping like a glass blister. It’s like, what the light finds is so unpleasant, you can’t look at it for too long. Look too long it’ll burn out your sanity sensors. In this way, horror isn’t always concerned with the why or the how—but it is most certainly concerned with the what."[1]

17. Write about what scares you.


Let me leave you with CW's closing words:

"Horror needs to work on you, the author. You need to be troubled, a little unsettled, by your own material. Write about what scares you. Doesn’t matter what it is or how absurd—hell, some people think that being terrified of clowns is ridiculous, until you realize how many people find clowns spooky [...]. Dig deep into your own dark places. Tear off the manhole cover and stare down into the unanswered abyss. Speak to your own experiences, your own fears and frights. Shake up your anxieties and let them tumble onto the page. Because horror works best when horror is honest. The audience will feel that. The truth you bring to the genre will resonate, an eerie and unsettling echo that turns the mind upon itself."

If it doesn't scare you, if you're not just a little freaked out about how dark it is in the next room and ... wait. What was that noise? 

(One moment, let me shut my door, I thought I heard something moving around the next room, but that's not possible. I'm the only one home and, besides, nothing human sounds like that. No matter, I'm sure it was only my imagination.)

Links/References


1. (NSFW) 25 Things You Should Know About Writing Horror, by Chuck Wendig over at Terribleminds.com.

2.  The thread, What makes a good horror movie, over at AbsoluteWrite.com.



- I didn't use this article when I wrote the above, but I did come across it while I was doing my research: The 5 C’s of Writing a Great Thriller Novel, by James Scott Bell over at WritersDigest.com. Good stuff.

Thursday, June 5

17 Ways to Write a Terrifyingly Good Horror Story

17 Ways To Write A Terrifyingly Good Horror Story

(This is part one of a two part series, to read the next part click here: 17 Ways To Write A Terrifyingly Good Horror Story, Part 2 of 2)

I've reached a point in my WIP where I have to kill off one of my antagonist's minions in a grisly way and was curious what tips other writers had for creating a gross out scene. Then I thought: Hey! I should blog about this.

That's how this post began, but it's turned into more of an article on how to write a horror story that will terrify readers—at least, that's the hope!

1. The beating undead heart of horror is the knowledge that bad things happen to good people.


Chuck Wendig in his horrifically awesome post, (NSFW -->) 25 Things You Should Know About Writing Horror, writes that "Horror is about fear and tragedy, and whether or not one is capable of overcoming those things." He continues:
"It’s an existential thing, a tragic thing, and somewhere in every story this dark heart beats. You feel horror when John McClane sees he’s got to cross over a floor of broken glass in his bare feet. We feel the fear of Harry and Sally, a fear that they’re going to ruin what they have by getting too close or by not getting too close [...]"
Once readers identify with a character that character becomes a bit like their child. Readers want the best for the character while realizing that the best rarely happens. 

It's this tension between what we want for a character and what could happen to that character that fuels the engine of your story and drags your readers through the gory bits toward the end.

2. Your protagonist must make mistakes. Big ones. Mistakes that put their life, as well as their sanity, in jeopardy.

CW writes that "[...] tragedy is born through character flaws, through bad choices, through grave missteps."
Characters need to make bad decisions. I'm not talking about refusing to eat the goodness that is brussel sprouts, I'm talking about (as in the first Scream movie) running outside to escape the psycho terror inside only to be strung up and gutted by the psycho terror outside. Like Lennard in The Electric Can Opener Fluctuation, your character shouldn't be able to catch a break.

CW puts it this way: have characters your reader loves make choices they hate. He writes:
"We recoil at mistakes made by loved ones, and this is doubly true when these mistakes put their lives, souls and sanities in danger."[1]
I pondered CW's words of wisdom and, thinking about the scene I have to write, came up with the following:

Step one: Make the reader care about, identify with, your character.

Step two: Put your character in danger BUT don't have this danger thrust on them. Have the danger descend on your protagonist because of a choice they made.

Step three: Have the decision that puts your character in danger be either selfless or smart (or at least not blindingly stupid).  

We've all seen this: An attractive blond teenager hears an ominous noise outside the house. Moments later the lights stop working. Does our heroine run into the bathroom and lock the door? No. She calls out "Is anyone out there?" and in so doing alerts potential bad guys and gals to her location. But that's not all. She leaves the relative safety of the house to, all alone, go and see what made the mysterious noise. And (of course) she gets slaughtered.

I don't know anyone who would act like this. I wouldn't! If I heard mysterious sounds outside the house and then the power went out, I'd call 911, grab a baseball bat, and lock myself in the bathroom.

That said, yes, your victim should decide to go out and face the danger, but give them a credible reason. For instance, perhaps the protagonist let her dog out into the backyard and she's worried it's hurt. That's a valid—and altruistic—reason to face potential danger. It's something most people can relate to.

(Sorry if I belaboured that point, it's a personal peeve.)

3. Horror: the oldest story.


Horror stories have been around as long as humans. For instance, take a look at 10 Creepy Urban Legends From Around The World over at Listverse.com.

