Latest Posts

Practice Makes Perfect

A few years ago, my wife The Duchess, tired of my complaining, bought me a guitar and some lessons. I’d been saying for years that I wanted to learn how to play an instrument simply because I like to take on new challenges and learn new skills, and the whole guitar thing is something we white guys born somewhere between 1945 and 1995 have burned into our genetic code. When we’re 15 we very much wish to be in a rock band, and for those of us who never managed it as kids, it’s something that haunts us.

So, I learned to play the guitar, and to this day I play every day, for myself. I even make songs! That you can listen to! Though you probably shouldn’t.

You can learn about writing from playing guitar. Part of learning how to play involves practice. Playing scales, learning how to play songs, fingering exercises—you do these things every day in order to master the instrument. And you should be doing similar things with your writing.

I Got Blisters On Me Fingers

Yes, of course, most writers try to write every day. But we’re not talking about working on your novel or stories or epic poem about video games. We’re talking about exercises. Quick shots of skill-building work that keep expanding what you feel comfortable with. One example I always trot out is my habit of writing a short story every month. A lot of these stories aren’t great, but they keep me generating ideas, teach me how to end a story, and allow me to practice whatever I need work on. So, if I’m feeling rusty working with a first-person narrator, say, I can work on a story with that POV.

Maybe you need to work on dialog, so you should spend a week writing conversations. Or you need to practice world-building, so you should write some quick setting descriptions or histories. Only you know what you need to work on, but once you figure that out you should work on it every day. It doesn’t have to be in the context of a larger story—in fact it’s better if you break it out as a short practice bit you can get through very quickly.

Of course, if you listen to my guitar playing you likely have much less respect for me now, so forget I said anything.

Never Discuss Cincinnati

Noodle Incidents are one of the most powerful world-building tools you have at your disposal. If you’re unfamiliar with the term, a Noodle Incident is a never-explained event in the past that the characters of a story refer to but never, ever flesh out. The term originated in an old Calvin and Hobbes comic and has been appropriated for literary technique discussion ever since.

Noodle Incidents are fantastic, because they have no limits, no shape, no beginning and no end. You refer to them with a cool, hilarious name, and you let the reader do the heavy lifting of filling in the blanks and shading the corners. Letting the reader do the work is actually the main benefit of Noodle Incidents, as the soaring imagination of your reader will always do a better job of fleshing out your half-baked Noodle Incidents then you will, and peppering your story with them gives the back story and world-building a mysterious, expansive boost you can’t match no matter how good a writer you happen to be.

Once you start using them, however, you have to stick to one Gremlin-like rule: Never explain them.

Day Old Pasta

The power of the Noodle Incident is in its mystery. The urge to explain them grows proportionally to the length of your story, the complexity of your universe, and how long you’ve been writing about a particular group of characters. In other words, the more you write about characters and their environments, the more desperate you can become for new material. And after you’ve told all the main stories, and even the side stories, the Noodle Incidents can start to look an awful lot like whole new veins of story material.

Except, because you’ve invited your readers to imagine them for so long, no matter what you come up with will never be as good as what they’ve come up with. You will lose that war, and losing an imagination war with your readers is not a good look. Let your Noodle Incidents do their work, and find another way to expand your story.

 

Of course, Noodle Incidents exist in real life. All of mine involve my pants, or lack thereof.

Another Blog: Writing Without Rules

You may have noticed that I haven’t been terribly active at this here blog, which is as much a tragic story of authorial incompetence as anything else. One reason I’ve been distracted is the other blog I’ve set up: Writing Without Rules.

WWR is where I’ve been posting all my genius, sodden, slightly warped writing advice (craft and career). The main reason I’ve set this blog up instead of simply continuing to dump my writerly thoughts here is because I’ve sold a book:

BAM!

It’s not out until 2018, so let’s hold our applause. But since you can’t start promoting something too early, I’ve set up a companion blog centered on writing. I’ll be posting thoughts on writing novels, short stories, and other things, as well as my half-assed ideas about promotion and marketing. If you’re an aspiring writer and you’re under the delusion that you can learn something from me, please do surf on over and leave me some insulting comments. And mark your calendars to buy this book when it comes out, as I guarantee you will be a hundredaire after putting it’s concepts into action.

Let ?Em Chat

Dialog is one of the most challenging things for writers to get “right,” mainly because “right” is a moving target. Dialog can, after all, accomplish a task—exposition, say—and yet be a Fail because it sounds unnatural, or feels forced, or obviously exists solely to convey information and not as something that real people would actually engage in.

