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DATE: August 24, 2001

And I Want to Be a Paperback Writer...

Gen Con 2001At Gen Con this year, I gave a series of workshops on writing fiction -- specifically fantasy fiction. These were well attended and a lot of fun. The topics included:

  • Day One -- Writing Basics: Form vs. Function and Plot vs. Character.
  • Day Two -- World Building (Including Magic)
  • Day Three -- Fantasy Characters: Can a Character be Too Heroic?
  • Day Four -- Getting Published

For those of you who are interested, here are a few of the highlights from the first two days. For those of you who are really interested, I hope to do the series again next Gen Con (although the topics might change a bit, just for fun).

Form Versus Function
The Beginning: Work extra hard on the beginning of your story. If the story doesn't get good until page 3, no one will ever get to page 3.

Style: Don't force flowery language. Let that come naturally. Let your favorite writers become your teachers; as you learn and practice what you learn, your own voice will develop.

Description: Description is your toolbox -- your ally. Use color, smell, and temperature to set your scene. But don't describe the mood of a place. The other things will give an impression of the mood all by themselves. Touch, taste, sight, sound, smell -- include at least three senory descriptions per scene to make sure the reader is really placed right into your story.

Plot Versus Character
Once you have your story idea, here are four useful questions to ask yourself as you construct the piece:

  • Point of View (main character) -- Who will the story's idea hurt?
  • Motivation -- What do these people want?
  • Plot -- What can go wrong?
  • Story Success -- What does this all add up to?

Thus you have an idea: "A world where magical teleportation is commonplace." You ask: who will this hurt? You answer: guards protecting the king's castle. So you make your main character a guard. His motivation? Protect the king. What can go wrong? Assassins teleport into the castle to kill the king, and the guards have to stop them -- that's the plot. Story success? Either the guards succeed or they don't.

It's a simple story example, but you can see how you might build a much bigger story in the same way. The first question is probably the most important one. Make sure you always choose the right character as your point of view character. You wouldn't tell the story of Star Wars with an Uncle Owen or a stormtrooper as the main character (that might make a good story, but it would be a very different story).

Cliches: Remember that you're writing to an audience as well read as you are. If you've heard this one before, so have they.

Foreshadowing: Give the reader a clue ahead of time. If the readers say to themselves, "Oh yeah, I remember a mention of that about that thirty pages ago," the impact of whatever you are presenting becomes more powerful. If the villain shows up with a long-lost, powerful magical sword that the hero recognizes, make sure the sword has been mentioned before, so the reader recognizes it, too.

Don't Create a Story that Meanders: Make sure everything that happens is important. Be able to tell your story in a single sentence. The entire Lord of the Rings series can be summed up in a sentence: "Little hobbit defeats huge evil by destroying a ring through his own courage and perseverance, and with the support of his friends."

World Building
Research. If you present facts, make them right. If they are made-up facts, make them consistent. (But never let the truth get in the way of a good story.)

Exposition: How do you get this information across to the reader? Avoid blatant exposition. Don't have your characters tell things to each other that they clearly both already know. People don't talk like that. "As you know, Bob, we've both belonged to the wizard guild for ten years now, and we help protect the city from invaders...."

Be ready not to tell us everything. If the name and background of the abbot of the largest monastery in the city isn't important to the story, don't tell us, even if you know it. Every time you give a detail or a fact, ask yourself whether it is important.

You don't have to show us everything. The reader will fill in the gaps. But be aware of this -- be aware of the gaps. If readers are going to fill in the gaps incorrectly, head them off at the pass. If castles in your world float in the air, are made of metal, or have wheels, don't just say "castle," or the reader will assume a real-world castle.

Magic
Is magic in your world rare or common? Powerful or subtle? Good or evil -- or neither?

You might not immediately consider the effect of magic on these areas of your world, but the presence of magic (or level of it) can have a great impact on the following:

  • Society as a whole (Cities or rural? Comfort or discomfort? Where do people live? Do castles make sense in this world?)
  • Individual relationships
  • Child development
  • Economy (food production, transportation, communication)

Backlash: Are there people who hate magic? Outlaw it?

Avoid Magic as Technology: magic carpets as cars, magic "phones" etc. It's been done, and it's not that interesting to start with (unless it's for comedy's sake, as in Terry Pratchett's Discworld books).

Here is a handout regarding writing basics and another on world building, which I gave to workshop attendees. Download these RTF files and see what you think.

Next week, I'll finish up and present the rest of the handouts. Good luck in your writing!

 
 
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