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IDEAS
AND APPLICATION TO STORY PLOTS
a chapter in Storycraft by: GF Willmetts
Imagination
is creating ideas
Creativity is putting ideas into practice.
INTRODUCTION
A.E. Van Vogt once said that you should never keep
back good story ideas for a rainy day. If you continually use your
best ideas then more quality ideas will come in to fill the gap
afterwards. In other words, if you only use your poorest or second-best
ideas in your first forays into writing and selling stories you’ll
never get a reputation for being creative or innovative. You have
to take risks from the start and not hold anything back.
In other words, for writing stories, there is no
such thing as a rainy day. Where there is one good idea there will
always be others vying for attention. If you hold back on them,
then you can seriously slow down your development as a writer.
You need faith and positive attitude in your ability
to come up with ideas if you want to be successful. It should be
possible for most people to have at least one ‘good’ story idea.
If you want to develop as a writer then you have to have these ideas
on tap. This chapter on storycraft will go to the root of all stories
and explain something about idea mechanics and its management. Some
of the techniques explored will probably help practicing writers
when you have an off-day and need a kick-start. No one gets neglected
here.
NO COPYRIGHT ON IDEAS!!!
If you’re worried about someone stealing your ideas,
look up the Artists And Writers’ Yearbook (if you live in anywhere
but the UK, there is probably an equivalent writers’ book in your
library) and read up on copyright. The best protection of your ideas
is to turn them into stories. Most people don’t read ideas, they
read stories. Copyright protects stories if they are read and acknowledged
by people other than yourself. It’s the best way to stake your claim
on your material.
Editors see so much material that they’d sooner accept
a good story than rip anyone off. They are more concerned with finding
stories in their slush pile that can be accepted than ‘borrow’ off
anyone previously rejected. If they’re writers themselves, and this
is from my own experience, then they have enough to do with their
own stories than borrow or steal your efforts. Many professional
writers refuse to look at anyone else’s stories or ideas lest they
are subconsciously influenced or risk being sued later. Convincing
someone else to write stories based on your ideas makes them a co-creator
and deserving of an equal share and credit to the work. If you don’t
like sharing, then write them yourself.
If any writer/editor is unscrupulous enough to rip
anyone off, are they likely to choose something that hasn’t had
originally a good sales record? [There is one author/once-editor
who did plagiarise early in his career and I’m likely to upset most
of his fans by mentioning his name. He did a trilogy of watered-down
versions of Edgar Rice Burroughs’ ‘Mars’ books. I think the outcry
would be far louder these days if anyone else took such a route.]
There is always a risk of someone coming up with similar ideas but
that doesn’t necessarily mean they have ripped your ideas off, just
a certain amount of parallel thinking. If, say, clones are the flavour
of the month, expect to see all such areas of the theme explored.
It’s far more important that you ensure that your
idea development and storycraft are strong enough so it can be accepted
with as little revision as possible. Hopefully, these chapters on
storycraft will go some way in at least recognising or developing
these skills to make your stories stand out.
WHAT ARE IDEAS?
As we all have to start somewhere, let’s start by
sorting out how to turn your ideas into a starting point for crafting
a story. Ideas play an important part in all our lives. For stories,
ideas are the very essence of your material and deserve more than
a few moments development.
So what are ideas? Where do they come from? Can we
control their flow? And can someone answer that goddamn non-writers
question: How do we come up with them in the first place?
The idea is the initial thought, visualisation or
essence of imagination. You see a situation and create a solution
to the problem. It is the essence of creativity. It is also a brain
muscle that improves with continual exercise. For some, ideas come
very easy. For others, it can be a very difficult process requiring
a lot of effort. It all depends on the individual mindset and your
determination to succeed. In both cases, there is always room for
improvement. Everyone spends a long time mulling over a problem
when an original answer foxes them as well.
WHY AUTHORS DON’T TALK ABOUT THE IDEA PROCESS
Writers tend to be a little afraid of talking about
this subject. Many insist that ideas are just there, waiting to
be used. Not so much that they might be giving away any trade secrets,
but afraid that by analysing their methods that it will break up
their mystique for getting work done. Considering that writing is
often their main financial support this is probably an understandable
attitude. Who wants to crack the golden egg? However, as you will
see from reading this chapter, I’m dwelling less on any particular
style but on approaches that apply to all authors.
WRITER’S BLOCK
Being too analytical can be a bit disturbing but
a little understanding might help a lot if you suffer the author’s
disease commonly called ‘writer’s block’. All that really means
is you’ve run out of ideas for a while, become distracted, lost
your focus or simply need more time to resolve the problem than
you thought it would take.
The main cure is stop writing or thinking about the
problem for a while and do something else for a change. Depending
on your stamina, you could find something that will stir your thoughts
up into a turmoil that will get the ideas flowing again. Some of
the neo-writers find me a powerful motivator to get back into the
swing of things mainly because I tend to question what they’re doing.
Then again, I can probably convince you to jump in a volcano if
you thought it was a good way to clean under your armpits. It’s
the very act of questioning that is the key although the cure varies
from person to person. There’s an element of recognising what inspires
you and what can break such moods. If you get really depressed in
such situations, then have something to hand that will make you
smile or lift your spirits. I find the world crazy enough without
me getting depressed over it. Some of the best solutions come from
an unfettered unconscious mind, so sleep on the idea for a few nights
and see what comes up in the morning.
If you thought or wondered why such discussion as
what stops ideas hasn’t any connection here or why it should be
mentioned at the beginning of the chapter then stay after class.
They are heavily entwined. Announcing it here might also keep the
more seasoned writers reading for the same reason. Everyone experiences
some sort of struggle with sorting their ideas at some time or other.
WE ALL HAVE IDEAS
We all have ideas at some time in our lives. It can
range from what you’re planning to eat for dinner to how to decorate
your home. The process is visualising what you intend and then implementing
it, often after devising a campaign plan. If something comes along
as you’re implementing the plan, then a provision for revision or
adjustment to incorporate the new idea is useful, providing of course,
it doesn’t mean you have to start all over again. It helps to stay
focused on the job until it’s completed as well.
The main difference between ideas that you apply
to your life style and writing stories is only by degree - and that
doesn’t mean going to university either!! If anything, stories are
only an abstraction of what you would do practically in real life.
Well, maybe not. We can’t all be heroic or brave in real life, but
on the printed page, we are all paper tigers. Stories tend to be
more theory than practical work.
LIFE INTO PLOT
The allegory to writing a story should be recognised
in the above process. You visualise an idea or problem and solution,
create a plot and craft it into a story that makes sense to your
readers. If another good idea comes along in the writing process
then it can be added or incorporated into revising the draft. You
should also try hard not to re-write the entire story from scratch
simply because you’ve come up with something better. If you have
some better idea, then consider it as the starting point for the
next story than the one you’re currently working on. That’s an act
of idea management and self-control discipline.
If the connection between the last two paragraphs
makes sense, then there is immense potential to turn anyone reading
here into potential writers.
Far too often though, neo-writers never really get
started. They have drawers full of half-completed stories left behind
as they get bewitched by the next ‘great’ idea. It isn’t so much
that they have been idle with completing the story to hand, just
that they are swayed to move onto the next story far too early.
To some extent this is understandable. After all, your internal
ideas engine will be working hard generating ideas for one story
and create something else for a change.
FORGET SCHOOL CLASS-ROOM STORY TECHNIQUE
Writing or plotting a story isn’t really like how
you were probably taught at school. You walked into English class,
handed some paper and told to write a story before the end of lesson.
English teachers are far more interested in grading your grammar
and spelling - at least in my day - than good story sense in planning
and preparation. If a decent story comes out of it, then that’s
a bonus. They don’t spend much time on technique other than perhaps
getting you to read great works of fiction and hope something rubs
off. [If any English teacher reading this does differently, then
I humbly apologise but you are probably the exception.]
Outside of class, you simply cannot start on page
one and expect to reach a conclusion without some idea of what you’re
doing or where the story is going. What probably distinguishes any
of you reading this who proclaim to completing stories this way
at school is the same reason that you’ve embarked on writing stories
now. You’ve already had the makings and latent knack of a writer
working for you. It is still only the makings. It’s rare that you
will instinctively carry a long plot in your heads, let alone be
true to it to the end. Stories need to be plotted out on paper to
visualise the entire picture than rely on blind chance and a lot
of re-writes and time getting it right. It allows plenty of opportunity
to analyse, research and ensure the plot is the best you can do
at the time. Oddly enough, this practice will also cut down the
re-draft times too.
