[identity profile] mbarker.livejournal.com
original posting: Wed, 29 Dec 1993 13:43:58 JST

"Those women and men who write novels and short stories of fantasy - of whatever variety - take great pride in it, and so may you. We may feel especially proud that, for us, storytelling remains as significant as it was for any writer who preceded us. ... Although most ideas can be reshaped or modified to fit our individual, central truths, we have found writing to be the best education and culture-molding method available to humankind and our principle aspirations and concerns, hopes and dreads, sing from the core of all that we write just as affectingly and as effectively as any writers currently at work." (p. 26-27)

(from the essay "Plotting as Your Power Source" by J.N. Williamson)

How to Write Tales of Horror, Fantasy, and Science Fiction
Ed. J.N. Williamson
1987, Writer's Digest Books
ISBN 0-89879-270-3
[identity profile] mbarker.livejournal.com
Make a Scene by Jordan Rosenfeld

(We're making a scene, checking it twice, gonna find out who's naughty and nice . . .)

Okay. So we got the idea that a scene consists of a launch, a middle, and a bang up ending. In part two of his book, Rosenfeld looks at some of the ingredients or core elements that we use to put that together. The setting, senses, character development and motivation, plot, subtext, dramatic tension, and scene intentions (interesting, Dragon NaturallySpeaking likes to make that "and tensions" or "in tensions" rather than "intentions." And there certainly is a lot of tension :-). Quite a few ingredients in the stew, so let's start chopping.

Chapter 5: Setting starts out by pointing out that unfamiliar surroundings often make us feel unsettled and overwhelmed. The writer's job is to "act as a tour guide through each scene, expertly guiding the reader to all the important details, pointing out only what is necessary and what will help the reader understand what he sees."

So even though setting is mostly there to support and contain the scene action, and in most cases will not be the star, you need to think about it carefully and help the reader feel comfortable about where this is happening. The stage for any scene is what is seen. You're going to make a world, give the reader a framework so that they can sit down and look around. Sounds like fun!

Even though the setting is just a backdrop, you need to establish the setting to keep your characters from being floating heads. You can start out with a pretty sketchy setting and then fill in the details later, but you need to make sure it is there. Big things like the general geographic location, nature, and any homes and buildings. Locations, whether next door or across the galaxy, give the reader and the writer lots of information. A setting in Florida is not the same as a setting in California! Nature and the time of year combine to create outdoor settings that can involve weather and temperature and all kinds of wonderful background. And then there are buildings and houses and homes and rooms. All the great background of civilization, from small towns to great cities.

Next, think about the setting details. What is the time in history? Is it the wacky era of the 70s? Renaissance Italy? Or the year 9595 when it isn't any too certain that Man will still be alive? What about cultural references? Down south, up north near H'va'd, or maybe out west where the coyotes play? How about in Europe, or whatever?

And then there's props or objects. The key to this is purposeful placement, making sure that every object counts or has significance. Rosenfeld suggest thinking about it as a diorama -- all you want are the essentials that are representative in your scenes. Props that bring the scene to life! But be careful, because readers tend to think that every object you mention has significance. Especially the more loving the description and details, the more likely they are to think that it must mean something. And you really don't want too many Maltese Falcons wandering around through your scenes. Some of the possibilities for things you want to include might be mood objects, showing how the narrator feels about things. Significant objects, actually call attention to themselves. These may be plot significant -- the evidence, magic rings, dogs that don't bark, or whatever -- that actually change or influence the plot. Sometimes people are looking for it, sometimes they pop up by themselves, but in one way or another they make the plot go. There are also character significant objects -- things that have sentimental or emotional meaning, lucky pieces, and so forth. You need to make sure that the reader understands how the character feels about the object. You don't need to describe the object so much, but you do need to make sure that the relationship of the character and the object is crystal clear.

One very important point about objects is to describe them in the kind of detail that your character uses. Maybe he or she drives a jalopy, but they're more likely to drive a 1955 Camino Royale (I'm not sure if that's a real car or not, but you get the idea -- not a vehicle, but a specific one!). Avoid generics, or vagueness. Stick with specifics. "Remember that great characters and the wild plot actions they undertake need solid ground and meaningful props to support them. Always ask, what needs to be seen in this scene?"

One of the dangers of setting is that you can end up with too much narrative summary. Describing the setting is the easy and even fun, but it's there to create authenticity and ground the reader for the story. It should be a background, not upstaging the characters and plot! To help you keep the balance, think about:
  • setting helps create mood or ambience as a tone for the scene
  • your protagonist needs to interact with the setting
  • the setting needs to support your plot
  • small actions help break up setting description
The last but far from least, once you've established the place, put the props in, and you've got the characters and action going, stay consistent. Moviemakers have someone whose job is to watch continuity. Make sure that the flowers at the beginning of the scene don't turn into cactus somewhere along the way. Make little diagrams of the rooms, or even of the characters as they move around. One way or another, check to make sure that your props don't appear and disappear or strangely morph into something different.

So that's where Rosenfeld starts looking at the ingredients in the scenic mix -- with the setting. I suppose in a sense, that's the cauldron that we're going to cook in (although I'm probably pushing the metaphor a bit far with that :-) In any case, we need to know where this scene is taking place, and what kind of props are occupying the stage. Or if you like, what pieces did you put into the diorama where your story will take place?

