Tuesday, July 21, 2009

Six Kinds of Power in Relationship

Blake Snyder in his two SAVE THE CAT! books on screenwriting





points out that to keep a story moving, to keep the character arcs changing throughout the 110 page screenplay (or for that matter, a 400 page novel) you need to start the main character off at the point in his/her life when he/she is forcibly confronted by 6 things that need fixing.

Starting at that point keeps the plot from dying or unraveling in your fingers, which some new writers misinterpret as writer's block. It's really not writer's block, but writer's skill deficit.

For truly sterling examples of this complex writing technique producing a truly simple but not simplified plot, see Jim Butcher's The Dresden Files novels.

OK, The Dresden Files novels are not strictly speaking "Romance" because there isn't a Couple whose relationship dynamics create the plot -- but to me, Dresden the written character is some kind of grandiose hunk! The TV Dresden was starting to grow on me, but it got cancelled. And on TV the troubles that beset Dresden had to be reduced to episode size and watered down for the TV viewer who doesn't know magick.

THE DRESDEN FILES - here's the first 3 in a boxed set:



There are so far I think 12 Dresden novels and more coming. Like C. J. Cherryh's Foreigner universe novels, this is a series to savour, but Foreigner is more Alien Romance than Dresden is (so far -- you never know about trends that will re-shape a long series).

But both Foreigner and Dresden sustain a focus very tightly on the main character and that character started out with at least 6 things that need fixing.

Here's another long series that grew out of things to fix piling up on the main characters -- and this one is HOT Romance with magic as a societal force to be reconned with (Vampires hot for Werewolves though it's forbidden!) This is the first 3 in the series -- and the next one to come out is dedicated to me and is set in an interstellar society, real Alien Romance growing out of an urban fantasy series! The working title is DEMON IN THE DARK.

This is Susan Sizemore's urban fantasy Prime series, and you really don't want to miss any of them.



And here's the latest in the series


And I'm reading an ARC of the next one already.

What these 3 disparate (long running) series have in common is the choice of the initial moment in the main characters' lives when their story STARTS.

Choosing the wrong place to start is one of the most widespread classic errors that beginning writers make. I see it in writing workshops all the time. 9 out of 10 submissions will give me no choice but to explain that this manuscript has NO CONFLICT and it has no conflict BECAUSE it starts in the wrong place in the character's life, a place where "the story" of that character has not yet begun.

So a character floats into your mind and starts demanding you tell his/her story. You gotta do it, but where do you start?

Generally speaking in real life, troubles come in strings, disasters come in sets of 3's strung out over 12-18 months. (everyone knows this pattern even if they are certain astrology is silly)

Ever heard of literary license? When telling a character's story, while the character is telling you how things happened one thing at a time over years, you must take "literary license" and COMPRESS the troubles into thematically inter-related bunches to create a series of long novels -- or even one, great, fat novel.

And Blake Snyder got it right. The magic number is 6. That's two different transits each happening 3 times.

That's why troubles come in 3's. The outer planets go over a point in a natal chart, go retrograde back over that point as the Earth rounds its orbit, then (retrograde is an optical illusion, you know) the transiting planet goes "direct" and crosses that natal point again. If all the energy doesn't blow through on first contact, it may trickle through in 3 parts, or 2 parts. That's why the pattern is hard to see. Sometimes one or two pieces are missing.

Since the most powerful and memorable and re-readable novels and screenplays are about plots driven by Relationships not just mere Characterization, we should look into the details of Relationships for plot-drivers.

One kind of transit that always generates serious trouble in people's lives is the exquisitely slow transits of Pluto. Pluto is about power (yes, I know they demoted it from planet status - but that doesn't matter. "Nevertheless, it moves!")

And as discussed at some length previously here, Neptune is the plot-driver for the Romance experience.

Also, in Kabbalah, 6 is all about Love. I talk about that in detail in my books on Tarot that have never been published yet, The Not So Minor Arcana: Wands and The Not So Minor Arcana: Cups.

So if we look into the structure of power in relationships to find the 6 things to fix, we should find some plot-drivers that really have legs! And they will automatically be thematically related because they all manifest Pluto. Pluto "rules" or is associated with Scorpio, the natural 8th House, and thus is very much all about the more primal side of sexuality.

Keeping your 6 things to fix thematically related is yet another trick for avoiding writer's block. You will always know what comes next and why it's interesting because it's all about power.

Choosing those 6 things to fix in a thematic bundle is the secret to keeping the surprise twists coming and coming, and holding the interest of an audience, sometimes not just through one novel but way past a dozen novels in a series.

That secret of choosing plot-driver sets meshes perfectly with the way I explained using Scene Structure for pacing last week.

http://aliendjinnromances.blogspot.com/2009/07/6-tricks-of-scene-structure.html

Plotting is an artform, not just a set of technical, mechanical tricks. The tricks are the brushes, pigments and canvass you use to bring your characters to life.

Art is a SELECTIVE recreation of reality. Verisimilitude is not the same thing as reality itself, but verisimilitude awakens a sense of being within a different reality. I covered that in the following post:

http://aliendjinnromances.blogspot.com/2009/01/verisimilitude-vs-reality.html

Linnea Sinclair has developed a knack for explaining how to develop characters and I highly recommend you read her blog entries on that subject. I'm sure they are as scattered as my own have been, so maybe she'll drop a list of them as a comment on this blog entry.

Linnea Sinclair showed you a lot about Worldbuilding in her post

http://aliendjinnromances.blogspot.com/2009/07/world-building-for-writers-or-why.html

I'm hoping the others on the blog who've discussed worldbuilding will drop the URLs of their posts into the comments on this post.

So this examination on Power as a plotting tool isn't so much about characters and their internal conflicts, but more about Relationships between or among characters and how internal conflicts buried deep in a character manifest (unexpectedly) in external Relationships, creating Blake's "6 Things That Need To Be Fixed" formula for the opening of a story.

In previous posts here, I've explored the ways that professional fiction writers can use Astrology and Tarot (not believe in it; use it) to enhance their artificial worldbuilding so that the result is believable even when not plausible.

My posts on Tarot based on Kabbalah, Astrology and Worldbuilding as well as other writing craft techniques will soon be edited, expanded and collected into volumes and made available as e-books and POD versions on paper.

The first set will be 5 volumes on Tarot with the envelope title The Not So Minor Arcana.

The Astrology and Worldbuilding sets will come later.

(see my Friendfeed box on the right column of this blog to find how to subscribe to me and be notified how to get these compilations, or just subscribe to this blog). But you can read much of it now by digging it out of this blog. Search on Tuesday - the day I post. Or you might start with these:

http://aliendjinnromances.blogspot.com/2008/07/astrology-just-for-writers.html

http://aliendjinnromances.blogspot.com/2008/07/astrology-just-for-writers-part-2.html

http://aliendjinnromances.blogspot.com/2008/10/astrology-just-for-writers-part-3-genre.html

There are 5 parts of Astrology for Writers so far, plus numerous references to Astrology as it can be used to create verisimilitude where there actually is none (i.e. a fantasy world you just built).

http://aliendjinnromances.blogspot.com/2007/12/10-pentacles-cake-comes-out-of-oven.html (follow the links in this post back. Swords and Pentacles have been covered in 20 posts).

http://aliendjinnromances.blogspot.com/2008/08/source-of-expository-lump.html is a key post in my Worldbuilding and writing craft series.

So you see, we've been building up to this more difficult subject of Relationship as a plot driving mechanism, one component craft technique at a time. The underlying purpose of all this analysis is to find a way to boost Alien Romance's respectability in the general media.

Keep your eye on the objective and the boring work will just get done. It's like watching TV while knitting. Do you really need to look at your hands?

So now let's knit together 6 kinds of Power that can make for problems (or solutions) in a Relationship while keeping the plot twisting, but keep our minds on AR on TV.

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1) Control of the Agenda
2) Veto Power
3) Who holds the "gun" (real or figurative)
4) The Magic Address Book; The Golden Rolodex
5) Potentially embarrassing (fatal?) secrets
6) Purse Strings

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1) Control of the Agenda

This may be the most famous kind of power there is in a relationship between one character and a larger group of characters. But it operates within couples, too.

It can be very subtle. And the more subtle the power over the agenda is, the more devastating a chokehold it can be.

Many people aren't even aware there is an agenda in every encounter, nevermind that it can be controlled without their knowledge.

Take an example ripped from the headlines today.

Congress is getting ready to thrust upon us a "Healthcare Reform" bill -- a huge bill, but none of them voting for it or against it will have read it because they couldn't understand it anyway.

The inner workings of Congress and the Senate are all about Agenda Control and everyone who browses the news understands how that works. It's seniority and majority party, getting Committee appointments, plus a lot of 18th Century customs that have lasted.

They never bring a bill to the floor unless they know how the vote will go. That means bills don't even get voted on unless the agenda is fully under control of the majority party.

That's pretty much how corporate executive committees work, too.

OK, we all understand that and can use it in stories.

But politicians love power and don't seem to know there is any other way to think. Some men seem to believe it's unmanly to think any other way, even in a Relationship.

When people say they don't want the government dictating their health insurance terms, or they don't want a government run single-payer system, Congress responds, "Oh. Yeah, I see your point. Well, don't worry. We'll GIVE YOU LOTS OF CHOICES so your health insurance will be your own choice."

As far as politicians are concerned that totally fixes the problem because it defuses your objection but they retain control of the agenda. Husbands on the road to divorce do this to their wives.

Congress did that with the Medicare Prescription insurance bill, and created a system where dozens of private companies "provide" prescription insurance as a proxy for the government, and "give you choices" none of which are adequate to anyone but the average person, and of course profitable to the offering company. But you must choose from the list presented to you, which is further limited by state laws. No matter which way you choose, the company wins. The agenda was set, but not by you.

Think about that power-play maneuver of retaining control of the agenda by limiting choices but forcing the other to choose from that menu and claiming that means freedom of choice.

Choosing among choices created by someone else is not the same thing as creating your own.

Think how that control of the menu of choices works in terms of a Romance relationship. Think how it might seem to non-humans.