Enthusiasm to work through to the story’s conclusion
without some guide keeping you on track is always likely to wane
at some point. It takes a certain amount of obsession with the task
at hand and bloody-mindedness to stay that focused. Deciding that
the story needs some revisions because you’ve discovered some drastic
mistakes or fresh information needs a guide or plot blueprint to
work out logic errors to correct it.
Those writers who profess otherwise invariably carry
plots in their heads also tend to be very experienced and are even
more single-minded when working. Most neo-writers start off with
the best intentions but find they can’t finish their stories by
not doing these things. Their drawers are full of incomplete stories
where they have run out of enthusiasm or lost interest. That’s no
way to write or sell a story. Do you recognise yourself in any of
the above scenarios?
A story is a refinement of ideas, polished to be
the best it can be in the time available. It shouldn’t necessarily
be treated as a writer’s adventure of discovery. It should be seen
as a means of grabbing the reader and ensuring that they want to
turn the page to see what happens next. This differentiates someone
with ideas from a storyteller.
TELL A STORY
Stories depend on a good plot, so why not develop
one first? Work out, in any order you fancy: the beginning, middle
and especially a good ending. Don’t you feel cheated when you read
stories that don’t have a good ending? Doesn’t have to be a happy
ending but certainly one that should be capable of making you think
or feel rewarded for the experience of reading the book. This has
also been a reason for many professional writers to get started
in the first place.
Compare it to telling a joke story to someone. You
recount the build-up and then break the gag with the punchline.
It’s also frequently messed up by getting the words muddled, telling
the punchline early or forgetting it. With practice, you get better
and either shorten or stretch the build-up as you discover what
makes it work.
If you can do that then you won’t have too much difficulty
in writing a plot blueprint. If you haven’t tried it, then get some
practice. If gag writing isn’t your forte, then you can always crib
from something like the Reader’s Digest’s jokes and present it in
your own way. This all helps develop your plot telling sense and
developing a story. More importantly, by self-analysis of what you
think is important, will help shape your story presentation. If
you can be really self-critical, you’ll recognise your weaknesses
and work on ways to sort them out.
Another exercise that is always worth doing is working
out the plot while watching TV, a film or reading a book. Even if
you fail to recognise the villains before they’re announced, you
will learn how other writers’ construct their plots. It heightens
critical judgement in evaluating whether other authors achieved
their aim. All useful lessons. As a writer, you really never ever
stop learning. Everything comes under your scrutiny. It makes you
more alert than the casual viewer and probably get more out of experiences
than they would.
PLOT CATEGORIES
Let’s now get down to the nitty-gritty and
start on what turns ideas into a plot. To do this, we have to begin
at the beginning.
Story ideas fall into two distinctive categories:
Primary and Secondary. Both have some bearing on your plot
blueprint. The real trick is recognising which is which and not
mistake the trees for the forest. Primary is the basic ideas or
bare bones of the plot. Secondary is more the window-dressing details
that are used to flesh out the plot. Both require the extensive
use of your imagination.
Often as not, the story idea isn’t always seen in
either of these categories. It’s just appears as an idea or plot
detail. In these cases, it’s important to look at what you’ve outlined
and see what makes it tick. Is there a point you want to make about
something? What kind of story is it? [An examination of different
plot scenarios will be dealt with in the next chapter.] What will
it achieve?
Examinations of this sort clarifies what your story
is about and makes the final draft palatable for the reader. You
need to grasp an understanding of what you are creating if it is
to be shaped properly. More real hard work is done at this stage
than any other in storycraft. Knowing what makes the story ticks
determines the initial or primary idea.
PRIMARY IDEAS
There is a lot of confusion over Primary Ideas.
It is assumed that it is the theme or intent that constitutes the
Primary Idea. What you are basically doing is putting your beliefs
into the plot rather than the idea itself. In that respect, your
beliefs could be considered as Secondary Ideas as they are used
to flesh out plot detail.
If, for example, you have a desire to illustrate
that the sanctity of life is important, it doesn’t constitute a
plot. It is a belief, not a plot idea. A writer can turn any belief
on its head by giving the contrary view and illustrate both good
and bad points within a story but it has to come from a good idea.
It is within any writer’s power to sway the direction of any view
by demonstrating its effect than just make a statement on the subject.
With so many Science Fiction stories dealing with
probabilities, and this is being presented to an SF audience, we’ll
focus on this genre. If you’re reading here with half an eye on
other genres then it’s just a matter of applying what you know to
that type of story. A romance would deal with some unrequited love.
A war story would be a demonstration of bravery or abhorrence. Science
Fiction has a far wider scope but also encases these genres as well.
SF usually starts off with asking yourself a question about a situation
and the answers formulated become the basis of the plot. Unlike
regular genres, we have the universe and the ends of time at our
fingerprints. It’s no wonder SF writers can be spoilt for choice.
INITIAL PLOTS
Probabilities depend a lot on asking questions. What
if Einstein or whoever figured out the Unified Field Theory, how
would that affect Man’s progress to the stars? What if time travel
was possible, when would I go? What if Man encountered aliens -
would they be benevolent, malevolent or uninterested in us and why?
What will Man evolve into next?
[Before you query or ask about the Unified Field
Theory, it should be pointed out that without some development here,
faster-than-light travel might not be possible and ruin a lot of
SF stories. This eliminates the centuries it would take in transit
between star systems. It doesn’t mean having to explain how the
universe works, provide a scientific theory or explain the currently
impossible. All it implies is a major breakthrough will be necessary
before we can seek alien life outside our own solar system with
our own starships. Such information shapes human society and the
technology you create.]
Those two words, ‘What if’, come up a lot. With SF,
everyone tends to come up with a dozen possible answers for each
of just these four questions. Oddly enough, they have actually been
covered many times by many authors who rarely crossed each other’s
answers. The solutions are legion even if they can be distinguished
by falling into recognisable categories. Each writer is capable
of giving a different take or answer. It is your imagination and
researching that ensures your solution is different to any other
writer’s answer to a similar question. There are a limited number
of plots but an unlimited number of solution variations. It isn’t
enough to imagine something but to ensure that it provides something
that other authors haven’t considered.
I chose these four questions as being amongst the
most common in SF. Often as not, they are bridging questions presenting
some back history to a reality before getting down to the Primary
Idea that you have thought up. They’re also great starting points
to set your mind wandering when you’re in need of an idea. There
are certainly many more questions for the asking to anyone with
an enquiring mind. Often as not, they frame your view on reality
and how you would like it to be played if you were in charge. Such
mind games make you god of your reality.
Part of the appeal of Science Fiction comes from
being an intellectual exercise or game between writer and reader.
No other genre can press home a problem in conventional reality
by alegoring in a different reality. The fan bases that support
everything from ‘Star Trek’ to ‘The X-Files’ clearly shows the progression
of this effect when like-minded people get together on a subject
they adore. It’s just a shame that all their fan-fiction is spent
in such realities than developing their own realities and stories.
Not everyone has what it takes to be an SF writer
in the same way that not every writer can write romances or children’s
stories. This doesn’t mean it can’t be learnt by hard graft but
having a questioning mind has got to be an advantage writing SF.
If you are naturally drawn to SF, then chances are you’ll be at
home with this kind of thinking. If you aren’t, it does raise an
interesting question as to why you are reading this section?
I HAVE A QUESTION
Forming a question is actually a lot easier than
finding answers. Some story writers start off with some sort of
scene or image they see and then fathom out a story to surround
it. This is marvellous for the visual sense but makes life a lot
more difficult sorting out what your story is supposed to be about.
In many respects, this is very much coming up with the secondary
ideas first and then having to shape the primary ideas around it.
Stories of this nature can appear contrived in reaching their objective.
Saying that, this visual sense really comes into
its own when describing a scene to the reader from within the confines
of the story. All it really means is the writer is probably accessing
this part of the story developing process far too early in the stages
of creation.
Questions in the SF vane don’t necessarily have to
be scientifically based. Science comes into it more when you start
deviating from our own reality’s physics and have to look at the
consequences of your choices. As such, science plays a far more
important role in solving the questions or the essence of the background.
It is probably needed far more with the Secondary Ideas than with
the Primary Plot.
All questions start from only four choices: What?
Why? When? Where? Of these, only one is really primary.
‘Where’ is a setting.
‘When’ is a time setting.
‘Why’ or ‘Why Does’ requires answers to puzzling
problems and often thought of as Secondary rather than Primary Idea.
‘What If’ tends to be the stronger way to start a
question. If in doubt, start all your primary questions with those
two words before answering the previous three choices.
SO MANY ANSWERS!
