Okay, granted, they were talking about how long a manuscript should be, and we’ve talked about that here before. It’s old news, right? This week, when I’m talking about length, I wanted to talk about time. How long some of this takes.
Thursday, February 10, 2022
How Long Did It Take...
Okay, granted, they were talking about how long a manuscript should be, and we’ve talked about that here before. It’s old news, right? This week, when I’m talking about length, I wanted to talk about time. How long some of this takes.
Thursday, November 5, 2020
TMI
So, hey... anything interesting going on in the world?
I kinda touched on this a month or so back, but since we’re all suffering from a bit of information overload right now, I thought it’d be a good topic to talk about. I mean, we’re all familiar with this feeling, right? Dealing with that person who just feels the need to tell us a little too much about things. Seriously, I get that Wakko’s excited about having a kid but do we need that many details about how the child was conceived? No, I completely understand why you thought she couldn’t get pregnant while she had her no y’know what, let’s just stop there.
Actually, let me stay here for another paragraph or three so I can tell you a porn story.
Years ago I was mildly obsessed with a little Canadian show called The X-Files. Maybe you’ve heard of it. It was kind of famous for bold storytelling choices. Multi-part stories and arcs. Realistic lighting. And some bold tricks for getting around the standards and practices rules for what you could show on television. As someone working on a television show at the time, I was amazed by some of the things they did. Especially one time when a recurring character killed a man by pistol-whipping him until he dropped to his knees, pressing the gun against the man’s head, and blowing his brain out.
Of course, we didn’t actually see this. Seeing something like that on broadcast television in the early 90s was strictly verboten, as Kurt Wagner would say. So the X-Files had Mr. X drag the nameless thug around a corner and we saw all this action the same way Mulder did, playing out on the walls as shadows and half-muffled sounds. You can probably picture it in your mind, even if you haven’t seen it. They showed less and did so much more.The next day at work I was lamenting to my boss, Brad, that we never did anything this cool. Our little martial arts show was kind of... blunt. In the sense that sledgehammers are blunt. Brad just shrugged and said “It’s because all we do here is porn. Doesn’t matter what kind of show it is. Porn is when you show everything. That’s all anyone here knows how to do.”
That was many, many years ago, but I’ve always remembered it. I mean, porn really is the ultimate TMI situation, isn’t it? It’s pretty clear those two (or three) people went off to the poolhouse to have sex, but in porn we see... well, all of it. Every minute. From multiple angles.
Sometimes... our writing leans into porn. I’m not talking about sex, but like Brad said, we start showing everything. We explain things that don’t need to be explained. Sometimes with far too much detail. A distracting amount of detail. Can you imagine if Ant-Man & The Wasp had a ten minute scene explaining how Pym particles work? Or how Hope controls her wings? Not only would it slow thing to a crawl and break the flow, but I bet anyone with even a thin grasp of science and physics would be able to punch a dozen holes in it.
But there’s another aspect to TMI as well. Experiencing a story is a personal thing. We’re reading it, but we’re feeling it in our gut and filling in a lot of details ourselves. As writers, we try to guide (and maybe even manipulate) how readers imagine things, but in the end a lot of it’s going to be very individual. If you’ve ever read a Jack Reacher book, you’re probably not picturing Tom Cruise, but you’re also not picturing the same person I am. The way I picture Danielle in the Ex-Heroes books probably isn’t the same way you picture her, and I probably don’t envision Veek from the Threshold books the same way you do.So when I start describing too much, things stop meshing in my reader’s mind. I’m breaking the flow again. I’m repeating “six foot blonde” again and again while you’ve already decided Phoebe should be a brunette.
And there’s another way too much information hinders things. In the bigger, overall world of the story, we like having space to wonder and imagine. Especially in speculative fiction. We enjoy filling in some of the blanks ourselves.
For example, when I was a little kid growing up on Star Wars, I assumed the Rebellion was poor (like me) and couldn’t afford to buy cool new ships to fight the Empire. So most of what they had—the X-wings and Y-wings—was essentially kitbashed stuff they cobbled together. They had the basic instructions and diagrams, and they just made the ships out of whatever parts they had (which is why they all had little differences). Heck, I was so convinced of this, I assumed when the Rebellion started using A-wings in Return of the Jedi they were retrofitted snowspeeder hulls, now with airtight canopies and stronger engines.
Was I right? It didn’t matter—the story had space for me to fill things in on my own. Which is a big part of what I loved about it. Sometimes, leaving things unanswered and unexplained is good. It leaves room for my reader (or my audience) to fill things in on their own and create their own mythology.Not to mention, it gets harder to tell stories. A good story is about things we don’t know. It’s about the characters (and us) learning and experiencing new things. But the more I know about a character or event, the harder it is to tell a really strong story about them. All the information’s already out there. People give Disney a lot of crap for wiping the Star Wars slate clean and starting over, but the simple truth is it opened up tons of storytelling opportunities. Most of the great Star Wars stories of the past eight years couldn’t’ve been told before, because all those spaces had been filled up and sanded smooth. There were no gaps of knowledge left to fill in.
It’s also tough because—like with research—sometimes we’ve worked out a really cool explanation or some ironclad reasoning, and we want to share it. We want people to see how clever it is and how well we thought it out. We want them to know we’ve thought of everything.
And let’s be very honest with each other... sometimes we want to fill pages. Nothing wrong with that. Filling pages is kind of the job. I mean, pretty much the first 100 pages of The Fold is scientists and engineers talking about how their little project works. But I’ve also never explained how the Cerberus armor works in the Ex-Heroes books or how Barry turns into Zzzap. And nobody’s complained yet.Y’see, Timmy, I shouldn’t be scared about not explaining things. Look at some of the explanations and descriptions in your book. It might be new information, but is it necessary information? Does the story need it or does it maybe run a little smoother without it?
Next time... I’d like to talk about how we start things.
Yeah, I know. Great post to do halfway through NaNoWriMo.
Until then, wear your mask, wash your hands, and go write.
Thursday, August 27, 2020
On the Third Day...
I got a request from Rhyen, which is great because I still haven’t really hammered those ideas on endings or comedy quite into shape. So that’s still some stuff for the future. Or, y’know, somebody else could ask something.
Anyway...
Rhyen wanted to know about worldbuilding. Not just “our world, but with secret werewolves” but full-on, hardcore fantasy worlds, sci-fi worlds, and so on. How (and when) do you come up with histories, cultures, and all that other stuff?Y’know what? Let’s make this post super-active rather than me blathering away. Right here, right now, let’s look at werewolf world. The other version of it where everybody knows werewolves are real.
Now, I know, we said we were going to do more hardcore settings but just go with me for a minute.
I’ve mentioned Charlie Jane Anders once or thrice before, and her little note that there’s no such thing as “a world just like ours, except...” because any noteworthy “except” is going to change everything. If there really were werewolves and everybody knew about them, so much would be different in the world. Tons of things.
Don’t believe me? Let’s go over a few things real quick. Just off the top of my head...
Here’s an easy change. There probably wouldn’t be any silver coins. In WereWorld anything with even a scrap of silver would’ve been gathered up and turned into anti-werewolf weapons or defenses. The government would be treating silver like uranium.
Which, hey... how would warfare be different? Forget atom
bombs... imagine if the Manhattan Project involved deliberately infecting a
hundred or so troops with lycanthropy and then dropping them all on
But now without the
And we haven’t even talked about dating or sex in WereWorld. Hunting laws? Home security? Profiling? Legal issues—if I kill someone as a werewolf, am I legally responsible? Is it murder, which requires a degree of forethought, since the werewolf’s essentially an animal (or is it?)?