What are the politicians doing? They know no other way to relate to voters except by exerting power over voters (so they can get elected).

How do they flimflam voters into thinking that the government is giving them FREEDOM OF CHOICE by giving them LOTS OF CHOICES?

It's like the dropdown menus in a program. THESE are the choices you get to choose from because that's all the choices the programmers could think to offer (or know how to offer or find profitable to offer).

GIVING the choices is "setting the agenda." This is what you have to choose from and if you want something else, or a little of this and a little of that, you can't have it.

The character who sets the choices before you is setting the agenda.

The character who chooses from that array of choices is the one without POWER in the transaction, no matter how large or varied the menu of choices.

The person who sets the agenda retains the power to LIMIT what you may choose from, and to force you to make a choice from that pre-set list where every item on it benefits them not you.

If you think about it, that's how the news media works (always has worked that way). "All the news that's fit to print" is still an agenda-enforcing chokehold because they choose what's fit and what's not. The internet is changing that business model faster than the media can adjust. The power centers in our cultures are shifting HARD.

So our taste in fiction has to shift, just as hard.

Think what non-human civilizations that had that power-center shift happen generations ago might be like. Then think of them arriving on earth to watch our comedy of errors.

Centralized Agenda Control is how business meetings are run at the corporate level - the one in charge sets the agenda, and anyone speaking outside that list of topics is out of order. Do that too often and presto - you're fired.

Local Town Council meetings are supposed to work that way but often frizzle out into shapeless shouting. Not good drama.

From a child's point of view, families are run from a centralized agenda (which is why we tend to run our families that way once we grow up -- don't know any other way).

"What's for dinner, Mom?" "Rice and Beans; or Beans and Rice, take your pick."

"Where are we going this year on vacation, Dad?" "The Jersey shore. Or there's that beach in Maryland you liked last year." "I don't want to go to a beach. I want to go to a Dude Ranch." "Not this year. Too expensive. And dangerous. There's a nice beach in Connecticut."

See? You can choose. You have freedom of choice, and you're BEING GIVEN A VOTE (given is the operative word). But you can't choose to stay home because you're a kid and can't stay alone. You can't have what you want because it's not on the menu. Choose a beach - any cheap beach. We're listening to you, but we're setting the agenda.

That's how people in our society use power and the process can generate a problem your main character must solve.

OK, so suppose we're writing Romeo and Juliet.

Juliet votes for the Connecticut beach and meets Romeo there. The entire plot and conflict of Romeo and Juliet stemmed from the fact that the parents set the agenda (but of course the parents didn't see it that way; they had their agenda set for them by society and the legitimacy of feuding as a way of life). For Romeo and Juliet, the resolution was that the kids didn't allow the parents to set their agenda.

So the position of Agenda Setter is the single most powerful position in any relationship, and that power is the most far-reaching and difficult to counter when it is exercised with subtlety. "Give the less powerful many, many MANY choices" and they'll never notice they have no freedom to choose.

So problem #1 for your main character can be either what choices to offer others, or whether to let someone else populate the menu of choices. How does your main character break out of that power-grip and assert his/her own agenda? Is your main character even aware he/she has been manipulated into a position of powerlessness? Or is holding only part of the power enough? What changes in your character's world to make it not-enough?

2) Veto Power

This is obvious. It's the power to say "NO" and make it stick.

But again, in our culture, it's socially and politically incorrect for certain people to use this power in certain ways. Thus the person with power can end up in a complex spiderweb trap with no way to exercise their power.

For an example, just read up on the lastest UN Security Council resolutions. That "Veto Power" was given to the 5 permanent members as a way of keeping them from exercising it. Say no to what others consider reasonable and you're dirt.

So one of the 6 problems your main character might have is a Veto Power they can't use. Or if they do use it anyway, the trouble generates the plot.

Take Romeo and Juliet again -- their veto power was suicide.

That's kind of like the DOOMSDAY MACHINE in Star Trek (actually, it's an old military concept). A weapon so powerful it could destroy both sides. You can't use it, and threats with it seem vapid. Well, Romeo and Juliet is a play Aliens might consider when threatening humans with a pre-set agenda of choices.

3) Who holds the "gun"

"The Gun" is a weapon somewhat short of Veto Power or a Doomsday Device, but hardly a precision tool in most hands. (Lone Ranger and Have Gun Will Travel fangirl here!)

The gun is a tool for doing damage of some sort. But it isn't enough to simply have a gun -- WHO holds that gun is the most important part of the threat to the power structure of a dynamic Relationship. The character of the gun-holder is the focus in this problem to be solved.

Take for example, an unarmed man in a sports suit and an armed man in an Armani suit. They are fleeing through a forest chased by a S.W.A.T team (maybe aliens who caught them spying on their beached UFO?).

The Armani Suit tries to use veto power on the Sports Suit who is busy setting the agenda for tricking the aliens into making a choice from a menu of one item.

Armani waves the gun with authority saying, "The man who holds the gun gets his way." Sports Suit snatches the gun right out of Armani's hands levels it at Armani and notes that, "The man who holds the gun gets his way, right?"

It isn't who has the weapon that matters to the plot. It's who controls it. Who knows how to use it.

People who are masters with weaponry don't have to carry weapons. Anyone who wishes to contend for control of the agenda will bring plenty of weapons for everyone. Let them sweat under the weight. They'll get tired and it'll be easier to vanquish them.

So Problem 3 might be that the character who understands a particular weapon (doesn't have to be a gun -- could be a whole space ship with no overt weapons, or a sword, or a length of electrical cord, or a magical chant) does not currently possess that weapon.

Or the complication might be that the person who does possess the weapon doesn't understand the weapon. A character with no shooting-range experience is more deadly when waving a gun than a trained Marine. The Marine will hit what she aims at, and that fact can be very comforting when things get dicey.

4) The Golden Rolodex

Well, Rolodex makes software these days, but the cliche reference is to the cardfile or listing of the ones who will respond to a message as expected and wanted. "I need a speedboat by this afternoon." "Ah, well, I know a man ..."

The person who always "knows a man who" is the one with great power in every relationship. The go-to guy/gal.

I had a cousin with the family golden rolodex. When she sent invitations to a party, the whole family turned out from 3 states around. When somebody else threw a party, hardly anyone came. When I needed to throw a graduation party for one of my kids in New York, I called her in New Jersey. The whole family turned out from 3 states around - and California too.

It's a cliche, but it works. If you need some outlandishly unique operation to go down just the way you want it, you need to know someone who knows everyone and can select who to ask.

Thanksgiving Dinner makes a great plot-event for solving one of the 6 problems.

The character in a Relationship who knows all the email addresses, phone numbers, and URLs is the most powerful person in the relationship, even more powerful than the agenda setter in certain circumstances.

Take for example, the classic situation of the suddenly widowed woman who doesn't even know how to notify her husband's relatives that he has died. The husband paid all the bills. She doesn't know the phone company's phone number, or how to pay the water bill, or where that information is filed, or how much they owe on the house.

The person who knows which people know each other, who knows all their skill sets and their family situations, their political leanings, and personal hobby horses - that person has POWER in every relationship.

Corporations discovered this by scientific research and changed the Personnel Department into the Human Resources department.

I recall when they first started sending questionnairs to employees demanding the employees confess all their hobbies and incidental interests and skills because the employees' skills were the wealth of the corporation. No shit, they really did that and it upset people. Today people comply without thinking about the invasion of privacy -- the power they are giving up for no money. (Well, maybe it'll pay off if the company out of the goodness of their hearts decides to offer a RIF'd worker another position in a different profession.)

So the general reader knows that not being on the good side of "the man who" could be a major one of the 6 problems your main character must solve, especially if he's slipped outside the set Agenda and gotten himself fired.

5) Potentially embarrassing (fatal? Awkward?) secrets

This can be leverage. See the TV show Leverage which is a sort of remake of Mission: Impossible. Knowledge is power. The TV show (USA NETWORK - CHARACTERS WELCOME)
also uses psychology and knowledge as power.

As with Romeo and Juliet, the solution to being blackmailed is to refuse to let another character set the agenda. Just out the info yourself.

Ah, but the price!

One of the 6 problems that have to be solved might have to do with who knows what about which.

Trust issues come in here. Can this character who caught you sleeping with your boss's wife be trusted to keep her mouth shut?

Perhaps in Romance, the Sexual Blackmail potential of secrets is the hottest way to focus attention on the interface between Power and Sex, and distinguish both from actual Romance.

Laughter, embarrassment, and physical danger all have something in common, which is why sex or a giggling-fit often come right after a big physical fight.

PAIN is the element in common. Laughter happens right at the edge of subtle emotional pain. Embarrassment is likewise right at the edge of a kind of potentially fatal emotional pain (something that can change your life and your basic character if rammed through to the logical finish). Embarrassment taken to dramatic conclusion is social-rejection, shunning, and that can be fatal. Ostracism is worse than jail because you can starve or freeze and nobody cares.

For a character who has a hot secret, in their past the potential consequences IF IT WERE KNOWN can make a really good Problem #5 to be fixed.

What is the resolution of, say, the problem where someone falls in love and does not confess before the wedding day that he's in the witness protection program and every characteristic that made his Bride fall in love with him (taste in art, love of music, clothing, even profession) was made up for him. His real self just isn't like that at all.

Does your character say "I Do" before or after confessing? Does someone swoop in with the information? Does the Bride shrug it off saying, "I knew that from the first day we met," because she's a telepath from outer space spying on Earth?

In fact, THE SECRET as a problem works best of all when two characters in a telepathic bonding discover secrets about the other. Each one figured they must know everything about the other because of the telepathic bonding. What a shock.

6) Purse Strings

Well, the financial control in a couple relationship has been used to enslave women since forever. Ho-hum. Cliche.

Oh? But what about the woman who has financial control. Today, in the USA, according to a number of polls I've seen, it's usually the woman who handles the finances. That's one reason so many ads are aimed at women. Women make the purchasing decisions.

And then there's the widow(er) who doesn't even know where all the spouse's bank accounts are but thought she did. Think about variations on Madoff's wife's position. Not the reality. The potential drama in the position depending on how the cash flowed through that family.