The first storytellers sat around a campfire at night making shadow puppets, telling tales of strong, daring, hunters and the creatures that killed them. (The special effects department was the guy who flicked grape juice at the cave wall as the shadow hunter is skewered by the shadow beast.)

CW writes:
"You want to see the simplest heart of horror, you could do worse than by dissecting ghost stories and urban legends: two types of tale we tell even as young deviants and miscreants. They contain many of the elements that make horror what it is: subversion, admonition, fear of the unknown."

4. Write about what terrifies you.


When researching this article I came across a wonderful thread over at AbsoluteWrite.com about what makes a good horror movie. Here are some of the highlights:

Ways to create a situation that will terrify an audience:

Restrict the character's movement.

For example, trap the character in a cellar, a church, an abandoned hospital, an underground parking garage, an island, and so on. 

Ask yourself, What kind of a confined space scares you? Were you trapped somewhere as a child, unable to free yourself, forced to wait and hope someone would come and rescue you?

The character restricts their own movement.

Think werewolves. Perhaps the character senses they're changing and they don't want the thing they are becoming to harm anyone, so they lock themselves up. In the TV show The Vampire Diaries, Tyler was chained up in a vault underground.

Play on primal fears.

  • The unknown, the dark. A dark staircase or stairwell. 
  • A character is trying to flee then becomes stuck. Perhaps their leg is caught in a trap.
  • The forest at night.
  • Twist the normal. Not everyone can be menaced by a tiki god in Hawaii but everyone has heard a strange, ominous, groan in the middle of the night and felt the hair at the back of their neck stand on end.
  • Horror often plays off of the taboo and off of suppressed emotions.[3]

Don't confuse the audience.

People can either be confused or scared. Not both.

Cheap, but effective, tricks.

In Pet Sematary Stephen King used a cat spitting and jumping into the camera to scare the pants off everyone in the audience. I know, I was there. Some think this is a cheap trick, and perhaps it is, but it was also very fun. My friends rib me about my reaction to that scene till this day.

5. What are your fears?


CW writes:
"The more we know the less frightening it becomes. Lovecraft is like a really advanced version of this. Our sanity is the firelight, and beyond it lurks not sabretooth tigers but a whole giant squirming seething pantheon of madness whose very existence is too much for mortal man’s mind to parse."[1]
Beautiful! And true.

6. What makes you anxious?


Fear is what we hope to provoke in our readers when we sit down to write a horror story, but often we have to make them anxious first. Here are a few things folks are anxious of:
  • Closed spaces. (A sealed stairwell, a locked-down parking garage, etc.)
  • Crowded rooms. (Or stadiums, banks, crosswalks, fairgrounds, etc.)
  • Getting sick, alone. No one finding you.
  • Being assaulted, robbed, etc. Dark parking lots, alleys, etc.

7. What revolts you?


Same as for anxiety. Revulsion is often the precursor of fear. Here are a few things folks sometimes find revolting:

- Snakes
- Insects
- Infectious environments
- Disarticulated body parts.

For a list of squick go here but be warned: once these images are in your mind you can't get them out! I know.

That's it for today. I'll finish my list of 17 ways to write a terrifyingly good horror story tomorrow. Stay tuned!

Update: Here's a link to the second part of this two part series on how to write a terrifyingly good horror story.



Every post I pick a book or audiobook I love and recommend it to my readers. This serves two purposes. I want to share what I’ve loved with you, and, if you click the link and buy anything over at Amazon within the next 24 hours, Amazon puts a few cents in my tip jar at no cost to you. So, if you click the link, thank you! If not, that’s okay too. I’m thrilled and honored you’ve visited my blog and read my post. :-)

On Writing Horror: A Handbook by the Horror Writers Association
"In On Writing Horror, Second Edition, Stephen King, Joyce Carol Oates, Harlan Ellison, David Morrell, Jack Ketchum, and many others tell you everything you need to know to successfully write and publish horror novels and short stories."

Writers Workshop of Horror
Winner of the 2009 Bram Stoker Award® for Superior Achievement in Non-Fiction.
Winner of the 2009 Black Quill Award for Best Dark Genre Book of Non-Fiction - Editors' Choice.
"Writers Workshop of Horror focuses solely on honing the craft of writing. It includes solid advice, from professionals of every publishing level, on how to improve one's writing skills. The volume, edited by Michael Knost, includes contributions by a dream-team of nationally known authors and storytellers, many Bram Stoker Award® winners."

Creating Character Arcs: The Masterful Author's Guide to Uniting Story Structure, Plot, and Character Development
"By applying the foundation of the Three-Act Story Structure and then delving even deeper into the psychology of realistic and dynamic human change, Weiland offers a beat-by-beat checklist of character arc guidelines that flexes to fit any type of story."







Links/References


1. (NSFW) 25 Things Your Should Know About Writing Horror, by Chuck Wendig over at Terribleminds.com.

2.  The thread, What makes a good horror movie, over at AbsoluteWrite.com.


- I didn't use this article when I wrote the above, but I did come across it while I was doing my research: The 5 C’s of Writing a Great Thriller Novel, by James Scott Bell over at WritersDigest.com. 

