Saturday, July 12

DIY: Turn Your Manuscript Into A Physical Book

DIY: Turn Your Manuscript Into A Physical Book
handmade books 36-38 by darkest-red, on DeviantART.

Today, rather than talk about how to write a book, I want to talk about how to bind one--how to, literally, create your own book.

Bookbinding & Writers' Journals


Dabblers in bookbinding--people like me--often make blank journals. These journals are creative, distinctive, and make a thoughtful gift, especially for friends who are writers. (Also, they are much cheaper than anything you can buy; my journals usually cost less than $3 each to make.)

But we can take this one step further. Instead of giving a blank journal, why not print one of your short stories, bind it, and give it as a gift. How cool would that be?! Giving someone a bound copy of your story: a print run of one! Now that's unique. (This is assuming, of course, that you hold the rights to the work.)

In the first part of this post I go over how to bind a simple blank book. Then we'll talk about how to print out your story for binding.

How to make a book: the basics


Rather than go through this myself I'm going to point you to excellent articles, and a video, that document the process.

a. VIDEO: Coptic Stitch Sketchbook


I've watched many videos on now to make a simple book and this is, hands down, the best:



b. Articles


If videos aren't your thing, here are a few articles that will give you the basics:

Chain or Coptic Stitch Bookbinding Tutorial
Create a Stunning Combination Coptic Long-stitch Archival Book

Printing your story for binding


So, now that we know how to bind a simple book, let's look at how to print the pages of your story so they can be easily assembled into signatures.

In just a moment I'll give you links to two articles which give excellent instruction about how to do just that, but the idea is very simple.

1. Decide how many pages/folios you'd like each signature to contain.

Now that we know how to bind a simple book, let's look at how to print the pages of your story so they can be easily assembled into signatures.

In just a moment I'll give you links to two articles which give instructions about how to do just that, but the idea is very simple.

1. Decide how many pages/folios you'd like each signature to contain. 


For my blank journals, each signature is comprised of 10 folios and each book I put together has 10 signatures. For a printed book, though, the number of folios each signature contains will depend on the length of your book, as well as the size/dimensions of the book.

For example, a book the height and width of a mass-market paperback will, all things being equal, require either more folios per signature or more signatures (or both) than a book the size of a hardcover.

2. Decide how many words you want per page.


The number of words which will fit on a page depends on the font you choose as well as the font-size. You will then need to figure out how to print your story so that when the signatures are assembled into a book the pages are in the correct order.

There are programs--InDesign for example--which will do this. You simply need to tell it how many folios you would like per signature and it will collate the pages accordingly. If you're a DIY type of person (like me!) here are a couple of articles that step you through the process.

How-To Create Booklets Using Microsoft Word 2010 by Austin Ruthruff over at groovypost.com.

How to Make, Print, and Bind Your Own Books, by Thorin Klosowski over at Lifehacker.com.

That's it!

If you've made your own book, post a picture on your webspace and leave a link in the comments. I'd love to see it. :-)

Photo credit: "handmade books 36-38" by darkest-red, on DeviantART.

Wednesday, July 9

Five Reasons To Write Flash Fiction

Five Reasons To Write Flash Fiction


Today I want to talk about flash fiction and why I think writers, especially beginning writers, should think about writing more of it. But first ...

Flash fiction: What the heck is it?


A work of flash fiction is "a work of extreme brevity." (Flash Fiction, Wikipedia). Although there is no generally accepted definition for what that means in terms of word count, "flash fiction" is often used to indicate a work that is less than 1,000 words in length.[1] 

One of the shortest stories I've ever read--and (arguably) one of the shortest stories it is possible to write, since it contains only six words--is Ernest Hemingway's:

"For Sale, Baby Shoes: Never Worn."
-- Ernest Hemingway

But it can seem odd to call both a 1,000 word story and a 6 word story by the same name. After all, one is a full-blown story while the other could be a tweet. Because of this some folks have begun to call extremely short works of fiction--works of, say, 300 words or fewer--micro-fiction.

Whatever name you would like to use, the kind of stories I'm talking about in this article are, as the dictionary definition has it, works of extreme brevity. To me that means works of less than (give or take) 1,000 words.

The Top Five Reasons To Write Flash Fiction


1. Flash fiction is quick--both to write and to read. 


The more you practise writing--and reading!--the better you'll become. Flash fiction is a quick read, by reading flash fiction you can accelerate the learning curve.

I'm not talking about passively reading, sitting back and reading for pleasure--though there's certainly nothing wrong with that! In fact, I think it's a must. But writers need to actively read complete stories.

Also, writers need to read to discover (a) what the author was trying to achieve (reader identification, building suspense, etc.) and (b) how they did it. 

Or didn't. I think it's just as valuable to recognize an author was attempting to create a certain effect and that it didn't happen. We've all had this experience, we're reading along, happy as a clam, and then the text falls flat and we're thrown out of the story. 

If we're a writer we don't just get angry and throw the book against the wall (though we may be tempted), instead we ask ourselves: What effect was the writer going for and why didn't he/she pull it off? Even more importantly, we ask: How could I re-write this snippet so that the effect does happen?

2. The more stories you finish writing, the better you'll become.


It's not enough to write a lot and read a lot. As Neil Gaiman says, it's just as important to finish what one starts. After all, I could write, "All work and no play makes Jack a dull boy," every single day for the rest of my life and I can guarantee you it wouldn't improve me as a writer!

It is much easier to finish a 900 word piece of flash fiction--I can do that in about two hours--than it is to finish an 80,000 word novel.

3. Writing--and reading--flash fiction gives you confidence.


Reading the flash fiction of peer writers--people who have reached the same stage of this crazy journey you have--can help you because it can help you see your work in a new way.

Let me explain. When you read the work of peer authors you're bound to come across beautifully written stories. Yes, sure, this can be demoralizing if you think your stories have all the appeal of a white room, but you'll also see that these same authors don't always get it right. They'll stumble and when they do you'll see it. That is, you'll see where their prose went flat or their story turned left when it should have gone right and then something amazing and wonderful will happen to you: you'll be able to see these things in your own work

Or, maybe not. Maybe you're different from me. For myself, when I read a story I've written it's impossible to get past the story in my head. When I read a line I know what the line is supposed to say because I've got the story dancing around my brain. Unfortunately often the line doesn't say what I want it to and I can't see that because I'm too close to the story, I'm too connected

When I read another persons work and I see the flaw in their work often something will click, a mental connection will be made, and I'll suddenly realize that's what I've done too. But, often, I'll need to see this mistake in another person's work, first, before I'll see it in my own.

4. Writing flash fiction can give you an audience.


When we start out we write stories that we look back on in later years and quietly, reverently--even tearfully--inter in trunks and (if you're me) in shoeboxes under the bed. But those stories were important, they needed to be written. If they hadn't been written we'd never have gotten better. We'd never have improved.

It helps (especially when one first starts out) to share our writing--even if it is far from perfect--with others. 

Why? Because ...

