Injecting Emotion
How to Write in Dark Times
It is objectively difficult to create when it feels like the world, including the networks and structures we take for granted, is crumbling around us—even more so when it actually is. But art in all forms is a critical kind of resistance and reconstruction, and it's one way we can actually help.
But what the heck do you write about when everything is terrible?
Thankfully, we're not the first to experience this. Writers have been writing in dark times for as long as there have been times. Stories didn't stop being told just because there were world wars, global depressions, or raging pandemics. In fact, many of our best stories were created from those times.
With that in mind, here are some of the reasons I and others continue to write.
To Give People Hope
A story can give people hope that the darkness can be beaten, that even the smallest person and the smallest act can matter. For example, J.R.R. Tolkien drew on (among other things) his experiences in World War I to write The Lord of the Rings, even as he lived through the build-up toward World War II.
Stories can give people hope for a better future, like Susan Kaye Quinn's Nothing Is Promised hopepunk series, written amidst the ever-present doom of our climate crisis yet presenting a vision of what humanity is capable of.
To Give People Inspiration
The darkness can be beaten, but how do we beat it? Your story might address this more directly, presenting a dystopian world and the hard-pressed, reluctant heroes who tear it down—for example, Suzanne Collins' Catching Fire, Lois Lowry's The Giver, or Alan Moore's V for Vendetta. It's fiction, yes, and not an instruction manual, but stories like these can be the seeds for real-world ideas (or in some cases, real-world warnings).
To Shine a Light on the Truth
Many stories, especially those by authors from underrepresented or oppressed groups, reveal truths that majority culture is often blind to. These are the kinds of stories that can change someone's entire worldview, and humanity needs as many as we can get.
R.F. Kuang's Babel takes a scathing look at the former British Empire and the cultures that were crushed to create it. It raises critical questions of whether an invincible power can be fought at all and, if so, how—all while telling a gripping historical fantasy tale.
Celeste Ng's Our Missing Hearts paints a vision of a terrifying America-that-could-be (one that feels increasingly real in today's political climate) and asks the reader to consider how such a thing could have happened and what they might do within it.
To Increase Empathy
Not all stories need to touch on dystopia to make a difference. Every story is an exercise in empathy, especially the most personal ones, and empathy is critical to pull us out of the darkness.
In Little Fires Everywhere, Celeste Ng writes about a town that believes itself to be uplifted yet struggles when faced with its own underlying biases. There is no great villain nor power to be toppled in this story, but it nonetheless forces us to empathize and wrestle with multiple perspectives on difficult moral questions.
(Honestly, all of Celeste Ng's work is amazing. I can't recommend her enough.)
To Provide an Escape
Not all stories need to inspire or teach or represent. A story that is merely an escape is every bit as vital during dark times. When every headline feels worse than the one before, despair comes all too easily. But despair is how the darkness wins. In a fight like that, joy and escape become lifelines and weapons.
My examples, of course, are from my own interests—what I have read and remember (hence all the sci-fi and fantasy). But there are so many good examples I am omitting here. Please, recommend your own stories-from-dark-times in the comments. We want to read them!
I Have to Rewrite the Whole Thing?!
They say you have to murder your darlings, and you think, sure, I get that—a phrase here, a sentence there... But what if the feedback is that a whole scene isn't working? Or a whole chapter? What if you're asked to add or remove an entire character or, God forbid, rewrite the entire novel?
Why would you even consider that? There are lots of possible reasons. Here are a few off the top of my head:
- A chapter isn't working and needs to be cut entirely or replaced with something else.
- You removed an entire character and need to rewrite whole chapters or scenes.
- A hard drive crash caused you to lose a huge chunk of work.
- After finishing a first draft, you realize you love the world and characters, but the plot isn't working at all.
- You returned to an old draft after several years and want to update it with everything you've learned.
Seeing What the Reader Sees
One of the hardest but most important aspects of editing your own work is reading it with fresh eyes. You can (and should!) do this with beta readers or by hiring an editor, but being able to do it yourself is so, so valuable.
But how the heck do you do that? After all, when you're reading your own work, you not only know what's going to happen but also what might happen, what never happened, and what happened once in an old version like seven revisions ago!
You have to get out of your head. You have to read your own work as though it were the first time you've ever seen it. You know nothing that isn't on the page! It's not easy, but here are some tips to make it possible.
TAKE A BREAK. This is probably the most common advice. Step away from what you wrote for a while—days, maybe weeks or even months if you can. When you come back to it, you might have forgotten parts, but more importantly, your brain will have the opportunity to approach it like a new thing. That feeling won't last through the whole novel, but hold on to it as long as you can. Also...