Assignment? Take a scene, any scene -- well, one from a story you like, or one from a story you are working on. Then pull out the pieces. What is the setting for this scene? How does the writer establish the geographical location, the nature or buildings where it takes place? What about the props? How do they get worked in, and what do they tell us about the plot or characters? What is the function of the setting and props in this scene -- and how well do you think they work? Suppose you want to add one more prop or take one away -- what would it be and why? How does that change the scene? What about moving the scene from over there to yonder -- what would happen?

When we write, we let other people see a setting?
[identity profile] mbarker.livejournal.com
Original Posting: Sun, 12 Feb 1995 00:26:34 EST

Feeling Good: The New Mood Therapy
David D. Burns, M.D.
1980 Avon Books
ISBN 0-380-71803-0

If you recognize some of these patterns of thinking in your life, you might want to read this book...

Even if you just recognize some of these patterns of thinking in other people, you might want to read this book--so you can give them some advice...

1. All-or-nothing thinking: You see things in black-and-white categories. If your performance falls short of perfect, you see yourself as a total failure.

2. Overgeneralization: You see a single negative event as a never-ending pattern of defeat.

3. Mental Filter: You pick out a single negative detail and dwell on it exclusively so that your vision of all reality becomes darkened, like the drop of ink that discolors the entire beaker of water.

4. Disqualifying the positive: You reject positive experiences by insisting they "don't count" for some reason or another. In this way you can maintain a negative belief that is contradicted by your everyday experiences.

5. Jumping to conclusions: You make a negative interpretation even though there are no definite facts that convincingly support your conclusion.
a. Mind reading. You arbitrarily conclude that someone is reacting negatively to you, and you don't bother to check it out.
b. The Fortune Teller error. You anticipate that things will turn out badly, and you feel convinced that your prediction is an already established fact.

6. Magnification (Catastrophizing) or minimization: You exaggerate the importance of things (such as your goof-up or someone else's achievement), or you inappropriately shrink things until they appear tiny (your own desirable qualities or the other fellow's imperfections). This is also called the "binocular trick."

7. Emotional Reasoning: You assume that your negative emotions necessarily reflect the way things really are: "I feel it, therefore it must be true."

8. Should Statements: You try to motivate yourself with shoulds and shouldn'ts, as if you had to be whipped and punished before you could be expected to do anything. "Musts" and "oughts" are also offenders. The emotional consequence is guilt. When you direct should statements toward others, you feel anger, frustration, and resentment.

9. Labeling and mislabeling: This is an extreme form of overgeneralization. Instead of describing your error, you attach a negative label to yourself: "I'm a loser." When someone else's behavior rubs you the wrong way, you attach a negative label to him: "He's a goddam louse." Mislabeling involves describing an event with language that is highly colored and emotionally loaded.

10. Personalization: You see yourself as the cause of some negative external event which in fact you were not primarily responsible for.

(p. 42-43)

[OWC: Try writing a story to illustrate each type of distortion, and the results of viewing the world through those eyes...]
[identity profile] mbarker.livejournal.com
Original Posting: Tue, 4 May 1993 18:32:01 JST

"To write with taste, in the highest sense, is to write with the assumption that one out of a hundred people who read one's work may be dying, or have some loved one dying; to write so that no one commits suicide, no one despairs; to write, as Shakespeare wrote, so that people understand, sympathize, see the universality of pain, and feel strengthened, if not directly encouraged to live on."
...
"...every writer should be aware that he might be read by the desperate, by people who might be persuaded toward life or death."

From "The Art of Fiction: Notes on Craft for Young Writers" by John Gardner (Random House, 1991) p. 201.

(I wonder if Gardner talked in epigrams?)
[identity profile] mbarker.livejournal.com
Original Posting: Fri, 30 Apr 1993 18:32:02 JST

"Every apprentice writer has, however he may try to keep it secret even from himself, only one major goal: glory. The shoddy writer wants only publication."

From "The Art of Fiction: Notes on Craft for Young Writers" by John Gardner (Random House, 1991) p. 200.

(brought to you as a public service by me!)
[identity profile] mbarker.livejournal.com
Initial Posting: Fri, 23 May 1997 12:46:18 EDT

The Writer's Journey: Mythic Structure for Storytellers and
Screenwriters by Christopher Vogler
ISBN 0-941188-13-2

Who would benefit from reading this? Anyone who wants to draw on the strength and models of the oldest storytelling traditions of humanity may find this a useful summary of one abstraction from that rich field.

Vogler provides a vocabulary for writers based on observations drawn from The Hero with A Thousand Faces by Joseph Campbell. Specifically, he lays out archtypes of:
  • the hero
  • the mentor
  • threshold guardian
  • herald
  • shapeshifter
  • shadow
  • trickster
describing their psychological function(s), dramatic function(s), and various types. He also describes the Journey in terms of:
  1. ordinary world
  2. call to adventure
  3. refusal of the call
  4. meeting the mentor
  5. crossing the first threshold
  6. tests, allies, and enemies
  7. approach to the innermost cave
  8. supreme ordeal
  9. reward (seizing the sword)
  10. the road back
  11. resurrection
  12. return with the elixir
What use are these archtypes and the pattern of the Hero's Journey? Let me quote from Vogler:

(p. 265) "First, Caveat Scriptor! (Let the writer beware!) The Hero's Journey model is a guideline. It's not a cookbook recipe or a methematical formula to be applied rigidly to every story. To be effective, a story doesn't have to concur with this or any other school, paradigm, or method of analysis. The ultimate measure of a story's success or excellence is not its compliance with any established patterns, but its lasting popularity and effect on the audience. To force a story to conform to a structural model is putting the cart before the horse."

and

(p. 266) "The pattern of the Hero's Journey is but one metaphor for what goes on in a story or a human life. ... Work out a different metaphor or several of them, if it helps you understand storytelling better."