First, every writer needs encouragement, especially in the beginning. 

Second, beginning writers need encouragement that doesn't come from their mother! Mother's have to love everything you've written, it comes with the job description.

5. Writing flash fiction makes it easier to make connections with other writers.


Readers love flash fiction. Yes, sure, there are probably exceptions, people who want to focus exclusively on longform fiction, but in general readers would prefer to critique a 1,000 word piece of fiction rather than a 100,000 word piece because ... well, because the most important thing a writer can do--and the thing they must do--is write. Time is precious and while it is important to critique the work of others the single most important thing a writer can do is write.

Joining A Writing Community


A terrific way to motivate yourself to write is by joining a community that helps motivate its members to not only write regularly, but to publicly share what they've written. 

Saturday Scenes on Google+ (#SaturdayScenes)


I'm a member of one such community: SaturdayScenes. Saturday Scenes was created by +John Ward with the intention of giving writers a friendly nudge to write more, to publish what they've written, and to read and comment on the work of others. 

Each saturday participating writers publish a scene (generally each scene is no more than 500 or 1,000 words) on their Google+ profile and then share a link to that post with the community. 

Saturday Scenes is only a few weeks old, but already a vibrant community has formed, one held together by the shared experience of publishing work and having it read, and commented upon, by others. 

For the last few Saturdays I've been sharing scenes from one of my "under the bed" stories, one that I've gone back to and fixed up. It's also a good way to share scenes that you love but which you've had to cut from a novel. 

Critters.org


Another terrific organization I've belonged to for a number of years is Critters, run by Andrew Burt (Aburt). If you join you'll need to commit to doing a critique a week, but in return you are pretty much guaranteed to get several thoughtful critiques of your own work.

Interested? Read more here: What is Critters?

Note: Critters.org focuses on short stories over 2,000 words long. You can submit flash fiction pieces but they aren't worth as much reading credit.

That's it! Have you written any flash fiction? If so, tell us about it. Did you enjoy writing it? What about reading the flash fiction of others?

Notes


1. I say this based solely on my experiences, how I've seen the word used. In putting up these descriptions I don't mean to imply that this is what the words mean, full stop, but only to make it clear how I am using these words.

Photo credit: "the tide comes in - wet feet" by *Light Painting* under Creative Commons Attribution 2.0.

Monday, July 7

Mark Coker's Tips On How To Sell More Books

Mark Coker's Tips On How To Sell More Books



Let's talk about book marketing. 

I prefer to concentrate on writing so I tend to shy away from marketing. That said, writers need to make a living wage if they are to keep writing, so marketing--learning how best to present our work to readers--is important.

Each year Smashwords founder, Mark Coker, shares the most significant factors in a book's sale on Smashwords[1]. Here is his analysis for this year: 2014 Smashwords Survey Reveals New Opportunties for Indie Authors

Even small changes can have big effects.


It will come as no surprise that, as Coker writes, "A few titles sell fabulously well and most sell poorly." But what Coker takes from this is worth thinking about: "An incremental increase in sales rank is usually matched by an exponential increase is sales."

The takeaway: Do those things that "give you an incremental advantage so you can climb in sales rank."

What follows are a few ways in which you can give your book an incremental advantage.

1. Longer ebooks sell better.


In the 2014 survey, as in earlier surveys, it was clear that longer books sell better. 

When I read this I wondered: How long is longer? 70,000 words? 80,000? 100,000? But Coker doesn't put a wordcount on this. All he says (see below) is that a book that has fewer than 50,000 words, all things being equal, would be at a disadvantage.

2. Price points: books priced at $2.99 and $3.99 sell best.


Mark Coker writes:

"The highest earning indie authors are utilizing lower average prices than the authors who earn less, but this doesn't mean that ultra-low prices such as $.99 are the path to riches.  $2.99 and $3.99 are the sweet spots for most of the bestsellers."

"FREE still works great, but it's losing some mojo [...]."

3. If you offer your book as a pre-order, it will sell more copies.


Mark Coker writes: 

"I think preorders today are where free was five years ago.  The first authors to effectively utilize preorders will gain the most advantage, just as the first authors to enter new distribution channels gain the most advantage.  Five years from now once all indies recognize that preorders are a no-brainer essential best practice, the effectiveness of preorders will decline."

4. Books in a series sell better than standalone books.


Not only do books in a series outsell standalone books but the best performing series have longer books.

5. Books under 50,000 words sell fewer copies.


Mark Coker writes:

"Also interesting, we found series books under 50,000 words are especially disadvantaged.  This is not to say that you can't become a bestseller writing shorter novellas.  Multiple Smashwords authors have had success here.  But what the data does tell me is that successful novella writers might achieve even greater success if they write full-length.  The data appears to suggest that series books under 50,000 words might create friction that makes readers incrementally less willing to buy."

6. Offer the first book of a series free of charge.


Mark Coker writes: "We found strong evidence that series that have free series starters earn more money for authors than series that do not have free series starters." 

To sum up:


- Longer ebooks sell better.
- Books priced at $2.99 and $3.99 sell best.
- Books offered as a pre-order sell more copies.
- Books in a series sell more copies.
- Short books (books with fewer than 50,000 words) sell fewer copies.
- Series sell better if the first book is offered free of charge.

Question: What works for you? If you have a marketing tip to share, please leave a comment.

Notes:

1. Mark Coker's survey is based on "over $25 million in customer purchases aggregated across Smashwords retailers including Apple iBooks, Barnes & Noble, the Smashwords.com store, Sony (now closed), Diesel (closed), Oyster, Scribd, Kobo, public libraries and others." In other words, it is based on books offered on the Smashwords platform as well as on platforms owned by Smashwords' publishing partners. As a result, this data may not apply to those who sell on other platforms. That said, I have heard many of these points echoed by people who sell primarily on Amazon.
Photo credit: "June 2014" by *Light Painting* by Creative Commons Attribution 2.0.

Friday, July 4

Eight Tips: How To Tell A Scary Story

Eight Tips: How To Tell A Scary Story



Here are eight tips on how to write horror from Brad Falchuk, the co-creator of American Horror Story. These pointers come by way of Joe Berkowitz's article "How To Tell Scary Stories, From The Co-Creator Of American Horror Story." (Thanks to +Moxlonibus Krypt, fellow horror aficionado, for sending me the link to the article.) 

1. Start with a big idea.


Think of movie posters. They usually try and communicate one big idea, the idea the movie is based on. Star Wars was swords in space, Indiana Jones was a fearless adventurer, and so on.

The big idea for the first season of American Horror Story was that of a haunted house. It was about how ghosts--and other, hidden, things--can haunt people.

How do you know if your idea is big enough?

- Does your idea immediately suggest characters for the story?
- Does your idea immediately suggest various adventures--or misadventures--that could embroil your characters?

2. Start with a believable situation, then twist it.


Create a scene your audience could easily imagine themselves in.

