mbarker: (ISeeYou2)
[personal profile] mbarker
Original posting 2021/6/5

Over at https://writingexcuses.com/2021/05/30/16-22-scenes-and-set-pieces/ this week, they are talking about writing scenes (and set pieces?) for role-playing games and interactive fiction. This week, they recommended thinking about several key elements for a scene. The elements they suggested are setting, challenge, adversaries, rewards, and story development. Basically, where are we, what is the problem or task, who is opposing us, what are the stakes (or maybe consequences?), and how does this scene fit into the overall story.

Now, an interesting question is just how well do these elements play in writing scenes for ... what should I call it? Regular fiction? Short stories, novels, and so forth? And did they miss some things? I have to admit, they seem to be focusing more on providing a background, a stage set, where the players can then act out their version of the scene. They didn't really talk much about the steps in the action, what I guess you could call the fine structure of the scene. That may be a difference between writing for RPGs and writing fiction, of course.

Anyway, something to think about. What are the pieces you put together to make a scene? We talk about them as the building blocks of stories, but what are they? How do you build one?
[identity profile] mbarker.livejournal.com
Original Posting March 3, 2016

Writer's Digest, April 2001, p. 35, 36, and 62, had an article by Joe Cardillo with the title, "3 Ways to Keep Your Readers Hooked." Basically, Joe is pointing us at an approach to keeping a reader's attention, similar to training a puppy! That's right. Three steps: arouse interest, delay (tease), and reward. Simple, right?

So, how do you arouse interest? Give details that make the reader ask questions. Bait! But then delay. Don't give it to them right away. Get them turning pages, give them a chance to try to guess what the answers are. And, when you do get around to answering -- set those hooks again! More details, more question, keep them coming.

Flashbacks make a fine delay, incidentally.

And the reward! Reveal the secret, open the box, show us what is going on.

So, the strategy is simple. Arouse the reader's attention, maybe with a glimpse of what's coming. Then delay, tell us about the history, setting, and whatever. And... satisfaction! We got the reward. But there's more waiting just around the corner, over the edge of the cliff...

Practice? Heck, just take a few characters and a scene, and consider how to get us hooked into wondering what is going on. Then describe the background and whatever else you want. And... reveal the secret and reward us.

Three steps to attention!
Write!
tink
[identity profile] mbarker.livejournal.com
Writer's Digest, December 2006, pages 37-39, has an article by Jordan E. Rosenfeld with the title, "The Novelist's Survival Kit." Jordan starts out with the suggestion that novel writing is like entering a new relationship -- scary, exhilarating, insecure, worrisome. However, he also points out that the major difference is that you control your novel. You create characters and change them, you manipulate the circumstances and plot, you decide everything (do I hear the twilight zone introduction somewhere in the background? We control the horizontal and vertical... :-)

But you need to be prepared for the first draft being less-than-perfect. Just as you don't get acquainted with a person completely instantly, the first run through of a novel is likely to have some rough edges. So how do you set yourself up and keep going? Jordan suggests a survival kit, building blocks, killing your critic, and beating procrastination. Let's look at each of these.

Survival Kit. This is your collection of things that help you feel prepared for the journey and keep you on the path. It starts off with blind faith: "Faith that you have something important to say, that your competent and capable of writing a novel, and if you don't begin now, then when?" He suggest two notebooks -- one small and portable, for jotting down inspirations and notes. The second is larger, and stays at your work place. This is for all the other details. Timelines, character notes, etc. (Some of us might use an electronic version of this!) Next, a reward system. Design it yourself, make it something that you enjoy, and reward yourself for sitting down to write, for completing chunks, for getting things done. Finally, a schedule. Set up times to work, and take it seriously.

