Tag: writer’s block (page 5 of 7)

Running Out Of Steam

Some time ago I posted about dry spells in writing. I would like to take you, if I may, into another metaphor for the things that can happen to a writer that don’t really fall into the category of ‘writer’s block’. A writer or other artist may have no shortage of work or ideas, but when the time comes to sit down and produce, nothing happens. The ideas are in the brainpan, jumping around and screaming to get out, but the gates just won’t open.

This is the sort of thing that happens when you run out of steam.

In the aftermath of a project’s completion, the end of a workweek or the conclusion of some sort of trip or activity, there can be a dearth of energy that works counter to any plans or ideas one might have. “After I finish this project/get home from work Friday/go see so-and-so, I’ll be sure to sit down and bang out a thousand words!” It’s an optimistic statement, filling the endpoint of the timeline with hope and promise. Then, when you reach the end of that timeline and clear your decks for action… nothing happens. The engine grinds to a halt. Something has gone wrong, somewhere, and despite one’s deep desire to move forward, there’s no motion whatsoever.

So what happens next?

Rekindle the Fires: Go Back To Your Sources

A lot of artists take notes or make sketches. Rarely does a work spring fully-formed from the mind of the creator, shining with goddess-like beauty and clad in armor that is both practical and beautifully revealing. More often than not they need to be stitched together and zapped into life by some Frankensteinian alchemical process. This means you had raw material to work with before you began refining it into a coherent, singular idea.

If that idea is having trouble taking shape, go back to your source. Look over your notes, and make revisions if you want. Do more sketches. Jot down peripheral ideas. Something you thought of in passing during the early stages of the project might blossom into the sort of idea that gets your engine running again. That minor character you wanted to write out of your story, or a color that you didn’t think would work in the final product? Take those in a new direction.

Fix The Pipes: Edit Existing Constructs

If you’ve run out of steam partway through a project, you’ve already established some things with which you’re relatively pleased. But can they be better? Can you improve upon what you’ve already done to make what you’re going to do possible? Go back to the beginning and critically observe the work.

In addition to helping put you back on track, you might catch something you otherwise might have missed. You might get a new idea that channels through to the unfinished portions, again taking the work in a new and interesting direction. And you might just shore up a part of the work that was a bit wobbly. Either way, it’s a better use of your time than staring at the work and drumming your fingers on the desk waiting for that nubile junior goddess to chisel her way out of your skull.

Change The Water: Dabble In Other Projects

This might be the procrastinator in me talking, but I think it’s a bit rare for an artist to only have a single item on their plate. I have a few irons in the fire and I suspect some of the people I consider artists are in a similar situation. So, if you’re finding yourself in a logjam with one project and there’s no pending deadline, work on something else. Brew up more creative energy that can then be redirected to the ‘problem child’.

It could be something as simple as character notes for another work or even a game, a new story idea that you begin to develop, fresh sketches of something you’ve seen in your mind’s eye, or one of those pedantic “advice”-filled blog posts that ramble on for a bit before coming to a final focal point.

The bottom line is, you’re not chained to any one work. Art is about creative freedom, by and large. You should exercise your right to think and create without a net, try something new and maybe build up enough momentum to plow through the difficulty you’re experiencing.

Or maybe you’ll get lucky and that goddess will burst from your cranium to end up in your lap.

Wait, am I the only one who thinks that wouldn’t be a bad thing? Sure, your head will hurt like hell while she’s getting out, but once she is, you have a goddess in your lap.

Think about it.

PT: Get Organized

I'll be watchin' you!

There’s been a lot of Star Trek in my apartment lately. I’ve been introducing my wife to Deep Space 9, playing the open beta of Star Trek Online and bringing up Day Job Orchestra on YouTube when my recent negative moods have needed a little buoying. One thing that’s said quite often in Star Trek is that the ship needs to plot a course somewhere. Coincidentally, so do I, and you might find you need to as well.

I mentioned Tuesday that I have a to-do list for my largest current writing project. In case you missed it, here it is again:

  • Get plot points vetted.
  • Generate dramatis personae document.
  • Work out rules of languages & magic.
  • Write the damn thing (target word count:125k)
  • Find an agent a publisher.