If you really need to understand a situation, "follow the money" is the most productive way to spend your investigative dollar.

Any number of Columbo episodes, and even Murder She Wrote, were based on following the money, finding the purse strings, and thus finding the seat of power in the dynamic relationships being exposed because of a murder.

One great example of a murder mystery series that's a sizzling romance is Faye Kellerman's Decker and Lazarus series:



Oh, yeah, don't forget there's plenty of variations on this purse-strings problem to explore with the same-sex couple with scattered assets and limited legal rights in certain states. Your main character could have the problem of getting actual hands on his/her rightful inheritance from a deceased spouse and become a suspect because of those efforts.

Then there's the college kid waiting for his parents to send money. Suppose they're fighting over how much support he should get. Suppose the parents get a divorce, and don't inform him until after the decree?

Or take international politics. There's the Fantasy TV show KINGS, for example, where the war between neighboring countries is promulgated by the guy funding the King, and when the King wants to make peace, the funds go into war-mongering and palace intrigue and skulldugery where the profits are. You think the King was fooled? Watch that show. Love, Romance, Infidelity, Intrigue, the stuff of human relationships.

I think some of these short summer-replacement series are actually concocted with the idea of making the profit from selling the DVD's. Follow the money.

The power of control of the wealth works wonderfully well on the interstellar scene because it's something we all have intimate knowledge of and can believe as a motive even for aliens. It's primal enough that we can infer that even aliens would have "resource control" as a goal.

Purse Strings don't just control coined money. The "Purse Strings" power-mongering is about any sort of concrete resource control. Oil interests don't seem too enthusiastic about solar panel deployment for power generation, do they? Remember the TV show Dallas? Suppose you wrote an episode of that today, in the "alternative energy" revolution?

Consider the Wild West stories of the cattlemen vs. the sheep runners.

Water rights are still a huge bone of contention in the West USA (Colorado lakes are down to I think it's about a third of where they should be at this time of year; Colorado feeds Arizona and California water, and hasn't enough left for itself.)

A recent FORBES article pinpoints some of the calculation fallacies behind the concept of the locavore (eating local produce). This is an article fraught with story ideas because of all the things there are to "fix" that you can choose from, and the equivocal facts. The article contends that it's more "green" for England to import lamb from New Zealand than to raise sheep locally.

http://www.forbes.com/forbes/2009/0803/opinions-energy-locavores-on-my-mind.html

Business Week online is also a fertile source of Six Things To Fix for your main character.

http://www.businessweek.com/

And those are two of the most obvious places for writers to watch for plot driving things to fix involving purse strings and power.

These magazines are all about power and the power-structure that we are so embedded in that we are as oblivious to it as we are to the air (unless there's a storm wind or a bad smell).

The reader/viewer's obliviousness is the writer's most powerful tool for inserting the surprising twist that is nevertheless obvious in retrospect.
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So there are 6 areas of Power in Relationship fraught with dramatic potential. And that's derived from only half of Pluto's possible effects and we barely touched on what Neptune can do to perceptions.

Jacqueline Lichtenberg
http://www.simegen.com/jl/

Tuesday, July 14, 2009

6 Tricks of Scene Structure

The "scene" is, once complete and wholly integrated into the story, an invisible unit, with nicely blurred edges. You can't learn scene structure just by reading completed stories, novels or screenplays.

It is especially hard to learn scene structure from very well written stories. The scene "edge" is not always or only where the camera cuts to a different location.

This was brought to my attention recently when I read a very good story that had major scene-structure problems. This novel would be a candidate for mass market paperback distribution if that scene structure problem were solved. As it is, it's winning prizes in self-publishing, indie, and small press venues.

But I don't know what to say to this author. There's so much RIGHT with this novel, but the scenes FAIL.

I've been trying to remember (with little success) when and where I learned scene structure, how to fix a failed scene, how to avoid failing to begin with, and how to teach these skills.

Blake Snyder's SAVE THE CAT! and SAVE THE CAT! GOES TO THE MOVIES provide serious clues about "Primal" storytelling and accessibility that would make sense even to a "caveman" (no offense). Follow Blake's blog at http://www.blakesnyder.com/

Here's how I put the whole "what's a scene" problem together after reading Blake's books on screenwriting.

Let's start with an analog of the story constructing process.

The hot desert sun of July edges the distant horizon, rising steadily into a cloudless sky. Night puddles behind bright outlines etched against the desert.

A pile of cinder blocks in an empty lot with a tarp casually thrown over the top grows a long shadow.

An old truck full of workmen with dirty, hard-used tools in the back drifts to a lazy stop before the pile of blocks. One guy gets out and unrolls a huge paper onto the hood of the truck, squints at the blocks, at his paper, and nods.

Then a cement truck pulls up.

Before sundown, low walls have grown up in the desert outlining a building where there had been nothing.

Now, weeks later, there's a whole building with an inside and outside, windows and doors, even a roof. But the cinder block walls are bare, the mortar outlining the cracks, starkly visible.

Go into the living room. Bare cinder block walls, raw cement floor.

It's going to be a place where characters live. But right now you can see every structural element including the plumbing, electric conduits, fiberoptic cables, telephone lines, even rebar hanging out in spots.

It's easy to see what this thing is and how it was created.

Now along comes the plasterer and puts up chicken wire, insulation, then smears gooey stuff all over, then comes the guy with the textured towel and makes ridges and bumps in a low-relief pattern, and then the painter with lovely colors.

Then comes the inhabitants of the house to make it a home, and they add light fixtures, drapes and curtains, pictures, and macrame hangings, carpets and deep chairs, mirrors, TV-game console, magazine rack, umbrella stand.

That completed room is a novel or screenplay. It contains the characters.

You watch the characters go through the antics of their lives, but you aren't aware of the CINDER BLOCKS hidden inside the WALLS.

Without those cinder blocks, there would be no antics.

Those cinder blocks are the SCENES.

A good, well structured scene is held to other scenes by "rebar" -- the metal rods that hold cinder-block construction together (in earthquake prone areas rebar is code because without it the wall will fall down if shaken).

You can hammer away at a well constructed story and never find the scene seams.

To understand how the building that showcases your characters is made, you need to see it "under construction."

And that's why it is so very helpful to read books or manuscripts that just don't quite measure up -- that have something "wrong" with them. You can see the raw construction hanging out.

This is a hard point for many writers to grasp.

Every scene in your novel or screenplay HAS THE SAME IDENTICAL STRUCTURE.

There is a thing called 'THE SCENE' -- and that's all it is, a cinder block.

It's virtue and usefulness lies in the fact that it is identical to all other scenes.

Now, we know how a standard cinder block is constructed, with holes in a nice rectangle. (yes, they come thin, with patterns, and so on, but those are other things made out of the same material, not what you build walls out of).

We also know that from these rectangles, you can build a huge variety of shapes and sizes of buildings or architectural elements like garden walls.

They're all the same, but you can make a thousand different shapes out of them.

That's the quality of a well structured scene.

So what is the standard "scene" shape?

1. Like an entire story, it has a BEGINNING, a MIDDLE, and an END. Each of these points has a clear, defining formula for what it must contain.

2. Like an entire story, it clearly demonstrates the characters ARCing, or changing in a way that can be identified and verbalized. In screenwriting, this is designated by a + or - sign for the increase or decrease in emotional TENSION that the scene produces.

3. Like an entire story, the scene must ADVANCE THE PLOT. At least ONE PLOT MOVING EVENT must transpire. One of the classic 6-things-that-have-to-be-fixed must move toward being fixed.

4. Like an entire story, the scene must ADVANCE THE STORY. Something has to happen (be learned, be said, be extracted from evidence or testified to) that changes what life means to the main character in the scene.

5. Like an entire story, THE ESSENCE OF SCENE IS CONFLICT + RESOLUTION

6. We'll get to this last item at the end because you really won't like it and I want to run for cover before you throw this all back at me.


I've never seen that list anywhere that I can remember. I just made it up from bits and pieces I've learned here and there, so I may have left out something really important.

But for sure, count on it, every item on that list is absolutely essential in order to have a "scene" at all.

When I see a scene that violates one of those essential parameters, I generally don't bother to finish the book (there are exceptions).

In art, there are always exceptions. In highly commercial art exceptions are extremely rare and if successful usually start whole new genres. (Urban Fantasy; Cyberpunk; Acid Rock -- all started as "exceptions." But remember that the BEETLES had a grounding in classical music and that was their key to success.)

Also note that each of these 5 essential elements of a scene is not at all specific to any genre, story format, delivery medium, style, or historical period.

All cinder blocks are identical, and that's the property that makes them useful.

----------------

So to analysis.

Every scene must start with a Narrative Hook (just like any novel must)

The Mid-Point of the scene must (in Blake Snyder's words) RAISE THE STAKES, just as the mid-point of a screenplay or novel must.

The middle point of the scene must be as pivotal as the mid-point of the whole story. The EXACT MIDDLE (by word-count) must be the point where SOMETHING CHANGES.

The END of a Scene must be a cliff-hanger matching the Narrative Hook that started it and planting a set-up or foreshadowing of what will happen at the beginning of the next scene.

MUST-MUST-MUST

Like as if I were artificially forcing this exact and unvarying structure upon all hapless beginners.

No, far from it.

These are not artificial rules imposed on story structure by some all-powerful gatekeeper publisher.

These rules have been discovered by trial and error since the first caveman tried to hold the attention of his terrified kids and tribesmen during a thunder storm. HOLD THE ATTENTION -- that's the key, and it is (as Blake Snyder keeps saying) PRIMAL.

This BEGINNING - MIDDLE - END structure of a scene is like the square corners of building blocks. It has to be that way to be able to join together with the other scenes and hold the whole structure up.

2. ARC -- characters must somehow act, interact with each other or the environment, and react during a scene. The character's attention focus, emotional pitch (from complacency to terror is one example) or maybe relationship to other characters must CHANGE. That change must be CAUSED BY CONFLICT TUMBLING TOWARD A RESOLUTION.