Building blocks. Jordan suggests that the key to your novel is two things. 1. Plot: "a sequence of events with consequences that happen to your characters." You might use the narrative arc -- complication, crisis, solution. Complication: set up problems for the characters. Then add consequences and actions. Finally, work to a resolution and close. 2. Characters. You have to have people. You might want to start with a short biographical sketch of the main characters -- what do they look like, what do they want, what are they afraid of?

Killing your critic. Insecurities and criticism are likely to make you stop writing. Don't do it. Set your own goals and responses to the doubts and procrastination and self-criticism.

Beat procrastination. Resistance, tomorrow would be better, and so forth are sneaky and subtle. Some tricks to avoid waiting:
  • Reduce research. A little bit of research goes a long way, but letting yourself chase down just a little more information can keep you from ever starting. Write down the questions, do the research when you have to or during your scheduled research time, but keep writing.
  • Revision is for second drafts. Trying to get it perfect before you go on often means you never go on. Plan on revising later, and right now get the first draft done.
  • Scene blocking. Pick a number between three and 10. That's your horizon -- the number of chapters or perhaps scenes that you're going to look ahead while you're writing. You need to think ahead and write down basic details to string a plot, but you don't need to know every detail of every piece of the whole story. So lay out enough to reach your horizon, then write that much, and then repeat.
  • Quantity over quality. Give yourself a word count goal.
And keep writing.
[identity profile] mbarker.livejournal.com
Original posting 25 March 2009

Silencing the inner critic?

Writer's Digest, November 2005, pages 36 and 37, offer an article by Jacquelyn B. Fletcher with the title "Squelch Your Inner Censor." You know that little voice in your head that says give it up, this is trash, stop now?

Fletcher suggests some tricks to help quiet that little monster. "The trick is to recognize the moments when the critic shows up and be able to combat its negativity in a creative way that deflates its power."

1. Symbolism slays the beast. Think about what your inner censor is? Gollum? A prissy little man in a black suit that's too tight for him? Maybe a monster with a million little fingers? Whatever, put that picture together, then consider creative ways to quiet it down. Get a gollum toy and shove it into the drawer? Poke pins into the little man in his tight black suit? Tie the million fingers into a knot?

One creativity coach recommends drawing the inner critic or sculpting it out of modeling clay -- then ripping it up and throwing away. This is especially good for damaging critics that attack the person and not the work. Separate your discerning critic that helps you during revision with the work and the damaging critic that undercuts you.

Another approach is to borrow from the method actors. Think of someone that you know who is extremely confident. Think of a physical action or characteristic that you can adopt from them. Sunglasses on your forehead? No socks in those sneakers? Go ahead and do it.

And then there's switchhitting. If your critic won't let you write at this time, maybe it's time to pick out pictures for your characters and settings? How about sketching?

2. Just rewards. Set yourself rewards for making the submissions, for keeping going. The feedback for writing often seems like a bed of nails -- rejection, rejection, rejection. Put yourself in control of the rewards. Every so many drafts, finished stories, submissions, etc., reward yourself.
"The writing life is filled with pitfalls. But the internal dangers are the most difficult to overcome. The goal of every writer is to continue writing even when you're battling your inner bad guy. By turning the avoidance of the inner critic into a fun-filled game, you can trick yourself into the only thing that will get you through -- action."
Interesting. Just who or what is that inner critic poking holes in your confidence, tripping up your forward momentum? And how do you keep yourself going?
[identity profile] mbarker.livejournal.com
aka Cutting Circles?

Great ARCS, at least. See, as you pound out the words for nanowrimo, sometimes you may want to lift your head and check on the reader. Are you keeping them interested? What's their motivation? I know, I know, it's hard enough to keep track of the characters' goals, motivations, and conflicts, now I'm asking you to think about the readers motivation, too?