And all of these assume we just “discovered” werewolves somehow back in the early 1940s. What if it was even earlier? How would global exploration and trade have gone differently five hundred years ago if every twenty-nine days one of your crew members might kill everyone on the ship? How different would the world map look right now?
Again, this is all off the top of my head. Seriously, I’ve spent maybe ten minutes on this. But I’ve completely rewritten the world, just by being aware that things would inevitably change in this situation.
So, with that in mind...
Creating a setting, any setting, is a lot like creating a character. I want to know them backwards and forwards. It’s fantastic if I have lots and lots of factoids about them easily on hand (you may remember that back before we all took the pandemic plunge, I talked about characters and their underwear choices).
I’ve mentioned character sketches once or thrice
before, and I think worldbuilding can be approached the same way. We come up
with the bare basics and then we start fleshing it out by asking questions and
maybe following a few paths to their logical outcome. Like I did up above with WereWorld.
Or let’s do something even more divorced from our world. Let’s say it’s going
to be a fantasy world, maybe one with some gearpunk elements. So, easy one—is there
actual magic in this fantasy world? Is it kind of rare or very common? Does it
need components? Are they rare or common? Do people have spell-component
gardens the way we might have an herb garden?
How about the gear-tech? How precise is it? Do you need mathematically perfect
brass gears or do lots of people carve wooden ones after dinner? What do they
use for power? Springs? Counterweights? Two or three big guys turning a crank?
Does magic dominate the gear-tech, or vice versa? Is one notably newer than the
other? Does either have detractors, vocal or secretive? Are magic and/or gear-tech
novelties or parts of everyday life? Do they ever cross-pollinate, so to speak?
Are they expensive or so common everyone has access to some aspect of them?
Considering all of this, now... is this mostly an agrarian world? Are more people farmers? Hunters? Are there gearpunk tractors or crossbows? Magic millstones or knives that can skin anything? And if none of this ever filters down to the common folk... how do they feel about that?
Has the magic or gear-tech made travel easier? Are people still isolated in villages or are there much bigger cities, made possible because of these advances? Do people know more about the world?
Heck, how fantasy is this world? Are there supernatural or mythological creatures? Are they common? Domesticated? Are there things we know or all-new creatures? Does the farmer have a six-legged hexox dragging his plow? Are there gods? Demons? How do they feel about humans playing with magic and gear-tech?
Or heck... is it even humans? Is this about magical halflings or gearpunk elves? I just pictured a gearpunk lizardman and that seemed pretty cool.
If you’ve answered a lot of those questions, I bet you’ve got the beginnings of a pretty solid world in your head. And probably spun off a question or three of your own. Enough so that you can start setting up your plot.
And one thing to keep in mind—just like with characters,
this might change as I go along. As the story grows and progresses, I might
change a lot. I might add even more. It’s an ongoing process. Halfway through
my outline or my first draft, I might realize I need to address currency. And,
hey, maybe this world has a really crappy
exchange rate, so it matters if you’re getting paid with glowing quartz or
brass gear-coins.
Again, the world is here to serve the story. You’re going to change and tweak
it as you go. Maybe all the way up to your last draft. And just like with characters,
you’ll keep coming up with cool little details and anecdotes.
Now... there’s three key things to remember...
First, I know I talk about editing things down a lot, but we can all breathe a small sigh of relief here. If I’ve got a story set in another world—a drastically different world—most editors are going to give me a little bit of leeway, word-count wise. They understand I’ll need a few extra pages to explain why Yakko is riding a gearpunk tractor powered by magical crystals.
This doesn’t mean I can go crazy listing details. Or that I can be really blunt with them. No pausing for two pages to randomly describe the wooden sun-and-planet gears in Yakko’s trailer. Or the long history of the mining guild that provides those magic crystals. One more time—say it with me—the world is here to serve the story. It’s okay to have a little extra flavor here and there, but I shouldn’t lose track of what my book is actually about.
Which brings me to my second point. Whenever I create a character, there’s a
lot of things about them that are never going to come up in the book. Or maybe
they come up, but they’re never explained. I might have tons of rich backstory
and weird little details, but a lot of it just never becomes relevant.
For example, in the Threshold books, I know a ton of things about Veek. I know
why she’s abrasive with most people. Why she likes wearing men’s suits and ties
over women’s power suits. Heck, I made a note of when/how she lost her
virginity. But the truth is, none of this has been relevant to any of the books
she’s been in. It’s stuff I know, and it helps me make her feel more three
dimensional on the page, but ultimately... it’s all kind of irrelevant if it
doesn’t have anything to do with this book—with the plot I’m telling and the character’s arc through that plot.
Worldbuilding is the same way. No matter how fantastic or amazing the details
of this world might be, they only matter if they’re going to have some kind of
impact. While it may be very interesting how this society ended up with
a hexadecimal/base sixteen number system, do we need to know any of that
history for this story? Yes, WereWorld does have eleven continents and there’s
a fascinating story behind it... which has nothing to do with this book.
And even then, I’d argue that if there’s no real reason for something to be
different... maybe it shouldn’t be. I think one thing that confuses some people
is they see this rich, historied world that the story’s set in and forget the
world only exists to serve the story, not the other way around. If you look
back at my A2Q discussion about the world Phoebe and Luna live in, I
made choices based on what would be interesting for the plot and story, not
what would make for an interesting world.
So I shouldn’t be coming up with (and using) new things just
to come up with new, different things. I mean George RR Martin just uses
leagues for distance in worldbuiding heavyweight A Song of Fire and Ice
(perhaps better known by it’s
Or heck, here’s another example... any of you remember that
old 70’s indie movie, Star Wars? There’s a great scene where Ben and his
would-be-protégé are trying to hire a ship from some lowlife smuggler. And Ben
tells him “We can pay you two thousand now plus fifteen... when we reach
Alderaan.” Remember that?
So... two thousand what?
No, no, no. Don’t run to novelisations or books or articles that retconned
this. Right there in the movie you watched... two thousand what?
Truth is, it doesn’t say and it doesn’t matter. For this story, the type of currency’s irrelevant. I don’t care if it’s Imperial credits or
Anyway... no, all we need to know is that two thousand is a good amount (judging off everyone’s reactions) and fifteen more makes it a very good amount. Past that, we just don’t need to know why Solo wants all these Jawa skulls Kenobi’s collected. It’s not important. The dialogue’s solid and sounds believable, which is far more important that a brief segue to explain the various types of Galactic currency and their exchange rates.
This brings me to my third and final point.
Worldbuilding is, in my opinion, a really easy trap to fall into. Because worldbuilding
is fun. Seriously. That question game we played up above? We can do that
for weeks with worldbuilding. Months. Maybe even years. My world is going to be
so huge and so complex with so many races and creeds and economies and social structures and seriously we can spend so much time doing this
instead of...
Y’know, actually writing the story.
And that’s how I generally approach worldbuilding. You may
need to change this approach a bit, depending on your own story and the kid of setting
you want for it, but hopefully this’ll get you a little further down that path.
Or help you find your own path.
Next time... endings.
Maybe.
Until then, go write.
Wednesday, March 13, 2019
This Little Piggy Went to Market
There’s a wonderful Richard Matheson quote that Jonathan Maberry related to me a few years back. If you’ve gone to either of the SoCal Writers Coffeehouses and listened to us speak (well, Jonathan speaks, I kinda babble on a lot until I run out of breath), you’ve probably heard it three or four times. Writing is art, publishing is the business of selling as many copies of that art as possible.
As we move forward here, I’m sure some folks may try to read into this. It isn’t a subtweet or an angry rant. I’m not calling anyone out or absolving anyone of blame or any of that. I’m just tossing out some facts. Publishing is a business, and if I want to be successful in that business (and avoid a ton of stress), it helps to understand how it works.
Sometimes what seem like simples questions can cause marketing headaches. For example...