I was linked an article written by Stephen King which said that finding an agent for your first novel is often an exercise in futility. Agents work on commission, after all, and 10% of nothing is… well, nothing. That’s why the last point changed. But the fact I want to highlight here is that I have points. There’s a plan here.

The general premise of this story is something that’s been kicking around since I wrote it out as a short work some years ago. Some of the concepts are the same, but as I’ve changed as a writer, so has the story. If I’m going to go with it as my primary long-term project as described over at Terrible Minds, I want to make sure I have a plan for taking it from beginning to end. But at the same time, I know all the planning in the world won’t help me unless I know at what point to stop planning and start writing.

You will learn by the numbers! I will teach you!

So, by all means, plan your story. Lay out a course for the plot from the opening scene to the final line. Sketch out your characters and locations. Set the stakes for the characters and know when they’ll be raised. Figure out what your story’s going to be about

…But at some point you have to stop.

It’s hard to say when the time will be right for you to shift from planning to writing. The more you plan, the more smooth the writing process should be. But plan too much, and you’ll get caught up in the planning, which presents obstacles to writing ranging from always feeling you have more to plan to finding snags or holes in the plot that may appear insurmountable that torpedo the work before you even really get started on it.

Don’t forget that the end goal, here, is to write something for other people to read. Nobody’s going to be interested in reams of notes for a story that never got off the ground, unless you’re J.R.R. Tolkein or Frank Herbert. When you plan to write, be sure to work writing into your plan.

But now we’re getting into planning your plan, and I’m going to quit before my brain starts to hurt.

Like Water Over Rock

Original located at http://www.pbase.com/kekpix/image/58276518

It seems that more often than not, stories in popular media from novels to motion pictures spring fully formed from the heads of their creators. Like Athena emerging from the cranium of Zeus, except she’s a goddess and a lot of these stories are more likely to ride the short bus than a blazing chariot. The idea get into the writer’s head, they put it down on paper and immediately rush to get it published or made into a movie – and that, right there, is the problem.

It takes nine months to form a new human being. Good food takes upwards of half an hour to prepare properly. Carving a statue out of wood, painting a miniature for a game – see where I’m going with this? These things take time.

Natural diamonds are the result of hundreds if not thousands of years of pressure on something that doesn’t look anything like a diamond. A story properly developed is a bit like that, in that odd things stick out that prevent the overall product being smooth. You need to work it over and over again, smooth out the rough patches like water moving over a rock. The more time spent refining the ideas and plot points of the story, the smoother the overall result will be.

About The Audience

The Empty Cinema, by Wolfskin

“It’s a work of fiction. It’s a metaphor.”

This is, apparently, what George Lucas says to people who criticize his work. When they bring up Jar Jar Binks, nuking the fridge or the complete dehumanization of Star Wars, he tells them something along those lines. And somewhere between his lips and my ears, the words change to have the following meaning:

“I don’t care what you think. It’s my story and I can tell it any way I want, and people like you will pay for it, so you’re the dumbass here, not me.”

This seems to be almost common among storytellers & directors these days. Look no further than the likes of Michael Bay and Uwe Boll. There are people out there getting paid embarassing amounts of money to tell bad stories who don’t care about the people in those stories or their intended audience. This sort of ties back into my musings on what a story should be about, but it occured to me that a major problem with a lot of the productions out there is that the creators are concerned about their creation, and not the audience.

Chuck (not Magic Talking Beardman Chuck, but sfdebris Chuck) said once that “the worst feeling when doing comedy is when you tell a joke and nobody laughs.” Stand-up comedy can keep a performer honest because you get feedback, be it good or bad, right away. The same goes for music, especially when a band is first starting out. If you think you’re awesome and you get up to play only to find beer bottles getting thrown at your head, and it happens more than once, something is probably wrong on your side of the stage. This has been true for quite a long time, back when the folks in the cheap seats in a theater would toss raw or rotten veggies at somebody they didn’t like up on stage.