Having provided yourself with a question, don’t expect
the obvious. Sometimes, it can be too easy to have what appears
to be one good answer and don’t bother looking ar any other choices.
If you really want to know what imagination is all about, then it’s
important to list all the possible choices, both good and bad, you
can come up with. There is always the possibility that one of the
other ones might show better potential. Sometimes, it’s even possible
to combine or use all of these answers in the final story.
Saying all the above doesn’t really answer the novice
writer’s question: I have all my answers but how do I select the
best ones to use? How do I tell what’s good, bad or silly ideas.
If you can’t distinguish between them, what you need is...
LATERAL THINKING AND GENERAL SEMANTICS
Lateral thinking is not lying on a bed having a think,
although that’s not entirely a bad idea for thinking. It is the
exploration of all possibilities. In storywriting, it’s ideas that
can actually work within a setting without losing credibility in
the logic stream. Unless your reality or characters are capable
of impossible acts, it allows you to focus on the credible.
Many years ago, I dug up Edward de Bono’s book ‘Lateral
Thinking’ as he coined the term. Running through some of the test
exercises, it dawned on me that I was already applying lateral thinking.
More recently, in an introduction to an old SF anthology I was reading,
Brian Aldiss acknowledged General Semantics as a source of lateral
thinking.
My background in General Semantics goes back to my
childhood so I was already well grounded in the technique. No doubt
an attraction to it was because of its application to my own idea
engine. [If there are enough requests, I’ll run a brief but more
expanded tutorage on this subject another time. Alfred Korzybski’s
original book ‘Science And Sanity’ spends too much time on mathematical
theory than direct application.] It was no surprise that I was applying
this to my own writing techniques.
If you only think in terms of something is or isn’t
then your thinking is limited. All right, some decisions are limited
to a Yes/No response. Do I get up in the morning? Do I stay in bed
today? Such choices have certain limits. If you’re someone who can’t
make up their minds, then you’d probably tick the ‘Don’t know’ box
regardless in any survey. As a writer, you need to show a more positive
attitude in knowing your own mind and look at a wider latitude of
choices for answers.
Apart from the Yes/No option, you also need to look
at the other options like:-
But.
Alternatively.
Also.
And.
If.
They might make you look like a ditherer, but instincts
do develop to guide you towards a better choice than something that
can only be a flight of fancy. Every solution is divisible into
more choices. You become a considered thinker in all your decisions.
If you think you’re good at answering multiple choice
questions then this should sound familiar. In General Semantics,
this is called ‘multi-ordinal decision’ making. In short, it’s just
looking at all the choices before selecting a reasonable or ‘good’
choice. Think of it as sitting down for breakfast and wondering
if you should have toast, cereal or a drink. A lateral thinker would
also add an extra choice and have all three or none at all. All
are possible rather than two or three choices. Add to the equation
and discover it’s Friday, and you could have kippers for breakfast
instead? With SF, you can afford to think outside of conventional
choices as long as they work within the logical context of your
reality.
In story writing terms, list all the alternative
possibilities as probable answers to your initial question. They
can be as sensible or as crazy as you like at this stage. Even if
something seems ridiculous, it might lead you to other possibilities
that are not. Again, this is an act of letting your imagination
explore the options available.
Don’t expect to have all the answers in your head.
Researching the topics that your Primary Idea involves can often
surface other possibilities as well. Keeping an open mind is as
important as anything at this stage. Don’t be too alarmed if all
your choices don’t come at once. Mulling over a problem for days
or weeks isn’t an unlikely event either. If a problem is complex
than the extra thinking will strengthen the plot sufficiently to
make it better than the bog-standard hackers choice.
Even if you’re still happy with your first choice,
look at it with an eye to see if there are any choices within that
decision that might have been overlooked that could be modified
or improved. In this manner, you are applying the technique in-depth
on a single answer.
Don’t expect this process to be completed instantly.
For short stories, I’ve often spent anything from a week to a couple
months wandering around a problem. Sometimes, the answers are more
obvious. Sometimes, it’s forgetting to look at the obvious from
a different angle. If there is any doubt that you haven’t done enough
work on the problem, don’t be afraid to spend time pondering and
thinking. Walking away and doing something else often allows your
unconscious mind to come up with further ideas. It’s the equivalent
of sleeping on a problem and having a solution when you wake up.
Your unconscious mind can draw from your memories and bring out
random connections far better than your inhibited conscious mind.
Don’t depend on memory and always write such thoughts down. A good
writer will always carry a notebook and pen for these occasions.
There is no reason why plot ideas for different stories
can’t be developed at the same time. This allows fresh approaches
to each when the mood catches you. Over a period, it soon becomes
apparent which story is grabbing the most interest to know which
one to complete first. The desire to complete something at this
stage should be almost over-whelming as your mind feeds into this
reality and want to live and bring it to life.
AVOID DEUX EX MACHINA
Deux ex machina or ‘the hand of God’ is a cop-out
solution. In short, a lot of writers use this sort of solution when
they have put their characters into an impossible situation and
the only way to rescue them is to pull an implausible stroke. It’s
something a writer without a plot blueprint will do. Sometimes,
it’s a matter of convenience plotting or luck where some bystander
comes to the rescue at the right time. That can be understandable,
because things like that also happen in real life. Even having a
convenient branch of a fallen tree coming down a raging river for
the characters to hold on to and stop from drowning is acceptable
sometimes. These sorts of things are improbable but not impossible.
When you use something that wasn’t previously established
within the reality framework then you’ve allowed sloppy thinking
to enter your plot blueprint. It cheats the reader from following
your thinking process. It also means going back and having to spend
time and scenes establishing such information earlier in the story.
It sticks out like a sore thumb and loses readers!!
Where deux ex machina is often badly used is giving
a character the right tool or weapon before the problem even arises.
How many times have you seen Q issue James Bond the right weapons
in the films and know they have the ideal tools for the job?
This is not ingenuity or use of imagination but rather
another demonstration of sloppy thinking. Imagination is using whatever
is at hand or something that was probably introduced for another
legitimate reason in a way the reader didn’t expect. You might have
supplied this object with the real reason in mind, but your decision-making
would have weighed up alternative uses and sneaked it under the
reader’s notice. This is more a matter of convenience plotting than
deux ex machina.
If you choose this particular route, then don’t use
such objects once and throw them away. Incorporate them into the
story so they can be used again. A lot of writers made sure their
characters smoked to ensure they has a fire lighter in their pockets.
Having an all-purpose gadget in the pocket is a sure way to indicate
the writer really has no idea what to do.
TV and films are prone to using deux ex machina because
it moves the story along at a rapid rate. In many respects, it’s
dumbing down so everyone can get what is going on in less than a
couple hours. That doesn’t mean to say it’s always done that way.
‘2001: A Space Odyssey’ demonstrates an interesting solution to
getting into a spaceship when you don’t have a space helmet. ‘The
Abyss’ presents a great solution to having only one diving suit
between two people with a limited air supply. The options are presented
to the viewer but don’t leave any option but the ones chosen.
Books lack these limitations and afford time to present
better thought out plots. Where the majority of Science Fiction
is concerned, you know damn well that there are people reading your
stories who are probably as intelligent if not smarter than yourself.
[This is not degrading anyone who is reading this and thinks they
are less intelligence. It just means writers have to cover a wide
intellecual range.] SF readers are after a story that will stimulate
their imagination not a demonstration that you’ve got yourself into
a fix and can’t solve it. Ingenuity with ideas is the preferred
choice. If all else fails, you can always give your characters an
act of courage to survive but just avoid using a fancy ‘Get-Out-Of-Jail-Card’
gadget to do it with.
DIVIDING THE CORN FROM THE CHAFF
By now, you should have a variety of answers that
offers alternative solutions to your primary question. If you haven’t
had any real thoughts as to what to do, this is a marvellous way
to see what opportunities this thinking has given you. If you’re
really adventurous, you might end up exploring something that wouldn’t
have appeared on your list had you just jumped at the first thing
that came into your head.
Saying that, you still need to think about which
answer to select. All your answers might show possibilities of story
potential. Which do you choose? A lot of this depends on the individual
and your personal mind-set. Any instinct is either natural or will
have to be developed. Let’s assume that this is a skill under development.
To classify commonsense or ‘good’ judgement are subjective
terms that can vary from individual to individual with varying standards.
As such, the solution below can only be used as a guide when instinct
alone needs more than a push in sorting out alternatives into some
semblance of order.
