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Writing tips
The plot
thickens
Choosing
a literary
agent
Query letters
Inspire me!
But they
rejected me!
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Where do I start?
You need to have
something to say. An idea. A theme. Or a question. Some of my ideas
come from playing the "what if?" game. What if the world was going to
end tomorrow? (see Nevil Shute's novel, On the Beach for a
chilling account of this scenario).
Or what if there was
a global plot to assassinate the world's leaders on the same day
(perhaps at the signing of a new treaty)?
Or what if a murder
victim was killed by a man from another book?
Weird.
You shouldn't
force ideas. The best ones, for me, usually happen when I'm
washing the car or brushing my teeth (for some reason). Just learn to
wonder. But if you really want to write a novel, you're probably
already playing this game naturally.
Check out the news
Often, I find
interesting little snippets tucked away in newspapers that could make
a great novel. A man might be killed in an odd industrial accident,
for instance. But what if the oddness was staged to help cover up the
murder. Most murders, after all, aren't very bizarre. The motives
might be. But people are generally strangled, bludgeoned, shot or run
over. So look for the bizarre. You might try snipping out these
oddities and pinning them to the wall where you'll see them often.
Maybe you'll put a couple of stories together and make an interesting
connection.
Look at existing
novels
There's no shame in
looking at an old plot and updating it. There are only so many
stories, and language dates, and modern readers generally want modern
voices. You might look at, say, Hitchcock's Vertigo and
relocate it to Shanghai, or outer space, or a prison. Your hero
doesn't have to suffer from vertigo, as James Stewart's character did.
He might suffer from agoraphobia. Or dog-ophobia (or whatever that's
really called; I'll look it up sometime). Of course you should make
significant changes to an updated/borrowed storyline. Chances are that
as you progress, your storyline and themes will alter, anyway. Just
build on good stuff and make it your own. Stephen King did this with
Salem's Lot, which is just Dracula in New England, updated.
Get in at the last
moment, get out at the first.
This is old advice.
But good advice. Don't labour a scene leading up to, say, a murder.
Generally, start your piece as close to the essential action as
possible, and get your character out of the action at the first
opportunity. If your character is walking along aimlessly (or time
wasting), readers won't like it. Take your hero from scene to scene
with the minimum possible drag. Yes, you can describe essential
background elements (location, weather, furniture, etc). Just keep it
short and focussed. Do I let my scenes drag? Of course. Just try and
fix it before you send yours off.
Show don't tell
This is also old but
good advice. Don't have your character pick up a phone and say,
"What's that? A million Martians just landed and are eating people and
firing ray-guns and demolishing a small town in Kansas!" Instead, take
the reader to Kansas and show exactly what happens.
If you're writing in
the first person tense, that might be hard to stage. So use your
imagination. Be inventive. If you can arrange it, have your hero see
directly or indirectly what happened. Maybe he switches on the
TV (weak, but acceptable if handled right). Or maybe he sees it in a
dream (hard to make convincing, but can also work). Better still if
you simply take your character to Kansas where he sees it first hand.
This is strong and will satisfy the reader.
But avoid having your
hero simply tell someone what he did. Try and show the reader
firsthand. There isn't enough room in a novel to always do
this. Just don't push your luck.
What is your hero
actually doing?
Sounds simple, but
it's easy to lose track of this. Give him or her a clear goal between
chapters, or between scenes. Give the reader a sense of continuous
movement. That doesn't mean your hero can't sit and reflect on
something. Just try and close the scene with a feeling that this
reflection is leading to something else. A resolution to do something.
Or a plan.
Coincidences
Charles Dickens used
them all the time. You should treat them like a notifiable disease.
Coincidences happen in life. In fiction they simply come across as
lazy plotting. But you can still sometimes get away with it as
long as the coincidence isn't too profound or crucial. You can
sometimes get away with starting a scene by clearly pointing out the
coincidence. Such as:
It was purely a
coincidence that John found himself on the morning train with Emma. He
hadn't planned it. It just happened.
That might work. But
if you write something like; She saw the gun on the floor. It had
jammed. But by a lucky coincidence she'd recently completed a weapons
training course using that exact pistol, readers are going to
howl. And rightly so.
Creep up on the
story
Usually the reader
will follow wherever you lead - as long as you don't make too big a
jump between the plausible and the implausible. Just nudge the story
along with doubts and questions. Then exercise those doubts and
questions until you've built up enough muscle to say; She realised
then that this was Satan's child. Alternately, get the doubts out
of the way from the start. It was a child of Satan.