Characters don't just jump up and fulminate for no reason. As in the whole story's structure, characters have internal conflicts that they project into their external environment (just like real people).

3. The plot is the sequence of events that happen in the story. The first event happens. The next thing happens because the first thing happened. And onwards to the last thing that happens, which happens because the first thing happened in an unbroken line of consequences.

In really sophisticated fiction, it can sometimes be hard to see the connecting links between events. The harder it is to see the connections, the smaller the potential audience and the less those people will actually talk about and recommend this story.

Each scene must contain a PLOT EVENT that connects the beginning scene to the ending scene.

It doesn't have to be a straight line, but the straighter the line of cause and effect the bigger the audience.

4. EACH SCENE starts with a narrative hook that pulls the reader/viewer into a CONFLICT, a sub-sub-conflict of the over-arching conflict the story is hurtling on to resolve. WITHIN THE SCENE the conflict of the whole story must advance THROUGH the mini-conflict of this scene.

The END OF the scene resolves the scene's conflict and hands the momentum on to the next scene.

The "cliffhanger" is a good model, though not as widely known as it was in the days when every feature film in a theater was accompanied by two or more "serials" -- Buck Rogers comes to mind. Each serial installment would end with a (sometimes literal) cliff hanger.

The new STAR TREK movie played on that motif graphically with people falling off the edges of things and hanging by one arm for a while.

Living On The Edge might have been the theme of that new STAR TREK MOVIE.

The NEXT SCENE starts with the character inching back up off the edge of the cliff and going on with the story.

It is that gasping TENSION the pure anticipation of disaster, or of the mere fact that SOMETHING must "happen next" that makes the final line or image of a scene.

The END of a scene must IMPLY action, not deliver it.

The Narrative Hook has to promise that something will happen. The Ending has to have it actually happen (fall off the cliff), but promise that SOMETHING ELSE will "happen next" -- i.e. either fall all the way or get pulled back by a friend, or muscle back up, or "with a mighty leap" solve the problem.

When there's nothing that can "happen next" that originated in the beginning of the story -- then you're at the end and you better stop writing scenes.

5. THE ESSENCE OF SCENE IS CONFLICT

That's the biggie and the one that divides the professional from the amateur.

This is where the size of the potential market for a story is determined.

You can "get away with" including whole scenes that do nothing but convey exposition, set the atmosphere, characterize the characters, fill in back story, lend artistic resonance, or describe the location.

But every time you do that, you narrow your potential audience, and you shed readers you did hook because they get bored.

You will be left only with readers who already are interested in your characters, backstory, history, artistic lyricism, gorgeous flowing prose.

If that reader happens to be an editor with money to invest, you could sell this thing. But will the reviewers be able to get through it?

That's not to say that this shapeless fluff of exposition, backstory, character depth, words for the sake of pure art, or location for the sake of strange-places is not the SUM AND SUBSTANCE of what you have to sell.

Atmosphere, style, ambiance, rich detail -- all that is what readers actually read FOR.

But all those nebulous things are the cement and gravel out of which your cinder blocks are made, and sometimes ingredients in the mortar that holds the whole story-structure together.

They are ingredients, shapeless in themselves and useless for story telling until you add that personal element (like water for the cinder blocks) and bake them to structural hardness just like cinder blocks. Mix and pour your ingredients into a mold, bake them good and hard, and you will have a scene.

The 5 item list I've sketched here describe the shape of that mold.

That mold is the same shape for every scene. The ingredients sometimes differ a little, just as some cinder blocks have a higher quality than others, some tend to crumble around the corners, some have a rougher texture than others.

And like cinderblocks, some have a Lacy pattern and are thin, just for decorative purposes (poems, epigraphs, vignettes, episodes, even COMMERCIALS).

Your completed story is like the wall of that room we started with. Once you get done painting the texturized plaster, nobody but another writer will know that the wall stands up so nice and vertical because it's made of many identical blocks.

So, now you're ready to write an actual scene, to practice putting those 5 requirements together all in one scene. You think walking and chewing gum is hard, just wait until you try writing a scene that fits all these requirements. Pat your head and rub your tummy at the same time while skipping rope!

But you're ready to try it now -- so the first thing you will think to ask yourself (if you're a professional writer) is, "Well, how LONG does this have to be?"

So we come to that dreaded #6 on this list of parameters that govern scene structure.

Every fiction market has a specific preferred length for the whole story.

6. Scene Size
That length is governed by the parameters of the marketing process. The length of books is governed by the cost of a signature. A signature is that folded sheaf of papers they glue together at the binding to make a book. If you go ONE WORD over the end of the final signature, it costs the price of an ENTIRE SIGNATURE to include that one word.

Hence writers learn the discipline of "right sizing" their work.

I discussed the practical marketing problems for fiction in several posts including this one:

http://aliendjinnromances.blogspot.com/2009/05/marketing-fiction-in-changing-world.html

Words are elastic. You can say the same thing in less space by choosing synonyms that are shorter (Anglo-Saxon origin rather than Latin), by restructuring sentences with fewer modals, and there are myriad tricks for shortening (or lengthening) text to fit the signatures.

Another sizing trick is to choose shorter names for characters you mention a lot -- or nickname them. Saves tons of trees if you're in print media.

E-books don't have that problem, but there is a "handy" number of K's for an e-book that sells better than longer ones or shorter ones.

So if your genre dictates a total, overall length to aim for, what size should your scenes be? All the genres are different lengths, right? So the scenes should be different lengths, too?

Think hard about this.

What is the main purpose of a scene?

I don't mean "to advance the plot" -- though that is a purpose every scene must achieve.

But why must a scene advance the plot? What's the purpose of an ironclad requirement to include a plot-advance in every scene?

A scene does not have to fill backstory, create atmosphere, explain character motives, or lay clues to the mystery. You don't have to include exposition in every scene, explaining the politics the characters are embedded within. But you MAY do any or all of those in any given scene.

What is the purpose of having SCENES? Why not one long flowing narrative?

And what has that purpose to do with figuring out the length a scene has to be, the size of your cinder blocks?

Look at that wall again. Do different walls of different heights and lengths have different size cinder blocks in them? How versatile that one common size structural element, the cinder block!!!

We know the purpose of the cinder block. It's rectangular because that makes it strong. It's actually 2 squares stuck together. It has holes to make it light. The holes are all in the same place in each block so you can thread the blocks onto rebar, then pour cement down and solidify that wall so it won't fall on you if the earth quakes.

The purpose of a cinder block is clear from it's STRUCTURE.

So what's the purpose of breaking your narrative into scenes?

Here's a clue. The purpose of a scene is the same as the purpose of a commercial on TV.

That's right: a) grab attention, b) hold attention, c) deliver a message, d) make the viewer remember that message (only the part you want them to remember).

Look at our list of 5 essential ingredients in a scene again.

Narrative Hook (grabber), Character Arc (holder), Advance Plot and Story (deliver message), cliff hanger ending (seat that message good and hard - make them want the next message).

The purpose of having scenes at all is to a) GRAB ATTENTION and b) HOLD ATTENTION, then TEACH SOMETHING, and MAKE THEM REMEMBER IT AND WANT MORE.

Who is "them?"

Human beings.

So scene length has a purpose founded in the essence of human behavior.

There are parameters that describe the fundamental essence of human attention in terms of the nervous system, and the brain.

If your fiction is to "entertain" (i.e. grab attention of) human beings you must work within the parameters of the human attention span.

And that's pretty elastic, actually. It's different for different people at different ages and from different cultures, or in different nervous states (a person about to get married isn't going to sit still for tedium).

So, since caveman days, we have developed a kind of average or median, an artistic estimation of attention span.

Lately, that has been encoded into some very commercial ventures (Sesame Street comes to mind - founded on the idea that you'll get more information across to children if you use the attention span of the child at the age when they want to learn this particular fact.)

The film industry invests millions upon millions to make a film. Making their money back plus a profit depends on holding audience attention. Major amounts of scientific research (but also mostly trial and error) has gone into determining how long a scene should be in order not to lose the audience's attention.

Lose attention in scene 3 and scene 5 won't impress this audience. Lose my attention in scene 3 and you aren't going to get a review from me. Lose your editor's (or producer's) attention in scene 3 and you did all that work for nothing.

Likewise, way back in the 1940's, as films were really taking off as a preferred entertainment vehicle, WRITERS figured out how to emulate that scene length that is most likely to hold the attention of the most people.

What is that secret scene length?

Oh, you are going to hate me. Boy are you gonna hate me for this one.

You see, all 5 of the ingredients I've mentioned above are actually pretty easy to do -- but they are nigh to impossible to accomplish within this attention-span determined limit.

And since your attention span (being as how you are either a writer or an inveterate and eclectic reader or I would have lost your attention before this) is likely much longer than the average person's, you won't believe me either.

And if it's not true, why do it -- because it's hard.

SCENES MUST BE SHORT DURATION

But how short must a scene be?

This is what I learned directly from A. E. Van Vogt


when I was in (on paper) correspondence with him (and I've since lost those historic letters).

A narrative scene must be NO MORE THAN 750 words.

That's about 3 manuscript pages.

A screenplay scene must be NO MORE THAN 3 pages.

Isn't that an odd coincidence?

The narrative scene is "3 pages" because when you create manuscript for a publisher, the "page" should be set up with margins and line spacing so that it has a 60 character line and 25 lines per page, which gives you a "page" of 250 "words." And it supplies enough room for editing and copyediting and book designing squiggles in the margins and between lines. Your WORDS aren't all that will ultimately be on your "page."

OK, today, with electronic files, it's not quite like that, but that's where the 3-page limit on a scene came FROM.

Also remember that way back, publishing only used the "fixed font" because that's all a typewriter could do - but also because the spaces between the letters has to be FIXED in order for length to be determined by the book designer. (figuring the printed length is called doing a "cast off.")

Screenplays must even today be submitted in COURIER, a fixed-font, for exactly that reason. RUN TIME can be determined as 1 minute per page if the page is in FIXED FONT.

So why 3 pages of narrative = 3 pages of script that is mostly white space?