TAKE NOTES. As you read your novel with fresh eyes, write down facts and details—especially things that you know have changed from outline to draft or from revision to revision. But—and this is the most important thing—you cannot write down anything that is not on the page! Write down what you see, not what you think you see.
PRACTICE. Believe it or not, seeing a familiar document from a fresh reader's perspective is a skill you can improve at. How do I know? It's literally my job. The more you do it, the easier it will be to see a manuscript the way a new reader would see it, setting aside all the extra information floating around in your head.
This is a very important skill for writers to learn. Beta readers are amazing, and a good editor is well worth the money, but you are the only person in the world who fully understands your intent and your vision. If you can maintain both readers in your head at once—one who has never read this before and the other who knows what you want it to become—you can do anything.
Who Are You Writing For?
With the US's ongoing slide into a literal banana republic,* it is very difficult for me to think about writing and writing tips. I'm sure I'm not alone in this.
* Wikipedia defines a banana republic as a country with an economy of state capitalism, where the country is operated as a private commercial enterprise for the exclusive profit of the ruling class. Show me the lie.
But one thing I keep thinking about—that applies equally to writing a sci-fi novel or arguing on Facebook—is who are you writing for?
Because here's the thing. There will always be people who don't like what you have to say. They will tell you your story is slow or predictable or confusing or has too many made-up words. They will try to convince you that the US government's actions aren't authoritarian actually, and why do you keep comparing everything to Nazis?
These people are not your audience.
Write for the people who enjoy your work, who identify with your characters, who know it's unconstitutional for press outlets to be denied access because they still call it "Gulf of Mexico."
I mean, sure, you want as many people as possible to enjoy (or agree with) your writing, and you should continue to work on your craft (and empathy and accurate information) toward that end.
But you can't please the haters. Don't spend your time on it. Diluting your vision can rob your work of what makes it unique and valuable. Arguing with someone who believes Elon's dismantling of the government is fine, actually, wastes both your time and theirs (not to mention the mental health costs of arguing online).
Remember who you're writing for. They're your people. Write for them.
You don't even have to acknowledge the others.
What To Do With All That Feedback
If you're serious about writing, then you need to be serious about getting feedback. You might ask friends to read your work, swap drafts with writers online, or hire an editor—or even all of the above! The bottom line is you're too close to your story to be objective, so you always need to see how it flies with other people.
And when you do, you will often find one or more of the following happens:
- Readers provide conflicting feedback—one likes a passage, while another hates it.
- One reader suggests a sweeping change that changes your vision for the novel—it's not what you were trying to do.
- A reader hates a part that you absolutely love.
- Readers are confused about something you know you explained.
If it's not an experiment, why bother?
I've had to take an extra break here due to sickness (and what a time to take a break!), but I read something a few days ago that's stuck in my head. It's from this article by David Moldawer about how your technique will never be good enough (meaning that's not a reason to stop creating):
"If it's not an experiment," Schütte writes, "why bother?" Any new work is an experiment. How can any experiment be executed perfectly? What you're about to write hasn't ever been written before, right? That means no one's ever read it. Therefore, you have no way of knowing for certain how it should be received, let alone how it will. How can you perfect your approach to making something no one's ever made before?
I have spent a significant amount of my writing time worrying about finding the perfect words, the perfect characters, the perfect plot—worrying so much that I often don't write at all. I know I am not alone in this.
And that's why this stuck in my head. The story I'm working on is an experiment. It's literally never been told before, and nobody knows how it should be told. How could they?
And so... how could I possibly know?
The only way to figure out how to tell the story is to put words on the page and see what it's like. Try things. Change things.
Experiment.
It's almost freeing when you think about it like that.
How to Write SFF: The Concept of Abeyance
If you're going to write sci-fi or fantasy, then you need to know about abeyance. Abeyance in fiction is the reader's willingness to trust that something they don't understand will be made clear later.
All fiction uses abeyance to some extent. For example, Mark Haddon's The Curious Incident of the Dog in the Night-Time begins like this:
2. It was 7 minutes after midnight. The dog was lying on the grass in the middle of the lawn in front of Mrs. Shears's house. Its eyes were closed.
On first read, the reader doesn't know what dog, why its eyes are closed, or who Mrs. Shear is,* but they trust that the author will fill them in eventually. That's what good fiction does.
* They also don't know why the first chapter is number 2 instead of number 1, which is a pretty cool and subtle bit of abeyance on its own.
