[identity profile] mbarker.livejournal.com
Original Post 11 November 2010

You don't want to know. I was stupid yesterday, and spent most of the time correcting student papers using the keyboard, because I really don't feel comfortable editing using the dictation software. And I'm paying the price -- my fingers feel pretty much as if someone had bent them into various unnatural poses repeatedly, leaving all the little muscles twitching and complaining. The really bad part is that there isn't any comfortable position. So today I am trying to be good and stick to the dictation software. Look, ma, no hands!

Anyway, where were we? Over here, http://community.livejournal.com/writercises/143199.html I talked about Chekhov's gun -- the principle that the various objects, characters, and so forth introduced into your story should do something. The gun over the mantle in the first scene should shoot somebody or something sooner or later in the story. When you're doing rough draft write-and-keep-writing work such as nanowrimo pushes us to do, it can be hard to go back and introduce foreshadowing, embedding those helpful little hints in what you've already written. That's really more for a second draft and editing pass. But, you can certainly put things in the scenes for later, giving yourself the luxury of expanding on it later. In this scene, have your character notice the Ming vase beside the door -- and later when he runs through the doorway, he can yank it sideways and drop it in front of the ravening zombie. I also mentioned the MacGuffin -- the Maltese falcon that we're all going to hunt for, or whatever. Things that the characters want to find or get. You can use those to help push things along.

Or maybe you would prefer plot tokens. Take a look at The Well-Tempered Plot Device by Nick Lowe, then set your character to collecting the six pieces of the miraculous key that will solve everything. How many places can those keys be? The answer, my friend, is written in your wordmill.

Today's well-aged posting looks like http://community.livejournal.com/writercises/143586.html and deals with some everyday ethical questions that you might use in your nanowrimo wonderings. Mistakes in change, by a person or a machine? How about some possible invasions of privacy -- do you peek, do you complain, or do you just take advantage? Those little nagging promises? Do you really have to do what you said you would? What about various prejudices -- how do you deal with different sexual preferences, religion, and so on and so forth? Even if you don't like those particular incidents, you can always tailor them to your own story. How does your hero deal with the bartender accidentally giving them too much change?

Sigh.

There's a pep mail from the Nanowrimo folks, and bits and pieces on the nano site, talking about Week Two. Apparently Week Two is where a lot of people drop out. There's something about pushing through the first week, and settling into the second week, that raises lots of questions. Which is good, actually, because I think part of what Nanowrimo is really about is looking at those questions, and making some decisions. Am I willing to keep cranking words, or do I really want to stop and clean up? Can I give myself permission to grind out 50,000 words before I stop to clean? How do I feel about discovering things while writing? And so on.

I've got a quote from a Zen buddhist monk over my desk. In part it says, "every day in life is training... my future is here and now..." It seems to me that part of what nanowrimo reminds us is that we are telling our story now!

Anyway. Don't let Week Two get you down. Use Nanowrimo as a prompt to decide what you are going to do. Write now, write here...

Write anyway you can!
[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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