Let's keep it simple, okay? Just four little bits -- ARCS! Not the ones you drew in geometry, nor the great circle arcs that we all learned about in geography. No, this is an acronym. Take a look at it this way:
Attention
Relevance
Confidence
Satisfaction
And here's how you can use it. First, get and keep your readers' attention. You know -- fireworks, surprises, hooks, change of pace, and all that jazz! Excitement, thrills, chills -- and maybe a little touch of romance to keep the sighs coming? Right, grab their attention. And keep it focused with questions, complications, suspense, cliffhangers, and all the other twists and turns that you can come up with. Remember that a bored reader won't keep reading -- so toss a firecracker under their feet every now and then, or something!

Second, readers like things that are relevant. We like to identify with the protagonist, and to some extent with other characters. So help the reader understand what the protagonist is doing, and give them a chance to sympathize, to think "I would do the same thing." Let the reader agonize and struggle with problems and complications that the character is facing. Make sure that some of the conflicts and problems are ones that the reader knows. Sure, maybe your protagonist is saving the world from the gray blobs that are eating reality, but your also gets flat tires, struggles with acne and dandruff, and has to wade through oceans of spam to find the urgent e-mail from the president. Don't just have the blobs eating missiles, have one of them eat the litter box -- now your hero (and your readers) have got a real problem, placating the cats. And don't imagine that a shredded newspaper is going to be an acceptable substitute. Make your characters, conflicts, and plot relevant to your readers.

Third, readers like confidence. They like to think they know what kind of a story it is, and that you are playing fair with them. Part of what that means is that if you start out pitching a romance, suddenly switching over to action or mystery or some other genre can be upsetting your readers. Another part of it is how you set the hooks or questions and answer them. First, you don't want to resolve things too fast -- let your readers wonder about the questions or hooks for a little bit -- but you do want to answer some of them as you move along, partly to reassure your readers that you're going to do that. Remember that you want to get their attention and build suspense -- but you also need to show them that you aren't going to just tease them forever. Sometimes I think it's like bouncing a baby -- you can drop them a little bit, but then you have to catch them and give them a hug. If you drop them too far, they get scared. Readers want you to give them little surprises, but also show that you're going to treat them right. Build your readers' confidence -- pose a puzzle, tell them a joke, make them wonder, and then show them that you are going to resolve things -- with a bit of a surprise and flash, but not by dropping them.

Fourth, we all want satisfaction. Payoffs, rewards. Part of the problem with shaggy dog jokes is that they make you think something is going to happen, there must be a reason that this character wants a pink ping pong ball, and then they end. Without a clue. And most of us have a certain homicidal impulse towards the person who dragged that joke out until they could run away. But your story can give those rewards, those payoffs. We want to see good rewarded, we want to see the person who perseveres winning, we want to believe that the world makes sense. And writing lets us give that kind of satisfaction. Your climax, your resolution, your theme provide the reader with satisfaction. Varied types of payoffs, but they are there.

So -- attention, relevance, confidence, satisfaction. ARCS! While you are writing your way around the nanowrimo marathon route, use ARCS to make sure that the readers keep pace with you. Some surprises, something that feels familiar, a little reassurance that we'll like the story, and a resolution that makes the reader glad they read along. Some guidelines for the writing.

tink
(about 800 words)
Swing yo' partner, doh-see-doh . . .
[identity profile] mbarker.livejournal.com
Original posting: Fri, 11 Mar 1994 11:30:57 JST

Hi, Ipatia

I'll keep this short.

1. Outline. Then fit bits into the outline. Repeat. Each attack on the outline may be only a few words, but in a very short time you'll have a long outline. Then expand a little bit at a time again. Just like blowing up a balloon, you don't have to do it in one big whoosh, you can do it with little puffs and when you finish, no one but you will know the difference.

2. Scribble sheet. Write the extra thoughts and side issues on another sheet of paper (I keep a clipboard by the computer). Then make yourself go back to the part you promised yourself you would work on.

3. Reward yourself AFTER doing a bit. Then set your goals a little longer/higher and don't reward yourself until you hit them. That snack is a reward for not writing - which isn't what you want to do, right?

Try those three.
tink

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