Stand-up comedians, musicians and stage actors are all entertainers. When you tell a story, be it in a verbal, written or audio/visual format, you are entertaining. And if that presentation is being put together to be seen by somebody other than yourself, you are intending to entertain an audience.

It makes sense, at least to me, that you should care about that audience.

It is illogical to assume that you are good at what you do if you get no feedback. In order to get that feedback, you need to show your work to others. The other people who witness you work are your audience. And you can’t just stop at family & close friends, either. That’s the problem with George Lucas from what I’ve seen, because during the production of the Star Wars prequels he was surrounded by people who are either his friends or were told by his friends not to challenge him.

People you haven’t met need to see your work, and tell you what they think. How else are you going to improve, and more to the point, know you’re improving? If you’re only going to show your product to someone who’s going to tell you it’s great no matter how much it might suck, you might as well show it to your dog. I’d say ‘show it to your cat,’ as I’m a cat owner at this point, but your cat will treat you with disdain despite the quality of your product and wonder when you’re going to feed them again.

I feel like I’m beating a dead horse, here, but I hope I’m being understood in how important I consider it for thought to go into your work, and to try and make it about something other that sex and violence. When you show it to others, and they don’t like it, don’t just dismiss them out of hand. Ask them why. Find the weaknesses in the work, and make them better. Not only will you be glad you did, your audience will too.

PT: The Fine Art of Subtlety

You will learn by the numbers! I will teach you!

All right, nuggets, on your feet! We’re going to talk about something near and dear to my black little heart today, and I expect it’s a subject some of you have touched on before. I know I’ve been guilty of this, very recently in fact, so let me begin with an example.

In my current long-term writing project, there’s a reveal that happens at about the halfway mark. Our heroine’s been trotting along, doing her thing and generally being awesome, when she runs headlong into an adversarial brick wall and nearly gets herself killed. When she wakes up, she’s in an unfamiliar environment and made aware of some facts relevant to her situation that had previously been unknown to her. Once she gets over the shock, she’s pretty pissed about it.

When I originally envisioned the scene, it had about, oh, this much subtlety:

STOP! Hammer time!

It’s an old familiar trap. I have a cool idea in my head, and I want to get it out in front of people as soon as possible to say “SEE, THIS IS COOL!” and have them all agree. But they might not, since their heads are throbbing from the abrupt noise and some of them are picking glass out of their faces. Apparently they ignored the notice about the people in the first couple rows possibly suffering grievous bodily harm.

Anyway, it should go without saying that you shouldn’t do this. How boring would it be if we knew right from the outset that the evil armor-wearing asthmatic overlord is really our hero’s father? Or that the quiet, patient and empathetic psychiatrist we’ve been following has been dead all along? Or the planet on which the hero’s crashed that’s populated by damn dirty apes isn’t an alien world, but our own Earth?

The aforementioned stories (now RUINED FOREVER for some I’m sure, sorry about that) work because the big reveal comes not only at the right time during the story but also in the right way. The secrets and cool moments of a story should, like the action and growth of characters, grow organically from the story’s plot and theme. As our characters grow and change, an earth-shaking revelation should be hard-hitting, but not blatant. It’s a balancing act, and will only come with practice.

While we’re on the subject of character growth, I’d like to touch on something while we’re discussing subtlety. Truly effective and lasting characters are ones that grow and change over time, rather than springing fully-formed of awesomeness from the head of the creator. I mean, sure, it’s cool to imagine yourself as the new kid on the block with killer guns akimbo skills and the sort of smile that’d make the opposite sex fall over themselves to get at you (or members of the same sex, or both) but how is that interesting for other people?

Mary Sue

It’s something I’ve mentioned in the course of preparing myself for Star Trek Online, and Classholes Anonymous covered the subject better than I could. The only thing I have to add is this: Not only does a half-Vulcan, half-Romulan, half-Klingon, half-Caitian former Borg drone with powers of the Q who’s also Kirk’s half-grandchild piss people off, it’s thoroughly uninteresting. Not to mention there’s a failure at math somewhere in there.

Be subtle, nuggets. Maintain the mystery. The less you give away, the more people will want to get from you. And, ideally, they’ll be willing to pay for it.

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