When I was a teenager I babysat. A lot. So did my friends. For those of you who didn't have the pleasure, babysitting involves a lot of sitting, alone, in a stranger's house after dark. Many times you don't have anything to do except look out into the darkness and imagine what sorts of things it might conceal, and what they might do if they broke into the house.

So, naturally, one of the favorite topics at sleepovers was our fear that someone would break in after dark and go all squicky on us. We talked about gruesome stories we'd heard and scared ourselves silly.

Brad Falchuk says:

"[...] you can imagine being attacked by some kind of monster in your house. It could be nighttime and you hear noises outside, and if you can imagine yourself in some character’s shoes at that moment, it’s scary."

3. Horror is about truth, falsehood and consequences.


Always include a lie; the more, the better.

Brad Falchuk says:

"Scary stories are very much about the idea of truth. What is truth, what is a lie, and what happens when you lie? For me the greatest horror out of anything you do is to lie, and so in any instance of great scary storytelling, there’s a lie. The biggest lie in the more typical horror movies is that you’re safe. You’re out by Crystal Lake, its beautiful there, and don't worry--those murders that happened were a long time ago! They’re not going to happen again! So you're living in a lie and you're going to suffer for it. In almost any great horror story, there’s a lot of lies."

I hadn't thought of it quite that way before, but yes. That.

Horror plays with the comforting lies we tell ourselves: "Sure the house is built over an ancient burial ground but, hey, we got it cheap! I'm sure nothing bad will happen."

Or perhaps a teenager tells her parents she's going to the family's summer cabin to study. Uh huh. Right. And then her (totally sober) friends disturb the spirit of the lake, or they run over someone, and then a gypsy curse is involved and it's all downhill from there.

4. Relationship trouble: real-life horror


The first season of American Horror Story is about infidelity. It's about how people, living people, can haunt our lives and how, sometimes, that doesn't stop after they die.

Memories of people and past events--of opportunities lost--do tend to stick around and pull one back into them when one least expects it.

5. Start an idea for a scary scene and work backward.


This works well for any kind of story. Brad Falchuk says:

"You might have this one thing, like, 'He’s a Nazi doctor doing experiments on people.' Then you just start talking through story points--does this happen? Does that? Once you hit one or two big story points--like, the doctor’s injecting something into the victim’s eyes or he chops off their legs and injects them with this stuff--then you start to think about how the victim got captured by him. What can we do in the scene before this one to make it feel even worse, and where does she end up after this happens?"

Wow. Injecting eyeballs. I'm definitely an amateur.

We're used to thinking about scenes in terms of one flowing into another so it is often less natural to think what the build-up, the preconditions, for a particular scene could be. Reversing the flow of the story, asking not what has to happen now, but what had to happen for this to be the case, is just as effective--sometimes more effective--in creating a gripping tale.

6. Don't be afraid to use tropes in your work, but be sure to put a twist on them.


Audiences often want the same thing as whatever else they loved--just different. Brad Falchuk says:

"You’ve seen the shower scene in Psycho--the shocking moment with the music blasting--and it’s hard to not use those kinds of moments. People come looking for them because they like them--they just want to see a different version."

That's the trick, isn't it? To take the thrills and chills from a great scene and transform it, give it a twist, and make it new but still scary as hell. BF gives us a few tips:

- If it feels too easy then it probably is. 
- Does this scene get you excited? If it does then it'll probably make others feel that way too.

BF tells writers to keep pushing, to go further, and suggests two ways of doing this:

a. Take the trope further along the same lines. The movie Saw did this well. That film wasn't my cup of tea but I have to admit that it pushed squicky torture to a new level.

b. Push the trope in a different direction. "Any time you think left, you go right. The moment when you think this is a great moment for brutality you go into kindness and vice versa."

7. Show the Big Bad in all its hideous glory.


But not too often. One of the reasons Jaws worked so well was the guessing, the not knowing. As BF says, in Jaws you see the severed head float by and imagine the moment of decapitation--and probably do a better job than most special effects departments!--but at some point the audience needs to see the shark, the big white, in all its hideous, low tech, glory. Great movie.

8. Have a big-picture outline.


You want to know where you're headed, even though that can (and usually does) change as you write the story.

You don't have to know every single aspect of the story, just the big picture. BF says that "It’s like driving from New York to L.A.: you know you’re going to get to L.A., but there’s 10 different routes you could take."

I like that analogy.

Again, all quotations are from "How To Tell Scary Stories, From The Co-Creator Of American Horror Story." Thanks for reading.

Photo credit: "Twitham Court Farm B&B" by *Light Painting* under Creative Commons Attribution 2.0.

Wednesday, July 2

How To Turn Story Ideas Into A Novel

How To Turn Story Ideas Into A Novel


Today I discuss Jack Bickham's advice about how to transform your story ideas into a novel. All quotations are from Mr. Bickham's excellent book, Scene & Structure.

The Game Plan: How to develop your story ideas into a novel


Let's dive right in.

1. "Consider your story materials as presently imagined. Look for and identify, in terms of days, weeks or months, that briefer period of time when 'the big stuff happens.' Plan to eliminate virtually everything else."


I've had these kinds of big-picture ideas. Not only do you know what's going to happen to your protagonist--what she wants, what opposes her, her motivation, and so on--but you know the history of the entire story world! The hard part: Where do you start? Where do you begin telling the story?

Jack Bickham says: Start when 'the big stuff' starts happening to your character.

For example: 

In Star Wars IV the big stuff started happening when Darth Vader boarded Princess Leia's shuttle while she was on a diplomatic mission.

In American Beauty the big stuff starts to happen when Lester Burnham sees his daughter's friend, Angela Hayes, shake her pom-poms (literally!).

In Breaking Bad the big stuff starts to happen when Walter White discovers he's dying from cancer.

2. "Think hard about your most major character and what makes him tick – what his self-concept is, and what kind of life he has built to protect and enhance it."


In Star Wars IV Luke Skywalker wanted to travel, to see the galaxy, and to become a pilot; he loved flying. In Luke's case what was notable was the contrast between the life he lived (a life of duty) and the life he dreamt of living.

In American Beauty Lester used to see his life through the eyes of his wife, his friends, his boss, his neighbors, his colleagues. He bought the kind of house they would envy, he has the kind of job that lets him fit in well at dinner parties and barbecues. 

Then something happens, a crazy event that shatters everything. It's as if a mischievous cherub shot him through the heart and he does something massively inappropriate, he falls madly in love with his daughter's friend, Angela. 

As a result of this intoxicating experience, Lester's life re-orients. No longer does he see himself through the eyes of his wife or his neighbours, or his friends. No. He sees himself and everyone else through the eyes of his beloved: a sixteen year old child. As a result he sets about destroying his old life and erecting a new one in its place, one that he hopes will meet with Angela's approval.

At the beginning of Breaking Bad Walter White is the guy with the enormous brain and the small life. Other people make his decisions for him. He's safe. Predictable. Then Walter White discovers he's dying and he, in his words, "wakes up." Rather than passively accepting money for his treatments he gets the money himself. His way. 