Group fairly similar answers together and take the
best from them all to make fewer choices. A lot of the time, this
removes the bad points that would otherwise work against them. Sometimes,
the benefit is in seeing a combined answer that covers all the options
of the same answer. Disregard variations that on reflection seem
too fanciful or not likely to work with any credibility.
This should reduce your choices from what could be
over a dozen to three or four. Don’t be alarmed if you have more,
but re-examine them at their basic level to ensure that they aren’t
alike. Even at this stage, don’t be afraid to add possibilities
in direct contrast or opposite to these choices as a comparison.
All such actions forces you to look for possible flaws and give
insight into making your best judgement.
THE POWER OF POSITIVE THOUGHT
How do you make a ‘best judgement’? That’s a good
one. Even I have to profess to not being able to supply any solid
answer here. How do you tell ‘right’ from ‘wrong’? There has to
be an aptitude that borders ethical consideration.
If I apply lateral logic, I would say examine each
answer and go for the most interesting potential story. Generally,
pick an answer that is the most interesting or stimulating potential
in your judgement. It might still be the answer that brought up
the idea in the first place. It might not as well. Be flexible with
your examination. Which answer gives you the most excitement to
explore?
Still stuck? Although plotting will be dealt with
in the next chapter, look at any element that will provide the most
conflict or dramatics from the answer. This is the prime ingredient
of any plot. Having a story that shows potential for development
has the best bet in maintaining your interest when fleshing it out.
If it fails to excite you for the length of time it takes to complete
the story then you’re onto a potential loser. I mean, how can you
expect your readers to want to read something you’ve lost enthusiasm
or not putting your best efforts in making it work?
If you’re indecisive over a couple diverse plot ideas
as to which to choose, the obvious answer is that your instincts
say that both have potential, so why not do both? All you have to
do is decide which one to do first and concentrate your energy there
first.
Another aspect of General Semantics that is rather
useful is the way it promotes the art of positive thinking. If anything,
I tend to have rather too much of it in my system but it is rather
useful in looking at everything constructively than with any negative
thoughts. It makes you less a pessimist and more an optimist. Saying
that, it also makes raising negative responses too easy when discussing
someone else’s plot but only because poor elements tend to stick
out. Applying this principal, there’s no reason why you can’t treat
your plot as if it’s someone else’s when looking for flaws that
need to be resolved. In these instances, this balances positive
to negative, ensuring everything has been taken into account and
no smart-alec will have a go at you for poor thinking.
TALK YOURSELF INTO A PLOT
Verbalise your thoughts. I find the most useful time
developing plot ideas is taking a walk and talking to myself about
them. Taking an idea from the non-verbal to a talking stage gives
a lot more insight into what you’re doing. Hearing yourself speaking
them has a tendency to spot what makes little sense and absurd from
something you feel happy about. Later in the story development,
the same technique can be used to develop character voices and test
scenes. It sounds like an act of lunacy and I would hesitate to
do this in front of other people but it is an effective development
technique. The benefits come from giving a verbal or written depth
to your ideas that can’t come from simply thinking about them.
Don’t expect to choose or convert an answer into
a plot, let alone a story, over night. Spend time thinking over
each plot idea and noting its good and bad points. Bad points tend
to largely fall into the category of having seen something like
it before. Generally, as soon as you feel that or likely to lead
into a cliché-ridden plot, it is wiser to consider changing
what causes the cliché and turn it on its head. Following
established patterns doesn’t show imagination at this stage. You
want and need to surprise your readers.
With practice, instincts will largely take over and
it will be obvious which plot should be worked out into finer detail.
Doing the above practice initially hones your instincts to telling
the difference between the bad, indifferent and good. If none of
your plot ideas qualify as ‘good’, a subjective term at best, then
review the depth of your answers. A shallow answer, that is one
not investigated thoroughly enough, always needs more work.
DON’T FEEL INFALLIBLE
This doesn’t always mean you will solve every problem
prior to writing your first draft. Sometimes there will be many
minor points that won’t necessarily become apparent until you live
and breath with your characters and cope with the problem and have
different solutions. With a plot blueprint covering the major points,
there will be fewer pauses in your writing to figure them out. Your
creative juices will be concentrated on writing than the wider creative
process.
If your enthusiasm is over-flowing and you are forever
going over the possibilities that it can take you in both terms
of plot and characters, then you’ve found the ideas that can be
developed into a plot blueprint.
WHAT IF I’VE MADE A MISTAKE?
Whatever your choice, don’t be afraid to make mistakes.
It’s the only way to learn not to make them again. It is important
thing to understand where you’ve gone wrong so you don’t continually
repeat the error. If you’ve started a story and then discover it
isn’t working out as planned, it is wiser to attempt completion
than abandon it, trying to resolve the problem even if it’s unsalable.
Such actions will sharpen up your ability to sort out plot tangles
and pay more attention in future. Learning from your mistakes in
this fashion is better than a hundred lines or brow-beating.
RESEARCH
An enquiring mind tends to make the best type for
SF. The ability to provide a series of logical answers to such questions
will usually bring something out that has the makings of a plot.
It is still all part of the Primary Idea being progressed in development.
Don’t expect to create ideas without involving some sort of background
research. You might not always have the information or knowledge
in your head to make it work. If modern or even futuristic science
is involved, then find out what scientific thought or scientists
are doing in this field at the moment or where they see the future
for their research. It does wonders for clarifying and shape what
can and can’t be done and always opens up further development possibilities.
After a while, it becomes habit forming to have a better than layman’s
knowledge of at least one new subject a year.
Examples of applied science can be found in all the
best examples of SF literature even if it’s proven wrong at a later
date and invalidates the story. Even the great Isaac Asimov was
not immune to this problem. In his short story, ‘The Dying Night’,
found in his anthology ‘Asimov’s Mysteries’, the plot revolves
around the 1956 information that Mercury doesn’t spin on its axis.
This was disproved 19 years later in 1965. These days, it would
be far easier to make such a planet exist in a different star system.
Asimov kept it in print as a reminder that we can all be fallible
and can only use the physical science evidence we have at any particular
time.
PLAYING WITH SCIENCE
Play with science as much as you like, but to be
really plausible don’t mess too much with altering cosmology or
things that are basic to the universe or you’ll have every reader
questioning your knowledge and lack of basic research. Most scientific
meddling tends to fall into special case situations or additions
to existing science. If you can balance the implausible with the
plausible then it is possible to bewitch the reader with your reality.
Imagination should be seen as taking an interesting slant on what
is already there and showing what it can do than work from raw cloth
that can be easily shredded.
FOCUS
Hopefully, by this stage, all your spare thoughts
should begin to be obsessed with plot and its reality. In practice,
you will get into a habit of turning on such energies at the time
you need to work on it or risk becoming insufferable to family and
friends. Letting your brain relax between times improves not deters
the work.
This intense focus tends to keep your attention on
the story at hand. The only real drawback is feeling a tad knackered
after a story is completed. That is, unless your reality has come
so alive to you, that there is an urge to write more stories within
its pattern. This in itself isn’t necessarily a bad thing as many
of the SF Grand Masters discovered as it saves creating a fresh
cloth backdrop for each story.
Saying that, don’t become too obsessed with creating
any reality in depth beyond the story you’re writing. Although reality
generation will be covered in a later chapter, it is important to
stay focused on what affects the plot than too many peripheral elements.
This is because they can become too much of a distraction from completing
the story. If the reality is that stimulating, there is no reason
why you can’t write other stories within the pattern later and use
them as the springboard if they interest you so much. If you lay
down too much peripheral information, it might cut down the alternatives
that can be applied and side-track the reader.
LET’S DEVELOP A PLOT
So far, we’ve been discussing plot theory from an
ideas perspective. Before we move onto Secondary Ideas, let’s do
a practical application and see how much of the above makes sense
to you now.
It is relatively easy to read something on any subject,
including this chapter, and forget about it the minute you put it
down. The real test comes from understanding what you’ve read. Knowledge
alone is not enough. From a researcher’s point of view, it is what
you make of this knowledge that is all important.
What we’re going to do here is create an SF plot
from a basic space travel idea and review some of the options available.
This particular idea occurred to me after considering the first
interstellar flight above.
No matter how fast we go, centuries will pass on
Earth. In other words, the first experimental faster-than-light
space mission isn’t likely to have anyone come home this century.
Well, not unless you’re planning to violate Einsteinian physics
and have them arrive back before they leave! But let’s not get too
carried away here, especially as I think that’s already been done.
This automatically creates a question to start off
an SF plot. There are plot ideas that are close to our current reality
and those that aren’t. Starting off with something close to our
own reality, especially where some current scientific principle
is being violated or altered presents less research. If you want
to change a basic scientific law then be prepared to work out all
the consequences in detail to see what else it affects.
