[identity profile] mbarker.livejournal.com
Original Posting 11 August 2011

Since I can tell that everyone is thrilled to be reading these (I can see right through your monitor... look at those glassy eyes, that intent gaze!)... Here's a six step plan to help you write a short story. Ready?

Writer's Digest, February 1992, p. 20-22 have an article by Jack Bickham with the title, "The Writer's Digest Short Story Blueprint." It's the first part of six. The basic idea is that Jack Bickham is going to coach us through writing a short story. It's a workshop. All right? So let's get started.

Jack starts off with the observation that stories are about people. Usually a protagonist, and often an antagonist. The reader is supposed to like and identify with the protagonist, and dislike antagonist. Sounds pretty simple, right.

But just what kind of personality traits do you find appealing or detestable? Well, your first assignment is to make a list of personality traits that you admire or detest in real people you know or from vivid fictional characters.

How do you make a list? Well, Jack uses file cards. And for this assignment, he suggests starting by, on a single file card, writing down a single aspect of personality that you admire. Then on that same card, write down an action or a handful of spoken words that will show this trait to a reader. It might be something you've seen, or just something you imagine. But make that personality trait concrete for your reader.

Now, next do the same kind of thing for something that is despicable. And under the heading, write down a specific action or speech that shows that trait in action.

Keep going until you have about 20 of each kind, good and bad. You can use three or four words for the trait, but you looking for isolated traits, not big lists. Your cards don't need to be consistent -- they can be traits in different characters. All you're trying to do is identify what you like and dislike.

So with your two lists of traits -- on file cards, Excel spreadsheet, or word document, whatever works for you, next we need to consider what kind of the story you want to write.

Jack suggests that there are three kinds of stories (yes, other people have seven, 20, one monomyth, or whatever. But today, we're studying Jack's ideas, okay?). Conflict, decision, and discovery. He also suggests that stories start with a person who has a vague or even well realized lack -- "Something inside them that aches for change or repair." Life has knocked them out of balance, and something needs to be fixed.

In conflicts, the character has a specific story goal, which they think will make them happy again. But,someone else in the story opposes that quest. They struggle, and in the end, after a confrontation, someone wins and someone loses.

In a story of decision, the central character has a lack or problem to fix. There may not be a clear villain. The major character struggles, and eventually reaches a point where they need to make a hard decision and take some action that is at least potentially life-changing.

In a story of discovery, the character struggles to achieve some kind of realization, which again has the potential to be life-changing. These stories are often quiet and subtle, depending on style and nuance, and may end without as much apparent significance. These are also the hardest to make convincing for readers.

So which one do you like? Well, Jack suggests starting by making some more lists. First, make at least 10 character objective cards, listing something that your character would be willing to fight for. Objects, accomplishments, whatever drives them. Then turn the cards over and describe the kind of opposition your character might run into. Use a villain, and describe why and how they would get in the way. Second, do the same sort of thing for story decisions. Write a difficult character decision -- choose between two jobs, etc. on the back of these cards, make notes about story angles that could make the decision more difficult. Third, make it least 10 discovery cards. On the front, pinpoint the lack or sadness or need that the character faces. On the back, describe a subtle change that might suggest that things are now different.

When you do this, one type of story card will probably come easily. You'll probably find that these are the kind of stories you like to write. But save everything. You never know when that idea that seemed really useless will turn out to be just right.

Finally, Jack suggests a bit of field research. Basically, listen to the dialogue around you. Pay attention to wording, interruptions, slang, all of that. And whenever you can, make a dialogue card about interesting aspects of what you hear. Practice observing.

Checkpoint. Before you go on to step two, you should have stacks of cards or lists somewhere, with your good and bad traits, stories of objectives, decisions, and discoveries, and some interesting dialogue. You may have other lists, too. If you got all that, it's time to go to step two, setting up your story. If you don't have it, you need to do your homework.

That's step one!

So:
- at least 20 traits you admire, each with a concrete action that would show that trait to a reader.
- At least 20 traits you detest, each with a concrete action that would show that trait to a reader.
- at least 10 character objectives, things that your character would be willing to fight for, and the kind of opposition they might run into.
- At least 10 character decisions, things that your character might agonize over, and what would make it harder.
- At least 10 character discoveries, things that might change in your character, and signs that the change had taken place.
- Finally, a collection of interesting observations about real dialogue.
That's just to get started! All right?

Write those file cards. (Is there an electronic equivalent that is really as useful? Y'a know, I vaguely remember something on the old Apple computers that was an electronic card file... and people who used it swore that it was the most useful program. I think it died somewhere along the way, though...)