"It's probably best to acquaint yourself with the Hero's Journey ideas and then forget about them as you sit down to write."

[he doesn't say whether you have to be wearing clothes or not...just sit down and write...:]
[identity profile] mbarker.livejournal.com
Original Posting: Sat, 18 Feb 1995 11:47:21 EST

Not exactly a Christmas present (I bought it myself), but I've recently unpacked and started reading
20 Master Plots (And How to Build Them)
Ronald B. Tobias
ISBN 0-89879-595-8
Writer's Digest Books
$16.95
Tobias starts with Aristotle's three parts:
1. Setup. Provides problem to be solved, defines characters and their desires and goals (intent, motivation).

2. Rising action. As the protagonist pursues their intent, reversals (blocks, conflicts, events) raise tension. Recognition (emotional change) occurs where relationships change as the result of a reversal.

3. The End. The climax, falling action, denouement. Logical outcome of the buildup, with all resolved, sensible, and clear.
He also provides a list of "the lowest common plot denominators."

  1. Tension--created by denying intention
  2. Create tension through opposition
    external--enemy, rival, competitor
    internal--doubt, fear, flaw
  3. Make tension grow--increase the opposition (build the stakes)
  4. Make change the point of the story
  5. When something happens, make sure it's important
  6. Make the causal look casual
  7. Consistency--no chance, no coincidence, no accidents
  8. the central character must take the central action of the climax
(hint--I'd turn these into questions, and use them for self-critique:
  1. Have I denied the intent or motivation of my characters?
  2. What opposition do my characters face?
  3. Have I increased the level of opposition in the story?
  4. Does my character change in a significant way?
  5. Are the things that happen in the story important?
  6. Does the story seem casual, or have I made my intervention too obvious?
  7. Did I use coincidence or chance to make the plot work?
  8. Does my central character ACT to make the climax occur, or just react?)
A crucial point, for me, was Tobias' chapter on the two basic plots. He identifies these as the action plot (plot driven fiction!) and the plot of the mind (character driven fiction!). He suggests that the crucial question in writing is where you want to place the emphasis--on the action or the people? Decide what proportion of each you want to use, then maintain the consistency as you work through your piece.

Deep structure--the core morality of the work--...let me quote:

"The author's task is to move into the world of grays, where there are no obvious or even right answers. Into a world where decisions are always risky because you aren't sure if they're the right decisions. The author who takes a simplistic point of view isn't interested in understanding the complex human dynamics of life or the difficulty of decisions we must make."

He recommends putting your characters squarely between a rock and a hard place--at the intersection of good vs. good. Make the opposing arguments face irreconcilable, hard issues; make sure both have strong logical arguments that are valid and compelling; and don't claim to solve it, just show us what happens to the character torn by the conflict.

Tobias also talks about the power of three (three characters make six interactions--complex without being overpowering; three tries makes two failures and a successful hero; etc.) and the interaction between character and plot.

And, of course, he lays out the 20 patterns for general plotting that form the bulk of the book. Each "master plot" is described in terms of structure and plenty of examples, plus a checklist of questions the writer may want to consider in developing that type of plot.

oops, almost forgot. The 20 plots are:
  1. Quest
  2. Adventure
  3. Pursuit
  4. Rescue
  5. Escape
  6. Revenge
  7. The Riddle
  8. Rivalry
  9. Underdog
  10. Temptation
  11. Metamorphosis
  12. Transformation
  13. Maturation
  14. Love
  15. Forbidden Love
  16. Sacrifice
  17. Discovery
  18. Wretched Excess
  19. Ascension
  20. Descension
I haven't finished reading it, but so far I like it. It adds yet another good summary and handbook about plotting to my bookshelf.

And a parting quote from page one of the book:

"The shelves of libraries are stacked with the stories of centuries, but out in the street, the air swarms with newly made fiction. These living stories are so much a part of us that we hardly think about their role in our lives: They are rumor, gossip, jokes, excuses, anecdotes, huge outrageous lies and little white lies--all daily inventions of fiction that create the fabric of life.

"...Years of schooling have conditioned us to think about fiction as something either on the page or on the screen, so we overlook the fact that our everyday lives are steeped in stories: full of energy, inventiveness and conviction."

So grab a heaping handful of life and squeeze out the deep dark flavorful brew steeping there onto your pages!

Write!
[identity profile] mbarker.livejournal.com
Make a Scene by Jordan Rosenfeld

Chapter 4. Successful Scene Endings

So here we are. We've launched our scene, with characters, action, narrative, or setting. And we've filled in the middle, raising the ante with complications and conflicts. Withholding, a dash of danger, and unexpected revelations with all the trimmings. And now it's time to end the scene. Are you ready?

Jordan starts out by pointing out that while we sometimes remember beginnings, endings are often the more memorable and poignant parts. In any case, "the end of the scene is a space for the readers to take a breath and digest all that they've just finished reading." This is where things add up, giving the reader more knowledge and investment in the plot and characters, while still teasing them to find out what happens next.