Of course, even not answering it at all can cause problems, because then people will speculate around that sort of “negative space” left by the non-answer. They’ll read into things, make assumptions, and develop expectations. And these expectations will either be correct, in which case... well, they’re acting like spoilers again. Or they’re incorrect, and now people are upset because the expectations they went in with aren't being met, no matter what the actual story is (or how good it is).

Thursday, December 6, 2018
A Quick Sketch
Character sketches are one of those things that come up a lot when people talk about storytelling. Novelists and screenwriters talk about them, but in a variety of ways. Sometimes very indy films are even called character sketches. So it’s understandable the term could cause confusion, especially when some folks talk about them as if they’re some vital, necessary thing.
In the book I’m working on right now, I sketched out a short paragraph about most of the characters. I knew Chase was still struggling in the year since he’d lost his family and just not sure what to do with his life—he’d lost his purpose. I knew Murdoch’s trying to figure out if he could leave his family. One of the key things I knew about
So, what is a character sketch? It’s whatever works for you. I’ve found one of the easiest ways to create one, though, is just to ask questions. Not only does this help me get various answers about someone, it also generally leads to other questions about them that develop the character more.
What was their first job?
Did they live at college?
How many languages do they speak?
What languages?
Are they religious?
Where do they live?
Do they smoke?
Do they work out?
What did they name their pets?