4. Character Flaws: The Ultimate Guide for Novelists
- This article isn't specifically about writing horror, but it does give a nice overview of the importance of a character's flaws. 

Monday, June 2

From Roots To Leaves: How To Grow A Novel

From Roots To Leaves: How To Grow A Novel


Every time I write a story my process is a little different. 

Part of the reason for this is that I like experimenting, trying new things. But I think another, deeper, reason is that, since every story is unique, so is the process of writing it. Which is my way of saying that if my musings on story structure click with you, great! If not, please take them with a very small grain of salt.

A Biological Metaphor For Story Structure: Plant Growth


We've all heard a story's structure--the underlying ebb and flow of action, events, plot and character which unite to form a story--compared to a skeleton. And that fits. I've used that metaphor myself more than once.

But, lately, another way of looking at story structure has slowly been taking root in my thoughts.

Germination


A couple of weeks ago I planted nine pumpkin sees in cute little terra cotta pots and set them on a sunny windowsill in my kitchen. I made sure they got enough water and waited.

And waited. And waited some more.

Although nothing was happening above the surface, a lot was going on inside the seed as it germinated and put down its first, tenuous, roots.

That process, between the seed germinating and the time I saw a little pale green head poke through the soil, took at least a week.

What was it doing? It was putting down roots, establishing itself. In those few days it laid the foundation for the explosive growth to come.

Using a plant metaphor to help organize a novel.


You might be wondering whether this has anything at all to do with writing or whether I've gone plant crazy. It does!

Yesterday I laid out the index cards for my WIP. I had been using the Index Card app, which I love, but I'd come to a point where I had just about all my scenes and sequels, but I wanted to shuffle a few cards around and weave in a subplot. For that I like being able to see all the cards at once and I can't do that with my app.

It took 120 index cards, two large packs of magnets, and four boards, but I did it. And, afterward, as I gazed at my four magnetic boards covered with index cards, I felt a little strange. The boards gave the room a vaguely Se7en-ish feel. But I digress.

Since yesterday I've spent quite a bit of time starring at those boards, thinking about the cards, the bits/elements of the story, then taking in the gestalt again, the arrangement of all the cards and how they flow into each other. Then I made changes here and there and repeated the process.

As I did this an idea came to me: a story's structure isn't like a skeleton. Rather, it's like a seed germinating and growing beneath the ground, establishing itself, waiting to burst forth in all its greenish splendour at the beginning of Act Two.

For example, in a four act structure the first act takes place in the Ordinary World. At the end of Act One the hero has not only accepted his Call to Adventure but is locked into it.

And that's fine. That's a great way of looking at it. But this is another way I've begun to think about it:

Act One is where the seed germinates, where it slowly unfurls and takes root, where it establishes itself.

Taking this analogy further, the first act is the story's anchor. That is, as the roots of a huge redwood anchor the tree so that it can withstand even the greatest storms so the first act anchors a story.

Let's dig into this metaphor.

Thinking of my first act, I realized that what I'm doing is introducing an event--often called the Inciting Incident--that begins the process of germination.

After the seed germinates (after the story world has been disturbed/changed/violated/radically altered) it begins slowly growing and putting down roots.

The soil/setting is crucial for this. If the soil is rich in nutrients, (interesting setting, characters 'hooked into the setting') and the temperature (a good plot) and humidity (well developed characters) are right, the new sprout will establish a healthy root system (the story will be rich, textured) and will have a the best growth rate (the story will have narrative drive/dramatic tension).

Why Act One is so important.


Children need nourishing food and a healthy physical and social environment to grow up to be the very best version of themselves they could possibly be.

It's the same for plants. And stories.

Which may help explain something I've puzzled over in my own writing. It seems that most of my effort is spent writing the first third of the story.

After I've gotten that down the rest of the story seems--I was going to say, 'to write itself' but that's not true. There's still a lot of blood, sweat and tears. BUT if that first part isn't right, if the roots of the story aren't well-laid, well-formed; if they're not healthy and strong; the rest isn't going to be either.

Without strong roots, the plant won't flourish.

That's enough for now. I was going to talk more about what sort of things need to take root in the first act, but perhaps I'll leave that for another time.

Today I've talked about how I think of a story's structure. How do you think of it?

Good writing!

Photo credit: "Cucumber seedling" by Karen Woodward under Creative Commons Attribution-ShareAlike 2.0. Based on "its first true leaf" by Sakura under Creative Commons Attribution 2.0.

Friday, May 30

3 Ways To Attract Ideas

3 Ways To Attract Ideas


If there's one question authors hate with a white hot flaming passion it's this one: Where do your ideas come from?

When asked this Harlan Ellison likes to say, "Schenectady." If pressed, he might add that every week he sends the service in Schenectady $25 and they send back a fresh six-pack of ideas. (For this and more on Harlan Ellison watch the documentary of his life and work: Dreams With Sharp Teeth.)

Neil Gaiman has written and talked about this subject often and with his customary thoughtfulness and wit.


But that's not what I'm talking about, not quite.

Attracting Ideas


Often, when I write my zero draft, I'll come to a spot and realize: that's not enough. I need something else. I need another character, another arc. Or perhaps I just know deep in my gut that I need something. Preferably something significant and interesting, something that will startle and amaze and hook the reader.

