Plan a Novel 1: The Idea

— August 08, 2011 (7 comments)
Someone asked me to talk about how I plan a novel, and the current size of my readership makes one person a significant sample size. So he wins.

Before I go on, I'm required by law to say that everyone's process is different and valid (assuming it produces a novel -- my old process of "sit in front of the TV until I feel like writing 80,000 words" never really worked out for me). This is not how you must write a novel. It is only how I write a novel. Your mileage may vary.

Okay, so the first thing you need is an idea. I can't tell you where to get ideas, but you need a lot of them to write a whole novel. Not all ideas are created equal, but I think any idea can be made novel-sized with enough work.

I use sort of a loose version of the snowflake method. I start small and build up the idea piece by piece, adding characters, plot points, world-building, etc. One thing that's really important for me is writing down my initial idea somewhere, so when I'm stuck, or I feel like the story is dead-ending, I can remind myself what got me excited about the idea in the first place.

Before I put the effort into plotting an idea, I want to know it's strong enough. For that, I have a checklist based on Nathan Bransford's fantastic post on how to write a novel (you may have noticed my process is not at all original):
  • Premise: One sentence about the main character (MC) and the plot. These don't have to be good. One of mine was the very generic: "MC sets out to save his town and ends up saving the world."
  • Main Plot Arc: Specifically four key parts: (1) where the MC starts, (2) the inciting event, (3) what they have to do (the journey), and (4) where they end up (the ending).
  • Obstacles: Whatever stands in the MC's way.
  • MC: Who they are and what they want (<-- this is very important!).
  • Setting: Including three aspects (from Nathan's post): (1) some setting-level conflict and change underway, (2) personality (what makes the world unique), and (3) unfamiliarity (what makes the world strange).
  • Style and Voice: Honestly I never know what to write for this, but it was in Nathan's post so it's in my checklist. Style and voice are usually the last things I think about.
  • Climax: I don't always have one of these either, but it's not a bad thing to have before deciding to write something.
  • Themes: What bigger issues does this story deal with?
I think if you've got an idea of most or all of those points, you're well on your way to a strong story.

You're NOT trying to fill all the boxes. Last time, I had six ideas, so I made a whole freaking table to see where the gaps were. And there were a lot of gaps. I had no climaxes, a lot of missing journeys, and settings with no personality. One story had an MC but no world, and another a world with no MC (though that was one place my table worked out great: I combined the two ideas).

The table didn't tell me which idea was fully-formed. It helped me get a bird's-eye view to see how much work each one needed, and to get a feel for which one I was most excited about doing that work.

About marketability. The perceived marketability of a concept is something I considered (and even put in my table), because I think whatever I work on should ideally be something other people want to read. But I don't think you can choose what to write based on what you think will sell. For one thing, nobody knows what will hit it big.

Nobody.

For another, no matter how marketable an idea might be, it's not worth writing if you hate it. So marketability goes into my decision, but it doesn't make the decision.

Next week I'll talk about filling these gaps and turning an idea into the skeleton of a story. But tell me about your process. How do you decide whether an idea is novel-worthy or not?

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So You Want to Read Steampunk...

— August 05, 2011 (4 comments)
While not pretending this list is comprehensive, these are some of the steampunk novels I've read that I would recommend to someone just strapping on their goggles and starting down the clockwork rabbit hole.

What is steampunk? Very, very simply, steampunk is Industrial Revolution-era fiction with a sci-fi twist. Computers running on gears and steam, floating battleships, bio-mechanical soldiers, stuff like that. Steampunk is much more than that, of course, but that's the archetype.

THE CLASSICS
Jules Verne and HG Wells are considered the precursors to steampunk. Technically they're science fiction, not steampunk, because they were written in the era in which they take place. But if you want to understand the steampunk feel, you can hardly do better than to read The Time Machine, The Island of Dr. Moreau, or 20,000 Leagues Under the Sea.

THE ORIGINAL
One of the first steampunk novels is The Difference Engine by William Gibson and Bruce Sterling. Published in 1990, it takes place in a 19th-century Britain where Charles Babbage has built the first computer out of gears and cranks -- becoming a Lord among a new breed of tech-savvy nobility -- where race cars and tanks run on steam, and where the Japanese build clockwork robot servants.

TODAY'S STEAMPUNK
These are my three favorite steampunk novels. You can read a more in-depth review by following the links.

Boneshaker -- An experiment gone wrong turns 19th-century Seattle into a walled-off zombie town, and a hard-working mother must go in to rescue her son.

Leviathan -- An adventure novel set in World War I, except instead of Central vs. Allies it's the massive machines of the Clankers vs. the genetically-engineered monsters of the Darwinists.

Perdido Street Station -- A dark tale that mixes technology, psuedo-scientific magic, a myriad of sentient species, and bio-engineered monstrosities in a city with the feel of 19th-century London, but way creepier.

That's just a beginning of course. Other books I've heard of, but haven't been able to read yet, include Gail Carriger's Parasol Protectorate series, the Steampunk anthology edited by Jeff and Ann Vandermeer, Jay Lake's Mainspring trilogy, and Kenneth Oppel's Airborn.