Anyway, back to the plot. It isn’t so much whom you
send, but what it takes to get their co-operation on a trip which
essentially looks suicidal socially. I mean, they are leaving family
and friends forever. It’s likely to have broken hearts on either
side unless you send confirmed isolationists, trained orphan professionals
or whoever. There’s so many directions for character types that
anyone can have a field day with variations. More questions. What
and who do I need?
Let’s sub-divide on the basis of motivation. Would
they be adventurous or suicidal inclined volunteers? I can’t see
such a starship being given to the latter. Knowing what we know
of certain Government policies, would the astronauts even be told
they wouldn’t be coming back? What would they be told? How would
they not know? Now, as this is a hypothetical plot and it’s mine,
I can see some possibilities that deserve a deeper look from the
last idea. Would such astronauts know the truth or do you lie to
get them to volunteer? As they are likely to have some astrophysics
background then the root has to be around convincing them a lie
is true.
Notice, every step is a question and a look at the
answers provided to guide your thoughts in a particular direction.
Don’t just copy my direction. The worse mistake is copying or not
getting your brain to work on where this branch of reasoning will
take you. [It’s probably one of the reasons why I have difficulty
with creative writing classes but that’s a different subject.] There’s
no reason why each and every one of you will have their own ideas
from the above primary questions.
The Primary Idea focus isn’t so much on the trip
but what gets the astronauts volunteering in the first place and
what happens if they find out prematurely and consequent actions.
That makes it a ‘human’ as opposed to a technological story. Why
do a story about an exotic world when there’s plenty of material
to play with just getting them there in the first place?!!
From this initial idea, there are another two branches
of thought in regarding your astronaut choices. Are the astronauts
lied to or does any of them know the truth? If you want to be really
complicated, the third option is to present a scenario that incorporates
both ideas together. Namely, some know it all and others don’t?
Better be careful playing that one as it looks like how the USS
Discovery crew of Arthur Clarke’s ‘2001: A Space Odyssey’ was worked.
That’s one less branch to worry about. Doesn’t mean you can’t necessarily
use this choice, but awareness of what other authors have done means
avoiding looking like a copycat and do a different spin on the idea.
For my purpose, I’m going to ignore this particular branch idea.
It looks far more interesting if none of them know the truth. I
can’t see one astronaut keeping quiet all the way. As I’ve got an
idea for the ending already, this option seems more interesting.
Working backwards from a good possible solution is another element
of idea flexibility.
The information suggests that I only need to focus
on spaceship life. There is no necessity to show Earth because events
can be inferred from what goes on on-board as to where the real
action lies. If you based the story on the decisions made on Earth
it would largely be full of board meetings. As such, all the characters
can do is speculate as to what is going on. Any real story is going
to be where the real action is taking place. That’s not to say I’m
discounting anyone’s ideas from taking the contrary view just pointing
out where the dramatics are taking place. Those who stay home can
only speculate as to what goes on. For a story, you can show what
you think goes on. Which do you think offers the best opportunity
for the story? Another decision resolved.
The primary question suggests the entire plot can
be based around a single dilemma. There doesn’t appear to be any
necessity to even show them arriving anywhere. Cutting down your
options helps considerably when drawing up a plot some times, especially
for a short story. Having too much going on tends to distract from
what you want to say about the problem. In a novel, it is possible
to have other side plots that are used to build up to the same conclusion
than leading off in unnecessary paths. In a short story, it’s never
wise to over-complicate the problem as it smoke screens and your
orignal idea is lost.
The branch of logic indicates that our astronauts
discover something isn’t right about their mission as a starting
point. Who discovers this will obviously be the lead character?
What are they going to do about it? Why should they do anything
about it? More questions. Here though, we more frequently come up
with: What? Who? Why? When? Where? How? Put answers to these questions
and you further progress the plot idea development. There are always
questions and multiple choice answers. Filling in answers for these
questions starts shaping the plot blueprint. If you answer ‘When?’
with ‘The Future’ - then spend some time considering what kind of
future you’re conceiving. Our current reality shapes us, so the
same would apply to the technology and characters on the starship.
A certain amount of broadstroking is required here.
The centre of the plot revolves around the decision when they discover
they’ve been duped. A few decades ago, the plot might conceivably
have revolved around the choice to continue with the mission or
try to go home. Readers do like a bit more going on than that these
days. Why not cover the reasons why they should do neither and how
it can be done. It’s always wise to throw a spanner in the works
that will further the dilemma. What if to return home they would
have to drop part of their cargo or use it as fuel? Although the
weight of an object is irrelevant in space, flight fuel is based
on the mass of the starship. A little research here will fill in
the necessary details to see if this is viable. If not, then another
reason is needed to justify the cargo loss as I see it as a crucial
element. It would be a good excuse to return without a loss of face.
Meteorite damage to our cargo gave us no choice but to return. Find
a plausible reason to lose the cargo.
Questions here would open up as to just what their
cargo actually was? If it’s foodstuffs they could be on a sticky
wicket if they ran out on the way back. What if it was more precious
than foodstuffs? When I got this far with my plot idea outline,
I discovered I could either do a standard plot or a potential tragedy.
Which is the more dramatic in your opinion? Although I’m giving
my ending here, you should each be able to come up with your own
version.
What could be more precious than foodstuffs or supplies
to be used at their destination? A lot also depends on what kind
of people sent them in the first place. Why couldn’t the cargo be
their families in hibernation? It would solve the problem of leaving
family and friends behind. Would they anticipate the astronauts
finding out and ensure a reason to continue? Would they inhibit
them about doing anything about ditching this cargo? How far would
it go before they would have to know the truth? It’s times like
this that going through all the options of what the cargo could
be comes into its own. From my list, this idea really struck me
as suitable start for my plot. Everything can revolve around this
premise.
There is a lot of speculation as to whether the families
knew they were being sent freight as much as the astronauts not
knowing. The astronauts not knowing are less likely to worry about
anyone other than themselves or have a desire to release them prematurely.
Details like how they wouldn’t know their own cargo falls under
Secondary Ideas. Recorded messages or hypnotic suggestion could
be used to get them to ignore it or the fact they were family men.
The important thing is they do not really know what they’re carrying
when they decide to lose the cargo. Not knowing brings the stronger
plot as they find out.
Do the readers know or should they be drawn along
with the astronauts? The latter suggests the stronger effect but
the evidence could ensure that the readers begin to anticipate it
first. Hints could be placed that would allow the more astute reader
to figure it out before the astronauts. It depends on how sneaky
you want to be. Laying out clues and then presenting a different
answer with the same information is an application of idea development
as well. The groundwork for this is normally carried out at this
stage of the plotting.
Making decisions all down the line is from the necessity
of what is good for the story. This doesn’t mean you can’t feel
good about the story or the direction it will take but it strengthens
the need for dramatics. Instincts have to lead more than occasionally.
At this stage, being mercenary about decisions helps the focus.
It is important to capture the reader’s attention and keep him or
her there by the scruff of the neck until they reach the end. If
you can’t do that then you’ve lost your readers. Storycraft of this
nature will only get better by mental exercise and practice. In
many respects, writing several short stories learn such techniques
over a shorter period than a full-blown novel that takes several
months to write. A story is only really the length it takes to complete
it than an actual page count.
Working out the plot ideas at this point presents
the choice options. Don’t be afraid to keep a selection of choices
for each pivotal decision in the plot. There is no reason why the
plot blueprint can’t be modified as you write the story up, especially
as you become more familiar with the characters who might develop
a life of their own. Its main purpose is to keep you on track and
concentrate your energies on the actual writing and some of the
Secondary Idea details.
At this stage, I need to think how the story is to
end to allow me to pace the plot up to this point. As I see it,
the conclusion depends on whether they lose the cargo or discover
what the contents are. If you want a tragic ending, then have them
jettison the cargo and then realise they’ve killed their families.
The ‘Deep Shit!’ scenario. If you want some inhibition that prevents
the cargo being jettisoned within the spaceship hardware or computers,
then you have to consider what options are available and how the
information is given to the astronauts. The basic ‘Happy Ending’.
There is also a ‘Shallow Shit!’ ending where they jettison the cargo
and only the reader knows what they’ve done. It depends on where
and what direction you would want to take such a story. What has
the most dramatics? What will stir the emotions of your readers
the most?