And sometimes the microsecond I realize this my mind goes blank. When this happens there are three things I do.

1. Take  a walk.


On a walk I can let my mind untether itself and wander, retreating from the multitude of daily cares that weigh it down. As my mind wanders sometimes an idea pops in.

2. Take a shower.


I don't know what it is about the shower but I've found taking one a great way of attracting ideas. Perhaps it's the sound, the feel of water flowing over skin, perhaps it's being momentarily cut off and immersed in one's private world. One feels freed to let one's mind free, to shift gears and dream.

Lately, though, I've found another way to attract ideas. A way analogous to gazing at the shifting colors of a kaleidoscope or to cloud gazing.

3. Use picture cards.


Yesterday I was writing a scene ... or trying to. I knew my characters, I knew the setting, and I knew that something new and completely different would happen at the end, something that would spin the story in another direction.

Something would happen. But what?!

I bought a couple of decks of Tall Tale cards weeks ago, the original and their Fairy Tales pack.

As I looked through the cards and thought about my scene certain cards felt right, so I put those to the side. I then took a look at the cards I'd selected and thought about what each card had in common with each of the other cards.

In this way I began to tell myself a mini-story with pictures. As I played, an idea popped in. Ah! It was the solution to my dilemma, the twist that would grab my story and send it in a new direction. (And the solution wasn't--or at least didn't seem to be--directly related to any of the cards I had chosen.)

I've tried that a few times, taking cards out and idly looking through them, seeing if anything pops. I think that perhaps pictures are a good way to communicate with my muse.

Of course, what works for me might only work for me! Though I doubt it.

Also, though I do like the Tell Tale cards, I imagine that any cards with images on them would do just fine.

When you get stuck on a story, what do you do to attract ideas?

Photo credit: "Amsterdam Calling" by Vieira_da_Silva under Creative Commons Attribution 2.0.

Wednesday, May 28

Writing Enthusiasm: 5 Ways To Coax It Back

Writing Enthusiasm: 5 Ways To Coax It Back



Jim Butcher talks about the great swampy middle of despair (maybe he didn't say "despair," I might have put that in) that is the center-slog of every book.  

I find that, every project I do, I get a fit of the 'blahs.' That first white-hot passion I had for it has evaporated like the morning dew after the sun glares at it for a bit.

In my case the sun would be the scorching light of reason--not a terribly helpful thing when you're belching (vomiting?) out a zero draft.

When I get an entrenched case of the blahs--when I feel singularly unenthusiastic about my WIP and start dreaming about how lovely it would be to write a short story, or a piece of flash fiction, or perhaps paint a picture or begin a gardening project or do absolutely anything unrelated to my WIP--then I know I'm in trouble.

For me, here's the key: Don't give in. This is butt-in-chair time.

Besides, to be honest, I've already spent the last day or two cleaning, gardening, puttering--doing anything but what I need to be doing.

Writing Enthusiasm: 5 Ways To Coax It Back


So. Here are five things I've tried in the past that helped me regain a sense of excitement, of enthusiasm, for my WIP:

1. Change the medium.


If I have been typing, I'll switch to writing longhand, or vice versa.

It doesn't work for me, but some authors like to pace and speak their story into a voice recorder.

Programs such as Dragon Dictate can (after training) transcribe even a lengthy audiofile in minutes.

For the dragon averse, it can be an interesting (though time-consuming) experience to transcribe the file yourself. (Elizabeth S. Craig writes about this here: Voice Recording as a Writing Tool.)

2. Change the location.


I'm fortunate. I have an office and, though it's a sliver of a room with a desk barely deep enough to fit my laptop, it provides a sanctuary, a respite, from the rest of the world. When I close my door I'm sequestered and free to write. 

(Theoretically. My cats see it differently. They think of my office time more as quality nap time. My kitty insists on either lying atop me or my chair. My choice. These days I'm using one of the hard plastic kitchen chairs while my furry overlord naps on an ergonomic miracle of science. But I digress.)

As wonderful as a writing space may be, writing in the same place day after day can be confining. Stultifying. Stagnating.

Sometimes the simple act of moving--even just getting up from my chair and walking through the empty rooms of my apartment, drinking in the small sounds that hide behind the silence, can help. The hum of electronics, the babble of the neighbour's six month old as she plays on the lawn, the rattle of pots as lunch is prepared, the throaty whir of the fridge as it clicks on beside me, these sounds become a chorus.

I've moved from my office to the kitchen table and that simple act seems to have roused my muse. (Perhaps. * Knock on wood. *)

3. Change of style.


Sometimes I'll start a project with a certain feeling and then--perhaps as I find more out about the story, as it grows within me--the story will assert itself and that feeling shifts, changes. The writing no longer feels alive. Vibrant. The story demands changes. I find that if I don't heed this demand the writing can grind to a halt.

For example, perhaps I've (once again) been seduced by Ray Bradbury's language in Something Wicked This Way Comes and--though spring unfolds around me, bursting with life and possibility--I live in the fall and see red and yellow leaves dancing with the wind and feel the electricity of change, of death, prickling along my skin, making me want to laugh and take long walks through oceans of night.