A "word" in publishing isn't a grammatical unit. The word "a" is a single character plus the space after it (right, spaces count as characters).

But if you have a 100,000 word manuscript, in English, on average your words are "6 characters" -- or a printer's word, not a grammatical unit.

The purpose of all this old typewriter driven calculation is simple.

The editor has to be able to look at the final page number of the manuscript and KNOW instantly what the cover price has to be if they buy this manuscript. Then reading the first page, the middle page, and the final page, the experienced editor can tell whether the company can make a profit selling this book by estimating the size of the book's potential market.

It all has to do with "signatures" as noted above. If the editor knows they are dealing with a seasoned professional writer, and the MS seems too long for current pricing -- they KNOW they can depend on that writer to shrink the manuscript to the "right size" in a jiffy and without argument by subtracting SCENES.

Likewise if the manuscript is too short. A professional writer can "right size" it up without "padding" by adding SCENES.

Because the manuscript was constructed of SCENES, the writer who knows which holes the rebar went through can pull out a scene and move essential information to another scene, or pull out information from a scene and create another scene to convey that information.

An amateur writing on pure inspiration would be stumped by this rewrite order and it would take more than a weekend to achieve the adjustment. And then the result would introduce incoherencies into the story line.

Your reputation and your next contract depend on being able to do these things FAST.

You achieve that by making your original construction out of well constructed scenes.

So why do 3 pages of narrative = 3 pages of script?

TIME.

That's what they have in common.

An average reader will cover about 250 words a minute (1 page) overall when fully engaged.

Fast readers can top 800, and slow ones might be more like 100 words a minute. But a real person reading VARIES speed according to the kind of material -- so on average over a 450 page novel, it'll come out to about 250 words a minute (maybe including interruptions like phone calls and the baby crying).

A good director will bring in a film at about 3 minutes per scene -- some a little longer to fondle a beautiful moment, some a little shorter to "get on with it." But about 1 minute per manuscript page is the average over a 110 page screenplay.

Commercials have shrunk to 15 seconds. Twitter is 140 characters (which most readers can grab without actually "reading" each word).

Multi-tasking is the core training of our 3 year olds.

ATTENTION SPAN IS SHRINKING IN THIS CULTURE.

If your writing can hold attention for 3 whole minutes to convey a scene, you are really REALLY good!

So now I'll duck and run for cover. 5 elements in 3 minutes -- that's miraculous! But you gotta do it.

I will post this lesson on http://editingcircle.blogspot.com in a couple of weeks and you can post your scene attempts as comments and get commentary.

Jacqueline Lichtenberg
http://www.simegen.com/jl/

Monday, July 13, 2009

World Building For Writers, Or Why Everyone in the Galaxy doesn't Speak English

(Lecture #1 from a class I taught in 2008)
Lesson One: Building Your World Where Everyone Definitely Does Not Speak English (even if they do…)


There’s a misconception out there in the galaxy and I want to correct it. The misconception is that world building is only for science fiction and fantasy writers. See, you thought I was going to say it was that everyone speaks English. Thanks for reading the title, but that’s not the misconception I’m going to start with. It’s that world building is a sci fi geek’s playground.

It is. But it’s also yours, no matter what genre you flail around in.

“But I write chick-lit,” you wail as you flail. “And she writes police procedurals. And he writes horror set in Chicago.”

“I don’t care,” sez Linnea. “If you write commercial genre fiction, you need to pay attention to world building.”

And the reason you need to pay attention to world building is because writing guru Dwight V. Swain ::Linnea genuflects:: said we need to. And he’s right. (If you’re not familiar with Swain, you should be. His Techniques of the Selling Writer, first published around 1965, is dang near the bible for most of the published authors I know.)

The reason every fiction writer needs to pay attention to world building is because every fiction piece is set in a “story world” and that story world—even if it is based on a real place—is still being interpreted through the characters’/author’s eyes.

Let’s take West Long Branch, NJ. Never been there? I was born and raised there. It’s a sleepy little town a few miles from the Atlantic Ocean just where the state of New Jersey dinks in. I know it really well but I’ll bet you dollars to donuts that the way I knew West Long Branch isn’t exactly the same as the way my best friend Claudia knew it. For one thing, I was an only child of financially comfortable parents. Claudia was the middle child in a divorced family. She was about a year younger than I was, and was a grade behind. Her heritage was Italian. Mine was Polish.

The reality is that even though we lived across the street from each other for almost twenty years, how she processed her experiences were different than the way I did. She had to deal with parental discord, as her mother usually pulled some stunt every time Claudia’s father came for visitation. I never experienced that—I watched it as it happened to Claudia but the emotional impact wasn’t mine. However, I had parents who owned a business. I was a “latchkey kid.” Claudia’s mother was always home.

So my experiences of my “world”—West Long Branch, circa 1965—were affected by my background, family and heritage, just as Claudia’s were. Loud voices in her house were common (she had a larger family that included two brothers and her parents were often fighting). Loud voices in my house would signal something unusual. I didn’t like to watch monster movies because I was often alone at home. Monster movies never bothered her because she had the company of her brothers. Thunderstorms, honking horns, the love or hate of going to school differed between us. Yet we grew up across the street from each other, breathing the same air, drinking the same water.

Which brings me to what Swain teaches about a story world:

a. Your reader has never been there.
b. It’s a sensory world.
c. It’s a subjective world.

It is critical you understand these three points as you world build. Even if your reader has been to that exact town or city, the reader has never been there INSIDE YOUR CHARACTER’S SKIN. Your reader may be a Claudia and the character is a Linnea. Or the other way around. The key here is that your character(s) bring their own unique viewpoint and interpretations into every locale, setting, scene, place, planet, space station, level of hell, heavenly cloud or whatever—and that character’s viewpoint will literally color the scene.

If you write it well.

If you cheap out and go for generic Manhattan or generic West Long Branch or generic Rigel IV, then you’re failing in your duty as a writer and a world builder.

Remember that no matter where you place your story, the reader has never been there, it’s a sensory world and it’s a subjective world. You need to use those three parameters for every book, every locale, every world you build.

For even if you’re a triple PhD scientist and you can describe in minute and excruciating detail the geo-thermodynamics of a particular distant star…it don’t amount to a hill of beans (to the reader) until that particular distant star is SEEN THROUGH THE EYES OF A CHARACTER. And the character has some opinion—some reaction, some response, some interpretation—of that star. Or of that city. Or of that office. Or of that castle dungeon.

Good world building is not just an accurate travelogue or detailed list of the flora and fauna. Those kinds of things—while necessary—are static and impotent until your drop your character(s) into the story.

Your character makes your world come alive. Your reader sees the world through your character’s eyes, hears its sounds through your character’s ears, deems a thunderstorm or ion storm good or bad through your character’s opinions and experiences.

Your character also influences how the story world is experienced in the sense that a twelve-year old’s take on Manhattan would not be the same as a forty-three year old’s. A twelve-year old might marvel at all the sounds and the lights and the cars. A forty-three year old might see another goddamned gridlock.

Unless the forty-three year old was a forty-three year old Amish farmer.

Ah, see the difference?

Your story world is a subjective world.

Linnea’s first key to great world building is personalization.

Linnea’s second key is Dwight V. Swain’s item b: it’s a sensory world. But that should come naturally when you’re immersed in character.

For all my time being alone as a child, for all my fears of monster movies, I love thunderstorms. I find them invigorating. I know they terrify a lot of children (and dogs).

One’s man trash is another man’s treasure. When we get to the sensory aspect of world building, it’s the stench of the trash and the glitter of the treasure the reader wants to experience. The easiest way, the very best of bestest ways to bring a reader into whatever world is your story world is through the senses. What does the space station Cirrus One SMELL like? What does your character HEAR on the streets of Manhattan at three in the afternoon? At three in the morning? What does the sand FEEL like under your character’s bare feet as she trudges down the beach towards the dead body? The sand in St. Petersburg, FL—so soft and fine it’s referred to as “sugar sand”—is different than the blacker, grittier sand on the Atlantic beaches of Ft. Lauderdale.

If your character grew up in St. Pete, she might not give much thought to the sugar sands there. She’s used to it. However, if she grew up on the Jersey Shore (like I did), she’d notice the difference immediately.

You cannot separate world building and character building. IMHO.

And it’s through character that you reveal your story world.

In the opening scene of THE DOWN HOME ZOMBIE BLUES, I have my female protagonist, Commander Jorie Mikkalah, find herself in an unfamiliar world. No big deal for Jorie. She’s an intergalactic hunter. She constantly finds herself on strange worlds. But ah, this strange world is Bahia Vista (ie: St. Pete), Florida. USA. Earth.
So familiar to me, author. So unfamiliar to Jorie, character.

In ZOMBIE BLUES I had to erase everything I knew about a town I’d lived in for over ten years. And I had to see it, fresh and unfamiliar, through Jorie’s jaded eyes. I’m adding some snippets here, snippets I spent some time on as I built JORIE’S world out of my own. Do you recognize things that are commonplace—to you—and foreign to my intergalactic heroine?



Chapter 1

Another dark, humid, stinking alley. Another nil-tech planet. What a surprise.

Commander Jorie Mikkalah cataloged her surroundings as she absently rubbed her bare arm. Needle pricks danced across her skin. Only her vision was unaffected by the dispersing and reassembling of her molecules courtesy of the Personnel Matter Transporter—her means of arrival in the alley moments before.

The ocular over her right eye eradicated the alley’s murky gloom, enhancing the moonlight so she could clearly see the shards of broken glass and small rusted metal cylinders strewn across the hard surface under her and her team’s boots.

Another dark, humid, stinking, filthy alley. Jorie amended her initial appraisal of her location as a breeze filtered past, sending one of the metal cylinders tumbling, clanking hollowly.

She checked her scanner even though no alarm had sounded. But it would take a few more seconds yet for her body to adjust to the aftereffects of the PMaT and for her equilibrium to segue from the lighter gravity of an intergalactic battle cruiser to the heavier gravity of a Class-F5 world. It wouldn’t do to fall flat on her face trying to defend her team if a zombie appeared.