I came up with this plot while working on this chapter
and I’ve yet to decide if I’m going to turn it into a full-blown
story. A lot depends on whether or not I return to it during the
course of these chapters and make my mind up which decisions to
apply. The fact that I can spin out this plot or another in a short
interval of time is largely because of the application of the above
technique of exploring the permutations. Ask questions and come
up with answers. It can be pretty effective if you’re having an
off-day creatively and can catch the slack until you’re back up
to speed to feel inspired. Even if you decide not to use a particular
story plot, by working through the permutations your head will learn
from it for the next story. If you’re going through a phase of multiple
plots, then such information can be logged and returned to when
you turn it into a story and add different embellishments.
There does come a time when rather than just create
plots that some short stories should materialise from them. With
the ground work done, there should be a desire to want to complete
it. If the plot can’t hold your attention or your desire to embellish
it, then it’s not ready for the second stage. As I can’t stop a
chapter in mid-stream, we’ll go onto this second stage now.
SECONDARY IDEAS
Details are still idea decision making time. These
will keep that ideas generator in your head working on the current
problem than straying onto anything new. Secondary Ideas cover all
the inner plot details. This ranges from reality takes to characterisation
and divide between before and after writing the story.
The basic plot doesn’t require any knowledge of the
characters other than their main actions. It should be taken for
granted that one character will have a solution and others will
be either agreeing, disagreeing or have alternative ideas before
something is done. Anything else, like another character having
a different but wrong solution can be regarded as a sub-plot, probably
based on an alternative solution that looked viable but didn’t work.
Applying something like that means few of your ideas are wasted.
How the information is kept from them tends to fall between Primary
and Secondary Ideas. The same questions of : What? Who? Why? When?
Where? still apply. This all adds texture to the story and adds
the depth that hooks the reader into your reality. It is the idea
work in this area that differentiates between good and superb storytellers
and where effort sometimes flounders.
Many Secondary Ideas appear as the story is written.
Mannerisms for the characters occur as you dialogue them. There
are a lot of details you can’t plan before you start writing the
story. The one advantage of sorting out the main plot blueprint
first is that you can focus your attention on the Secondary Ideas
and the storycraft rather than trying to work out how the story
will end. It focuses the effort where a different level of idea
application is required.
LOCAL COLOUR
In the course of writing the story, some details
will need to be filled as they become apparent. Such local colour
doesn’t always have to be sorted out in fine detail but still require
a certain amount of applied imagination. As such, these should be
regarded as being ‘Throwaway Gags’. Material for the reader
who will dwell on every idea and word. The rapid reader is likely
to pick on such detail as well but might miss subtle nuisances unless
made obvious. Your writing will fall somewhere between both extremes.
They add colour to the story by hinting there’s more to the reality
than what you’re presenting to them. Think of it as being something
similar to the Japanese girl in the advert in the opening of the
‘Blade Runner’ movie. A background detail that indicates advertising
is really big without it getting in the way of the plot. This motif
was used throughout the film as a low-key subtext when combined
with the fact everyone was going around ignoring them.
What should be most apparent is that your ideas don’t
stop with the plot. You are forever using them throughout the story
to make it work better. With all your thoughts centred on answering
such questions your focus should be such that you won’t be worrying
too much about other stories until the first draft of your story
is complete.
Applied to the starship story plot, Secondary Ideas
would be used in establishing the characters and details about the
starship. Throwaway gags would include reference to Earth’s problems
when they left. As they don’t really enter the main plot equation,
there can be a lot more inference than exact detail. At this stage
of plot development, the bare bones is needed and any particular
idea that appeals that can be applied. If you want to make a stance
on any particular belief, this is the appropriate place to add in
the fine-tuning and have it voiced through the actions of one of
the characters.
The second draft of your plot blueprint should now
look more fleshed out. This does not mean you have written endless
pages. Often it can just be a series of notes. If you are a habitual
detailer, then your extended plot doesn’t need to be wasted as sections
or all of it can shaped into scenes. These can then be expanded
further into the story. [Further exploration of this technique will
be explored in the next chapter. The pointer here is to indicate
I’m not neglecting writers who excessively detail at this stage.]
THE NAME GAME
One of the things that infuriates a lot of writers
is the creation of their characters' names. It’s one of the biggest
stumbling blocks in a world that is literally full of both real
and fictional names. Namely, just how do you create one that is
either unique or memorable.
For some, names tend to come as the characters are
formulated. For some, the ideas engine finds it easy to provide
handles to hook personalities. In such cases, the names are rarely
altered from any initial ideas about what you called them. This
process often reminds me of Anne McCaffrey’s dragons who declare
they know what they are called when born.
Where do you start if name generation is one of your
potential blind spots? You can visit my favourite place of research:
the library. More specifically, the reference library as they usually
have several books of surnames and Christian names. If you love
travelling, be sure to pick up baby name books when abroad if you
want foreign names. As all such books give an idea what such names
are supposed to mean, it opens up possibilities to match names to
personalities. It’s like differentiating geniuses from geeks. I
know this is basically unfair stereotyping but it also reflects
life as well. Even so, there is no reason why you can’t name a character
against type. Anything done long enough becomes its own cliché.
Reading newspapers, books, TV, films, you’d can’t help falling over
names that show some potential. With practice, recombining Christian
and surnames, any name is possible.
This method should be carefully checked against existing
people. No one is going to worry about common names like, say, a
‘John Smith’ or a ‘Mary Lane’. If, however, the name is singularly
unique with someone already called it then decisions have to be
made to differentiate between reality and imagination. You either
change the spelling slightly to distinguish from the original or
change it completely. It is for a similar reason you should avoid
using friends’ names or personalities in your stories. There have
been a number of cases where the original name owner has treated
this as a personal affront and taken legal action which can upset
publishers who might have otherwise accepted the story. For this
reason, avoid celebrity or living public named people. Even using
real life institutions or religions should be under some advisement
and based on what they really do or know than slur without foundation
as it can risk an expensive libel.
Borrow particular personality traits but be wary
of copying wholesale personalities. Apart from anything else, it
displays a singularly lack of imagination in creating someone out
of your head. [This subject of character generation will be returned
to in a future chapter. Any questions that need to be covered there
should be addressed to the editorial site.]
TIME TO TAKE A BREAK
Once you’ve got your plot blueprint sorted out, take
a break from it for a week or two and then look at it again. A fresh
mind will spot problems from a different perspective than one who
has been working on it constantly without a break. It’s another
equivalent to sleeping on a problem and seeing if anything better
has come up in the mean time.
If you don’t fancy being idle for that week and believe
it won’t interfere too much, there’s no reason why you can’t work
out another plot in these periods. What I would suggest is ensure
that any other plot is as far removed from the current one. Direct
contrasts will strengthen the work on both because there is no conflict
in the direction of ideas. Personally, I find it easier to switch
from stories to articles, reviews or catch up on my mail, but it
depends entirely on your personal mindset and what else you have
to do.
Rest periods should also be applied when writing
the story. Every storycraft book advises that up to a couple hours
a day should be spent writing. It often leaves writers feeling guilty
when they miss the occasional day. As long as this isn’t habit forming,
no effort should be made to catch up later. Sometimes, some scenes
will be faster to write than others and time will balance itself
out. There is always the possibility of ‘Writer’s Block’ or plain
tiredness when it is wiser to step away from your story for a break
than give up. This time should be used to gather your thoughts with
a fresher insight than giving up out of frustration because you
don’t know what to do next. In any pursuit it is possible to be
over-tired, so why should story writing be any different?
Writing a story is generally not a competition for
completion unless you’re under a very strict deadline. If you have
a day job, then your daily or nightly hour or two of typing will
become more meaningful and accomplish more. Often as not, any spare
time in your normal activities can be used for deep thinking or
reviewing what you are going to do when you get to your keyboard.
In this way, all your effort at the keyboard is centred on typing
up your thoughts for the day than spend an hour looking into space
trying to figure out what to write.
TEST YOURSELF
During the course of writing your story, you should
always be testing your ideas to ensure they are as strong as when
you first thought of them. If they continually stand up to the test
of time and new research or information, then it should strengthen
your resolve. Invariably, information related to subjects involved
in your story will draw their attention if they come up in the press
or TV and should be regarded as additional sources.
Are the characters interesting enough? Are they individualistic
enough that you can tell them apart by actions, mannerisms or vocal
inflection without naming them? Does the plot hold together? Are
the problem solutions strong or flimsy? If not, then what should
you do to improve matters? Again this is a matter of focusing your
efforts and strengthening your work in progress.
Don’t go so extreme at doing this that you find yourself
displeased with the story progress. Treat it as a means to polish
and tidy up loose ends or gather fresh insight than to be overtly
and destructively self-critical. To do otherwise will ensure the
story is never completed.