Jordan suggests that endings fall into two major groups: zoom-in and zoom-out. Do we end up up close and personal or pulling back and looking at the wider picture?

Zoom-in endings include character summaries, revelations especially in dialogue, and the old-fashioned cliffhangers. Character summaries -- whether interior monologues or simple dialogues -- are summaries. They're very good for emotional reflection about the character and their responses. Use them for character development, revealing more about the character -- but be careful not to overdo them. Revelations are dramatic and add tension, whether overt or even somewhat quieter emotional hints. And cliffhangers really make readers keep going to find out what happens. A character on the edge, an action that hasn't finished, or simply some change in how the character sees the world -- the suspense of a cliffhanger doesn't have to be melodramatic, but it makes readers turn pages. Again, don't overdo it.

Zoom-out endings give the reader a little relief. A visual description -- showing the reader something through the senses -- can provide a rest against the action. Simple visual scenes. Philosophical musings, often wandering into similes and metaphors, also can be used. These are more character based, not so much the plot or action driven story.

Then there are conclusive endings. Finish it up and tie up the plot point. Jordan suggests that killing a character, for example, might be a good scene ending. It's momentous, and putting it at the end of a scene lets the reader invest their own feelings in it. You can also answer questions, unmask the bad guys, or otherwise really tie up some plot thread. These are a strong contrast to cliffhangers.

Okay? So that's the sandwich, the launch of the scene that gets the reader into it, the middle filling, and the ending that rounds out the scene. You might think we've covered the whole scene, what's left? In part two, Jordan covers core elements like setting, senses, character development, plot, subtext, dramatic tension, and scene intentions in relation to the scene. In part three, he goes over a number of different types of scenes. So don't fret, the 36 pages we've already looked at are not everything. We've still got many pages to go.

And what about an assignment? Well, take a scene from a book or something you're working on, and consider Jordan's types of endings. First identify which part is the ending of the scene. What does it do for the scene? Is it a zoom-in or zoom-out ending? Which one? Does it use some pieces of others? Suppose you changed that ending for one of the other kinds - replaced the internal monologue with a visual description, for example? Or perhaps instead of the well-rounded ending, what if you wanted to make it a cliffhanger?

Then the door swung open, revealing a shadowy figure that said, "Come."

Don't you want to find out what happened after that?

So, that's this week's report on scenes.

When we write, we help other people wrap up?
[identity profile] mbarker.livejournal.com
Chapter 3: Powerful Scene Middles

From Make a Scene by Jordan Rosenfeld

So we've taken a look at launching the scene, using characters, action, narratives, or settings. One way or another, the reader has been invited into the scene. What happens next? That's the focus of this chapter.

Jordan starts by defining the middle of the scene. "The best explanation is to think of each scene's middle as a realm of possibility between the scene opening and its ending, where the major drama and conflict of the scene unfolds." However, the middle also can tempt the writer into wandering down narrative side roads and burying the reader in words. You want to hook the reader and keep them going. So how do you keep a reader interested?

Up the ante, heavy on the complications. Most of us like to solve problems and make the world a better place. But the writer needs to complicate the lives of their characters. Make it harder on them. When your characters stake everything they have, it builds anticipation, significance, and suspense that drags readers along.

Jordan suggests using a four column chart to organize your steps. He labels the first column protagonist, although I think it might be character. The second column is the scene intention -- what is this character trying to achieve at this point in the scene? The third column is a complication, what can happen that gets in the way of achieving this? The fourth column is the result -- what happens or what does the character do in the face of this complication. Jordan shows how a scene may have a linked set of these, moving from the original scene intention down the page as the character dances and reacts to the continuing complications of the scene.

Take people and possessions away from the character, withhold desires, add stumbling blocks and intermediate problems, spice with danger, there are lots of complications! This is part of the fun, making lists of what might get in the way and picking the ones that are hardest for your characters to handle, that reveal just what they really are made of. Keep that dramatic tension high.

Jordan reminds us that "While complications build anticipation and drama, you should not make things difficult on characters just because; complications have to reveal character and push your plot forward."

One of the specific tactics or techniques that you can use to raise the ante is to withhold something. Characters have goals, desires, and ambitions. Dangling an object of desire just out of reach -- you've seen children looking in the candy store window, wishing that they could have just a little? That's your reader! So what kind of withholding can you do? First is emotional withholding, where another character isn't giving emotional approval, love, or something else that the character wants. Second is withholding information. All of the clues, secrets, and even simple information can be teasers for your characters -- and your readers. Third is withholding objects. Maybe your character wants something, and other characters keep passing it around, just out of reach. Or maybe they have to find the one true crystal?

Another technique is to introduce danger to the protagonist or someone he or she cares for. Physical or emotional danger can force the character to reveal themselves.

Finally, a third technique is the unexpected revelation. Let the character learn that secret about their life that forces them to reevaluate everything. No matter how the revelation comes -- letters, babbling friends, strangers, television reports, Google snippets -- these are pieces of plot information that transform the self-image of the characters and drive the narrative forward. Think about how you're going to introduce the revelation, and how the character is going to react to it. Sometimes they can be positive, too. Winning the lottery, finding out that father really is still alive, and other positive changes can also make characters jump. What happens when the world changes in an instant?