3. "Identify or create a dramatic situation or event which will present your character (and your reader) with the significant, threatening moment of change."


Everyone is going to have their own opinions about this, but in Star Wars IV I think this moment of change came when Luke stood in front of the smouldering ruins of his uncle's home and saw the charred skeletons of his aunt and uncle. That was the moment of change, the moment that Luke went from child to adult and took up his own quest.

In American Beauty the moment of change was bizarre: Lester fell head-over-heels in love with his daughter's teenage friend. It seemed like a perfectly ordinary moment in a perfectly ordinary day. And then, wham! Lester's life changes forever. There's no smoking skeletons, but his old life, his old world view, is just as thoroughly transformed.

In Breaking Bad their was more than one moment of change, but, arguably, the big moment happened in the oncologist's office as Walter White was told he had a short time to live.

#  #  #

I'm going to end here but Jack Bickham continues to list another five points, but I encourage you to pick up a copy of his book, Scene & Structure, or get it out of the library. 

All the best to you as you work diligently on your WIP!

Photo credit: "The Jet Pack Pack" by JD Hancock under Creative Commons Attribution 2.0.

Tuesday, July 1

Ed McBain: 7 Ways To Write A Crime Story

Ed McBain: 7 Ways To Write A Crime Story

How many different kinds of crime stories are there? Yesterday I happened across this gem of an article by Ed McBain: She Was Blond. She Was in Trouble. And She Paid 3 Cents a Word, over at nytimes.com.

Ed McBain writes:
"There used to be a time when a person could make a decent living writing crime stories. Back then, a hard-working individual could earn 2 cents a word for a short story. Three cents, if he was exceptionally good. It beat polishing spittoons. Besides, it was fun.

"Back then, starting a crime story was like reaching into a box of chocolates and being surprised by either the soft center or the carmel or the nuts. There were plenty of nuts in crime fiction, but you never knew what kind of story would come out of the machine until it started taking shape on the page. Like a jazz piano player, a good writer of short crime fiction didn't think he knew his job unless he could improvise in all 12 keys. Ringing variations on the theme was what made it such fun. Getting paid 2 or 3 cents a word was also fun."
Ed McBain hints that there are 12 templates for crime stories ("in all 12 keys") but doesn't list them all. Though I'm addicted to murder mystery stories, I haven't read widely in crime. If you can guess what the remaining categories are, please let me know!

7 Basic Crime Stories


1. Private Eye Stories


Ed McBain writes:

"For me, Private Eye stories were the easiest of the lot. All you had to do was talk out of the side of your mouth and get in trouble with the cops. In the P.I. stories back then, the cops were always heavies. If it weren't for the cops, the P.I. could solve a murder -- any murder -- in 10 seconds flat. The cops were always dragging the P.I. into the cop shop to accuse him of having murdered somebody just because he happened to be at the scene of the crime before anybody else got there, sheesh!

"I always started a P.I. story with a blonde wearing a tight shiny dress. When she crossed her legs, you saw rib-topped silk stockings and garters taut against milky white flesh, boy. Usually, she wanted to find her missing husband or somebody. Usually, the P.I. fell in love with her by the end of the story, but he had to be careful because you couldn't trust girls who crossed their legs to show their garters. A Private Eye was Superman wearing a fedora."

I love that line, "A Private Eye was Superman wearing a fedora." 

2. The Amateur Detective


Ed McBain writes:

"The Amateur Detective was a private eye without a license. The people who came to the Am Eye were usually friends or relatives who never dreamed of going to the police with a criminal problem but who couldn't afford to pay a private detective for professional help. So, naturally, they went to an amateur. They called upon a rabbi or a priest or the lady who was president of the garden club, or somebody who owned cats, or a guy who drove a locomotive on the Delaware Lackawanna, and they explained that somebody was missing, or dead, and could these busy amateurs please lend a helping hand?"

3. Innocent Bystander


Ed McBain writes:

"Even more fun was writing an Innocent Bystander story. You didn't have to know anything at all to write one of those. An Innocent Bystander story could be about anyone who witnessed a crime he or she should not have witnessed. Usually, this was a murder, but it could also be a kidnapping or an armed robbery or even spitting on the sidewalk, which is not a high crime, but which is probably a misdemeanor, go look it up. When you were writing an Innocent Bystander story, you didn't have to go look anything up. You witnessed a crime and went from there."

4. The Biter Bit


Ed McBain writes:

"The hardest story to write was what was called Biter Bit. As the name suggests, this is a story in which the perpetrator unwittingly becomes the victim. For example, I make an elaborate plan to shoot you, but when I open the door to your bedroom, you're standing there with a pistol in your hand, and you shoot me. Biter Bit."

McBain also talks about:

- Man on the Run/Woman in Jeopardy
- The Cop Story

I encourage you to read McBain's article,  She Was Blond. She Was in Trouble. And She Paid 3 Cents a Word. It's a funny and irreverent summary of the kinds of crime fiction McBain was so good at. 

Dig in and get it done, by Ed McBain


Before I close, I want to mention an article by Evan Hunter/Ed McBain in which he discusses his views on writing: Dig in and get it done. This article first appeared in The Writer in April 1978. 

McBain's article is unformatted and looks like a straight text dump of an archived file. Still, I share it here because it seems to have been posted with the permission of the rights holder. Also, this seems to be the only place the essay still exists. It's an interesting read.

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

Saturday, June 28

Jim Butcher On How To Write A Suspenseful Story Climax

Jim Butcher On How To Write A Suspenseful Story Climax


Someone once said to me: The first few pages of a novel sell that novel, the ending of the novel sells the next novel.

I believe that.

Endings are important. If I like a book but hate the ending I probably won't read another book by the same author. 

How does one create an exciting, satisfying, ending?


Yesterday, as I worked on the ending for my WIP, I wondered: Is this any good? Is it interesting? Exciting? How can I tell? What makes an ending good? Bad? Indifferent?

So I did what I usually do at times like those, I went to my digital library (also known as the internet) and re-read Jim Butcher's essay, Story Climax. It's an informative, easy, read. And it's funny. (Sometimes I think humour is like the spoonful of sugar that helps the medicine go down.)

Jim Butcher is a funny, brilliant and wildly successful author--a #1 New York Times bestseller--so I'm going to try and dip into his well of wisdom and talk about a few of his thoughts about what goes into creating an exciting, couldn't-stop-reading-if-you-wanted, ending.

What do readers want?


I think that the key to success in writing is to figure out what your readers want and give it to them. So, what do readers want? 

The ending should be vivid.

Jim Butcher writes that if you've gotten your readers emotionally invested in the story then, "when you reach story's end, they are INVESTED in its outcome. They want to SEE what happens, preferably as vividly as they possibly can."

The ending should be satisfying.

Jim Butcher writes:

"By the time you've reached the end of a story, a good writer has got their readers on the edge of their seats, at 3:30 in the morning, and the pages are tearing every time they turn because the reader is so excited.