Oh, well. Make your lists, in whatever media you like.
[identity profile] mbarker.livejournal.com
Hum. Over here at
http://johndbrown.com/writers/

John Brown shares some of his thinking about writing. It's kind of interesting, and since I'm trying to ignore my back right now (this has been a holiday week, and somewhere in the process, I did something that has caused my lower back to get upset. But I'm trying to ignore it, hoping that it will settle down again soon... so...)

In the meantime, let's take a look at what John Brown thinks about creating suspense for a reader, in regards to the problem. Now, from the top page, John reminds us that writing really isn't about a bunch of rules. Writing is about story. And the point of story, what you're trying to do, is make something happen in a reader. What do you think that is?

Yes! Bonus points to the fellow in the back who yelled out, "Suspense!" Right you are. Readers want to feel suspense. And in the pages on problem, character, plot, and structure, John talks about what conditions make the reader feel suspense.

At which point, we should take a look at how problem and suspense interact, right? Right! So over here
http://johndbrown.com/2010/10/the-key-conditions-for-reader-suspense-part-1-problem/

John talks about that. He gives an example -- starting with a man turning on his sprinklers. Boring! But... add in a little action in the background, with an intruder pointing a gun at the man's daughter, and threatening something... and pretty soon, there's some real suspense there. What's going to happen?

John looks at stories, and points out that what we really want is to feel hope and fear for the character. Curiosity, sympathy, worry... and that wonderful cathartic release when we find out what happens. It's not really action, explosions, chases, and so forth in the text that does the job. It's something that happens in the reader. Dramatic tension can happen in a very quiet scene, IF the reader is worried about the character.

Okay. So how do we get dramatic tension? Basically, we want to hope and fear for a character. We want to feel as if something might happen, and feel tension about the possibilities. So there are really four ingredients: a character that we like, uncertainty about what will happen, hope for desirable outcomes, and fear for undesirable outcomes. Pretty simple, really. Give us someone that we empathize with, and put them in a situation where we don't know what will happen.

So what kind of problems do we throw at our character?

John Brown suggests that there are three main types of problems in stories that he likes.
1. Danger/Threat. Something poses a significant threat to the character's happiness. We hope that the character will avoid or overcome the threat, but we fear they may not. What kind of threat? Well, life, security/well-being, relationships, meaningfulness, freedom, and possessions are obvious things that could be threatened. Take a look at John's page for more details, he describes each of these. Basically, though, someone or something threatens some aspect of the character's life. Plenty of stories focus on what happens when things go wrong, and can the character handle it?

2. Lack/opportunity. With a danger or threat, someone or something is going to take away something important to the character. Lack and opportunity problems are the other side of this -- the character has never had money, a chance, happiness... and now they might! Rags to riches, Cinderella, there are lots of stories that use this kind of problem. We like to watch someone struggled to achieve their happiness.

3. Mystery. This is a little more intellectual problem -- the puzzle, the mystery, the challenge to our curiosity. Here, the character acts as our surrogate, trying to solve the mystery. Fairly often, there are some other problems -- threats or lacks -- also involved.
Now. One of the filters for good stories is that the problems need to be hard to solve. To build the fear, worry, and uncertainty, the problem needs to be significant and hard to solve. The character has to really work to win!

John suggests that there are four things that make a problem really urgent. Basically, we want it to seem probable -- not a long shot. Very often, stories show us several people failing, and then the main character tries. We also want it to be immediate -- something that's going to happen soon. Time limits, ticking clocks, really help to make the problem urgent. Third, it needs to be significant. The mugger who wants two bucks for coffee at Starbucks -- hey, toss it to him and go on. But the robber who wants every penny of your life savings? Ah, now that's serious. Make the threat significant (other discussions often talk about raising the stakes). Finally, the problem needs to be specific. Sure, generic drugs are cheaper, but for your story, you want specific, detailed problems. Make the threat specific and tied to the character.

Okay? So you've got a problem, and you've sharpened it up so that we know it seems probable, immediate, significant, and specific. What about uncertainty? What makes things uncertain? A hard problem, limits on the characters, interference from other problems and desires... and surprises! Revelations, twists, turns. Don't let the reader go to sleep. Think about what they expect, then give it a twist. Surprise us

All right? That's a summary of John Brown's discussion of suspense and the story problem. To make the story really sizzle, look closely at the problem. It needs to be a hard problem, whether it's a threat or lack or mystery, and it needs to be urgent, because it seems likely, has a time limit that is soon, involves high stackes, and has the details that we love! Then make sure there are enough twists and turns to keep us reading.

Dramatic tension -- a reader in suspense is worth two cliffhangers?

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