That's what Jordan has to say about scene middles in this chapter. It's not much about the peanut butter in the sandwich, but it gives us a something to stick to the roof of our mouths? Hum, maybe we should skip lightly past that metaphor.

Okay. Your assignment? Take a scene from a book or story, or even one you are working on. Try making up a chart like the one Jordan described. Simple, right? Here's the headings:
  1.  Character
  2.  Scene Intention
  3.  Complication
  4.  Result
You might try doing my trick -- set yourself a quota! -- especially if you are working on the scene. Don't just come up with a single complication, come up with five possible obstacles or complications that could get in the character's way when they are trying to achieve that scene intention or goal. Then pick the one that you think works best, and come up with five possible outcomes or results. Pick the best of those, and then go on.

Or how about taking a few scenes, and thinking about the complications and obstacles involved? That beloved little scene with the short guy trying desperately to figure out how to climb the mountain -- why is he so driven? Which of the various techniques that Jordan mentions really make you cheer for the protagonist, leave you sweating and turning the pages to find out what happens next? Now can you put some of that same high tension in your writing?

Launch your scene, fill the middle with rising ante, and . . . next week, on to the endings!

(or if you are at a conference, you can fill your middle with too much food! I guess that might raise the stakes in some ways?)
[identity profile] mbarker.livejournal.com
Original Posting: Thu, 2 Jun 1994 18:35:02 JST

Steal This Plot
Noble, June and William
ISBN 0-8397-7881-3
Paul S. Eriksson, Publisher
1985

Just some notes - the basic thesis of this book is that you can take a plot idea, often from a book, story, or poem. Change the setting, characters, etc. and write a new story.

Part of their presentation is the notion that you add motivation - why is this happening - through one of the following:
  1. Vengeance
  2. Catastrophe
  3. Love and Hate
  4. The Chase
  5. Grief and Loss
  6. Rebellion
  7. Betrayal
  8. Persecution
  9. Self-Sacrifice
  10. Survival
  11. Rivalry
  12. Discovery/Quest
  13. Ambition
Further, they recommend "spicing" the plot with one of the following:
  1. Deception
  2. Material Well-being (plus or minus)
  3. Authority
  4. Making Amends (GUILT!)
  5. Conspiracy
  6. Rescue
  7. Mistaken Identity
  8. Unnatural Affection
  9. Criminal Actions (including murder)
  10. Suspicion
  11. Suicide
  12. Searching
  13. Honor/Dishonor
So, for example, perhaps you want your character to find the magic keys and save the kingdom (HOKEY!). As motivation, you pick love and hate, deciding to spice the mix with criminal actions (including murder). So your hero(ine) is driven by love (for who?) and/or hate (for who?) into criminal actions, perhaps even murder - culminating in rescue of the kingdom. Perhaps another character is driven by self-sacrifice, spiced with concepts of honor and dishonor, which lead them to oppose and then eventually to support the shady anti-hero(ine) who offers to save the kingdom.

Somehow these "roll-the-dice" plotting methods always make me a bit queasy. Still, it's another method...
[identity profile] mbarker.livejournal.com
Original Posting: Fri, 6 May 1994 18:35:02 JST

[have not finished reading the book, but... thought I'd mention it while the marshmellows are crisping...]
How To Write A Romance And Get It Published
Kathryn Falk
Signet 1990
ISBN 0-451-16531-4
$5.99
As I said, I'm still reading this one.

One bit from the book that might help our discussions:

Classification of Romance Novels

1. Category Romances
"These follow the 'romance formula,' a set of rules also known as the 'Cinderella legend.'" [seems to be the formula stuff we've seen some references to.]
2. Historical Romances
"Good storytelling is the main requirement, providing adventure, excitement, and titillation."
"The historical romance rules (in brief): accurate historical research, erotic sex scenes, one woman/one man or one woman/many men relationships, and usually a happy ending."
3. Contemporary Romances
"These are in a contemporary setting with modern and realistic characters. The romance rules may or may not be applied. Sentimentality is evoked; readers may shed a tear. The emphasis is on the woman's emotional and romantic experiences."
4. Regency Romances
"Short and medium-length novels of manners; witty, light. ... They capture the flavor of a Jane Austen novel, and emphasize the repartee between the hero and the heroine, rather than a sexual relationship."
5. Romantic Suspense/Gothic
"A romantic suspense novel is always a mystery, full of action, intertwined with romance, and the background is contemporary."
6. Science Fiction and Fantasy
Mentioned setting as an exciting possibility for a romance ...
The rest of the book consists of lots of little articles and pieces which I am slowly working my way through.

As near as I can tell, the minimum necessary for a romance is a woman, a man, and their relationship. Seems as though that leaves a lot of possibilities for writers. Also seems almost the essence of "character-driven" writing - take one man, one woman, and rub together until smouldering?
 
[identity profile] mbarker.livejournal.com
original posting: Mon, 9 May 1994 18:35:01 JST

Self-Editing for Fiction Writers
Browne, Renni and King, Dave
ISBN 0-06-270061-8
HarperCollins, NY
1993, $11.00

A short outline of points of the book I noted (but read the book - it's worth it!)