"You've made an implicit promise by getting your reader so bound up in the story. You've /got/ to deliver on it, or that reader is going to freaking /hate/ you for doing that to them. They are gonna go away from that ride all hot and bothered and frustrated as hell. That's what catharsis is: the release of all that tension and sympathetic emotion that the reader has built up because of the writer's skill at weaving the story. Done right, your readers will cheer and cry and laugh out loud and dance around their living room."

We can see that a lot is riding on writing a vivid, satisfying, exciting, climax. This just intensifies my need for an answer to the question: How does one go about doing that?!

1. A specific, concrete, event should mark the start of the climax.

It's all about dominos. 

About two-thirds of the way through a story, right after the great swampy middle, there's an event that is akin to the first domino dropping, an event that sets in motion a cascade of rising action that sweeps the reader inexorably on toward the conclusion of the story.

2. The conclusion, the climax, of a story has six parts.


Jim Butcher writes:

"The actual climax itself, the absolutely peak of it, though, is what I generally refer to as the Showdown or the Throwdown or the Beatdown, depending on my mood and testosterone levels at the moment. The most dramatic point is the actual confrontation between your protagonist and antagonist, where they are directly contending with one another, and where both of them know that the story question is about to be answered.

"For THAT confrontation, there several structural components that you can use to organize it that will be really helpful, much like the components used in a Sequel [...]."

These are:

a. Isolation
b. Confrontation
c. Dark moment
d. Choice
e. Dramatic reversal
f. Resolution

Let's go over each of these in turn.

a. Isolation


At the end, the hero should meet the villain by himself without backup. Jim Butcher writes:

"At the end of the day, your protagonist stands alone. That's why that character is the protagonist. Oh sure, there can be other people around, but the one who really COUNTS is your protagonist. The more alone he is, the higher the tension levels are going to be, and the more satisfying the climax is going to be for the reader."

b. Confrontation


Your hero, your protagonist, should bring the fight to the antagonist. He or she confronts the Big Bad, the Nemesis. Butcher uses Inigo Montoya as an example: 

"Hello. My name is Inigo Montoya. You killed my father. Prepare to die."

Best. Scene. Ever!

c. Dark moment


As Butcher writes, the confrontation between hero and villain "Does Not Go Well." The hero finds out he's completely outclassed and, moreover, that what he thought was the worst possible outcome wasn't. The cost of losing is actually much, much, worse.

Jim Butcher doesn't use this name, but this beat has also been called "All hope is lost." He writes:

"In the recent Narnia movie, that moment was at the death of Aslan. The Great Lion is gone, the White Witch has made fashion accessories out of his mane, the bad,guys have them outnumbered and outgunned, and there's just no way to win the fight that's coming the next day--but the folk of Narnia need Peter to lead them."

d. Choice


Here's where Jim Butcher's books really shine (IMHO). It's all about choice. He writes:

"Your protagonist has to CHOOSE whether or not to stay true to his purpose or to let himself be swayed by fear, by temptation, by weariness, or by anything else. In that Dark Moment, he has to make the call that ultimately reveals who your protagonist really is, deep down. And the choice has GOT to be a BAD one. If it's an easy choice, there isn't any drama to it--no tension, no release for the reader."

The first time I read that I was thrown. Bad choice? What did Jim Butcher mean by that? Should my protagonist go to the dark side and start torturing kittens? 

No. Of course not. A bad choice is a choice that any rational person would consider crazy. Insane. Here's Butcher's example:

"'Use the Force, Luke,' urges ghost-Kenobi's voice. 'Let go, Luke!' Luke visibly makes a choice, turning off his targeting computer, putting his faith in the Force to make the shot that the whole galaxy is literally riding on, the way a Jedi should. He's alone, with the baddest guy in the movie hot on his tail, and even his friends are telling him he's nuts. 'His computer's off. Luke, you've switched off your targeting computer! What's wrong?' 'Nothing!' 
says Luke. 'I'm all right!' Not ONLY is he about to get blown out of the air by Vader, but he might miss the shot, too. Luke is about to do something INSANE. He's about to sacrifice his life to take a literal shot in the dark."

Luke's choice wasn't a bad choice, it's the only choice that would have worked, but it seemed completely crazy, insane, to all his friends and allies.

By the way, here's where all that character development you've done comes in handy. Your readers need to know the hero well enough--their personality, their traits, their quirks--that taking the crazy high road is believable. At the end of Butcher's Dresden File books I often shake my head and think, "That's insane. That's so Harry." 

e. Dramatic reversal


When I pick up a new Dresden Files book I know one thing: Harry's going to wipe the floor with some bad guys and he's going to come out of it okay. (Yep, Ghost Story threw me for a bit of a loop.) So we know that the crazy thing the hero does--the bad/insane choice he makes--is going to pay off in the end.

You'd think that that certainty would leech the story of its suspense. You'd think the certainty would make the eventual rosy outcome less than satisfying. But it doesn't. Why? 

I think there are several things involved here. 

First, although we strongly suspect the hero is going to come out of this just fine no matter what risks he takes, others might not. 

Second, we don't know exactly how the hero will triumph. (Often there's a bit of mystery involved.)

Third, poetic justice. Jim Butcher writes:

"The intrinsic nature of the story or of the protagonist's character influences or causes the events of the confrontation to be changed in an unexpected way, causing an outcome that is in harmony with the principles of poetic justice."

Great storytelling is all about developing believable characters readers care deeply about, putting them in jeopardy and then, as in a magic trick, making it all work out in the end--or not.

f. Resolution


This is where everything gets wrapped up. Butcher writes:

"Time to hand out the medals, kiss the girl, go to the wedding, put the star on the Christmas tree, raise the curtain on the rock concert, attend the funeral, or otherwise demonstrate that with the conclusion of the story, some kind of balance has been restored. The catharsis is complete, the tension eased, and the reader can catch their breath now.

"My advice to you on resolutions: Keep it short. Once you've gotten through the Showdown, write as sparingly as possible to get to the end, and don't draw anything out any more than you absolutely must. You've already kept your poor reader up until 3:30, you heartless bastard. Let them get some sleep before they have to rush off to their shift in two hours!

"Then you get to type the most satisfying words in any book you'll ever write: T H E  E N D"

I urge you in the strongest possible terms to read Jim Butcher's articles over at Livejournal.com if you haven't already. Not only is the advice sterling, but his articles are easy to read and delightfully funny.

Photo credit: "Falmouth" by *Light Painting* under Creative Commons Attribution 2.0.

Wednesday, June 25

How To Write A 'Choose Your Own Adventure' Story



Choose Your Own Adventure stories seem to be making a modest comeback thanks to tablets and smart phones. Today I'd like to look at the structure of a Choose Your Own Adventure story and pass along a few tips about how to write one.

(By the way, I've added more information, detailed examples, etc., and turned this series of articles a book: How to Write a CYOA Story: The Story That's Also a Game!)

What is a choose-your-own-adventure story?