Sometimes even if you’re relatively comfortable writing dialog you get into trouble because your characters only speak when they’re conveying information. This is an easy trap to fall into because it feels concise and efficient, when in fact it’s weird because people love to chatter. Anyone who has ever tried to avoid conversation in an office setting, or when walking home through their neighborhood, knows just ho much people like to chat. No matter how good you are at dialog, if your characters only ever talk about Plot Things, it’s going to be a little uncanny for your readers.

One solution to this is to imagine you’re listening in on your characters chatting while they’re getting to the next scene.

Don’t Skip, Delete

The whole “skip the boring parts” writing advice is excellent stuff, but it’s often more useful to go back and delete the boring parts instead of skipping them in the first place. For example, writing the entire twenty-block car drive that your characters engage in between chapters 2 and 3 might seem like an obvious boring spot to skip—after all, who wants to read about two people driving ten minutes to their destination? But, what if you tagged along on that ride and let your characters chat. No Plot Things, just chatting, relaxed conversation about whatever your characters might be interested in.

It may well turn out to still be a boring part, in which case you delete it in revision. Or, maybe parts of the conversation your record there is actually interesting and fun, and so you keep some of it, or most of it, and delete only the truly boring stuff. Even if you wind up deleting the whole sequence, you will likely have learned something about your characters in the process.

In fact, any time your characters aren’t actively fighting vampires or seducing each other or robbing banks, have them talk. Have them talk a lot. About anything, about nothing, because that’s what real people do, and it can be incredibly useful when fleshing out characters and a universe. The true super power isn’t skipping stuff you assume will be boring, but deleting stuff that has proved to be boring.

Of course, if I’m following the Boring Rule, entire novels I’ve written might be deleted. Shut up.

Let ?Em Chat

Dialog is one of the most challenging things for writers to get “right,” mainly because “right” is a moving target. Dialog can, after all, accomplish a task—exposition, say—and yet be a Fail because it sounds unnatural, or feels forced, or obviously exists solely to convey information and not as something that real people would actually engage in.

Sometimes even if you’re relatively comfortable writing dialog you get into trouble because your characters only speak when they’re conveying information. This is an easy trap to fall into because it feels concise and efficient, when in fact it’s weird because people love to chatter. Anyone who has ever tried to avoid conversation in an office setting, or when walking home through their neighborhood, knows just ho much people like to chat. No matter how good you are at dialog, if your characters only ever talk about Plot Things, it’s going to be a little uncanny for your readers.

One solution to this is to imagine you’re listening in on your characters chatting while they’re getting to the next scene.

Don’t Skip, Delete

The whole “skip the boring parts” writing advice is excellent stuff, but it’s often more useful to go back and delete the boring parts instead of skipping them in the first place. For example, writing the entire twenty-block car drive that your characters engage in between chapters 2 and 3 might seem like an obvious boring spot to skip—after all, who wants to read about two people driving ten minutes to their destination? But, what if you tagged along on that ride and let your characters chat. No Plot Things, just chatting, relaxed conversation about whatever your characters might be interested in.

It may well turn out to still be a boring part, in which case you delete it in revision. Or, maybe parts of the conversation your record there is actually interesting and fun, and so you keep some of it, or most of it, and delete only the truly boring stuff. Even if you wind up deleting the whole sequence, you will likely have learned something about your characters in the process.

In fact, any time your characters aren’t actively fighting vampires or seducing each other or robbing banks, have them talk. Have them talk a lot. About anything, about nothing, because that’s what real people do, and it can be incredibly useful when fleshing out characters and a universe. The true super power isn’t skipping stuff you assume will be boring, but deleting stuff that has proved to be boring.

Of course, if I’m following the Boring Rule, entire novels I’ve written might be deleted. Shut up.

The Obvious Mystery

One of the easiest mistakes a writer can make in just about any genre, but especially in any story that features a mystery, is to assume that your mystery has to be mind-blowing and convoluted.

The fact is, most mysteries, once revealed, are pretty pedestrian. What makes a mystery work is that the author knows the solution and the reader doesn’t, and that gives the author incredible power. They can mess with the reader all they want. They can deceive, dissemble, and misdirect. And, most importantly, they can heavily imply that the mystery is a brilliant knot that only their weary protagonist can solve, when the mystery itself is actually pretty obvious once revealed.