All fiction does this—it's part of the mystery that draws readers in—but sci-fi/fantasy takes abeyance even further, casually using made-up words as though the reader already knows what they mean.
Take a look at these examples. Terms or phrases in bold require some level of abeyance:
[Foundation by Isaac Asimov] His name was Gaal Dornick and he was just a country boy who had never seen Trantor before. That is, not in real life. He had seen it many times on the hypervideo, and occasionally in tremendous three-dimensional newscasts covering an Imperial Coronation or the opening of a Galactic Council. Even though he had lived all his life on the world of Synnax, which circled a star at the edges of the Blue Drift, he was not cut off from civilization, you see. At that time, no place in the Galaxy was.
[The Peripheral by William Gibson] They didn't think Flynne's brother had PTSD, but that sometimes the haptics glitched him. They said it was like phantom limb, ghosts of the tattoos he'd worn in the war, put there to tell him when to run, when to be still, when to do the badass dance, which direction and what range.
[The Hobbit by J.R.R. Tolkien] In a hole in the ground there lived a hobbit. Not a nasty, dirty, wet hole, filled with the ends of worms and an oozy smell, nor yet a dry, bare, sandy hole with nothing in it to sit down on or to eat: it was a hobbit-hole, and that means comfort.
[Dune by Frank Herbert] By the half-light of a suspensor lamp, dimmed and hanging near the floor, the awakened boy could see a bulky female shape at his door, standing one step ahead of his mother. The old woman was a witch shadow—hair like matted spiderwebs, hooded 'round darkness of features, eyes like glittering jewels.
["Pawn's Gambit" by Adam Heine (me)] The netter’s timing couldn’t have been worse. I’d been in Savajinn a week, looking for a knocker named Tarc. A whole bleeding week. When Tarc finally agreed to meet, at the Sick Savaj, that’s when the netter decided to show up.
Some of these terms are explained shortly after. For example, Tolkien explicitly describes what hobbits are but only after a page or two of acting as though the reader should already know.
Some of them are obvious from context. For example, bleeding is obviously an intensive like "damned" or "bloody."
Others are never explained directly but their meanings are clarified through later context. For example, Foundation eventually addresses the Empire and Synnax, and "Pawn's Gambit" eventually hints that a netter is something like a bounty hunter.
Some of these aren't literal terms at all. "A witch shadow," for example, isn't meant to be literal, but in speculative fiction, the reader can't be sure until they know more about the world!
And some of these things are never explained. It's up to the reader to figure out what they mean, or might mean, from the limited clues they are given—or they might never learn any more than what's given.
Often, these last ones don't matter. For example, it doesn't matter what a hypervideo or a suspensor lamp actually is; it's enough to know that they are some form of video and light source, respectively.
Others matter quite a bit. For example, Flynne's brother's haptics are a key part of his character, but the reader doesn't really get a straightforward explanation of what they are—only contextual clues that the reader pieces together as the story continues.
Why do this?
Why drop terms and phrases that might confuse the reader or frustrate them? Here are a few good reasons:
- It's immersive. Term-drops like this help the reader feel like they are stepping into another world. Conversely, if you stop to explain every little thing, it can pull the reader out of the story.
- Sci-fi/fantasy readers expect it. This kind of mini-mystery—piecing together the shape of the novel's world—is one of the things genre fans love about speculative fiction.
- It streamlines the narrative. It keeps the action moving and alleviates the need for the dreaded infodump.
So, I'll be the first to admit that some readers really don't like this kind of in-world term-dumping. When I was writing "Pawn's Gambit," one critiquer offered to send me a book written entirely in the Scottish dialect because "You deserve it past [sic] the headache I got from reading your short story."
You can't please everybody.
But you also don't have to. The other twelve critiquers who read the same story loved it (as did Beneath Ceaseless Skies), and my novel set in the same world—with all the same slang and obfuscated dialect—got me an agent. So long as the reader can understand what's happening, they don't need to understand every bit of in-world jargon. In fact, a lot of readers will enjoy it.
Finding a Balance
It's difficult to figure out how much is too much when requiring abeyance of your readers. Finding the right balance is an art, and you have to make mistakes to figure out what works. Here are some tips to do that:
- Understand your audience. Sci-fi/fantasy readers are generally more tolerant of abeyance, but even within the genre, every reader is different. Read books like yours and pay attention to how much they use abeyance in their own writing to get a feel for it.
- Employ beta readers. I cannot stress enough how helpful beta readers are for writing a novel. They're kind of like a focus group for the things you are unsure of. Every writer needs some.
- Hire an editor. I mean, obviously I would say that, but you know, only hire one if you really need them.