Choose your own adventure (CYOA) books started out, in the 80s and 90s, as "a series of children's gamebooks where each story is written from a second-person point of view, with the reader assuming the role of the protagonist and making choices that determine the main character's actions and the plot's outcome." (Choose Your Own Adventure, Wikipedia)

For example, Kelly Armstrong, aided by Random House and Inklestudios, created Cainsville Files, an app that takes the reader through a mystery/adventure where the reader can choose her path and uncover clues leading up to a spine-chilling revelation. 

This morning I bought Armstrong's app and read/played through her story. It took me only an hour or so and I enjoyed myself enormously. I had planned on reading her book, Omens, at some point in the not too distant future, but I'm moving it up on my reading list. I'm interested in the town, Cainsville, and its strange inhabitants. I want to meet them again and learn more about both the town and the story universe.

CYOA stories, when configured as apps, have the advantage that it's possible to show simple animations and sounds. When I'm reading about a rainy night with lightning and thunder it's nice to hear the pitter-patter of raindrops and the slow roiling growl of the thunder. (Armstrong's app did not have this background augmentation.)

How to write your own choose-your-adventure story.


Just like putting together a regular story there's more than one way of going about it. That said, what follows are several tips from avid readers and writers of CYOA stories.

Plotting


There are several programs that can help you keep your decision tree straight. If you're scratching your head wondering what I mean by "decision tree" here's an example taken from The Mystery of Chimney Rock by Edward Packard.

A program I love and use often is SimpleMind+. It allows me to draw mind maps of all sorts. I can pick custom colors and outlines as well as leave copious notes.  

As far as writing a CYOA story goes, the best program I've looked at so far is Inklewriter over at Inklestudios.com. Here's a YouTube video that provides a brief tutorial:

UPDATE: Inklewriter no longer converts your manuscript into the Kindle format.



Let's say you decide to take the plunge and write a CYOA story. How should you start? 

1. Sketch out the story


Write out a sketch of the story, a kind of zero draft, and then go back through it and break it into blocks. These blocks are linked together to form narrative chains. The number of levels a narrative chain has depends on how many blocks it has.

From what I've seen, most branching stories have a minimum of around 10 levels and a maximum of around 20. For example, the shortest branch in The Mystery of Chimney Rock had 9 levels and the longest 21.

What I'm calling a block of text could be either a scene, a sequel, or some kind of transition (for more on this see Scenes, Sequels, Sequences and Acts). In a full CYOA there can be as many as 120 blocks of text. If each block is the length of an average page and contains, say, 250 words, then you'll have to write around 30,000 words. (That may seem like a lot, but it really isn't! The minimum length for a book is 50,000 words, but, depending on the genre, can be quite a bit more. Urban fantasy books, for example, are usually around 80,000 words long.)

Keep in mind that a reader wouldn't read all 120 blocks! Because of their choices, a reader would normally see only one block of text from each level. This means that each reading experience, each adventure, would be only 10 or 20 blocks long which comes out to between 2,500 and 5,000 words—the length of three blog articles! Though, that said, one of the fun things about CYOA stories is that readers can circle back creating a kind of time-warp.

Story blocks


Len Morse in Writing Tips how to Write a Choose your own Adventure Story suggests, for each block, trying to answer the following questions:

"Who has your hero met? Does your hero have any traveling companions? What is their relationship? (Friends, enemies, peripheral characters, pets?)

"What is your hero's inventory? Has your hero lost/gained an item? Is it needed to achieve the goal? (Food, clothing, money, weapons, climbing gear, a holy relic?)

"What special abilities or knowledge does your hero have? For how long? (Where is the hidden letter, who was in bed with whom, how to avoid a fight or pick a lock?)

"Has your hero actually achieved the goal? (Reached a destination, killed the enemy, won over the love interest, found the special item, rescued the prisoner?)"

2. Choose your story endings.


Morse mentions that there are five basic kinds of templates for endings:

a) The protagonist is captured.
b) The protagonist is killed.
c) The protagonist acquires treasure.
d) The protagonist finds love.
e) The protagonist fails in his/her quest.

There should be a handful of endings somewhere in the middle that cut the story short. The protagonist might die or just fail to achieve his/her goal. What this means for the reader is that they will need to go back to the last block/section and make a different decision the next time round.

Morse writes:

"[...] you might write five of each ending type, for a total of 25 endings. (It would behoove you to write less of the 'gets killed' endings. Readers hate that!) Also, there's nothing keeping you from combining your ending types (i.e. Maybe your hero gets the treasure, and then gets captured.)"

Also, keep in mind that, depending on the complexity of the story you want to tell, there may be more than one story thread.

For example, in Kelley Armstrong's book app, Cainsville Files, there was a main storyline—whether the protagonist, Jenn McCoy, will find out why her childhood sweetheart disappeared—and a secondary storyline that was a potential romance. You could fail to make a romantic connection, though, and this wouldn't affect (at least, not that I could tell) the main outcome.

Decide on your secondary characters


by Tom Gauld
There are going to be a number of characters in your story. You won't have all the characters I list, below, but you'll probably want two to four, depending on the length:
  • The protagonist's helper/best friend/buddy
  • The protagonist's mentor
  • The protagonist's sidekick. Often the sidekick is the same as the helper/best friend/buddy, but not always. This could be a secondary helper, perhaps even an animal, who keeps the hero company. For example, Minsc and Boo.
  • A wise old man/woman. This could take any number of forms, even that of an animal.
  • A Big Bad.
  • The Big Bad's helper/minion.
  • A red shirt.
  • Master page of character types.

Events: Kinds of deaths


If you're having a difficult time coming up with inspiration, here are a few possible ways to snuff out your protagonist (or any character): Various death tropes.

3. Throw in a subplot


This point isn't specifically about CYOA books, but a second plotline can add complexity to a story. In Kelley Armstrong's CYOA her subplot was a romance and I thought it worked quite well. 

Pros and Cons of writing a choose your own adventure story

  • A CYOA story can be a bit easier to write than an 80,000 word novella written in 3rd person with multiple point of view characters. As we've seen, a CYOA story can be a short as 30,000 words and has only one point of view—that of the reader.
  • A CYOA story can be a bit more difficult to write than a standard novel because, rather than writing one story, you're writing one story and all (or almost all) it's possible variations.
  • A CYOA story is written in the 2nd person. 
  • Pro: This is one of the few times this narrative viewpoint is used, and it can be used to great effect. Besides, it's good to try something new every so often!
  • Con: Many people don't like reading a narrative written in 2nd person (e.g.: You turn the corner. A hungry vampire crouches before you, fangs bared, poised to suck your blood!).
  • Often a CYOA story is told in the present tense. Some readers like stories told in the present tense while others loathe them with a red hot fiery passion.
  • Unless you're the Stephen Hawking of the writing world and can hold multiple branching outlines in your head, you're going to have to outline. That's a plus if you're used to outlining and have developed a method that works well for you, but a minus if you regard outlining as the literary equivalent of cleaning out a septic tank with your favorite toothbrush.

Whatever you decide to do, all the best! If you do write a CYOA story, I'd love to hear about your experience. Please leave a comment or contact me directly.