Even in the most celebrated mysteries of all time, like the Holmes and Christie stories, the solution is usually a bit of a let down. Oh, they all killed him, you say? Oh, it was a poisonous snake placed in the room, you say? I’m not saying these aren’t clever, it’s just that once you know the secret the mystery is usually something perfectly rational and even obvious.

The trick is, your reader doesn’t know that.

The Obvious Child

That means that you really shouldn’t spend too much time trying to come up with a mind-blowing mystery that will shatter people’s psyches. The trick is, any crime becomes mysterious and enticing when it’s not explained. Start with a simple murder—say a husband killing his cheating wife—and then work backwards, erasing clues and coming up with coincidences. By the time you get to the beginning of the story, the mystery will be pretty thick and you’ll be able to sell your reader on its difficulty simply by dint of it being obfuscated.

The simple fact is, 99% of all mysteries are let downs. Once you see how a trick was done, it’s kind of disappointing. The joy isn’t in the solution, it’s in the journey—so stop wasting time trying to be too clever by half, and just work backwards.

Plus, make your detective a ventriloquist. There’s never been a ventriloquist detective. It’s genius. Like Jay-Z says, I’m just trying to give you a million dollars worth of game for $9.99.

It’s Okay to Not Know Everything

One of my least-favorite things is when a reader asks me a question about my work that I can’t answer. This is usually in terms of worldbuilding or character back story, and the questions are usually incredibly detailed or thoughtful, which, hey, I get it: I do the same thing. I sit there and watch Twin Peaks and I spend a truly shameful amount of mental energy pondering the meaning of disappearing windows on a jet plane, and part of that is this innocent faith that David Lynch actually has a master plan, actually knows what all these things mean, and could clearly articulate it all if he had to.

But man, I usually can’t answer the questions. Because it’s okay to be the writer and not know every little thing about your universe, your characters. In fact, it’s more than okay. It’s beneficial.

A Little Nonsense Now and Then

On the one hand, yes, you are correct: I created these worlds, these people. I am the god of my fictional universes and if anyone is going to be able to explain to you why a character wears a certain hat or makes certain life choices, it ought to be me. But the fact is, I usually don’t, because when I’m writing I tend to focus on the details that I need for each scene. I don’t worry about the Known Unknowns, because that knowledge is on a need to know basis, and I simply don’t need to know.

Until I do. And that’s the key here: Even if it never makes it into your draft, fixing every detail of your universe and character can tie your hands later—sometimes later in the same manuscript, sometimes later in the series. The fact that I don’t know exactly what my characters were like as kids, or what the story behind their tattoo is doesn’t mean I’m a lazy, dumb writer (although, of course, I’ll stipulate that I am pretty dumb and lazy). It means I’m leaving my options open for inspiration later. If I haven’t defined that tattoo today, I won’t have to retcon something next year.

Finding the balance between the right amount of iceberg under the surface when it comes to world building and character development isn’t an equation. It can’t be taught. You just have to play with the levels until you get it right. And then get comfortable admitting you have no idea why your character has that tatt. Yet.

Making Fiction Out of Nothing at All

Very often, what should be the easiest aspect of this writing thing is the most difficult. The moment you tell someone that you write novels they will ask you where you get your ideas. This will 100% happen every single time, and you will have to resign yourself to people demanding to know where you get your ideas as if they suspect there’s an Idea Store somewhere making drone deliveries.

The assumption is that ideas are plentiful and easy. The reality is, we’ve all sat in front of a blinking cursor or blank page and had zero ideas. Zero. It drives some of us to drink. Because the reality is ideas are cheap, and ideas are everywhere, but you have to combine your idea with that mystical energy (for once I’m not referring to whiskey, although it helps) that gets the creative energies focused on that idea. Without that thrilling sense of excitement, even perfectly good story ideas will sit there, inert and mocking.

The good news is, coming up with ideas to write about is easy enough. One of the easiest ways is plenty effective: Just answer a question.

Forty Two

There are two ways to go about this.

The first is to ask a question and then provide the answer. It’s important to note that we’re not looking for actual answers—in other words it’s okay to ask a question that has an answer but to ignore that answer in favor of something more fanciful, impossible, or insane. For example, maybe you wonder why UPS trucks are brown. There’s a real-world answer to that question, but fuck it: Maybe they’re brown because the wormhole technology they use to shift freight around the world reacts badly with other colors.

The second way to approach this is to come up with an answer and then wonder what the question is. If the answer is putting birthday cake into the dryer, figuring out the problem that solves is gonna be fun. It might not lead you to a coherent story, but it’ll get the juices flowing and for the moment that’s all we care about.