Prequels, Can They Ever Be Good?
The year was 1999. My generation hadn't had a new Star Wars movie in sixteen years. We believed the series was done. Over. The trilogy had been groundbreaking, but it was in the past never to be revisited. Then, George Lucas announced the release of The Phantom Menace.
It is difficult to convey to my Gen Z kids how big a deal this was, how over-the-top excited we all were to walk into that theater to see the first new Star Wars movie in sixteen years...
...and how thoroughly disappointed we were walking out.
I did not enjoy The Phantom Menace. A lot of us didn't, and this experience cemented my skepticism toward movie releases for decades.
It's pretty easy to find examples of prequel let-downs. The Star Wars prequel trilogy. The Scorpion King. The Grindelwald movies. The Ballad of Songbirds and Snakes. X-Men Origins: Wolverine.* It happens so often that it raises the question: Is it possible for a prequel to be good?
* And I apologize if you love any of these examples I chose. Although you might be in the minority, I love that these bring you joy anyway. Don't let me or anyone steal that from you.
My answer—informed as it was by my teenage Star Wars disillusionment—used to be no, of course not, prequels, by definition, are a bad idea. But as more counterexamples appear, I'm beginning to change my mind. What makes prequels bad is what makes any movie bad (e.g., when it's a blatant cash grab) but they can be done well.
I think a good prequel requires three things:
- An intriguing question
- A story that stands on its own
- Characters who grow
For a prequel to be interesting, it has to promise an answer that fans of the original actually want. Why does Maleficent hate the king and queen so much? How did Mike and Sully become friends? How did Vito Corleone become so powerful?
An intriguing question isn't enough to make a prequel good, but it's a necessary start. If the fans don't care about the mystery that connects the prequel to the original, then it's hard to care about the prequel at all.
Also...
The question can't be dumb. We don't care how Han swindled the Falcon from Lando or what Obi-Wan was doing in his cave while Luke grew up. We don't need to see how the wizard came to Oz or learn why Cruella de Vil wants to skin puppies. The originals give us enough information that we can fill these gaps in our head. The questions might be interesting, but they're not worth making a whole new story about.
The answer can't be dumb. Han Solo's name can just be his name; it doesn't have to be a thing. And God help me but the mystery of the Force was so much cooler without a scientific explanation. If you're going to use a prequel to answer some outstanding mystery, your answer has got to be cooler than any fan theory out there (spoiler: that's very hard to do).
A Story That Stands on its Own
If the goal of your prequel is solely to explain where the protagonist got all her character quirks, then it might not be a story worth telling. If you're going to write a whole novel (or make a whole movie) out of an origin story, that story should be just as compelling to a newcomer as it is to the fans.
How to do that is the same as telling any story: give the protagonist goals and motivations, obstacles, stakes, difficult choices... all the things that go into telling any story.
Do not just walk us through the protagonist's upbringing as they pick up each piece of their iconic outfit.
Characters Who Grow
This is part of telling a standalone story, but it's important enough that it demands its own section. In a prequel, your fans already know how or where the protagonist ends up. We know Elphaba becomes the wicked witch. We know Cassian ends up a jaded pilot for the Rebel Alliance. We know Obi-Wan ends up an old hermit in a cave on Tatooine. What we don't know is how they got there.
This can be great (an intriguing mystery even!) if your protagonist starts off in an unexpected place—Elphaba as a misunderstood sorceress with a heart of gold or Cassian as a down-on-his-luck orphan who wants nothing to do with the rebellion against the Empire.
It works less well if your protagonist starts in the exact same place, physically and developmentally, as they finish. The end of Revenge of the Sith had already placed Obi-Wan on Tatooine. He had already learned to keep his head down, just wanting to keep Luke and his family out of trouble from the Empire—the same place and with the same goals and motivation he had at the beginning of A New Hope.
This makes it very hard to care about his actions in the Obi-Wan Kenobi miniseries. He's already where we know he's going to end up! There's nothing he can learn (that wouldn't undercut the action of the original movies)! He doesn't really grow, so there's no compelling reason to watch.
Ensuring that your characters grow and change in the prequel can prevent this.
What a Good Prequel Can Do for You
Done well, a good prequel can be a joy to fans of the original while also fully entertaining the uninitiated. It can give your audience those dopamine hits of fan service while still delivering a new, fantastic story.
A good prequel can also make the original better—adding depth or new perspective to an old, familiar story. It can create new fans and make existing ones want to revisit that world again.
I'm still wary about prequels. More often than not, the backstories in the audience's heads are cooler than the one you can give them. But there are ways to do it well, to expand the world of your story and tell a new story that's worth telling.