She swiveled toward them. “You two all right?”

Tamlynne Herryck’s sharp features relaxed under her short cap of dark red curls. “Fine, sir.”

Low mechanical rumblings echoed behind Jorie. She shot a quick glance over her shoulder, saw nothing threatening at the alleyway opening. Only the expected metallic land vehicles, lighted front and aft, moving slowly past.

Herryck was scrubbing at her face with the side of her hand when Jorie turned back. The ever-efficient lieutenant had been under Jorie’s command for four years; she knew how to work through the PMaT experience.

Ensign Jacare Trenat, however, was as green as liaso hedges and looked more than a bit dazed from the transit. ….[snip]….

“Transportation.” Herryck thumbed down Danjay’s data on her scanner screen. “Land vehicles powered by combustion engines. Fossil petroleum fueled. Local term is car.”

Jorie had read the reports. No personal air transits—at least, not for internal city use. Damned nil-techs. A four-seater gravripper would be very convenient right now. She resumed her trek toward the alley’s entrance, waving her team to follow. “Let’s go find one of those cars.”

“City population is less than three hundred thousand humans,” Herryck dutifully read as she came up behind Jorie. “The surrounding region contains approximately one million.”

…[snip]…



The stickiness of the air and the sharp stench of rotting garbage faded. Jorie paused cautiously at the darkened alley entrance, assessing the landscape. The street was dotted with silent land vehicles, all pointing in the same direction, lights extinguished. Black shadows of thin trees jutted now and then in between. The uneven rows of low buildings were two-story, five-story, a few taller. Two much taller ones—twenty stories or more—glowed with a few uneven rectangles of light far down to her right.

Judging from the brief flashes of light between the buildings and tinny echoes of sound, most of the city’s activity appeared to be a street or so in front of her. At least Ronna’s seeker ’droid had analyzed that correctly. Materializing in the midst of a crowd of nil-techs while dressed in full tracker gear had proven to be patently counterproductive.

A bell clanged hollowly to her left. Trenat, beside her, stiffened. She didn’t but tilted her head toward the sound, curious. As the third gong pealed, she guessed it wasn’t a warning system and remembered reading about a nil-tech method of announcing the time.

She didn’t know local time, didn’t care. Unlike the Tresh, humanoids here had no naturally enhanced night sight. It was only important that it was dark and would continue to be dark for a while yet. She and her team needed that, dressed as they were, if they were going to find out what had happened to Agent Danjay Wain.

The bell pealed eight more times, then fell silent. A fresh breeze drifted over her skin. She caught a salty tang in the air.

“…is situated on a peninsula that is bordered on one side by a large body of water known as Bay Tampa.” Herryck was still reading. “On the other…”

Gulf of Mexico, Jorie knew, tuning her out. Data was Herryck’s passion.

Zombie hunting was Jorie’s.

But first she had to appropriate a car and locate Danjay Wain.


Let’s go over some of the things in this opening scene. A PMaT, an ocular, a F-5 world are all things that are commonplace to Jorie. So as an author, I need to have them FEEL commonplace to the reader because the reader is Jorie at this point. But I also, as author, know my readers don’t have a clue in a bucket what a PMaT is. Or an ocular.

So rather than info-dump—a huge no-no—I show these items in action as best as possible:

The ocular over her right eye eradicated the alley’s murky gloom, enhancing the moonlight so she could clearly see the shards of broken glass and small rusted metal cylinders strewn across the hard surface under her and her team’s boots.

So the reader, while not familiar with a Guardian ocular, at least understands it’s something to do with vision, something that helps the character see in the dark.

I could have written:

The ocular over her right eye was invented forty mega-years before by a gifted scientist who was hired by the intergalactic government to produce vision-enhancing equipment for the Guardian Forces. The ocular used reverse optometric filtration technology to… and so and and so forth.

But that begs the question: would Jorie really know all this? Would she care? Would she be THINKING THAT RIGHT NOW?

Do you know who invented the microwave oven? Do you THINK OF THAT PERSON every time you make popcorn? Do you CARE?

No. At least, I don’t. I can’t even tell you who first created the QWERTY keyboard. And even if I did, I’m more concerned with the keyboard on my laptop functioning properly than I am with its inventor.

One of the biggest mistakes writers make with world building is to drop into an Encyclopedia Brown persona when writing, believing the reader NEEDS TO KNOW the technology when all the reader needs to know IS WHAT THE CHARACTER KNOWS. Jorie doesn’t know who invented the ocular. She doesn’t care. She only cares that it works as it should.

Isn’t that true with most of us and our technology?

Show your “unfamiliar ” (to the reader) in action. Do not lecture the reader. Put the damned ocular on the reader’s eye and let them be the character, experience the experience. The unfamiliar to the reader is the ordinary to the character. We don’t—at least most of us don’t—stand aghast and a-goggle at the microwave as it cooks. At the radio when sound comes through the speakers. We take it FOR GRANTED.

Be very aware of what’s normal to your characters and have them take it—if not for granted—at least comfortably.

Be very aware of what to your character is not normal. Let the “sensory” and “subjective” tell the story there.

Here’s a snippet of what happens when Jorie and her team steal a car:

Tam Herryck, rummaging through the vehicle’s small storage compartment on the control panel, produced a short paper-bound book. “Aw-nortz Min-o-al,” she read in the narrow glow of her wristbeam on her technosleeve.

Jorie leaned toward her. Tam Herryck’s Vekran was, at best, rudimentary. “Ow-ner’s Min-u-al,” she corrected. She took the book, tapped on her wristbeam, and scanned the first few pages. It would be too much to ask, she supposed, that the entire universe be civilized enough—and considerate enough—to speak Alarsh. “Operating instructions for the vehicle’s pilot.” As the engine chugged quietly, she found a page depicting the gauges and read in silence for a few moments. “I think I have the basics.” She tapped off her wristbeam, then caught Trenat’s smile in the rectangular mirror over her head. “Never met a ship I couldn’t fly, Ensign. That’s what six years in the marines will teach you.”

The vehicle’s control stick was between the two front seats. She depressed the small button, eased it until it clicked once.

The vehicle lurched backwards, crashing into one parked behind it.

“Damn!” She shoved the stick again and missed a head-on impact with another parked vehicle only because she grabbed the wheel and yanked it to the left.

Herryck bounced against the door. “Sir!”

“I have it, I have it. It’s okay.” Damn, damn. Give her a nice antigrav hopper any day.

Her feet played with the two pedals, the vehicle seesawing as it jerked toward the open gate.

“I think,” Herryck said, bracing herself with her right hand against the front control panel, “those are some kind of throttle and braking system. Sir.”

“Thank you, Lieutenant. I know that. I’m just trying to determine their sensitivity ranges.”

“Of course, sir.” Herryck’s head jerked back and forth, but whether she was nodding or reacting to the vehicle’s movement, Jorie didn’t know. “Good idea.”

By the time they exited onto the street, Jorie felt she had the nil-tech land vehicle under control. “Which direction?”



“We need to take a heading of 240.8, sir.” Herryck glanced from her scanner over at the gauges in front of Jorie, none of which functioned as guidance or directional. “Oh.” She pulled her palm off the control panel and pointed out the window. “That way.”

They went that way, this way, then that way again. Jorie noticed that Trenat had found some kind of safety webbing and flattened himself against the cushions of the rear seat.

“What do you think those colored lights on their structures mean?” Herryck asked as Jorie was again forced to swerve to avoid an impact with another vehicle, whose driver was obviously not adept at proper usage of airspace.

Jorie shrugged. “A religious custom. Wain mentioned that locals hang colored lights on their residences and even on the foliage this time of the year. Nil-techs can be very supersti—hey!” A dark land vehicle appeared on her right, seemingly out of nowhere. Jorie pushed her foot down on the throttle, barely escaping being rammed broadside. There was a loud screeching noise, then the discordant blare of a horn. A pair of oncoming vehicles added their horns to the noise as she sped by them.

“Another religious custom,” she told Herryck, who sank down in her seat and planted her boots against the front console. “Their vehicles play music as they pass. And they’re blessing us.”

“Blessing us?”

Jorie nodded as she negotiated her vehicle between two others that seemed to want to travel at an unreasonably slow rate of speed. “They put one hand out the window, middle finger pointing upward. Wain’s reports stated many natives worship a god they believe lives in the sky. So I think that raised finger is a gesture of blessing.”

“How kind of them. We need to go that way again, sir.”

“I’m coming up to an intersection now. How much farther?”

“We should be within walking distance in a few minutes.”

“Praise be,” Trenat croaked from the rear seat.

Jorie snickered softly. “You’d never survive in the marines, Ensign.”



Jorie is doing the best she can—based on her previous experiences and personal knowledge (remember Claudia and Linnea?)—to interpret the world she now inhabits. And she’s doing it in a race-against-time scenario (always useful) so there’s not a lot of time to ask questions or find out answers. She’s learning on the fly, in a subjective, sensory manner. And so is your reader.

So to recap Lesson One, remember the three things the are the foundation of all good world building:

a. Your reader has never been there.
b. It’s a sensory world.
c. It’s a subjective world.

Questions? Comments? Please don’t be silent or I will come a-hunting.

~Linnea

Thursday, July 09, 2009

Always Chaotic Evil?

On the TVtropes.org website—I urge you to explore this site, it’s not to be missed, but be warned, it’s the ultimate Internet time vampire—there’s a category labeled “Always Chaotic Evil.” It refers to races, e.g. the Drow (dark elves) of the Dungeons and Dragons system, all of whom are evil by definition (except for the occasional anomalous individual). Having read several of the Redwall novels by Brian Jacques (set in a world inhabited solely by animals, centering upon Redwall Abbey, inhabited by good mice and other good-aligned beasts), I've been consistently irritated by the moral species determinism practiced by the author. If a type of animal is defined as evil—e.g. foxes, ferrets, wolverines, rats, stoats, carrion-eating birds, etc., collectively known as “vermin”—all members of that species are irredeemably evil with no positive qualities whatever except, perhaps, brute courage and devious cleverness. There’s no honor among thieves and almost no genuine affection, except its very rare appearance in mated couples and mother-child dyads. As Ursula Le Guin discusses in an essay on animal stories in her recent collection CHEEK BY JOWL, the species in Jacques’ series are typecast in other ways, too. Mice stand at the top of the social hierarchy and speak standard English. Most other “good” animals represent the working classes and speak in various dialects of the British Isles. Badgers are noble, although subject to berserk rages in battle, and hares, all military, are either stiff-upper-lip English officers or gallant Highland warriors.