1. Show and Tell
  • Prefer showing scenes to narrative summaries telling us about things. The scene is setting, character, dialogue, action. Every main event should be a scene!
  • Balance - narrative summaries are a kind of rest, a good place for off-stage and minor action.
  • Don't tell us about emotions - show them. Wherever possible, cut explanations. Then if it is needed, figure out a way to show it.
  • Resist the urge to explain (R.U.E.)
2. Characterization and Exposition
  • Don't stop the story to give us a summary of character - let these emerge from action, reaction, and dialogue. I.e., avoid thumbnail character sketches.
  • Beware flashbacks, analysis, history - do you really need it?
  • Watch for the dialogue or interior monologue that is only there to feed information to the reader - cut it!
  • Give your readers the benefit of the doubt - let them interpret the character. Assume your reader is intelligent.
  • Let the way the character looks at things or does things introduce us to the character.
  • Rule of thumb: give your reader only as much background info, history, or characterization as they need at this point.
  • Don't let your characterization and exposition show...
3. Point of View
  • 1st, 3rd, omniscient - consider how intimate your reader and viewpoint should be. Then use the one that does the job.
  • Establish POV fast.
  • Whenever POV changes, check how fast you establish it.
  • Make sure - are you using your characters' voices?
4. Dialogue Mechanics
  • R.U.E. - make the dialogue show the emotion, don't tell us about it.
  • Kill -ly adverbs.
  • Prefer "said".
  • Start a paragraph with dialogue, then attribute at the first natural break.
  • Use beats (little actions).
  • Dash for interruption; ellipsis (...) for trailing off.
  • Make it natural.
5. See How It Sounds
  • Use contractions, fragments, commas instead of periods, short words, and misdirection (let your characters misunderstand, answer the wrong question, talk at cross-purposes, hedge, lie, etc...)
  • read it aloud.
  • Try reading only one character all together, then another, etc.
  • Are the "voices" distinct?
  • Use word choice, cadence, grammar - not spelling.
6. Interior Monologue
  • very powerful tool of text - make sure it's unobtrusive.
  • trim unneeded - explanations and descriptions.
  • change "He wondered ..." to "Why did he ...?"
7. Easy Beats
  • Beats are the "little actions" between dialogue lines - stage business.
  • good - show action, vary rhythm of dialogue.
  • bad - overused (as I tend to do) they are distracting.
  • balance - trust your reader.
  • use fresh beats that characterize and help rhythm. Be especially careful of repeating the same strong characterizing beat again and again.
8. Breaking Up Is Easy To Do
  • Prefer short paragraphs, but balance long and short.
  • Watch long scenes - break them up!
  • Watch for speeches - bust them into pieces.
9. Once Is Usually Enough
  • avoid repetition. don't repeat. and, of course, saying something twice may not be a good idea, even if the words are different.
  • note that repetition can be words, effects, information, characterization, characters, whole scenes... 1 + 1 = 1/2! Repeated effects lose effect, instead of increasing it.
10. Proportion
  • Watch for excess descriptive detail, pet interests out of hand.
  • Be careful when cutting - you may destroy proportion and balance.
  • Time (words spent) on character, scene, plot element, etc. roughly indicates importance to the reader - don't disappoint them!
  • Try marking the interesting parts, then consider the leftovers - are they needed? Do they add? Should they be shorter? Longer?
  • Cut or rework...
  • Use jump/cut - don't walk someone along every step, just jump the scenes.
  • Avoid overblown details, overdone flashbacks, and excess tangents.
  • But - the little subplots or descriptions not strictly advancing plot - are they all effective? if you don't have any, do you need some?
11. Sophistication
  • avoid "pulling on her coat, she xxxx." and "As she cried, she xxxx." both bury an action in dependent clause.
  • avoid cliches and cliched characters. at least, try warping it for effect. e.g. They vanished into thick air.
  • every time you find a verb-adverb, try to find the right verb instead.
  • comma string sentences, reproducing the urgency of action, pushing the reader ahead.
  • Watch "quotes" ,_italics_, and exclamation points!!!
  • avoid overly poetic figures of speech in the midst of action.
  • sex and profanity have tended to flourish - try light use.
12. Voice
  • relax - if it comes, it comes on its own.
  • a mechanical aid - read your work, and note each line that "sings" to you. then read just those lines - that's your voice at present!
  • now read it all again - and note the winces, the tinny lines.
  • read just those, and consider applying:
  • flat? is it buried in lines of the same structure?
  • abstract or vague? rewrite it for specific
  • obvious? see if you aren't explaining - and cut it!
  • forced or other problem - read it aloud and fix it.
[identity profile] mbarker.livejournal.com
original posting: Fri, 29 Apr 1994 18:35:01 JST

Self-Editing for Fiction Writers
Browne, Renni and King, Dave
ISBN 0-06-270061-8
HarperCollins, NY
1993, $11.00

An excellent book for any writer, especially if you believe in revision as a key part of their writing. If you don't, this book may help convert you.

The two authors are both writers and "book doctors," making a living providing editorial help to writers, and know their business inside out.

Each chapter focuses on one key topic of self-editing, looking at it with examples from both well-known authors (critiquing the classics!) and other sources. They end with a checklist and exercises (which let you try out the principles). There also are rather droll cartoons to help remind you of the principles. Good for self-study, and I could see structuring workshops around this book without any difficulty.

One of the interesting points about the book is that it rarely rules out something entirely, preferring to discuss the reasons you might or might not want to use some technique and the alternatives. They also stress balance - e.g. don't cut out all repetition, but use it for a reason. They seem to be more interested in developing authors who understand what they are doing than in simply laying out a blind pattern for beginners, and that's something I like in a book.