You just need to care about it and put in the work.
Using Description to Convey Emotion
Domino and Ko sat across from each other in the locked carriage on their way to see the Marshal. Sweat stained Domino's silk shirt. He'd hoped Ko would fight or at least try to escape. He didn't think the ninja would just turn himself in. The charges against them might have been trumped up, but there was enough real evidence available that Domino could be in serious trouble.
The wheels clattered across the cobblestones, jerking and jostling at every pothole. Domino felt every jolt in his chest.
Meanwhile, Ko sat perfectly still, eyes shut. He didn't even seem to be breathing—just sat there, irritatingly calm and measured.
Domino and Ko sat across from each other in the locked carriage on their way to see the Marshal. The wheels clattered across the cobblestones, jerking and jostling at every pothole. Domino felt every jolt in his chest. He'd hoped Ko would fight or at least try to escape. He didn't think the ninja would just turn himself in. Meanwhile, Ko sat perfectly still, eyes shut. He didn't even seem to be breathing—just sat there, irritatingly calm and measured.Sweat stained Domino's silk shirt. The charges against them might have been trumped up, but there was enough real evidence available that Domino might be in serious trouble.
How to Start a Novel
There are lots of great tips out there for how to start a novel. You've probably heard some of these:
- Start in the middle of the plot (in medias res)
- Start with exciting action
- Start with a compelling mystery
- Start with an intriguing first line
These are all great ideas. They're not even mutually exclusive! But I bet you can think of stories that started with these things and were still... kinda dull? Or maybe you can't, because you stopped reading them. I know I have. And some of my favorite stories don't do any of these things!
Here's the thing about writing: There are no rules. You can start the novel however you damn well want—even with fifteen pages of world-building about Hobbits. If the reader is still enjoying themselves, nothing else matters.
The tips above come from stories that did these things and worked, or else stories that didn't do these things and that people felt were boring, but...
They're good ideas, but they can fail you if you don't understand why they work. For example...
Starting in medias res is cool because it skips boring exposition, but it can fail if the reader doesn't understand the current action or why it's happening. They'll feel lost and confused.
Starting with action is fun and exciting! But that excitement can feel bland if the reader doesn't understand the reasons for any of it. They'll get bored quickly.
Starting with a mystery is cool and intriguing. ("Where am I? Who am I?") But it can fall flat if the mystery feels forced ("Oh right, I slept over at my friend's house last night.") or if the mystery is only maintained because details are deliberately held from the reader (like a novel that refuses to name the protagonist for several pages just to be clever). The reader may feel tricked or patronized.
Intriguing first lines are basically always cool but only if you pay out on them. It could feel pretty disappointing to read "It was the best of times, it was the worst of times... and then the murders began." only to find out that the "murders" are just gathering crows or something.
But if you'll look carefully, each of the above tips can fail in the same way: An opening doesn't work if the reader doesn't understand what's going on.
It's not enough to start a novel with the protagonist running for her life through a dark forest. We need to know why they're running? From whom? What happens if they get caught?
Within a page or two, the reader can ideally answer these questions:
- Who is there?
- What do they want?
- Why do they want it?
- What happens if they don't get it?
If an opening has those things, it won't matter whether the novel starts with a literal explosion or inside a quiet coffee house. Either way, you'll have an invested reader.
Characters We Care About: Goals and Motivation
Probably the most important thing a story can do is make the reader care about its characters. There are a number of factors in what makes us care about someone, but today we're going to talk about one of the most important ones: your protagonist's goals and motivations.
- What does the character want?
- Why does the character want it?
*Because infodumps rarely work.
- Harry Potter wants to succeed at Hogwarts. If he doesn't, he goes back to his awful life with the Dursley's.
- Luke Skywalker wants to find out what R2-D2's hidden message means. If he does, he'll be able to answer questions he's long held about his father and Ben Kenobi and ultimately himself.
- Katniss Everdeen doesn't just want to win the Hunger Games so she can survive. She wants to get back to her family so they can survive as well.
- Zuko wants to find the avatar, not just to restore his honor but to be allowed to return home and to prove he's worthy to be his father's son.*
*Think about it. When did you start caring about Zuko? For me, it was the episode "The Storm" when his uncle told his men why Zuko was so driven that he hurt the people around him.
It was when we learned his motivation.
Grounding the Reader in the Scene
In a first draft, we often write things as they occur to us. Maybe some dialogue first, an occasional gesture or action by one of the characters, throw in an emotion or two. The result might be something like this (for the purpose of illustration, I have hacked this passage from Leviathan by Scott Westerfeld):
"How long can we last without parts, Klopp?" Alek asked.