The older novel I’ve just read, OUTCAST OF REDWALL, features a baby ferret abandoned by his father, a ruthless warlord, then rescued and brought up at the abbey. Here at last, I thought, I'd find some sort of nuance in the portrayal of a vermin character. No such luck. To my surprise, given his prominence in the title and cover blurb, the young ferret, Veil, has relatively little “onstage” time, not even born until halfway through the story. The childhood of the foundling is skipped over; after his rescue, we next see him as the animal equivalent of a young teenager, already hardened into a liar and thief. An unpardonable offense leads to his exile from Redwall (this isn’t a spoiler, since it’s on the jacket flap, even though it doesn’t happen until the last third of the book). I was disappointed that there’s almost no mention of the possibility that his having been treated with suspicion from earliest childhood might have contributed to his antisocial personality. By the end of the book, even Veil’s tenderhearted foster mother acknowledges that he was born Just Plain Bad. Aargh. True, Jacques is writing in the tradition of animal fables, in which the various species conform to their traditional archetypes; he’s said as much in interviews. What bugs me is the double standard in applying this principle. Good animals can have flaws, make mistakes, quarrel among themselves, and even (in childhood and youth) occasionally be naughty. Bad animals aren’t allowed any trace of goodness.

This lack of psychological realism makes it impossible for me to completely suspend disbelief in the Redwall universe. I always feel a bit remote from the action, critiquing the stories while reading them. It might be different if we saw the villains only from a distance through the eyes of the heroes, but Jacques writes many scenes from the vermin viewpoint. To me, they can’t help but come across as Kick the Dog (another TVtropes.org topic) caricatures. Good grief, even Hitler loved his dogs and seemed to have genuine affection for poor Eva Braun. The Klingons and Romulans in STAR TREK started out as Always Evil (even if not chaotic) but developed into three-dimensional cultures with characters capable of good as well as bad deeds. I prefer the kind of fiction displaying awareness that the antagonist seldom thinks of himself as the “villain” and always has credible rationalizations to justify his behavior to himself and the reader. Even Satan in PARADISE LOST (although in his case there’s a sound reason for his being totally Evil by definition) is presented in the best possible light in his early scenes.

Margaret L. Carter
Carter's Crypt

Tuesday, July 07, 2009

Westercon 2009

No, it wasn't the Two Thousand Ninth Westercon, but the 62nd.

62 is really a respectable number for an annual science fiction convention. But I can't keep track of conventions by their numbers, so I use the year. I even do autographs that way. And this year was a particularly nice Westercon.

Science Fiction conventions aren't like political conventions where large bodies of people send "delegates" to represent them. Cons are a 'y'all come' gathering of anyone and everyone interested in the array of topics and the professionals working in the various fields from books, e-books, and other text media all the way to feature films.

I posted my panel schedule here
http://aliendjinnromances.blogspot.com/2009/06/snow-dogs-and-happily-ever-after.html

And as it happened, all my programmed events actually were on time and in the scheduled location. That is the sign of a well run convention.

My husband and I arrived at the Tempe Mission Palms hotel just before 9AM on Friday July 3, 2009, and for a wonder, our room was already cleaned and ready for us to move in. The convention had even arranged for us to use the valet parking without an additional charge, so that saved a good fifteen minutes. That was a good omen and the rest of the weekend went just as well.

Those 15 minutes were important minutes as I was scheduled for my first panel at 10AM. We deployed our stuff in our room, and went to find the Green Room where program participant badges were to be had.

Finding the Green Room was easy. We were on the same floor, but far enough away that the parties in the convention's reserved corridor weren't going to keep us up all night. The Mission Palms is laid out somewhat like a Roman Villa with a square hole in the middle, palm trees waving in the court yard, their fronds on the second story level.

The sound proofing was really good since the hotel is right under the flight path for Sky Harbor airport but planes were a distant rumble. And it was a comfortable room (not that I saw much of it!)

When I arrived at my first panel, there were already people in the room holding a rambling conversation as the other panelists zipped in and the room gradually filled. And from there on, it was energy and laughter and wide-ranging well informed questions and comments from the audience.

The first moment I opened the panel room door was a total shock. Instead of the usual hotel chairs that kill your back, the whole room (including behind the panel table) was filled with COMFORTABLE CHAIRS. They had 5-spoke rollers, tilted, spun, and RAISED HEIGHT for taller people, lowered for smaller, and had CHAIR ARMS!!!! The seat and back were made of lacey open fabric that might have been carbon filament, I don't know, but it stretched nicely and didn't make you hot.

I couldn't believe those chairs. I loved them and so did everyone else.

You'd think it would make you crazy to sit facing a room full of rows and rows of these swiveling chairs and watch people fidget, rock, sway, and jigger back and forth. Guess what? FANS didn't do that to people. Everyone sat still (except me; I succumbed a number of times, then realized I had to sit still too.) Everyone loved those chairs though, even people who had to watch other people sit in them.

A few quick polls of several of the panel audiences showed that they had much reading in common and had at least seen many of the same TV shows. They didn't all know each other, but they really all KNEW each other. There were instant friendships being formed everywhere and old acquaintances re-connecting.

That thread continued through nonstop panels, hallway conversations, con suite conversations and into the evening parties.

Friday night, one of the Sime~Gen fans known as Kaires engineered a Sime~Gen party, put posters up, got a room in the party section of the con's hotel block, and put out an array of interesting snacks. Laurraine Tutihasi and her husband helped set up, and within an hour we were having drawings for door prizes (mostly books of course).

The Art Guest of Honor was Todd Lockwood ( http://www.toddlockwood.com/ ) who did the splendid cover for Sime~Gen The Unity Trilogy



While I was madly running around Friday on programming, my husband tracked down Todd (who seemed to be on programming opposite me all the time) and got him to sign a hardcover copy of Sime~Gen The Unity Trilogy for me. (goshwow indeed)

One panel I was on was about the new Star Trek movie, and I was on with David A. Williams who moderated and Alan Dean Foster who did the novelization of the screenplay.

Alan had tales to tell about how much and how little access he had to the film before having to write the novelization. He has written a number of novelizations of films so he had a great deal of experience to draw on to make the most of the very little a novelization writer gets from producers. He said he got to see a screening of the Trek movie rough cut, but couldn't record it and had to take hand-written notes to work from.





Photo taken with my new cell phone! Your left to right - Alan Dean Foster, David A. Williams (ASU space science professional), and me, Jacqueline Lichtenberg.

Between panels on Friday I stopped at one of the used book dealers in the dealer's room to sign whatever copies of my books he had (quite a stack -- I keep thinking I must have signed every one printed, but alas not yet) and while I was sitting there a couple more people came up with stacks for me to sign.

I think they may have thought it was my official autographing session, which was scheduled for 5PM on Friday. One fellow brought along three or four titles plus FACES OF SCIENCE FICTION (photos of SF authors) which I'm in. I said, "Ah, you must be a dealer," and he said, "No, these are for my relatives."

A whole family that loves science fiction? Wow.

I think I signed books and touted and sold some for the merchant for about 40 minutes.

Then I ran to another panel, and came back for my official autographing and there were only a couple of people waiting. The other person who was to autograph didn't make it to the table. A writer I'd met on facebook, Dana Davis ( http://www.danadaviswriting.com/ )brought me a couple of review copies of her own books, one of which I started right at the autographing table because there was a lull in conversations, and am still reading (with absorption). Desert Magic: Superstition, is set in Scottsdale, right here in the Valley of the Sun, and in the Superstition Mountains which I see every day I go walk in the park. (I'd see them all the time but houses are in the way.)

Jennifer Roberson likewise didn't make it to Westercon though she was assigned a number of program items. I was looking forward to seeing her again!

Saturday I was pooped already, and I wasn't on any programming items, so I had the luxury of going TO things instead. I saw an entry for a film titled STARWATCH that was being previewed at the convention and after showing the film there was to be a panel with the actors and producer. I wish I had a website where you could buy the DVD already, but I will be notifying you as soon as I know how you can see this film.

Here's why.

As I sat down to watch it, I recalled it was supposed to be a low budget film, but when it started I sat watching the whole first act and it suddenly occurred to me to wonder if I were in the wrong place. "Where's the low budget film?"

But no, it was the right place. It was an astonishingly low low budget film with a credit roll that took only a few seconds but the film had the look and feel of a typical theater release.

It's set in the asteroid belt after a war between Earth and a corporation that settled the astroid belt and created a whole new culture. But it's still oil and water out there -- the factions are spoiling for more fighting.

The science premise that has me intrigued is that one faction is hot on the trail of a method for "weaponizing souls" -- harvesting souls from dark-energy from the Big Bang and using the souls to transmit destructive force that can pulverize anything.

The audience and the producer didn't seem to think this particular weapons research would turn up again in a TV Series made from this feature film (if there ever is one), but I can think of more stories to tell about it.

I didn't at first realize that the fellow introducing the film (whom I was sure I'd seen at cons before) was actually THE producer of the film, but later I went up and told him exactly what I thought of it, then realized it was his work. Well, honestly, I wasn't trying to butter him up or anything. I really do like this film.

After the panel with the actors and producer that followed, I met the fellow who did the special effects (all the space ships and advanced tech), Jeremy Totel http://www.pixeleight.org/ -- that's ORG not COM; the .com is selling cameras)

And I met a couple of the stars, among them a woman I think may go far, Silvia Suvadova (http://www.suvadova.net/ ) I met her later in the restaurant and she gave me her card. I gave her my NL flyer. Today she turned up linking to me on facebook. I would love to see her as a Vulcan on Star Trek, and a major ongoing character.