And then things change. I find out more about my story. My hero loses her love of night and dead leaves and starts cracking jokes.  She's hard-as-nails and long soulful descriptions--though at times irresistible--feel out of place.

4. Do (another) outline.


If you're anything like me, sometimes the vanishing of enthusiasm heralds the emergence of a plot hole. Or, generally, something that's not right with the story. Your muse knows this but your brain is playing catch-up.

I find that sometimes putting aside my current outline and re-doing it from scratch helps. Sometimes I've changed something and muddled the logical flow but haven't realized it yet.

Or, if you haven't created an outline for your story--even a bare bones one--perhaps now is the time!

5. Write.


When I began this post I had the writing blahs but now feel energized. The simple act of writing something (Anything!) has the power to crack through the ice of disenchantment and help one fall in love with their project again. 

Or, failing that, at least allow you to keep on keeping on.

I'll end with my favorite writing aid, created by Jim C. Hines:

From post Comic Amusement by Jim C. Hines.
The illustration is also by Jim C. Hines.

Good writing!

(By the way, Jim Butcher's latest book Skin Game--from his incredibly awesome Dresden Files series--went on sale yesterday. I'm a huge Harry fan, so thought I'd mention it. And, yes, pun intended. ;)

Photo credit: "flying" by Robert Couse-Baker under Creative Commons Attribution 2.0.

Tuesday, May 27

5 Steps To Reading Critically

5 Steps To Reading Critically


The web is replete with admonitions for writers to read. They range from Stephen King's terse 

"If you don't have time to read, you don't have the time (or the tools) to write. Simple as that." 

to W.P. Kinsella's kindly:

"Read! Read! Read! And then read some more. When you find something that thrills you, take it apart paragraph by paragraph, line by line, word by word, to see what made it so wonderful. Then use those tricks the next time you write."

I agree! But quotations like these leave an important question unanswered: How? How should we take others' prose apart so we may be enlightened? Are there techniques? Hints? Pointers?

The other day I found an article by Lee Goldberg on how to read critically. Mr Goldberg didn't set out to write about how to read critically (at least, I don't think he did), he was talking about adapting Nero Wolfe's books to the small screen. But, in so doing, he read Wolfe's stories critically and described his process. 

Before we get into that, what does all this talk of reading critically amount to? What are our goals?

What do we mean by reading critically?


"Reading critically" is a phrase that's used quite a bit, but what is it to read a story critically?

Here's how I think of it: reading critically is to read a story in such a way that one acquires an understanding of its underlying structure and how that structure gives meaning to the story as a whole.

As W.P. Kinsella wrote, it's all about taking stories apart to see what makes them wonderful and then using those techniques in one's own tales.

Lee Goldberg on reading critically


By the way, I'm not saying that Lee Goldberg would agree with any of the following five steps. I'm just saying this is what I took from what he wrote.

Step 1: Read the book from cover to cover. Read it for pleasure, read it for a sense of the story.


Step 2: Read the story again and, as you do, answer the following:


a) What are the key emotional points of the story?
b) What are the major plot points?
c) What are the essential clues?
d) What is the central conflict between the main characters?

Step 3: Highlight dialogue that is essential to communicating the important story points.


Step 4: Using the notes you've taken so far, create an outline of the story. What are the scenes? The sequels? The arcs/sequences?


Step 5: If you were going to write this story, what changes would you make? Is there a more effective way to communicate the main story points?


Right now I'm thoroughly enjoying Cheap Shot by Ace Atkins, a continuation of Robert B. Parker's Spenser series. On audiobook, I'm listening to Stephen King's Needful Things. 

What are you reading or listening to at the moment?

Links/References:


1. "Writing Nero Wolfe," by Lee Goldberg


Photo credit: "tunnel at place des vosges" by Greg Westfall under Creative Commons Attribution 2.0.

Friday, May 23

How To Write A Terrific Murder Mystery, Part 2 of 2

How To Write A Terrific Murder Mystery, Part 2 of 2


This discussion of how to write a murder mystery is a continuation of my last post (see: How To Write A Terrific Murder Mystery). In that post I talked about:

- The qualities of a terrific detective
- The importance of personality, character, strengths and weaknesses, and relationships
- The setting/arena
- The inciting incident
- Clues, what kinds there are and how to use them
- Character solutions vs forensic solutions

Today I'm going to conclude by examining:

- Other characters such as the murderer and the victim
- Open versus closed mysteries
- The importance of fair play

What follows is from Lee Goldberg's wonderful article, How To Write A Murder Mystery.

Other Characters


Lee Goldberg writes:

"I always begin developing a book the same way – I come up with an “arena,” the world in which our story will take place. A UFO convention. Murder in a police precinct. A rivalry between mother and daughter for the love of a man. Once I have the arena, I think about the characters. Who are the people the story will be about? What makes them interesting? What goals do they have, and how do they conflict with the other characters?"[3]

Putting this in point form:

- What makes these characters interesting?
- What are their goals?
- How does each character's goal (or goals) conflict with those of the other characters?
- How do these goals create obstacles for the hero/main character/detective?
- How do the other characters help the reader understand the setting/arena?