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The plot thickens
It looks easy when you read a novel
with a great plot, but it's a lot harder when you're in the driving
seat. It's the same when you
hear a great song; easy to pick up and repeat, but you could spend
your whole life trying to come up with anything better, or even
comparable.
You don't always need a
plot, mind; at least, nothing that is too obviously a plot. And
this is where novels fall into two broad camps; character-driven
stories, or plot-driven stories.
There's an important difference
between the two.
Character-driven novels are pretty
much as they sound; tales about character and how that character
develops through the pages of your book.
Plot-driven novels are less about
character development, and more about what happens beyond the
character, ideally with all
kinds of twists and turns.
Best of all, arguably, are novels
that have great character development and a great plot. But these
books
are rare, and are hard to contrive. In fact, the act of contriving
these kind of novels often results in a book that feels
contrived, albeit very cleverly.
What's really needed is a contrived
book with great plot and character that moves seamlessly through the
pages with events and personality changes unfolding naturally and
fluidly.
Character-driven stories,
meanwhile, begin with (or at least are centred upon)
a flawed character. Not necessarily weak. Just flawed. Or "human" if
you prefer. Your character needs to have a goal, but is prevented
from achieving that goal because of his or her internal conflicts.
For instance ...
You might have a lead character (a
white man) who needs a blood transfusion to save his life, but
refuses to accept the only blood available, which happens to have
come from a black man. There can be any number of reasons why the
white man doesn't want black blood (or is can be vice versa, of
course). It
might be pure bigotry, or due to a murder in the family in which a
black man (or white man) was the suspect, or
because of racial tensions in a small town, or for religious reasons, or
anything at all.
The important thing is to show an
inner conflict, and then work to resolve that conflict in the
narrative. There doesn't have to be a lot "happening". The drama
might play out on a small "stage". Or the stage might be
much larger. But
unless your hero's character changes significantly throughout the
story, it's not really a character-driven tale.
It may be that many
characters change. Think of the film Twelve Angry Men (the original
film
with Henry Fonda). Here we have a jury charged with deciding the
fate of a Puerto Rican boy accused of killing his father. Each of
the 12 jurors brings his personal baggage into the jury room, and
each character is skilfully disrobed - which changes some, but not
all, of the characters as the story progresses.
There is plot too including some
very clever twists and turns. But essentially it's a
character-driven tale set on a small stage. Theatre plays are
usually (by necessity) character driven, whereas blockbuster movies
are generally plot driven.
Problems
Where a writer will encounter
problems is when he starts with a character-driven story and ends up
with a plot-driven tale (or vice versa). It invariably leaves the
reader feeling unsatisfied and wondering what happened.
Good examples of
character-driven films include Groundhog Day where the
obnoxious, superior weatherman - Bill Murray as Phil Connors -
slowly learns to engage with his peers on equal terms and thereby
become a part of the community and so redeems himself, etc; and
Falling Down - with Michael Douglas as William Foster - which
explores the angry white male syndrome and attempts to show how
doing the "right thing" doesn't necessarily mean that the right
things get done. It also shows that "doing the right thing" can be
taken to extremes and end up as the wrong
thing.
As a "bonus", the movie counterpoints this by exploring the
character of Robert Duval (as Detective Prendergast) who needs to do
a few "right things" of his own. It's a flawed movie with
various other
confused themes, but the best films usually are exactly that.
Flawed and (to a greater or lesser
extent) confused.
Character-driven novels
Good character-driven novels
include John Braine's, Room at the Top; Alan Sillitoe's
Saturday Night & Sunday Morning: Herman Melville's Moby Dick;
Joseph Heller's Catch-22; Thomas Hardy's The Mayor of
Casterbridge and Charlotte Bronte's Jane Eyre. You can
probably come up of dozens of others.
The simple way to think of it is
that character-driven novels explore character, while plot-driven
novels explore plots. The only real question for a writer to resolve
is how much of one to include, and how much of the other.
Plot-driven novels
Plot-driven novels include almost
anything by Frederick Forsyth, Clive Cussler, Andy McNab, Dick
Francis, Jeffrey Deaver and Dan Brown.
Lee Child's Jack Reacher novels are
all plot-driven too. In each story we have a strong, action hero,
but one who never really changes his personality from one book to
another. Yes, we learn more about Jack Reacher with each new
saga. But that isn't the same as character development. That's
simply character revelation.
