mbarker: (Fireworks Delight)
[personal profile] mbarker
 Original Posting April 9, 2019

Deadline April 14! Just in time for taxes! Or maybe showers? Anyway...A private eye, struggling with the death of a close friend, learns something important. They face the moral issue that their 12-year-old son asks them to buy a copy of Playboy magazine. Do they buy it or not? The AI robot in their luggage might be helpful. At the same time, the private eye is trying to find and clean out a safe area. How can they remove the evil players, encourage the good players, and decide whether to let the locals run everything or keep control themselves?Which way did they go? Let's follow them! What, a clue? Or two? Yes, it's...
[identity profile] mbarker.livejournal.com
Original Posting 23 March 2012

Fair warning. I found my pile of moldy clippings from Writer's Digest... So I guess I'll do some summaries for you!

August 1994, pages 36, 37, and a column on page 60, had an article by Michael Seidman, with the title "Give a Clue." Michael was a mystery editor, and he's talking about how to plant clues in your stories. He starts off with an interesting paragraph.

"Clues are crucial to all fiction. When characters are trying to make decisions, to choose between the options you give them in the course of a story, their choices will be based on clues, those indicators that tell them how other characters will react to the decisions they make. Because reactions are what your story is about -- and because every scene leads to a reaction -- the clues that you offer will be basic to the development of the characters and the direction of the plot."

So what is a clue? Well, it can be almost anything. Physical evidence, body language, comments, whatever you show to the readers and the characters. You choose the clues, and the red herrings -- the false clues that lead everyone astray. You don't want to make them too obvious, but you also don't want to keep them completely secret. You want to let the reader have a chance.

Probably one of the best sources of clues is human nature, normal behavior. Michael mentions that nine times out of 10 in a house occupied only by a woman, the toilet seat will be down. So the toilet seat being up might suggest there has been a male visitor. But, you don't want to make it too obvious, so what you probably would do is mention the spots on the porcelain rim, or something similar. This points obliquely to the raised toilet seat, since the detective couldn't see the spots if the seat was down.

Lipstick stains, empty glasses, all kinds of things can hint at what's been happening. Why are people doing things, what is going to happen? Motivation and foreshadowing. That's what the clues are best at. Put them out front, but make your reader have to dig for it, and think about it.

Another source of clues is personal behavior. Michael mentions "tells" that reveal someone lying. Set it up as a breadcrumb trail, where in one scene someone notices that the character drums their fingers on the table, and then in another scene we find out that they were lying at the time. Then when you want to, having the character drum their fingers on the table can signal to the reader that they are lying without any further comment.

"Spreading the information throughout the novel has several advantages. You'll not only avoid the pitfall of calling attention to your clue, but you'll also be forced to show, not tell."

Sometimes you do want to make the clues blatant. Usually to give a context for the reader to think about. For example, maybe there are telltale signs of the poison involved. You might go ahead and reveal that these signs go with this poison -- which raises the question of just who knows how to administer that poison?

Be careful about foreshadowing. Yes, we all know that if there's a gun over the fireplace, someone needs to pull the trigger. But if there's too much foreshadowing, too much pointing out what's coming up, too much hinting... Have you ever played with small children who keep pointing to where someone is hiding? At some point it's not much fun anymore. "... Give the reader only enough to pique interest and play fair."

Clues, red herrings, false trails... Ambiguity and misdirection. Smoke and mirrors, making a puzzle that keeps the reader guessing, and leaves them amazed and pleased at the end.

"I should've seen that coming! All the information was there..." Now that's a happy reader!

So, plant your clues, sprinkle well with red herrings, and keep us guessing.

Write!
[identity profile] mbarker.livejournal.com
But first put it on the wall?

Since we're madly writing away for nanowrimo, you may not be able to go back and do foreshadowing -- although you may want to do that next month or next year when you're doing revisions. However, you still may want to hang a gun over the mantle, and then later make sure someone pulls the trigger. When you do, you're firing Chekhov's gun!

As Wikipedia explains it, "Chekhov's gun is a literary technique whereby an element is introduced early in the story, but whose significance does not become clear until later on."

Chekhov himself indicated that it really means don't include anything unnecessary. When you're doing nanowrimo, don't worry too much about unnecessary -- that's more important during revision -- but the point about having various objects brought out early on, and then later on discovering or explaining their importance is one that mysteries and so forth use all the time. In the dead man's pockets, we find a gold coin, a pack of matches, and a bottle. And the amateur detective carefully tracks down each and every one of them, discovering that the bottle did not contain alcohol or other drinking beverage, but rather . . .

While it's pretty clear that Anton Chekhov gave us the principle that objects introduced in a story should be used later on, it's not quite as clear how he phrased it. Wikipedia has three different versions. I kind of like the first version, "one must not put a loaded rifle on the stage if no one is thinking of firing it."

Then they go into various examples. All of which suggest that you should think about planting various and sundry objects along the way, and then feel free to dig them up and explain them as you roll along in the story. Pistols, guns, carpets, locked chests, maps, secret notes -- they all can be useful!

Oh, while we're talking about odds and ends, we should probably mention the MacGuffin. "A plot device that motivates the characters or advances the story, but the details of which are of little or no importance otherwise." There's some room for debate here, as some folks have argued that the MacGuffin should be meaningful, while Hitchcock apparently thought it wasn't important. But the key is that this is what everyone is after, this is the thing that they are all chasing. The Maltese Falcon, the Holy Grail, treasure chests, secret plans, something that they are all trying to get their hands on.

And then there are plot tokens or plot vouchers. When the hero collects the three pieces of the ancient crown, then they will have the power to . . . and they're off, collecting the three pieces. Fairly often, these are somewhat mysterious odds and ends that turn out to be just what is needed to get the hero through a particularly difficult situation. The jewel that is given to him by a mysterious stranger turns out to be the magic key to the kingdom? Or perhaps the key that someone slipped into his pocket turns out to be the one and only way to get the car going that saves all their lives? Or better yet, the special equipment guy provides a set of odd tools that turn out to be perfect for the dangers ahead? Clearly, sometimes you need to go back and make planting these a bit less blatant, but they're still widely used. One suggestion -- if you are going to have them collect stuff that turns out to be well-suited to resolving the situation, also have them collect other stuff that doesn't help -- having one thing out of a dozen that can be turned to the purpose with some effort and thought seems reasonable, having one and only one thing that is perfectly suited to the purpose feels like an author was monkeying with fate.

If you've never read The Well-Tempered Plot Device by Nick Lowe -- it's over here http://www.ansible.co.uk/Ansible/plotdev.html and you really should read it. Amusing, and who knows, you might find the techniques he skewers to be just what you need for your next plot boiler.

Incidentally, if you're still wondering how to spice up the story, remember Raymond Chandler's advice, "when in doubt, have two guys come through the door with guns."

And then what happens?
tink
(about 725 words)
and bow to your corner

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