The Murderer


"Once I figure out whom to kill, and how, and of course why, then I start asking myself what the killer did wrong, or what he overlooked, that will lead to his undoing."[1]

- Who does the murderer need to kill? 

I find that, often, the first victim is the person the murderer needed to kill. But there are notable exceptions. Agatha Christie often broke with convention and used her readers' expectation against them (for example, Murder in Three Acts, The A.B.C. Murders).

- How does the killer do it?

What is the murder method? An arcane poison? Or a normal poison that no one can figure out how it was administered? Locked room mysteries also fall into this category. Or perhaps (and this is truly diabolical) the victim is forced to kill him/herself (A Study in Pink, Se7en). 

- Why does the killer need to kill?

P.D. James once wrote that "All motives can be explained under the letter L: lust, lucre, loathing and love."[4] True. We could also say that:

- The murderer wants to prevent certain information from coming out about him, information that would radically transform his life in ways he would hate. 

- The murderer wants to take revenge on someone because they radically transformed her life in ways she hated.

- The murderer wants to radically transform his life into something (he thinks would be) infinitely better. And so on.

- What did the killer do wrong? What did he/she overlook?

It seems axiomatic--at least in fiction--that every killer, no matter how intelligent they are or how well planned the crime, will make at least one mistake. With Agatha Christie, often the killer's mistake was trying to be clever and trying to pull the wool over Poirot's eyes. But this was a trap. Poirot assumed the guise of a silly foreigner and so invited the proper English people of his day to underestimate him. His quirks, his foreignness, was, in a way, his disguise.

What the killer did wrong, what he/she overlooked, has to be something the detective could discover, as well as something that plays to his/her strength. There are countless examples of this, but what comes to mind immediately is the episode of Sherlock entitled The Great Game

Sherlock Holmes is wonderful at noticing minutiae and bringing together diverse threads, strands, of information and, from them, creating a synthesis that yields the answer (usually the 'ah-ha' clue triggers this epiphany). The graphical way the show's writers/producers/director have used to illustrate the information Sherlock notices (words suspended in air) works brilliantly and adds another dimension to the storytelling. (Sorry. Sherlock is one of my favorite shows and I tend to rhapsodize. Moving on.)

The Victim


Lee Goldberg writes:

"And then I ask myself the big questions—who gets murdered, how is he or she killed, and why? Is it an 'open' or 'closed' mystery?"

Putting this in point form: 

a. Who gets murdered?
b. How are they killed?
c. Why are they killed?
d. Is it an "open" or "closed" mystery.

Let's take these one at a time:

a. Who gets murdered?

Lee Goldberg doesn't have a lot to say about the victim, so let me draw on a point I made--I borrowed it from W.H. Auden--in Writing a Murderously Good Mystery: The Importance of The Murder Victim.

W.H. Auden, self-confessed addict of English-style whodunits, believed the following about the victim:

i) All your characters should have a reason to want to kill them.

ii) All your characters should have some sort of change in feeling for the victim after they learn of their death. 

For example, a character who loathed the victim might feel guilty for wanting her dead; or perhaps just worried that her (widely known) sentiments about the victim will make her the detective's primary suspect.

The important thing to keep in mind, though, is simply that the victim's death must be a catalyst for that most important aspect of storytelling: change.

b. How are they killed?

Susan Spann advises us to kill our characters with style: 

"In real life, people get run over with cars, shot with pistols, and decapitated with ancient swords. (THERE CAN BE ONLY ONE!!) In fiction, anything is fair game if you can explain it. Take down your victim with all the creativity you can muster. Pufferfish poison? Absolutely. Shuriken to the face? You’ll see it in one of my novels."[5]

Here are the results of my google-foo:

- Death by Egyptian curse
- Death by puffer fish poison
- Death by ricin
- Death by caffeine
- Death by puppets
- Death by robot
- Death by milk (In honor of Mr. Monk)

c. Why are they killed?

I've already talked, in general terms, about motives. Here we're interested in specifics. We want to know why, within the context of the story, this character was done away with. 


Let's say that there are two broad reasons why people murder: 

i) People murder to radically transform their life in ways that they think they would like.

ii) People murder to keep their life from being radically transformed in ways they don't think they would like.

In other words, folks murder because they want good things or because they want to avoid bad things. But that's general. To put meat on those bones (or tofu, if that's your preference) we need to know what the murderer wants, what he desires. And to know that we need to know what his strengths and weaknesses are. 

I talked about this last time in regards to the hero, but it applies to the murderer as well.

d. Open vs Closed

Lee Goldberg explains the terms "open mystery" and "closed mystery" as pertaining to the readers/viewers knowledge. If the reader/viewer knows the identity of the murderer from the beginning then the mystery is open. On the other hand, if the reader/viewer finds out about the identity of the murderer at approximately the same time the detective unveils his/her identity, then it's closed.