And probably lots more I've never heard of. Steampunk readers, got any good recommendations I've missed?

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Fantasy Slang: Starting from Scratch

— August 03, 2011 (4 comments)
Last year, I wrote some posts on where slang comes from and how to make your own for a sci-fi/fantasy novel. Among other things, I said coming up with unique terms and idioms for a world was "very hard" at first.

Man, was I right.

The last couple of days I've been working on the beginnings of a glossary for my post-apocalypse world. The bad news is it's just as hard as I remember it being the first time around. The good news is, I've figured out some steps to help you (and future-me) start your own fantasy glossary.

1. Determine what feel you want. Old West slang (like Firefly) has a very different feel from pirate slang (like Air Pirates) or Mexican slang or British rhyming slang. Each will flavor your book and your world differently.

2. Research that type of slang. Write down words you like, that sound cool, that are so obscure you think you could use them without most people knowing the source. Even for words you don't like, write it down if it means something you think you'll need. In that case, pay attention to where the term came from (if possible) and see if you can use the same method to create something new.

For example, when researching pirate slang, I wrote down "grog" and "booty." The terms were too well-known for me to use them (and, in fact, their origins made it impossible for me to use them realistically), but they helped me get the right feel for my own.

3. Know your world's origins and metaphors. If your world is at all based on Earth, you'll want to think about how language might have evolved. For example, Firefly mixed Chinese phrases and swear words with English based on the idea that the two "mega-cultures" had combined.

And Earth or not, every world has its own metaphors. What is (or used to be) important in your world? An icy world might have snow and cold metaphors (like, maybe they'd say "Toasty!" instead of "Cool!"). An agricultural society might use farming or animal terms -- like "groundhog" for someone who's never flown before -- while a city-planet might not know what a groundhog is (though maybe they used to know, and it's become a dead metaphor!).

4. Make up some basic terms. Once you've collected everything above, start with some or all of the following (apologies in advance for some of the examples):
  • A greeting ("Hey!" "What's up?" "Are you well?")
  • A couple of honorifics (Mister, Miss, Your Honor, Madame, Sensei)
  • A term between friends (buddy, bro, mate)
  • One or two insults (bastard, prick, rat orphan)
  • One or two oaths (oh my God, damn it, sh-t)
  • A positive epithet (cool, awesome, rad, pure guava)
5. Play with it. Try writing a dialog-heavy scene with your new terms. Don't worry about presenting it to the reader (or about writing well at all, actually). Just try to see where the new slang feels wrong, where it might be too much, but especially where you make up even more terms or phrases (e.g. where you've used some modern cliche that wouldn't make sense in the fantasy world).

Once you've got the world in your head and a start to the language, it gets easier. You build momentum for thinking up future phrases, and the bigger your glossary (because you are writing them all down, aren't you?), the more momentum you have and the easier it gets.

At least I hope it gets easier. Otherwise I got a loooooong road ahead of me.

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8 Stages of Querying

— August 01, 2011 (8 comments)
NOTE: These stages are representative and are not indicative of any stage the author (me) is currently in. Although I have been in every stage at one time or another.

1) The First Query is Sent. Subject spends most of their time refreshing their inbox and planning an "I Have an Agent!" blog post. A small amount of time is also spent researching what to ask when an agent calls, how much time to give other agents to make a competing offer, and how much the average advance is for a debut author.

2) The 1st Rejection. Subject tells themselves everyone gets rejected. They try to remember what one is supposed to do to move on, but end up refreshing their inbox and staring at their query spreadsheet instead.

3) The 5th Rejection. Mild depression sets in. Subject looks at their spreadsheet, and the as-yet unanswered queries, with despair. They wonder if the problem is their query letter or their story or their opening pages or that one comment they made on Twitter where all the agents could see or the fact that their blog is white text on black background...

4) The 1st Request. Symptoms include an increased heart-rate and shaky hands, making it difficult to prepare the manuscript for the agent. Subject looks over the manuscript twenty times before realizing they're not paying attention to it because they were thinking about where they would do their first book signing. At this stage, the subject is completely incapable of working on anything new.

5) The 1st Rejection of the Full Manuscript. Subject suffers severe depression. They may stop writing or querying for days. Some subjects stay off the internet while others stay on to research self-publishing.

6) The 15th Rejection. Subject becomes resigned to rejection. They send out new queries reflexively, but don't really expect anything from them. Depending on feedback received and the state of the manuscript, subject may consider major revisions, a rewrite, or an entirely new novel.

7) The 4th Request. Subject exhibits a timid hope, but continues work on the new project. When new query responses arrive, subject experiences brief excitement before reminding themselves it's just another rejection. Subject begins to see things in their new project that they like. They wonder if maybe -- just maybe -- they could fall in love with something new again.

8) The Whateverth Rejection. Subject is excited once again. They have completely fallen in love with their new project. Rejections are noted in the spreadsheet but no longer obsessed over. Agents who express an interest in the subject's future novels are added to a new spreadsheet, and their blogs and Twitter feeds are followed.