Then I went to see (finally) a presentation by Todd Lockwood
http://www.toddlockwood.com/ with a blog at http://www.tolo.biz/

Todd showed slides of some of his work (mostly dragons and warriors which is his specialty) and then gave a demonstration of how he can use Corel Draw to make a dragon's head. But he says he much prefers working in oils. Today publishers often accept electronic files for artwork which makes working in electronic originals more attractive. He uses a top of the line digitizer pad to draw freehand.

And Saturday night, the 4th of July, was FIREWORKS (the hotel was very close to where major city firewords displays originate, and mundanes flock to this hotel for the vantage). The Con Committee had the genius to nail a suite for the Con Suite that had the best view of the fireworks and they held a fabulous party with good food and lots of people.

At the same time there was a STAR TREK PARTY put on by the local Star Trek fan organization one of the oldest (perhaps by now the oldest) in the country. Many members have gone on to work in the space program projects based in the ASU (Arizona State University) campus nearby, and south of here in Tucson.

I talked so much that by Sunday morning I had laryngitis. There were no microphones for the panelists and the parties were full and loud. The crowd was exuberant and joyful, even the smokers who could only smoke out-doors usually on the balconies outside the elevator lobbies.

But Sunday, luckily, I had smaller panel rooms which still had a good turnout, considering how much partying everyone had done. Even the 3PM panel I was on about making fan friendly websites was well attended.

Sunday between panels I signed some more books. By the end of the con I was ready to take off for home which was only a half hour drive. This is one of the reasons I decided to move here -- local conventions! And Los Angeles and San Diego are in reach. Even the San Francisco Bay area is available. And these days there are good cons developing in Las Vegas ( Xanadu being a case in point.) Seattle often hosts Westercons, too.

Overall, Westercon was a very well run convention, the programming mix of topics and panelists was ingenius (done by Catherine Book), the food services in the con suite were nothing short of miraculous, and the dealer's room was full of books, costumes and jewelry.

The art show was small, but high quality. In addition to Todd Lockwood's leap-off-the-wall art (the man is a master of perspective), there was a tapestry of the Hogworts coat of arms that dominated one aisle and was readable across the huge ballroom that contained art show and dealers room. It looked REAL. I've seen it before, but it was hung splendidly under the right lighting here.

The costume Masquerade actually ran short but produced eye-popping winners. I suspect the economy and the threat of the flu pandemic that's developing as worse for younger people kept some people with children home. There were fewer very young children than usual, but those that were there had the advantage of a very professionally run children's programming track.

Usually fans come to conventions whether they're sick or not, hacking and coughing, sneezing and wheezing they ignore everything just to get to the panels and parties. This time though, I didn't notice anyone who was ill.

Regional SF book-focused conventions have shrunk in size, and this year Westercon (July in Phoenix, remember) had around 700 people attending in a hotel where you had to go outside to get from one group of function rooms to another.

Since I live here, I didn't mind too much, and there were even people sitting at outdoor tables in the court yard in the 107 degree heat talking a mile-a-minute. I actually had to wear a sweater most of the time because the hotel had cold-spots. I wasn't uncomfortable in the sweater when I went outside. The dew point had dropped below 50 again, and it was nice weather (for July 4th in Phoenix).

But when I got into the car to drive home -- I checked the dashboard thermometer and it read 112F. Well ... the valet parking had left the car in the sun, but 112 is noticeably warmish.

Watch http://www.westercon.org/ for the next Westercon. Pasadena CA in 2010, San Jose CA in 2011 -- July 1-4 each one.

Jacqueline Lichtenberg
http://www.simegen.com/jl/

Monday, July 06, 2009

Conference in Your Jammies: the rwa national alternative

For those not going to National, Romance Divas is having its own online conference...which you can attend in your jammies!

Are the RWA threads getting you down? Is bitterness creeping in the closer July gets?

Well, come on down. You're the next Diva on I GET TO HAVE A CONFERENCE IN MY JAMMIES!!!!!

That's right. Starting
July 14th instead of sweating on an airplane or negotiating your pricey room, you'll be logging in with your PJ's on and a cup of coffee in hand. We know how to do you right.

Sign up here. http://forums.romancedivas.com/

and come to the conference here. http://forums.romancedivas.com//index.php?showforum=110

Look who we got to come and give us the benefit of their wisdom. (FOR FREE!!)

SCHEDULE FOR THE NGTCC

July 14th

Josh Lanyon Kicks off the workshop "ENOUGH TO MAKE A GROWN MAN CRY. Characterization, Motivation, and POV in m/m fiction."
The Bar will Open!

Kick off the NGTCC door prize drawings.

July 15th

Rowan McBride, Shayla Kersten and Jet Mykles continue the workshop "ENOUGH TO MAKE A GROWN MAN CRY. Characterization, Motivation, and POV in m/m fiction."

Ona Russel and Steve Hockensmith team up to do the Historical workshop " Perils and Pleasures of Historical Research".


More awesome door prizes.


July 16th

Rowan McBride, Shayla Kersten, and Jet Mykles "MAKING A GROWN MAN CRY"

Joey W. Hill "Epublishing to New York: One author's journey"

Linnea Sinclair "Going Deep: Writing Deep POV"

July 17th
Rowan McBride, Shayla Kersten and Jet Mykles "MAKING A GROWN MAN CRY"

Linnea Sinclair "Going Deep: Writing Deep POV"

Sasha White Q&A "Burnout: How to avoid it and how to handle it."

More door prizes.

July 18th
Rowan McBride, Shayla Kersten and Jet Mykles "MAKING A GROWN MAN CRY"

Linnea Sinclair "Going Deep: Writing Deep POV"

Y.A. workshop, CARRIE JONES and MARLEY GIBSON "Creating Believable Teen Characters"


HEAD GAMES: WRITING DEEP THIRD POV FOR MAXIMUM IMPACT

Reading is a vicarious experience, right? That means as a writer you need to immerse the reader into the heart, mind and skin of the character, and there’s no better way to do that than Deep Third Point Of View. Deep Third is often likened to First Person POV for its emotional intensity and intimacy factor. But it’s also a sure way to keep readers (and agents and editors!) turning pages. Award-winning Bantam Dell author Linnea Sinclair will take you on a journey through the flavors of Third Person, explain why Deep Third works, show you how and when to use Deep Third, how to know when Deep is Too Deep, and share tips and tricks to keep readers sobbing, giggling, gasping and grabbing… for more of your stories!

BIO: Winner of the prestigious national book award, the RITA, science fiction romance author Linnea Sinclair has become a name synonymous for high-action, emotionally intense, character-driven novels. Reviewers note that Sinclair's novels "have the wow-factor in spades," earning her accolades from both the science fiction and romance communities. Sinclair's current releases are GAMES OF COMMAND (PEARL Award winner and RITA finalist), THE DOWN HOME ZOMBIE BLUES (PEARL Award Honorable Mention), SHADES OF DARK (PEARL Award and RT Reviewers’ Choice Award winner) and HOPE’S FOLLY.

A former news reporter and retired private detective, Sinclair resides in Naples, Florida (winters) and Columbus, Ohio (summers) along with her husband, Robert Bernadino, and their thoroughly spoiled cats. Readers can find her perched on the third barstool from the left in her Intergalactic Bar and Grille at www.linneasinclair..com.

Hope to see you there! ~Linnea


Sunday, July 05, 2009

Preditors and Editors is being sued

I'm reposting an appeal from Preditors and Editors (which runs the predpoll every year).

They are asking for donations:


http://anotherealm.com/prededitors/

Help Defend P&E
Unfortunately, there are those who do not like P&E or its editor because we give out information that they would prefer remain hidden from writers. Usually, they slink away, but not this time. P&E is being sued and we are asking for donations to mount a legal defense in court. Please click on the link below and give if you can to help protect P&E so it can continue to defend writers as it has for the past eleven years.


I apologize that this post is not especially to do with alien romances, nor Craft, nor Opinion.

Best wishes,
Rowena Cherry

Saturday, July 04, 2009

Celebrate Independence Day with a book

A very non alien post for the 4th of July.


Two of my stories feature our country's fight for independence. Fallen has the Battle of Guilford Courthouse in NC and is told from the perspective of an English soldier. Rising Wind is about a colonial scout and features the Battle of Point Pleasant in WV. I grew up on the Point Pleasant battle field so always felt this was the book I had to write.

Happy 4th of July everyone. We are blessed with many freedoms in this country. May we never take them for granted.

Thursday, July 02, 2009

Reaching Out and Touching Online

On another blog this week I saw a comment that online communication (some kinds, anyway) is more “touchy-feely” than in-person conversation. At first sight, this remark sounds counter-intuitive. One of the drawbacks of the Internet is usually said to be that it lacks body language and emotional cues (hence the invention of emoticons).

On the other hand, many people feel freer to express opinions and emotions in the “safe” context of a virtual environment with no face-to-face contact. It’s certainly easier, sometimes, to talk to an uninvolved acquaintance about sensitive matters, rather than someone deeply affected by the situation.

On the third hand, the ease and apparent (not necessarily real) anonymity of the Internet can tempt people into reckless self-disclosure. Also, many critics insist online intimacy is an illusion, an artificial substitute for “real” human interaction. True, it’s not unknown for someone to invent a fictitious online persona and present it as real, but surely that not the norm (I hope). Personally, I think in some sense the thoughts and emotions I express in writing, when I have time to reflect and get the wording “just right,” may offer a more “real” self-disclosure than remarks I blurt out on the spur of the moment. What do you think? Is online human interaction usually genuine, and when (if at all) could it be called “touchy-feely”?

SF connection: Future societies where characters live in virtual worlds on the Net in preference to—or even to the exclusion of—the physical world. We already have the first generation of such a world in Second Life. Has anybody here tried that? I’ve never visited it, though it sounds intriguing. A potential super time vampire, though, and considering how thoroughly I’ve neglected the Sims I created a couple of years ago, trying to keep up with another life on top of the “real” one would clearly be a hopeless endeavor.

Margaret L. Carter
Carter’s Crypt