Goldberg adds that whether a mystery is open or closed is determined by the series concept. For example, in a Columbo episode the viewer usually[2] knew the identity of the murderer from the beginning. Cracker, Death in Paradise, Midsomer Murders and scads of other TV shows are examples of closed murder mysteries. Diagnosis Murder--one of the shows Lee Goldberg both wrote for and produced--had both open and closed murders.

Trying to decide which kind of structure will work best for your tale? Lee Goldberg writes that:

"An open mystery works when both the murderer, and the reader, think the perfect crime has been committed. The pleasure is watching the detective unravel the crime and finding the flaws you didn’t see.

"A closed mystery works when the murder seems impossible to solve, and the clues that are found don’t seem to point to any one person, but the hero sees the connection you don’t and unmasks the killer with it."[1]

The Importance Of Fair Play


"In a true whodunit, the reader enjoys the game as long as you play fair. That means that all of the clues, including the 'Ah, ha!,' have to be shared with the reader at the same time that the hero finds them."[1]

Never withhold clues from your readers. They need to find out about all clues at the same time as your detective.

The detective can't receive crucial information 'off-screen,' the reader needs to see the detective finding everything. Now, that doesn't mean that the detective has to explain the significance of the clue to the reader. Generally that's kept back for the final reveal.

It can be tempting to hide clues from the reader because then it's easier to keep the reader in the dark, it's easier to keep them from guessing the identity of the murderer before you want them to. It is also a sure-fire way to make your readers mad as aggrieved hornets and you don't want that! 

How To Play Fair


What's the trick? How do we give readers all the facts and keep them from guessing the identity of the killer? Lee Goldberg writes:

"Obviously, you want to distract, trick, and manipulate the readers and make it as hard as possible for them to solve the crime, but you can do that without keeping important information from them. You just have to be artful about turning their attention away from it, to get them to focus on the wrong things.

"As the author, you have a real advantage. You are the control voice in The Outer Limits. You control point-of-view, in essence the camera through which the reader is seeing and interpreting the world. For instance, if in your story the detectives are focusing on what’s in the room where a murder took place, talking about each item in detail, tracing the history of each piece, that’s what the reader will be thinking about, too, and not the real clue that you are distracting them from: what’s not in the room."

An example of distraction.


I watched an episode of Diagnosis Murder the other day. In this episode, Murder with Mirrors, the killer was a magician and the victim was killed by their own trick. 

The victim was handcuffed and dropped into a tank of water. He was supposed to use a lockpick, given to him by his accomplice onstage, to pick the handcuffs and free himself. The problem: the key didn't fit the cuffs. 

Most of the show was spent trying to figure out who had access to the key and who had a motive to swap the real key with a fake one. The problem: no one who had a motive had the opportunity to switch keys. 

The solution: The killer hadn't swapped the key, he'd swapped the handcuffs! The viewer was so busy wondering who had access to the key that they didn't realize someone could have, instead, swapped the handcuffs. At least, that was the hope. As soon as the detective, Mark Sloan (played by Dick Van Dyke), realized this, the case was solved.

In summary. I apologize for quoting so much of Lee Goldberg's article, but it is a terrific article that anyone who wants to write a murder mystery should read. Again, that's How To Write A Murder Mystery by Lee Goldberg.

Further Reading


- Here are other articles I've written about how to write a murder mystery.
- Writing Nero Wolfe, by Lee Goldberg

In this article Tod Goldberg, Lee Goldberg's brother, talks about why he decided to do the novelization for Burn Notice and what the experience was like:
- Burn Notice: The Novel (Tod Goldberg), by Tod Goldberg, Special to The Times 

Notes/References



2. I say "usually" because in at least one episode the viewer was tricked into thinking they knew the murderer's identity when they didn't. For example, Double Shock and Last Salute to the Commodore.


4. Talking About Detective Fiction, P.D. James

5. 25 Things You Need To Know About Writing Mysteries, By Susan Spann, over at Chuck Wendig's blog TerribleMinds.com. (I wrote a post about Susan Spann's post, How To Write A Murder Mystery.)

Photo credit: "241" by Thomas Leuthard under Creative Commons Attribution 2.0.

Wednesday, May 21

How To Write A Terrific Murder Mystery

How To Write A Terrific Murder Mystery


Ever wanted to write a murder mystery? I have! I love murder mysteries. I love reading them, I love watching them, I love thinking about them.

And so I was terrifically, fabulously, excited when I discovered that Lee Goldberg--screenwriter, executive producer, award winning mystery author, and New York Times bestselling author--had written an article about how to write a murder mystery. If anyone knows about writing a murder mystery, it's Goldberg. In addition to writing 15 Mr. Monk books (all of which I have read and enjoyed), Goldberg wrote 26 episodes of Diagnosis Murder and was an executive producer for the show. What follows is drawn from Lee Goldberg's article.

The Qualities of a Terrific Detective


Lee Goldberg writes:

"The idea for the mystery will arise from the personality of the hero, and what aspects of his character I want to explore, what arena (a place, industry, sport, culture, etc.) I want to put him in, and finally what kind of conflict I think will best bring all of those aspects together and give me a narrative engine for my story."[1]

The above paragraph, like most of Goldberg's wonderful article, is densely packed with information. Let's write out the points he brought up so we can see it at a glance:

- The detective should have an interesting personality.
- The detective should have a well-developed character.
- The setting (or arena) for the mystery should be pregnant with potential conflict.