Subject tries not to think about what will happen if the old project is rejected entirely while simultaneously reminding themselves they haven't lost anything. Their life is as good as it ever was before they even started writing, except now they have a novel to be proud of.

And hopefully, still, publish some day.

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5(ish) Reasons I Love Steampunk (and a Winner)

— July 29, 2011 (6 comments)
Last week, I held a contest. After busting out my d20, the winner is: SID G! E-mail me at adamheine(at)gmail(dt)com to name and collect your prize.

And now, five reasons I love steampunk.

1. Floating mechanical castles



2. Because where else can you take over the world with only science and a really awesome facemask?



 3. Airships



4. Because you can introduce a guy with a mechanical arm, and nobody ever asks how it works.

Arm and photo courtesy of Phillip Valdez


5. AIRSHIPS!!
(Seriously, I don't know what's wrong with me either, but LOOK AT THESE! AREN'T THEY AWESOME?)




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Confession of an Analytical Writer

— July 27, 2011 (11 comments)

My characters don't talk to me.

They don't talk to me. I don't feel like they're my friends or someone I know in real life. I don't spend time with them, and they don't bug me with their story until I write it.

There, I said it.

I know a lot of you writers are the opposite. A character starts talking to you, tells you their story, and you feel compelled to write it. And I'm really, really sorry, but that's never how it worked out for me.

I usually get a world first, one that's in danger somehow. And then I have to think of an epic plot to save it. The characters come later as I ask questions like: Who lives in this world? Who has the abilities to save it but is least likely to do so? Who are their friends? Their enemies?

Even once I find the characters, they don't tell me their story. If they ever did, it would be like, "I read books and don't do anything interesting." Or "I'm a ninja and go on missions and stuff." Or even "I start fires with my mind, but only when nobody's looking. I'm just trying to stay out of trouble."

They don't talk to me, but if they did, this is what they would say. Because my characters wouldn't want to get involved in the story I put them in. That's the whole point (and maybe one of my themes): my characters don't want to save the world, which is exactly why I choose them.

And they don't tell me their story. I tell it to them.

My characters never break the fourth wall. They do whatever I need them to do. The guy who used to work in a bookstore? Now he works on his father's shipyard (and only wishes he worked in a bookstore), because there's more conflict that way. The ninja who was framed for killing his clan leader? Maybe he really did kill him -- or was about to -- because that makes later plot points that much more dramatic.

They don't complain. They just...change.

Sometimes I wish they spoke to me, because then I'd know I was starting with a strong voice and a deep character. Instead, I have to decide what I want their voice to be and what their goals are. And I have to decide if that fits the story I put them in.

I know there's no wrong process, but when other authors talk about these characters that won't leave them alone, sometimes I wonder if I'm doing it right. So I had to confess: I'm not like most writers. I don't write novels in some kind of inspired dream state. I solve them like a computer program or a Rubik's Cube.

And for some reason, it works, too.

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Throwing Rocks at Your Characters

— July 25, 2011 (8 comments)
They say when you don't know what happens next, or when the story is slowing down, the best thing to do is throw rocks at the characters. It means make things hard for them. Just when they think they got out of one scrape, toss them in an even worse one.

I learned this best from one of my favorite chapters in Air Pirates. Hagai (not a pirate) needs the help of Sam (pirate) to find his mother and plans to leave the town of Providence with him. Unfortunately, the Imperial Navy and another particularly nasty pirate named Jacobin Savage don't want Sam to go.

The outline for this part said "Hagai helps Sam avoid arrest then together they escape Providence." But when the time came to write it, I wasn't sure what that looked like.*

It started simple. Hagai boarded their airship just as two Navy ships showed up and starting shooting at them. Fortunately Sam and crew had a clever piratey maneuver to get them airborne fast and out of range. It was a good scene, but it felt too easy.

So I threw rocks.

They escaped the first two ships, but the Navy was ready for them. Over half a dozen new ships came out of the clouds and surrounded them. They attached themselves to Sam's ship with steel wires and started reeling them in.

It was good. It was tense, but now I had a new problem: how would they get out of it? Whenever you throw rocks, you'll run into this, but that's when you know you're doing it right. If the situation isn't impossible, it means it's too easy.

I won't tell you how they escape (hint: it gets worse before it gets better), but I will say that what started as a clever-but-simple maneuver turned into one of my favorite battle scenes in the entire book. (In fact, I had a hard time topping it for the climax...I'm still not sure I did). All from throwing rocks.

To sum up:
  • When the story is slow, or you don't know what happens next, or things feel too easy: Throw rocks at the characters.
  • Throwing rocks means: Every time the characters think they're okay, make something even worse happen.
  • When the situation looks impossible, you're doing it right.
Have you done this in your stories? How did it work out for you?


* It's true, my outlines used to be really vague. They've gotten progressively more detailed the more novels I write. But no matter how detailed your outline is, eventually you do have to make up something.

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