"Until someone lands a shell on us, young master."
"Until something breaks, you mean," Volger said.
Klopp shrugged. "A Cyklop Stormwalker is meant to be part of an army. We have no supply train, no tankers, no repair team."
Alek shifted the cans of kerosene in his grip. He felt like some vagabond carrying everything he owned.
A functional scene, but confusing for anyone other than the author. The reader only knows what you tell them, and the lines above don't say much by themselves.
Grounding a scene means imagining that you are painting a picture in the reader's head (because you basically are). Without any additional context, the reader has nothing in their mind, a white space with only the characters and objects you place in it as you name them.
By the end of the first line above, the reader knows there are two characters: Klopp and Alek. They might know something about these characters from previous scenes, but they don't know where the characters are or what they're doing now. All they have to imagine are two characters they know standing in empty space.
Alek, Klopp, and Volger trudged along the streambed, the kerosene sloshing with every step, its fumes burning Alek's lungs. With each of them carrying two heavy cans, the trip back to the Stormwalker already seemed much farther than the walk to town this morning.
And yet, thanks to Alek, they'd left behind most of what they needed.
Alek, Klopp, and Volger trudged along the streambed, the kerosene sloshing with every step, its fumes burning Alek's lungs. With each of them carrying two heavy cans, the trip back to the Stormwalker already seemed much farther than the walk to town this morning.And yet, thanks to Alek, they'd left behind most of what they needed."How long can we last without parts, Klopp?" he asked.
"Until someone lands a shell on us, young master."
"Until something breaks, you mean," Volger said.
Klopp shrugged. "A Cyklop Stormwalker is meant to be part of an army. We have no supply train, no tankers, no repair team."
"Horses would have been better," Volger muttered.
Alek shifted the burden in his grip, the smell of kerosene mixing with the smoked sausages that hung around his neck. His pockets were stuffed with newspapers and fresh fruit. He felt like some vagabond carrying everything he owned.
"Master Klopp?" he said. "While the walker's still in fighting prime, why don't we take what we need?"
Writing for the Market
A common question writers wrestle with is whether they should write what they love or write what will sell. This is an important question! But before I try to answer it, I need to drop an important truth:
Nobody knows what will sell.
I mean, we all make our guesses (and agents and editors are in a better position to gauge these winds than most of us), but it's not like Rowling sat down and decided that a story about a wizarding school was a gap in the market that would definitely be a hit. Heck, even publishers didn't know—the first Harry Potter book was rejected 12 times!
Trying to write a bestseller is like hitting a moving target with a paper airplane on a breezy day. It can probably be done? But it's easier if you can just throw a thousand airplanes.
I don't know about you, but I don't have that kind of time.
Here's what you can do though:
(1) Know your market. Read books that target the same audience you want to target. Learn what's out there. Try to understand why it works.
(2) Enjoy your market. The number of authors who can find success writing for a genre they don't like are very, very few. Most of us write what we write because we were readers first—because we like our genre!
You don't have to enjoy everything in your target market of course, but the books you don't like are selling for a reason. You may not agree with it, but it will help you immensely to try and understand what your audience sees in them.
(3) Write what you want to read. There are multiple reasons for this. One is because if you don't enjoy it, neither will your readers, but another is because you're gonna be reading this book a lot.
(4) Put yourself in your work. There are no ideas so original that they are unlike anything that has ever come before, but there is no one else in the world with your life, your experience, your voice, or your story. The one thing every breakout hit has in common is novelty, and nobody can write you but you. Use that.
(5) Don't give up. Not everyone is going to be a success, but failure doesn't exist. If something doesn't work, examine why and try again.
Nobody knows what will go viral (and if you do, please explain this to me), but there are elements within your control. You just have to try stuff and see what works. Know your market, take risks, and be yourself. It's the best any of us can do.
Using Dialogue Tags (or "He Said She Said")
A very common issue I come across while editing is overuse of "fancy" dialogue tags like these:
He exclaimed
She cried out
They pleaded
He growled
She retorted
They taunted
These dialogue tags all have one thing in common: they stick out.
Does that make them super bad? Of course not! Used once in a while, these dialogue tags can punctuate an emotional moment very effectively. They become an issue, however, when they are overused.
Usually, the reason they get overused is when writers follow the otherwise excellent advice to avoid repetition. If you say your protagonist has "hair as black as the dark behind the stars," that's pretty cool! But it loses its impact the second time you say it, and by the third and fourth time, many readers will be bored or annoyed.