Would Jack Reacher be stronger were
the novels more character-driven? The answer is yes, they probably
would. Only, Lee Child knows what he's doing, which is providing
edge-of-seat thrills with wonderful twists. And you can only do so much with
your 140,000 words (or whatever). So there has to be compromises.
John Grisham, meanwhile, often has as
much to say about plot as character, which is why he's such a good
writer. Ditto for Ruth Rendell who explores character in a deeper,
darker way.
With a Ruth Rendell novel, the
plots are generally convenient vehicles to move a character along.
Neither Child or Grisham or Rendell is necessarily
better. It's merely that each plays to his or her strengths and
knows where the limits of their skills are.
But I'm still confused
Everyone is. That's because there
isn't always a hard line between character-driven novels and plot-driven
novels. There's only a grey area, and sometimes not even that. You
may read a novel on a character-driven level that someone else reads
on a plot-driven level. Some of Stephen King's books work that way,
particularly when writing as Richard Bachman.
The trick, perhaps, is not to worry
too much about it and simply write your story and let the reader
figure it out - should he or she care to do so. Which means having interesting
characters with personal "issues" that need to be resolved who also find
themselves in a tricky or dangerous situation that also needs a
resolution. If you bring both resolutions together at the end of the
book with a satisfying payoff, then so much the better.
So just write with your instincts,
but try and ensure that there's an underlying framework beneath that
keeps within reasonable literary conventions. See
Writing tips for more advice.
Plot is character, and character
is plot
This is said a lot. It took me a
long time to fully understand this. It really means that people
are what people do. If your character is, for instance, a
miner, he'll do things that miner's generally do. He'll think like a
miner. His actions will most likely be shaped by his experiences,
and vice versa. If you put your miner (but hopefully not minor)
character into a given situation, how will he or she behave? How
will he or she react?
This doesn't mean that your
characters have to follow rigorous stereotypes. They can be
flexible. Pliable. But you need to always keep that stereotype in
the corner of your eye. And if your character breaks away from that
stereotype, tell us why.
And make it convincing.
Broadly speaking, reckless men do
reckless things. Cautious men do cautious things. Angry men do angry
things. When you have a confused character, you risk confusing the
plot.
The plot, meanwhile, will
constantly impact on a character and leave its mark. A traumatic
event might strengthen a character or might weaken a character. It
might galvanise your hero, or leave your hero stunned. But ideally,
it has to do something. There has to be continuous
interaction, albeit in a low-key way.
Plots change, characters develop.
Make your characters work for
their goals
Nothing comes easy. The best
thrillers are the ones where the hero has to really struggle. He or
she should leap from one disaster to another, always just staying
ahead, whilst seemingly falling behind. The same is true of your
villains. Make them work hard. Give them problems. Obstacles.
Conundrums.
If you hero jumps from an aircraft
on a parachute, you might set the parachute on fire. Or you might
have him land in a minefield. The same principles apply in a more
low-key way. If the girl has just got the man of her dreams, give
him cancer or something. If your child has been given a dog for
Christmas, see if you can rustle up a band of vivisectionists
looking for fresh mutt.
Also, make your characters
fallible. Of course they're going to succeed in the end. But
convince us that they could fail. Or, at least, could partly
fail. Or might succeed only at huge cost.
Superman without green kryptonite
is boring.
Your characters don't have to be
likeable
At least, they don't have to be
likeable in the ordinary sense of the word. They only need to
be understandable. You can have a bad guy as your hero; a kid
brought up on the wrong side of town, for instance. He's been
brutalised since he first learned to waddle. His mother is a whore.
His father is a pimp. The kid has had to fight for everything he
has. So he forms a street gang and begins a reign of terror. You
know he's wrong and bad, etc. But there's a "rightness" in there
somewhere. There's a morality at work. Not everyman's morality,
perhaps. Just a coherent morality.
Your hero may survive or may not
survive. He may meet a beautiful girl, during a robbery, and fall in
love. She may refuse to have anything to do with such a cold,
heartless man. She works for a charity that looks after
educationally sub-normal kids. The gangster, desperate for love,
decides to throw down his gun and help her. For a while, anyway. But
the old ways keeping drawing him back and he's torn between two
worlds and needs to change.
And so we're back to character is
plot, and plot is character.
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