Update (Oct 4, 2016): There were many things I didn't have time to write about in this article so I've turned it into a series (see the links below). I've also taken all this information, added more, and turned it all into a book: How to Write a Choose Your Own Adventure Story.

How To Write A Choose Your Own Adventure Novel, Part 2
How To Write A Choose Your Own Adventure Novel, Part 3: Keeping A Reader's Interest
How To Write A Choose Your Own Adventure Novel, Part 4: Structure

References/Links



2. Inklewriter. "inklewriter is a free tool designed to allow anyone to write and publish interactive stories. It’s perfect for writers who want to try out interactivity, but also for teachers and students looking to mix computer skills and creative writing." For $10 Inkle will convert your story into a file you can read on a kindle ereader.

3. Cainsville Files (app) by Kelly Armstrong.

4. Decision trees:

5. Articles about Choosing Your Own Adventure:

Also: How to write a gamebook part 1 - thinking of a plot (and then a few more plots)

Photo credit: "hunch" by greg westfall under Creative Commons Attribution 2.0.

Monday, June 23

Ben Bova On Writing Science Fiction

Ben Bova On Writing Science Fiction

I knew I wanted to read it as soon as I saw the quotation Bova used to start off his book:
"All good books are alike in that they are truer than if they had really happened and after you are finished reading one you will feel that all that happened to you and afterwards it all belongs to you: the good and the bad, the ecstasy, the remorse and sorrow, the people and the places and how the weather was. If you can get so that you can give that to people, then you are a writer."
-- Ernest Hemingway
Yes. That.

Hemingway was talking about stories in general. What is science fiction? What makes one book a work of science fiction and another not?

The science must be essential to the story.


Bova defines science fiction this way:
"Science fiction stories are those in which some aspect of future science or high technology is so integral to the story that, if you take away the science or technology, the story collapses."
He uses Mary Shelly's book "Frankenstein" as an example.  It passes the test because "Take the scientific element out of Mary Wollstonecraft Shelley’s novel and what is left? A failed medical student and not much more."

What is unique to science fiction?


Science fiction has special requirements, special demands. Bova writes:
"Every good science fiction story must present to the reader a world that no one has ever seen before. You cannot take it for granted that the sky is blue, that chairs have legs, or that what goes up must come down. In a good science fiction story the writer is presenting a new world in a fresh universe. In addition to all the other things that a good story must accomplish, a good science fiction tale must present the ground rules and use them consistently without stopping the flow of the narrative."

Ben Bova's Tips For Bringing A Character--And A Story--To Life


Make the protagonist interesting


He (or she) doesn't have to be likeable, but it's difficult to make a character likeable if he (or she) isn't interesting.

Make the stakes both clear and dramatic


Make sure the problem the protagonist encounters is truly dire. If the protagonist doesn't solve the problem then his life should be dramatically affected for the worse. 

For example, if Luke Skywalker (Star Wars IV) didn't destroy the Death Star then he'd be dead, all his friends would be dead, and the resistance would be destroyed. 

Give the protagonist one or two great strengths and one obvious weakness.


For example, take the character of Ender from Orson Scott Card's Ender's Game. Ender had both compassion and ruthlessness. Which trait was either a strength or a weakness depended on the context. Ender's challenge--one of them--was to strike a balance between the two.

I know this isn't science fiction, but I like using the character of Indiana Jones as an example. Indy was resourceful, that was his great strength. Also, he was fearless. His weakness was that he was too trusting, especially of attractive females. Another of his weaknesses, played for comic effect, was his fear of snakes. 

Give the protagonist a problem that preys upon their weakness.


Bova writes: 
"Once you have decided who your protagonist will be and you know his strengths and weaknesses, hit him where it hurts most! Develop an instinct for the jugular. Give your main character a problem that she cannot solve, and then make it as difficult as possible for her to struggle out of her dilemma."

Emotion A vs emotion B


Your protagonist should have an inward struggle. They should have two opposing goals. Bova uses Hamlet as an example. Hamlet struggled between the desire for revenge upon his uncle, Claudius, and the desire to do no wrong. He writes:
"I want to borrow a marvelous technique from William Foster-Harris, who was a fine teacher of writing at the University of Oklahoma. He hit upon the technique of visualizing story characters’ problems in the form of a simple equation: Emotion A vs. Emotion B. For example, you might depict Hamlet as a case of revenge vs. self-doubt. Think of the characters you have loved best in the stories you have read. Each of them was torn by conflicting emotions, from the Biblical patriarch Abraham’s obedience vs. love, when commanded by God to sacrifice his son Isaac, to the greed vs. loyalty often displayed by my own quixotic character, Sam Gunn.

"Whenever you start to think about a character for a story, even a secondary character, try to sum up his or her essential characteristics in this simple formula. Don’t let the simplicity of this approach fool you. If you can’t capture a character by a straightforward emotion vs. emotion equation, then you haven’t thought out the character well enough to begin writing. Of course, for minor characters this isn’t necessary. But it certainly is vital for the protagonist, and it can be just as important for the secondary characters, too.

"With this approach, you begin to understand that the protagonist’s real problem is inside her head. The basic conflict of the story, the mainspring that drives it onward, is an emotional conflict inside the mind of the protagonist. The other conflicts in the story stem from this source [...]."
Ben Bova won the Hugo six times, wrote and published over 120 stories, was an editor over at Analog and was the editorial director at Omni.

I'll close with how Ben Bova defined a story:
"[...] every story is essentially the description of a character struggling to solve a problem."
So simple, so true, yet it is far from easy to create (or discover) stories that embody that principle.

Good writing!

Friday, June 20

Book Talk: Shifting Point of View

Book Talk: Shifting Point of View



Last night I finished "The Testament" by John Grisham. 

Changing POV within a story


Interesting book. It opens with a first person, present tense, account that is intimate and shocking. The story is told by a ridiculously wealthy man, Mr. Phelan, who is at the end of his life. His one overriding goal is that his heirs not get hold of his millions. No, scratch that. Billions.
"Down to the last day, even the last hour now. I'm an old man, lonely and unloved, sick and hurting and tired of living. I am ready for the hereafter; it has to be better than this."
The first person account lasts for the first two chapters, after that Grisham shifts to third person past tense. He couldn't have continued to tell the story in first person perspective because (spoiler alert) Mr. Phelan--the POV character--commits suicide.
"[...] I rise from my wheelchair. My legs are shaking. My heart is pounding. Just seconds now. Surely I'll be dead before I land.

“Hey!” someone shouts, Snead I think. But I'm moving away from them."
Still, it's unusual, shifting both tense and POV two chapters into a book, but I think it worked. I don't see how the story could have been told more effectively another way. The storyteller needed to build up some sort of reader identification for Mr. Phelan and I think that was the best way of doing it. Also, it was interesting. How many times do billionaires about to commit suicide talk to us frankly, truthfully, about their lives, their loves, their regrets?