Y’see, Timmy, the problem with defining by negatives is that it isn't actually defining something, it's just eliminating one option. If I tell you the shirt I’m wearing right now doesn’t have a Star Wars logo on it... I mean, that’s accurate, yeah, but does it really tell you anything useful? If I’m asking you to picture "a shirt without a Star Wars logo," I’m pretty sure I could get a hundred different responses in the comments and almost guarantee none of them will be what I’m actually wearing.
Next time, I’d like to talk a bit about holiday movies and triangles. And it might be a little early cause I’ve got a thing.
Wednesday, October 10, 2018
This Saturday...
Thursday, September 27, 2018
Elementary

Here’s one of my own—Why does Ex-Patriots begin with a Fourth of July fireworks show? Well, from a Watsonian point of view, the citizens of the Mount are celebrating. It’s the Fourth, but it’s also one of their first major holidays since things have (for them) kinda stabilized after the zombocalypse. So they’re partying hard.
This all makes sense, yes?

Tuesday, September 12, 2017
Choo-Choo-Choose You II: The Last Starfighter
Okay, I hate that I have to refer to this but...


Thursday, April 20, 2017
A Trick in Three Acts


Resolution is, big surprise, when things come to an end. Usually because my protagonist has taken some action and made things come to an end. It’s when answers are made known, hidden things get revealed, and plot threads all come together.
What we need to remember, though, is all these stories still have a beginning, a middle, and an end, even if they’ve been juggled around a bit in their tellings. As I’ve mentioned before, the narrative structure of a story doesn’t change the linear structure. The events have a definitive starting point. The characters have a baseline the audience sees them at. There’s a progression brought about by conflict and changes resulting from the conflict. And it all leads to a definitive conclusion.