Incidentally, they indicate that publishers now rarely do much editing, mostly taking the author's work as it stands and putting it in print. Given some of the junk I see in print, this may be true. Unfortunately, it means the author needs to be even more careful about revision and self-editing because that final polishing isn't being done by the publishers anymore.

I'm still writing up my notes from the book, but if you're looking for help in the revision process, I'd recommend trying this book.
[identity profile] mbarker.livejournal.com
original posting: Tue, 8 Feb 1994 18:35:02 JST

One of the books that is often referred to when discussing "how many plots are there" is one by Georges Polti. Having stumbled across the name several times, and having thoroughly learned to investigate original sources when possible (they often say something very different from what "everyone knows"), I have a copy of this book.

[I don't recommend this book, mostly because it is written in an older, flamboyant style that makes it painful to figure out what he's talking about. Interesting oddity of the writing world, though.]

Frankly, I think Polti was interested in a whole different question - what are the basic situations into which literature can be divided? Note that a novel or play may use several situations, and may make variations on those. He is looking for the "basic colors" used to paint the pictures - not trying to limit the combinations and permutations, but trying to identify what "underlies" all the plots.

If the artist tells us that there are only 3 primary colors (or whatever), no one interprets that to mean that there are not an almost infinite number of shadings available. Yet when Polti or someone says there are X basic situations, somehow we think that means there are limits on the plots available.

Anyway - Polti's own words, for your consideration...
The thirty-six dramatic situations
Georges Polti (1868-)
(translated by Lucille Ray)
Copyright 1977 (original copyright 1921)
The Writer, Inc. Boston
"...for there were indeed, as he [Gozzi] had indicated, thirty-six categories which I had to formulate in order to distribute fitly among them the innumerable dramas awaiting classification. There is, I hasten to say, nothing mystic or cabalistic about this particular number; it might perhaps be possible to choose one a trifle higher or lower, but this one I consider the most accurate." (p. 9)

here is a summary of his dramatic situation #1 - with the 10 varieties
that Polti noted under it!

1. Supplication (Persecutor, Suppliant, and a Power in authority, whose decision is doubtful)
a power whose decision is awaited is a distinct personage
(1) Fugitives imploring the powerful for help against their enemies
(2) assistance implored for the performance of a pious duty which has been forbidden
(3) appeals for a refuge in which to die
b undecided power is an attribute of persecutor himself
(1) Hospitality besought by the shipwrecked
(2) charity entreated by those cast off by their own people, whom they have disgraced
(3) Expiation: the seeking of pardon, healing, or deliverance
(4) The surrender of a corpse, or of a relic, solicited
c suppliant divided into two persons, the Persecuted and the Intercessor
(1) supplication of the powerful for those dear to the suppliant
(2) supplication to a relative in behalf of another relative
(3) supplication to a mother's lover, in her behalf
In the conclusion, Polti first talks about how to obtain nuances of the situations - e.g., enumerate the ties of friendship or kinship possible among the characters; determine the degree of consciousness, of free-will and knowledge of the real end to which they are moving; divide a character into two with one acting as a blind instrument of the other; modify the energy or target of the actions resulting from them; or substitute a group of characters for any single character. He also mentions combining situations in various ways. He alludes to a separate work on "Laws of Literary Invention" which would show how these thirty-six basic situations "may be endlessly multiplied."

[challenge for the librarians amongst us - did he write that book? it would probably be in French, if he did.]

He also offers ten thousand scenarios, realistic, effective, and totally different.

I think Polti was trying to lay out the basic categories, with some hints at the finer divisions, within which we might fit the pieces of all literature. He mentions that in this exposition he only cites a mere 1,200 examples. However, he seems to take care not to say that these dramatic situations are "plots" - indeed, at several points he talks about the uncountable numbers of plots that can be built using these situations. I think he was trying to identify "building blocks" or some such abstraction, without any intent of constraining the artist.

Sorry, chums, but as far as I can tell, Polti didn't mean there are a few plots - in fact, he was more interested in finding out which situations we rarely use, and in developing ways of multiplying the number of plots available by wringing variations, combinations, and other changes on these building blocks!

So - don't worry, we only got two sexes, but we make lots and lots of people out of those two basics. With 36 situations, think how many different plots you could make, especially stirring in characters, setting, etc.
[identity profile] mbarker.livejournal.com
Original Posting: Tue, 7 Sep 1993 10:38:13 JST

On Writer's Block: A New Approach to Creativity
Victoria Nelson
Houghton Mifflin Company 1993

I think I got this through Book of the Month Club.

Even if you aren't blocked, I'd recommend getting a copy of this. Take a quick scan and put it on your bookshelf. Then when you are blocked, take it down again and let Victoria guide you to understand what kind of block you are experiencing and how to get back in synch with yourself. Seriously, this is like an encyclopedia of blocks that a writer may encounter, with good thoughts about what they mean and how to handle them.

(Hint for our Quote of the Day person - I thought many paragraphs would make nice, if slightly lengthy, quotes. e.g.)