WORKING THE IDEAS GENERATOR
The ideas generator should rarely turn off when you’re
working. If anything, it’s probably working all the time and involved
your ‘normal’ life but applied in a practical way. Don’t knock your
ability! Like all muscles, this talent only gets better the more
you use it in whatever you do. It is probbaly habitual that it is
applying solutions that will make your day-time job easier to cope
with or more efficient. If the solutions look practical as well
then the side benefit is possible promotion or getting a job finished
earlier to have more thinking time. If not that, then people will
turn to you because you will always have ideas that make things
practical to do. A rather nice side benefit of having an active
practical creative imagination.
NOTEBOOK AND PEN
When it’s applied to story ideas, don’t depend on
memory alone and always carry a notebook and pen to jot them down
wherever you go. Don’t depend on believing that if the idea is good
enough you won’t forget it. It’s quite possible to have several
good ideas a day, even when writing a story, and forget the lot.
Note them down for another time. There will always be periods when
you will be flush with ideas one moment and days without another
and looking up a notebook is always refreshing.
TAKING ADVANTAGE OF BLUEPRINT PLOTTING
Being able to look at the story as a plot provides
the means to juggle things around if there’s anything that you think
isn’t working. Plots are supposed to be a guide to the final story
and are often used as a means to break it all down into scenes that
have to be covered. In that respect, the word processor has a lot
more going for it than the typewriter.
Keep one copy of the overall plot. Duplicate and
expand another copy as breakdown for the story scenes. If you feel
you can write your initial draft out of sequence then you can focus
on scenes that you’re initially happy with and get them written
first. This gives the advantage of providing a feel for your reality.
It also provides an opportunity for familiarity with the characters
so that when the more difficult scenes are written up, there will
be some insight into how they are going to work. This also increases
the effort enabling you to strengthen what you might regard as weak
scenes by spending more time over them. It also avoids the necessity
of starting with the first scene or chapter where a lot more effort
is required in catching the reader.
This is rather different from the traditional linear
way of starting from the beginning and working your way to the end.
It does allow pick and choose initially so each scene gets the attention
is deserves. Once the draft is written, the polishing goes back
to a linear fashion to ensure that it all links together as a cohesive
whole. This requires some confidence in your own writing ability
but can be rather interesting to attempt. Even if you have preferences
for one way or the other, switching between them will develop writing
skills. [For the record, my story ‘Shell Game’ elsewhere on this
site was written using this technique mainly because I needed to
know how the suspects were likely to act at the end so I could work
backwards to how they were at the beginning. In fact, I worked sides
to middle before the final polish. As I worked on each scene individually,
a lot more effort was spent in ensuring the importance of each act.]
Using a blueprint plot allows possibilities. If something
new occurs that should be incorporated or a different insight to
the overall picture then it can be examined when the story is being
written. It allows manipulation to see where and how the consequences
of such actions will affect the overall story and where adjustments
have to be made. THE BLUEPRINT PLOT IS YOUR GUIDE TO INTENTIONS,
IT DOESN’T HAVE TO BE MADE IN CEMENT. If you can justify to yourself
such changes are worthwhile then don’t be afraid to change them.
WHY YOU STARTED WRITING THE STORY IN THE FIRST
PLACE?!!
Never forget your original intentions as to why your
story developed the way it did. If something really radical comes
up, then consider it as the means to start a different story rather
than mess up the current one. I’ll keep repeating this particular
mantra: Never forget that if you lose interest in a story you’re
writing, then you can’t expect the reader to maintain his or her
interest either. It is important to stay obsessed or focused with
the story until it's completed. Better one complete story than several
that never got finished. Do you still want to be a half-story writer?
If you can ask questions and can come up with multi-choice
answers then you are flexing your imaginative to all possibilities.
If your head aches with all this work, then look on the bright side:
You probably haven’t been working your imagination as well as you
thought. Once your storywriting habits develop, so will the quality
of your ideas and stories. It all becomes easier with practice.
With experience, you are also likely to come up with variations
to suit your own writing practices.
BLUEPRINT PLOT BLUES
Given all of the above, is there any downside to
plotting from Primary to Secondary Ideas to Blueprint? It would
be naive to think there wasn’t any. Such in-depth work is likely
to make you a tad obsessive while working on the plot, let alone
the story. This can be compensated by ensuring you don’t forget
the more mundane activities in your life like your family, friends
and regular job although it tends to mess up social activities.
Treat them as periods for mental relaxation and that coming back
from them will make your story stronger rather than weaker.
It is possible to forget yourself and become too
eager to write your story before being sufficiently prepared. This
will largely be resolved by experience. Count the number of times
you have to alter the plot as you write the story. As these become
less you shorten the actual time to complete your first draft .
If you cut your work time down by a third or less, then there will
be more time to complete all those other stories that you’ve been
waiting to complete. That has to be an incentive to use this method.
If you feel that a break in concentration will lose
the focus on the story, then spend time researching and making notes
on any factual areas required. Things like this would normally be
done before starting but other things are always likely to come
to light. It’s more frustrating to have to stop because you don’t
know the answer to something crucial in mid-stream! There is always
plenty of work required to ensure all the information you need for
your story is at your fingertips. [As you will no doubt guess, there
will be a future chapter on applied research later in this series.]
WHAT ABOUT EMOTIONAL RESPONSE?
No doubt some of you reading the above will view
this approach as being a rather cold-blooded clinical way to write
a story. How can such an approach be applied to having ideas that
‘come from the heart’ or are inspired?
Plotting ‘from the heart’ is more an emotional response
to the plot design as it develops. Understanding what causes particular
triggers to motivate you should also ensure that a similar reaction
will be shared by your readers. They mostly fall under Secondary
Ideas. Spelberg did this a lot in his early films. Jim Cameron applies
it as a roller-coaster of continually raising the stakes. Stephen
King does it all the time in his horror novels by deliberately going
out to scare you.
I chose two film-makers as examples of it working
and one horror writer. Oddly enough, in SF stories depend more on
a rationale approach, although someone will probably correct me
or present examples to the contrary. This doesn’t mean that there
aren’t such stories in SF, just more on how the reader will feel
after reading the story. Observe how others apply it to their work
if you want the same reaction in your work. Understanding the required
‘beats’ of emotional reaction might ensure that it’s incorporated
correctly into the plot.
Writers who tend to have less than a linear approach
to ideas tend to throw a different quirk into their plots. For those
who have to work on their ideas, the following should always be
checked. An inspired idea should always be checked against outside
influences in case it unwittingly mirrors someone else’s ideas.
What is your reaction to nuclear fall-out? Is the damage to the
ozone layer going to get worse? Are aliens stealing our damaged
planetary probes?
If it’s a response to a particular situation, one
should also assess the chances of someone being inspired the same
way and then focus your alternatives on ways others might have overlooked
that appeals to you. Examining the alternative answers should at
least give a fighting chance to write something different and essentially
show elements of originality.
THE NATURAL - THE INTERNAL IDEAS ENGINE
Chances are that a small percentage of people reading
this chapter are already practicing a variation of these techniques.
If anything, you can’t help creating ideas all the time and wonder
why anyone would have such difficulties. Given a notepad and pen
and nothing short of nuclear disaster or death will distract putting
down ideas. Your mind is never idle, even if the world around you
is.
For such people, and I have to include myself in
this list, we have an internal ideas engine that doesn’t turn off.
It is an innate natural recombinant of random thoughts that your
unconscious mind is forever chucking out that the conscious mind
interprets. It might get tired occasionally and need to rest, but
rarely does it turn off for long. Creativity is in the blood. The
blood sings creativity. It never switches off.
The ideas engine can manifest itself creatively in
either the arts or writing, forever recombining random elements
into some recognisable pattern. Considering that some autistic children/people
also exhibit some elements of this ability indicates it is probably
an innate genetic quality even if it can be developed and trained
in other people.
It doesn’t necessarily exhibit itself in all members
of a family. Ability cultivation depends on the genetic random dice
and the desire or environment to flourish. In the wrong environment,
such abilities can be suppressed much to their owner’s distress.
Fortunately, released from such restraints allows the gift to manifest
itself with a vengeance. The more restrained or held back the gift,
the more it will push out later.
Now this chapter isn’t really here as a means to
recognise if members of your family or even you, yourself, fall
under this classification. Naturals won’t really care because idea
generation and creativity is second nature and taken for granted.
We’d rather do such work than anything else in the world and are
a tad obsessive once started. It is almost a compulsive talent.
Turning this imaginative ability into creative stories read by other
people is the only way such a gift can be really appreciated. If
you feel that your storycraft is lacking, then further chapters
should guide further development required into creativity.