The complex interplay of these three things (personality, character and setting) forms the narrative engine for the story.

An example: Adrian Monk


Lee Goldberg writes:

"If the character is, say, Adrian Monk, I start by asking myself what new aspect of his personality, his obsessive/compulsive disorder, and his relationships with others, can I explore this time? What situation can I put him in that he hasn’t been in before?"[1]

Let's unpack this.

1a. Personality


What is personality? For our purposes, I'm going to go with Wikipedia and say that:

"Personality has to do with individual differences among people in behavior patterns, cognition and emotion." (Personality, Wikipedia) 

When we talk about a person's--or a character's--personality we're talking about what is unique to them. What makes them who they are. It is the specific combination of general elements that comes together to make each person unique.

1b. Character


While personality has to do with what makes each individual unique--as well as how that can go wrong--character has more to do with the type of person one is. It has to do with archetypes, tropes. I'm not sure if that's how Goldberg uses the term, but it's how I'll use it in this article. 

1c. Strengths and weaknesses.


Like us, our characters have weaknesses. Mr. Monk had a prodigious memory as well as the ability to make connections between apparently unrelated things. He also suffered from an obsessive compulsive disorder and was scared of just about everything. Sherlock Holmes (in Sherlock) is inhumanly smart but socially clueless. Hercule Poirot was brilliant but vain. All characters have strengths and weaknesses. 

1d. Relationships


Our characters strengths and weaknesses define them, but so do their relationships with others. 

Every character has a goal and these goals conflict with each other. Also, these goals should get in the way of the main character--the detective--achieving their goal: solving the murder.

Additionally, characters and their interrelationships provide an excellent way to 'hook' characters into the story's setting/arena.

1e. Setting/Arena


Lee Goldberg writes:

"Those questions inevitably lead me to the arena, the world in which our story will take place. A UFO convention. A murder in a police precinct. A road-trip in a motorhome. But an arena is not necessarily a place. It can also be a situation, like the rivalry between mother and daughter for the love of the same man. Or how people cope with unexpected, and devastating financial hardship. Or how having a child changes relationships. The arena can also be a sport. The world of horse racing. The world of stamp collecting.

"You get the idea.

"The arena can be anything. It’s the setting, the backdrop, the context that allows you to reveal your hero to the reader in entertaining and compelling ways."[1]

The Inciting Incident


In a murder mystery the Inciting Incident is often the murder itself. Sometimes--I believe CSI does it this way, or at least used to when I watched CSI Vegas--the murder is shown first and then the hero, the detective (or detectives), comes on scene after the body is discovered. Sometimes the murder isn't shown and we just see the Call to Adventure and the detective is asked to discover the identity of the murderer.

Lee Goldberg writes that the main purpose of what I'm calling the Inciting Incident is to "create conflict and reveal character." Lester Dent wrote about having a clever device for the murder; something interesting, something puzzling. And I think that's important, but whatever one uses, whatever one's Inciting Incident is, it must serve those two functions; one about plot, the other character. It must:

(a) create conflict, and
(b) reveal character.

The Clues


Lee Goldberg writes:

"Now I can get into the nuts and bolts of figuring out the clues, and how the hero will discover them. This isn’t as hard as it sounds, either, because the clues will also be organic to the story, and because of that, they won’t just lead us to the killer, they will also stoke the conflict, illuminate the theme, and open up our arena. The clues will reveal themselves to you. Trust me on this."

The clues must:

- Lead to the killer
- Stoke the conflict
- Illuminate the theme
- Open up the arena

Using the clues.


"I need a number of clues, some red-herrings that point to other suspects, and some that point right to the murderer."[1]

The finish clue.


"The hardest clue is the finish clue, or as I call it, the “Ah, ha!” the little shred of evidence that allows the hero to solve the crime—but still leaves the reader in the dark.

"The finish clue is the hardest part of writing any mystery for me because it has to be something obscure enough that it won’t make it obvious who the killer is to everybody, but definitive enough that the reader will be satisfied when the hero nails the murderer with it."[1]

Character solutions vs forensic solutions.


Character solutions are, all things being equal, better than forensic solutions. Lee Goldberg writes:

"In my experience, the best “Ah-ha!” clues come from character, not from mere forensics. For instance, a character solution is having the hero discover that Aunt Mildred is the murderer because she’s such a clean freak, she couldn’t resist doing the dishes after killing her nephew. That’s so much more satisfying than a forensic solution, like finding Aunt Mildred’s finger print, or catching her on a security camera, or anything else that doesn’t require the detective to be clever and make some surprising deductions."[1]

That's it for today. On Friday I'll finish up looking at Lee Goldberg's article: How To Write A Murder Mystery. We'll look at the murderer, the victim, open versus closed mysteries as well as the importance of fair play. Stay tuned!

Update: Here's a link to How To Write A Terrific Murder Mystery, Part Two of Two.

Here are other articles I've written about how to write a murder mystery.

Notes/References