"It is human nature to resist change. Only when an impassable roadblock suddenly rears up on our accustomed route (or rut) do we ever consider trying another path. That is why writer's block, guiding the writer always away from stagnation toward change and new possibilities, is such a useful, benign, and ultimately blessed instrument of all creative endeavor." p. 117 (a section on blocks due to Forcing Talent into the Wrong Mold)

For your Writer's First Aid kit... use when the muse quits!
[identity profile] mbarker.livejournal.com
Original Posting: Sun, 22 Aug 1993 18:00:03 JST

(for anyone who may be having trouble freeing yourself to write)

You might be interested in "Becoming A Writer" by Dorothea Brande. Book of the Month Club has it in their Writers 3-in-1 selection (which turns out to be one book - I thought it was three - containing three older ones), but the imprint is Quality Paperback Book Club, so you may be able to get it other ways.

Interesting - it is basically a challenge to the notion that writers are born, not made, with a psychologically oriented set of exercises to unlock your unconscious (and eventually your genius). One of the few books I've seen that tries to teach you a mental process to support writing (or other creative arts). Might be considered a forerunner to the books on drawing (pun intentional) from the right side of the brain.

Recommended.
[identity profile] mbarker.livejournal.com
original posting: Thu, 29 Apr 1993 18:32:01 JST

Please note that this is a summary of what I consider the important parts of Bickham's book. It does not reflect all the material in his book (you really should read it), nor does it contain a lot of my normal fascinating prose stylistics. Having said that - hope it gives you a few clues about a reasonably good craft book...

Scene & Structure
Jack M. Bickham
Writer's Digest Books, 1993

One point to make clear at the beginning is that Bickham is NOT prescribing the form of presentation. You should use your best dialogue, description, and other tools to drape and form the selected scene. All that he is describing is the bare bone structure that underlies your writing. How you doll it up is left to your discretion - whether you like scenic description, stream-of-consciousness inwardness, flashback fantasies, or some other way of covering the structure is your choice. He is definitely NOT providing a canned plot for you to work with, although you might use his tools to extract such a plot from your favorite book or two...

The main structural component described is the sequence of scene and sequel.

A scene starts with the goal of a viewpoint character, proceeds through conflict, and ends in tactical disaster for the viewpoint character. The reader responds to the goal by forming a scene question, which should be specific, definite, have an immediate goal and clear connection to the overall plot goal, and have a simple yes/no answer.

A scene consists of moment-by-moment action constructed using stimulus (internalization) response pieces. Stimulus and response must be visible, usually dialogue or action, while internalization allows the thoughts of the viewpoint character to be explained.

The tactical disaster ending a scene should be an unanticipated but logical development that answers the scene question, relates to the conflict, and sets the character back. The three possible endings are no (simple failure); yes, but... (conditional success - usually setting up a dilemma); and no, plus... (failure, plus new problems).

While scenes may be linked with a transition (simple change in time, place, viewpoint), the full element needed is a sequel, containing emotional response, thought, decision, and new action. In a sense, the scene acts as stimulus, which must be followed by sequel acting as response. If a sequel must be skipped (due to time pressure, etc.), there should be a later "flashback" sequel, completing the sequence for the reader.

A story (basically novel) begins with a significant change that threatens the main character's self-concept. This, in turn, causes the character to form an intention or story goal in response, which provides the reader with a story question. The end of the story occurs when the story question is answered. The story focus must be on material that relates to the story question.

To plan a story -
  1. identify the main character's self-concept
  2. pick a significant event that threatens that self-concept
  3. determine the moment of change that you will start with
  4. lay out the intentions/goals the character will attempt to use to fix
  5. lay out a plan of action for the character to try
  6. determine when/where/how to answer the story question
Bickham suggests the following major ways to structure the scene/sequel sequences:
  1. scenes move main character further and further from quick attainment of goal
  2. scenes develop series of new and unexpected troubles, although not obviously related
  3. scenes require character to handle unrelated problem before returning to original action line
  4. interleaved subplots
  5. plot assumption puts deadline (ticking clock) into action
  6. plot arranged so that options dwindle
  7. plot arranged so that complications and developments previously hidden are revealed
One point should be made clear - a scene/sequel sequence is NOT a chapter. Bickham points out that "chapter breaks" are a relic of earlier publishing (when novels were published as serials), and you should never use a chapter break as a transition. Place chapter breaks at the moment of disaster ending a scene, in the middle of conflict, or some other point that keeps the reader reading. Bickham suggests that most chapters have more than one scene.

(my gloss - remember 1000 nights and a night and make each chapter break a cliff-hanger!)

The book also contains a large amount of material dealing with problems in handling scenes, variations you might want to try, and other fine points. There are plenty of exercises, annotated examples, and so forth to make this a useful study book.

-----------------------
Strategy Worksheet
Main character's self-concept
Significant event that threatens self-concept
Moment of Change to start with
Intentions/Goals to fix
Plan of Action
When/Where/How answer story question
Scene Planning -
Move further and further from quick path to goal
New and unexpected troubles
Unrelated problem that must be solved first
interleaved subplots
deadline (ticking clock)
dwindling options
hidden complications/developments revealed
-----------------------
Scene/Sequel Worksheet
Scene (consists of Stimulus - Internalization - Response)
Goal:
Conflict:
Who?
Where?
How long?
Twists (4+):
Disaster (No!, Yes, but..., No, plus)
Transition
Sequel
Emotion (description, example, discussion)
Thoughts (review, analysis, planning)
Decision
New Action
-----------------------

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