The biggest problem a Natural has is keeping centred
on one particular idea long enough to complete a story. By applying
Primary and Secondary Idea recognition, the ideas engine should
be better focused for the job at hand and yield ideas only on that
subject. The important lesson is in focusing the obsession on one
story at a time. There will be less inclination to become enraptured
by the next big idea until the last one reaches completion. If this
wasn’t possible, I doubt if we’d see as much literature as we do.
Then again, a Natural tends not to have much problem juggling several
plots at the same time without missing a breath.
The Natural’s creative flair tends to automatically
look at things rather quirky in what outsiders call a ‘cynical outlook’.
This awareness is somewhat heightened when they recognise other
people pulling the same emotional strings. It probably explains
journalists’ cynical attitude even when they fall outside the realms
of creativity. Then again, if a questioning cynical outlook doesn’t
accept everything as told, should it be regarded as a bad thing?
Most of the time, cynical attitudes develop in all of us eventually.
It doesn’t have to be genetic. Recognising and being able to use
the cynical attitude merely adds a further tool to any writer’s
resume.
The second biggest problem is in resting and reassessing
to ensure storycraft is written at peak performance than when tired.
The worst danger of obsessive behaviour is in letting it get into
other aspects of your life. Is it any wonder that so many Natural
writers have had drink and other compulsive habit problems? Such
talents, unfortunately, do come at a price for some Naturals.
AND THE REST OF YOU?
If you’re not a Natural, then the above should work
just as effectively providing you’re honest with yourself and your
choices. There won’t be any flair for knowing compulsively which
idea stands out the best but developing a feeling or attitude comes
with practice. Judgement calls have to be practiced to see if they
were the right ones. They have to be developed with whatever you
do with your life.
As these chapters on storycraft are supposed to aid
and maybe make you better writers, let’s try some practical exercises.
DEVELOPING YOUR IDEAS ENGINE
Part of the way to develop your own personal ideas
engine is to analyse and question things about yourself and the
world. Don’t rely on other people’s opinions, but research the subject
matter and make up your own mind. This doesn’t mean that I’m going
to turn you into a media bore. Unless you’re going to write articles
on these subject, these exercises should be reserved as private
thoughts. Saying that, if you ever get caught out and have to discuss
or argue a subject, you shouldn’t be stuck having an opinion and
be capable of articulating well on them. You will also be less prone
to making snap judgements.
CONSIDER YOUR OPINIONS
Having a considered opinion about everything is an
asset for anyone. Having an informed opinion, ie knowing what you’re
talking about, is even better for a writer. Don’t just take anyone’s
opinion on anything, but check the facts and figures and make up
your own mind as to the information’s validity. Understanding how
anything works, be it scientific or social, gives a greater understanding
of the world. It means that when you have to use your knowledge
in a story that it will also be an informed opinion and at least
the facts will make sense and look more authoritative.
Reaction or observation to the world about you, be
it in TV, film, books, magazines or anything will stimulate your
imagination. Invariably because you will have ideas as to how things
would be done if you were in charge. You might even feel you would
do a better job. How many times have you read of interviewed authors
saying one of the reasons they started writing was the belief that
they could do better? This is a combination of bloody-mindedness,
incentive and probable talent surfacing. Many of these writers also
state that it’s a lot harder than they first thought, too. Success
comes from practice and more practice. Writers can only get better
at their craft providing they don’t give up on their first or latest
rejection slip. The good writer is already hammering away at the
next story while waiting for a publisher/editor’s letter.
Extrapolate from what you know. Again, an informed
opinion is useful here. Take a question and ask yourself the consequences
if it was taken to an extreme level. Suppose everyone, all right,
say 90% of the population, decided they were going to go vegan.
What would be the effects on the world? Don’t start with how healthy
we’re all going to be. Go to the, er, roots. Consider what the farmers
are going to have to do with their livestock when they need all
their land to grow crops? We could well see the end of a lot of
farm animals. From an SF perspective, we would also probably say:
OK, the animals are already gone. What do we do next? We would also
be asking: How did that happen in the first place? Why was it allowed
to happen? Always look for causes as well as endings as they help
embellish the reality. There are stories to be had from any direction.
Ask questions continually about the world and universe.
It is also important to have some answers - but not necessarily
solutions - that can be thrown at the problem and valuate how well
they would work. It is the same principle as giving a large number
of chimpanzees typewriters and one day, given the time, they will
probably reproduce the works of Shakespeare. One of your solutions
might inspire a scientist with the right savvy to be inspired or
utilise your answer in some way.
I SOLVE PROBLEMS
Be a problem-solver. This is the biggest asset in
Science Fiction storycraft. The difference between a standard and
SF writer is that the latter has to take a wider view of situations.
With galactic empires and universes, the field is far bigger.
Research. Always research. If you can’t find at least
one new subject to add to your background each year then you’re
losing interest in writing or stagnating. You will always be seeking
information for answers. This doesn’t necessarily mean becoming
an expert on everything but your knowledge should be better than
that of a layman. Pay particular attention to subjects you are not
particularly good at in a similar fashion. Recognising your weaknesses
should ensure avoiding faux pas in at least getting the facts right
by looking up information that guessing.
NOTEKEEPING
Keep notes of things that are of interest and note
the books they came from. There will always be a time when you need
to look them up again. Keep an eye on the date the books were released
and check if things have been changed since they were published.
It tends to be important to be up-to-date with information or expert
opinion as it keeps any subject explored in a story more topical.
I find trying to answer TV quiz shows questions faster than the
contestants a good way to test how much I’ve retained on a variety
of subjects.
Be prepared to change or re-evaluate your opinions
as the world changes about you. To stay stationary on anything will
get you hit by inflexible dogma. A dangerous commodity for any writer.
This doesn’t mean you can’t hold a particular position on any subject
that you feel strongly about, it just prevents following it blindly.
AWARENESS
Be aware of what other authors have done in the same
area or subject. This doesn’t give you a licence to copy but as
you read their books, there should be an awareness of what was good
and bad and avoiding duplicating their work. There have been some
notable examples of this technique. Asimov’s ‘Robot’ stories came
about largely because he was disgusted that other authors were treating
them as maniacal machines than provide logical reasons for their
actions. Anne McCaffrey’s ‘Dragonrider’ novels came about largely
because dragons had always been depicted as being bad monsters than
any potential benefits they could provide. Even my own ‘Psi-Kicks’
short stories, here in Hologram Tales, started off because
I felt psionic abilities wasn’t being depicted correctly in what
I’ve read and did my own particular slant. Doing that, I ended up
coming up with what I think are some nifty ideas about statistics
and evolution, but that’s a different story.
Imagining a situation should and is often easier
for a writer than a non-writer. The real trick is in providing the
necessary attention so the reader also focuses only on what you
want him to imagine. This is really where storycraft really comes
into its own. Lose the confidence of the reader and they’ll put
the book back on the shelf. You, as the writer, are opening a different
world to the reader. If they are captivated by your ideas then that
is half the battle.
BREAKING THE RULES
There will always be times when rules are made to
be broken. It is always possible to see a strong plot from the start
that you won’t want to change. Understanding the mechanics of idea
manipulation should ensure that you are completely happy with the
plot before spending a lot of time expanding it into a prose story.
Looking at the other possibilities can also be used to embellish
the main plot theme. If you are going through a hard time with ideas,
then being able to apply a mechanical approach will see you through
until your flair returns.
Adapt the ideas techniques above to how you view
your own mindset than follow it blindly. If you lean nothing else
here, the important thing is in understanding what you have read
than the actual content. This chapter is only on the mechanics of
applied ideas to story-telling. It can’t take responsibility to
how you apply it to your stories. In that respect, every writer
is truly on their own.
GF WILLMETTS
SUMMARY
Primary or Initial Ideas - the basic questions that
create the main story plot.
Secondary Ideas - the fine details attached to the
main plot.
Lateral Thinking - for every question examine all
the possible choices for answers.
Focus your attention on one story at a time until
it's completed.
Do multiple stories simultaneously only when you know
all will be completed.
To develop your storycraft: Start with short stories
and work your way up to novelette and novels. This get the bugs
out of your system before attempting a project that will take over
a year to write.
Be prepared for the next chapter where we open
the lid and go in-depth on plotting technique.
As the plot illustrated above may be turned into
a story I reserve the right for the exact events discussed and depicted
above. This does not affect any ideas that might have come from
its discussion providing you come up with your own solution.
The use of the above techniques is free for use.
The cribbing of the text is not.
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