Fancy dialogue tags are the same. Even if you manage to use a different one with each dialogue (no easy feat), readers will notice—and start to become annoyed—when you use them every single time a character speaks.
So, you don't want to repeat words, but you also don't want to use fancy dialogue tags. What can you do? Fortunately, there's a loophole:
"Said" is invisible.
("Replied" and "asked" are mostly invisible too.)
It sounds like magic, but it's true. These tags are so common that most readers learn early on to ignore them. They don't even realize they're doing it! It's the same way we don't notice the repetition of words like "the" or "and." They're utility words that serve their purpose and are quickly ignored.
I mean, yes, the reader will notice it if you tag every single spoken line with "said" (more on that in a future post), but you can get away with far more saids than any other dialogue tag without your reader even batting an eye.
And you can save the fancy tags for the most specialist special moments so they can do their work.
How to Approach Writer's Block
I wrote about writer's block way back in the beforebeforetimes, but wouldn't you know I actually learned new things in the fourteen years since? Not just about writing but also about myself.
In this post, I'm going to talk about some common causes of writer's block and what you can do about it.
But first, let's define terms.
Writer's block is when you are trying to write but can't.
Maybe you're staring at a blinking cursor and waiting for words that won't come. Maybe you're writing and deleting the same sentence over and over and over again. Or maybe you're scrolling Instagram or washing dishes or doing something else that, sure, maybe you want to do, but it's not what you're supposed be doing right now.
Writer's block can look like a lot of different things, but it often has common causes. The solutions below might not be easy (if they were, you wouldn't need this post!), but hopefully they can help you trust your process. And trusting yourself is the real way out.
So, what's the reason for your block? I know of three big ones:
- You don't know what happens next.
- You're afraid that what you write won't be good enough.
- There is a legit physical or mental reason you can't write.
You might think you do. You might know what happens two or three scenes—or even just two or three paragraphs—from now, but you don't know how to get from here to there. Or maybe you wrote yourself into a corner and you literally don't know where to go from here.
First off, know that this is perfectly normal. We've all heard of authors who sit down to write and the words come flowing out of them, but that's far from typical. (I'm not even sure it exists.) Every writer I know has had to, at some point, stop and figure out what happens next.
SOLUTION: Brainstorm. What this looks like depends on your story and your process, but here are some of the things I do:
- Make a list of whatever ideas pop into my head. I don't judge them. I just add them to the list.
- Outline the next chapter/scene/paragraph.
- Take a long walk or a shower or something similar. Let my mind wander.
- Imagine my story is a D&D game and my characters are the players. What crazy things would my players try next?
- Write down what each character in the scene wants. Sometimes I discover that I don't actually know!
- You cannot be objective about what is good or bad while you're writing it.
- Anything you write can be made better later. Anything.
- Change your writing schedule to a better time for your body or mind.
- Readjust your writing goals to put less pressure on yourself.
- Seek professional help.
Editing Tip: Consistency, Consistency, Consistency
So, I'm a very meticulous human being (most of the time). I like precision, accuracy, and the difference between the two. I like knowing the right way to do things, and I very much like doing things that way.
Which is why the English language drives me absolutely nutty.
One space after a period or two? Leaped or leapt? Jesus' or Jesus's? God damn it, God dammit, or gorramit? How the hell do you pronounce gif? Lots of people have opinions on these things, and many will tell you there is a right answer to them. And there is a right answer, but it's much more wibbly-wobbly than we want to hear:
The correct choice for most spelling, punctuation, and style questions is the choice that is used consistently.
Really.
Really, really.
It honestly doesn't matter whether you use one space or two after a period so long as you do one or the other consistently. How you spell "damn it" doesn't matter so long as you do so consistently. Whether you italicize foreign words or not doesn't matter so long as you do so consistently.
"Hold on," you say. "Does that mean I could choose not to capitalize any words at all, and that would be correct so long as I'm consistent? Isn't that objectively bad grammar?"
There is surprisingly little that is objective when it comes to language. But yes, that is usually considered bad grammar...
And yes, you can do it so long as you're consistent. E. E Cummings was famous for doing exactly that as well as screwing with punctuation and word order in general. And lest you think "Well, that's poetry," R. J. Palacio did the same thing for some chapters of the wonderful Wonder, even eschewing basic punctuation like periods and quotation marks.
So even grammar is just like the other "rules" of writing—you can break them so long as you do so intentionally and consistently.
Will it work? Well, that depends on what you're doing and how difficult it is for the reader. But there's nothing that says you can't try.