I think the odd shift in POV and tense was done because all through the book Mr. Phelan's negative points, his many failures as a father, his philandering, his cruelty, are the focus of discussion. But for the purposes of the story, it's important that we, the reader, want the billionaire's last wishes honored even though he was a less than stellar human being. If we don't care about that, we won't care about the story.

Did the shift in POV work?


What do you think? Regardless of whether you've read "The Testament," what do you think about switching from first person to third person, or vice versa? If you read "The Testament," do you think it worked? Was it effective? Necessary? Or would it have been better to have maintained a uniform POV throughout?

Wednesday, June 18

Creating A Creative Outline



Today I'd like to talk about outlining. 

Outlining doesn't have to be mechanical.


From several discussions I've had about outlining with various writers I've come away with the idea that certain writers who are vigorously opposed to outlining see it as in some sense mechanical. I'd like to show that outlining doesn't have to be.

Each method of outlining is unique to the writer.


Before I start, though, I'd like to make it clear that I'm not suggesting anyone else use the same method as myself. Each story is different and I suspect that how each story is written differs as well. 

With this blog post I'm saying, "Hey, by the way, this is what I do" in the hope that some of you will, in the comments, share your own methods.

The Index Card Method


One of the reasons outlining works for me is that stories usually come in fits and starts. I'll get one piece one day, another the next, and usually these pieces don't fit perfectly. 

It helps to have a board where I can scribble down my thoughts on index cards and arrange them in terms of the story's chronology.[4] In my case, the board is several sheets of magnetized metal hanging on the wall, but I could do this on a piece of paper or a file on my computer.

Step One: Write the events of the story down in no regard for order.


Often I'll know that something--a particular event--occurs but won't know if it occurs in the beginning, middle or end of the story. I won't know why it occurred or who it will effect.

That's okay. I write the event down. At first I usually write these down in my journal and then, when my journal is getting full, I'll comb through it and transfer the events onto index cards which I then place on my Lost Scene board. 

Each of these cards ... I think of it like catching the tip of a dragon's tail. Each one could lead me to a different story; they are entry points; they are day-dreaming aids. 

As soon as I have enough cards on my 'Lost Scenes' board I start putting them on my story boards. Then I play. I play with the order, I play with writing new scenes. But most of all I think about the core of the story and dream. Perhaps I'll write new scenes in my journal and start the process again.

Step Two: Give each character a card.


I say this is step two, but I do it at the same time as step one: I jot down the character's name and everything I know about them. Sometimes this uses up several cards.

Step Three: Write down clues.


Occasionally I want to put in hints at what is to come, or perhaps I've included a mystery, so must leave a smattering of clues for the reader. I'll write one clue per index card. Later on I'll pin each clue to the scene where I introduce it.

Step four: Write a scene or write an interview with one or more of the characters.


As soon as I have a clear idea of a few of the scenes I want to have in the book, as soon as I have some sort of fledging sense of my protagonist, I'll start to write. 

What I write is different for each story. Sometimes I'll do a character interview, sometimes I'll write a piece of flash fiction featuring my protagonist (or my antagonist or both). 

I need to connect with the characters and the events of the story (I need to break into the story) as soon as possible so that I know that what I'm working on isn't just smoke and mirrors. 

For me the bottom line is: if I can't connect to the character's there is no story.

Step Five: When the story begins to coalesce I look for pivotal scenes.


At some point the story will more or less coalesce and I'll have grasped certain big events--pivotal events--that change the characters lives. These events help me find the joints of the story.

In case you're wondering, I find the joints of the story by thinking of the movements, the beats, in the classic three act structure. Keep in mind, though, that these points aren't intended to be a straightjacket. I don't feel as though I have to shoe-horn my story into any particular structure. 

That said, thinking about the three act structure often helps me find the beating heart of my story.

Step Six: Plan the pivotal scenes.


Deborah Chester just published two terrific blog posts (Scene Check, Part 1; Scene Check: Part Who) where she lists some of the many questions writers can use to plan a scene:

- Who is the viewpoint character and what is their objective?
- What is the viewpoint character's motivation?
- What is at stake?
- What will the protagonist do to achieve their goal and what will the antagonist do to counter it?
- Why is this event important to the story?
- When will the scene's outcome affect events down the line?

Once I answer a few of these questions for each of my pivotal scenes my mind will be awash in ideas for intervening scenes, scenes which lead up to the big events. 

Step Seven: Keep doing Step Six.


For each new scene I tack up on my board I plan it out in the same way I planned out the pivotal scenes, though perhaps in less detail.

Step Eight: Don't be afraid to reorder, delete or add scenes.


A story doesn't live in index cards (or in computer files or on pages of looseleaf), a story is a living thing that resides within the storyteller. 

Since a story is a living, breathing, growing thing it's inevitable that it will grow and change and transform. When this happens, even though it can be painful, index cards have to be taken down and stored in my RIP pile and new ones created. 

Step Nine: Write an outline.


At some point I'll feel the story is just about there, just about right, and I'll write a hurried outline.

Step Ten: Redo the cards.


Inevitably, whenever I write an outline, the story will change a bit and I'll go back to the cards and shift things around, keeping an eye on whether the clues that I've scattered through the story need to be changed, moved or deleted.

Step Eleven: Type the cards into a word processor.


At this point I'll type all the cards on my story boards into Scrivener and, in so doing, write a detailed summary of the novel. I'll print this out and keep it handy. 

Step Twelve: Don't hesitate to change the outline.


For me, an outline is important because at some point when I'm writing I'll get lost and wonder: Okay, where am I? What happens now?

If I have an outline I look at it and see what I'd wanted to do originally. I don't have to do that, but often I'll look at it and think, "Oh yes, I remember!" and off I go. But I could just as easily change the outline.

I like how Mary Robinette Kowal describes the outline as a roadmap. When I take a roadtrip I like to have a destination and I like to know where I'm going to stop along the way. That way I know (roughly) how much gas I'll have to buy, I can book a hotel to sleep in, I can search for interesting spots along the way I might like to visit.

Having a roadmap doesn't mean I can't change my destination mid-trip. But if I do, and I have a roadmap, it'll be easier to calculate how much more (or less) gas I'll need, see what spots I can stop off along the way, and so on.

Final thoughts.


Some writers get hold of a story through prose. Other writers get hold of a story through daydreams. Other writers ... well, I suspect that the number of ways to get hold of a story--to catch a dragon by the tail--are as numerous as writers.

The important thing is to catch the dragon--to write the story--before it eats you.

Links/References


1. Chuck Wendig's blog is wonderful--plenty of pithy tips about writing, plenty of encouragement. (But be warned, his blog is NSFW.) Here are two articles CW wrote about outlining:

2. Mary Robinette Kowal on outlining:

3. Lee Goldberg on outlining:

4. I use index cards but you can use anything. Strips of paper, a file on your computer, pages in a binder. Use whatever method strikes your fancy.

Photo credit: "Creative Outlining" by Karen Woodward under Creative Commons Attribution-ShareAlike 2.0.