Don’t get chained to reality and the actual answers that exist. Plenty of stories have ignored easily observable reality in favor of crazy bullshit. The crazy bullshit is always more entertaining. I should know; at this point the local cops arrest me for public intoxication mainly for the stories I tell to explain my nudity.

Watch the Pop (Culture)

One of the toughest things to attain in any story, but especially in a speculative story, is verisimilitude, that sense your reader gets that the universe they’re reading about actually exists. When your story is set in the real world and in contemporary times this is a little easier, of course, but no matter when your story is set if it’s supposed to be in this universe you’re going to run into the Pop Culture Problems.

Pop Culture Problem One: The Times They Are A’Changin’

Smart phones didn’t really become a thing until 2008, 2009. Before the first iPhone, people had cell phones and they were boring, and mainly used as, well, phones. Any story set before the arrival of the iPhone might as well have been written in a different century when it comes to how people live and how they communicate, and if you wrote such a story I’m sorry to tell you you’re boned. The only solution to this is to make all of your stories speculative in the sense that they’re set in an alternative universe that follows a technological history devised by you alone, and good luck managing to convey that to your readers.

Pop Culture Problem Two: Your Main Character, The Weirdo

When I was a youngster my parents allowed my brother and I to get a goldfish, because she hoped it would distract us from our burning desire for a dog or cat. We named our goldfish Topper. Any idea why?

If you answered yes, congrats, you have a knowledge of and possibly affection for 1930s screwball comedy films or 1950s TV series. Topper was a 1926 novel adapted into a 1937 film starring Cary Grant, and spawned sequels and a TV show. My brother and I watched the reruns as kids and there was a brief period of Toppermania in our house. What can I say: In the novel of life, I am the weirdo.

Would you ever use Topper as a cultural signpost? Probably not. Yet in many speculative novels we’re expected to believe that the main characters are super into the pop culture of the 20th or 21st centuries so the author can use those cultural signposts despite telling a story set in, oh, the year 3147. Having your SFF characters super into things like Seinfeld in the year 3147 is like having someone be super into Topper in 2017. It will never feel real.

Related: Pop Culture Problem Three: Look on My Works

Of course, all pop culture references should be avoided for the simple reason that they age like old paint: Badly. Having your characters Dab might feel cheeky in 2017 (or, more accurately, might have felt cheeky in 2016). In 2027 it will feel … silly. Or mysterious, if your potential readers are young’uns.

Now if you’ll excuse me, I have to figure out a way to get a reference to fidget spinners into this scene I’m working on, so I’ll seem cool.

The Insanity Button: One Approach to Plot

There are as many ways to plot a novel as there are, well, novels. Anyone who claims there’s one way to do it is lying, or very confused, or possibly selling you something. Fact is, once you have the premise the rest is just coming up with a reasonable series of steps that take you from the beginning to the end. Like life, a novel is just one goddamn thing after another.

Okay, okay, it’s a little more involved than that. How to work out a plot is one of the most common questions I get, which of course led to the whole concept of Plantsing (a hybrid approach combining the best bits of Plotting with the best bits of Pantsing), but sometimes you need to get a little more granular, and sometimes you have to just get nuts. Sometimes, for example, you get stuck. You’ve boxed yourself into a corner and can’t see the way to the next plot point. There are a lot of ways to handle this, but one I like to use from time to time is a lot fun: I hit the Insanity Button.

Pick-a-Path

You can look at your novel as a Choose Your Own Adventure, in a way; at the end of every chapter or sequence your characters are in a certain situation, and must make decisions that drive the plot. Now, in any scenario there will be decisions that could be classified as rational, and then there are decisions that could be classified as Pantsless Crazy. For example, if I’m sitting in a restaurant and I realize I’ve left my wallet at home, I can discretely call for the manager and work something out, or I can take off my pants and feign food poisoning, loudly threatening to sue.

Why do my pants have to come off in this scenario? If you have to ask, you’ll never know.

You can try this in your plotting, too. If you’re stuck, if you have your characters in a spot and can’t see how to move them forward it’s possible you’ve unknowingly restricted yourself to rational decisions. Consider something crazy. Something self-destructive. Unexpected. Irrational and maybe even inexplicable.

If it works, your plot will suddenly rush forward, pushed on by this crazy energy you’ve unleashed. It will take your story in directions you didn’t foresee. If nothing else, it might entertain you and divert your brain long enough for a more sensible solution.

If it doesn’t work, in my experience there is always heavy drinking. It will never let you down.