"Okay, wait. My editor told me I have to put one space after every period, regardless of what my typing teacher taught me. Why can't I do it my way like you're saying so long as I'm consistent?"
That's because your editor is following what's called a style guide—a list of rules they follow to make sure that everything they work on is consistent not just within each work but across every work they publish. Style guides are lovely because they do tell you what is right and wrong (kind of), allowing you to have that feeling of being Right (usually).
Most publishers have their own style guides, which are likely (but not necessarily) based on the Chicago Manual of Style. They are also probably using a specific dictionary (and a specific edition of that dictionary) to determine how words should be spelled to be consistent.
For example, the CMoS recommends one space after a period, serial commas in lists of items, and capitalizing words the way you learned in elementary school. If you're talking about what's "objectively" correct, the CMoS (along with other, similar style guides) is the closest thing you're going to get.
But even the CMoS only "recommends" certain things, stopping just shy of laying down the law. I hope to write more of these posts, exploring some of what the CMoS says about certain rules (rules I always wondered about but have become much more clear on lately), but in the meantime, you can find the answers to a lot of rules' questions with a little Googling, the full content of the 16th edition of the CMoS, or if you're really hardcore, a subscription to CMoS 17.
Or ask me! What questions have you always had about what is objectively right or wrong? If I don't already know the answer, I probably should (given my current, primary means of business), and I am more than happy to research it.
[UPDATE: I am a horrible person because for some reason I had typed that CMoS recommends two spaces after a period when I know, I know it does not. This has been corrected, and I have been self-flogged severely as a result.]
How do you write a good twist?
I'm writing a sci-fi story as part of a game, and one thing I'm having trouble with is how to gracefully drop hints of an upcoming twist.
One character is set up so that everyone assumes he is a villain; the midpoint twist shows that he's actually just misunderstood and trying to survive; he actually has a lot in common with the player character.
I want to drop hints of this fact earlier on in the game. I think I can do this without it giving away the twist, but I'm worried that players will assume the apparent contradiction is due to sloppy writing rather than building to something intentional. Is there anything I can do to help readers embrace the ambiguity rather than try to resolve it too soon?
There are few things more satisfying than blowing someone's mind with a good twist. Done right, it'll stick in the player's (or reader's) head, making them need to talk about the story for years to come.
Done wrong, it's lame. If the hints are too obvious then the twist is predictable. If they're too subtle, it can feel like a deus ex machina. Achieving the balance between the two is super tricky for two reasons:
1. You are always too close to your story. It's almost impossible to tell what clues a reader will or will not pick up on when you know what they all are and what they point to. Everything's so obvious to you, so you keep things super subtle. Or you over-correct and make it too obvious. You can't win.
2. It really, really depends on your audience. Ever notice how kid's stories are more predictable than adult stories? That's not because kid authors suck. The opposite actually: they know their audience and are really good at writing for them. They know what tropes kids are familiar with, which is far fewer than most adults.
(Which is not to say you can't write a kid's story that subverts the tropes. You most certainly can.)
It's not just age-dependent either. Someone who has never seen a sci-fi/fantasy movie in their life might be completely blind-sided by a Chosen One or its many subtropes.
So what's the best way to find this balance? I'm gonna say it in really big words, because it's pretty much the same solution to all writing problems.
No, wait, that's not it. It's
You are too close to your story, so get others in your target audience to read or play it. Fresh eyes will help you nail down where the story is working or not. And if you can get detailed comments as they go through, you can even see where they start to guess things and what those guesses are.
For a game, I'd recommend writing up the story as a synopsis first -- revealing information as the player would discover it -- and running that by a few people. (Unless the game's playable, of course, then running that by people might be more useful). It won't be perfect, but it'll get you closer than you can get by yourself.
And perfection's not the goal anyway. No matter how many eyes and how much revision you get on a thing, there will always be people who see the twist coming and people who think it dropped out of the blue (although the latter seems less egregious to me, which suggests you might want to err on the side of too subtle rather than too obvious). The point of getting fresh eyes is to get perspective, not perfection.
"But won't the twist be spoiled?"
For your early readers, yes. But they know that's the deal for getting an exclusive look.
For other people? Maybe. But that kind of spoiler leakage only really matters if you're writing the next Empire Strikes Back, which -- if you are -- I'm flattered you would ask me how to do this. But also if you're at that level in your career, you've probably had enough practice twisting stories that you have a feel for the balance of it by now.
That's another trick, too: practice, practice, practice. Until then? Critique and revision.
Anyone else got tips for Phil? Tell him in the comments!
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Got a question? Ask me anything.