MileHiCon 30
Never Trust a Con Under 30
Everything I need to know about
writing I learned from MileHiCon?
Well, maybe not everything, but
there were some amusing things that I learned or heard while I was at
MileHiCon.
Judging Books By Their Covers
You don't need words if you've got
a straight razor -- this is something Connie Willis said at a panel on
horror comics. And it's true enough. It also says a lot about cover art
and what that artwork says to the reader. Cover art tends to catch a
person's eye and, even though we've all been told not to judge a book by
its cover, reel them in to take a closer look. The impact of cover-art
on the buying public came up again in another panel where Lawrence
Watt-Evans was mentioning how the cover art on the dust-jacket of his
book Touched by the Gods was too classical, that it would give
the reader the wrong idea about the story inside it. When compared to
the same piece of artwork on the paperback, though with the reds more
pronounced and copper foil for the title, the effect was striking. The
hard cover dust-jacket did look more classical while the paperback cover
proof looked more adventurous.
Character-Driven Stories
Character-driven stories seem to
be pretty popular these days, but the important thing to remember is
this: in a character driven story, the characters have to be driving
somewhere. Internal conflict has to be shown externally so the reader
has something he or she can see. The importance of a character's
internal struggle needs to appear in a way that the reader can relate to
and needs to advance the story. If the story is nothing more than a
character's self-centered angst, it isn't going to impress many people.
There needs to be a balance
between character and story.
Also, saying, "The character
told me to..." isn't an excuse to be a bad writer.
Symbols
Symbols don't start out as
symbols, they metamorphose throughout the story. If an item is used
once, it is a prop. If the writer can use it in other places to cut down
on the number of props in use, then the item will become a recurring
prop. If these recurring props turn out to have significance behind
them, meaning for the character, or the reader, then they become
symbols.
Additionally, symbols work best
when there aren't many of them. The more symbols, the more information
writer and reader both need to keep track of and the more likely a
symbol will be lost in the shuffle. If the symbol doesn't really serve a
purpose, get rid of it. The same can be said for rooms, scenes, words,
and characters. If a purpose isn't served by inclusion of an item, then
it doesn't need to be there.
Staging Scenes
Make sure that critical or
climactic scenes happen on stage. There is nothing more frustrating for
a reader than to get to a chapter break just before a huge battle, and
see the start of the next chapter as "After the battle...".
Perhaps the only exception to this
rule is for off-stage scenes that can be imagined because it would be
similar to something that had happened previously several times.
Usually, in these cases, the reader can imagine what will happen as well
as, or better than, the author can do it, then leave it to the reader.
Following (and breaking) the
Rules
Remember, if you follow all of the
rules you've been given while you're trying to write a story, you'll go
crazy. Advice is a handy thing for analysis once the story is finished.
If you read through your story and it works, great! If it doesn't work,
go back and use all of the advice you've heard and through all of the
books you've read and figure out why it doesn't.
While "You've got to know the
rules before you break them" is often good advice, not knowing
about the rules can be good, too. Sometimes, if you don't know that you
*can't* do something, you won't think about whether you can or can't;
you'll just *do*, and in doing, you'll create something pretty amazing.
Also, a few "You can break
the rules if" scenarios:
- You can break the rules, but
only if what you do is really really good.
- Breaking the rules is okay, as
long as you're getting money for charity.
Short Stories, Novels, Trilogies,
Tetrologies, Series and Chronicles
Probably one of the most important
things is to know the length of the story you're writing. And then, to
write it that length. According to Connie Willis, the only reason to
write a novel is that the story is too long to relate as anything
shorter.
Additionally, terminology can be
confusing if you're writing more than one book in a "series."
If it is all the same story, just broken out into several different
books, it could be called either "a novel in <X>"
volumes, or a trilogy (if X happens to be 3), a chronicle, or a series.
The definitions vary from day to day, between editors and publishers,
and from writer to writer as well.
Quotes and Other Things
These are the things that just
struck me as amusing that I couldn't fit in elsewhere.
On your audience and revisions:
You write for yourself, you rewrite for others.
Writing all boils down to sex and
money.
Then said *very* shortly after
that: There are other reasons to write besides money or instant
self-gratification.
Never piss off a writer. (This
after discussions of whether or not authors put people they know into
their stories.)
The three hard-and-fast rules of
writing: You must write. You must finish what you write. You must send
away what you finish.
"Everybody has a different
method."
"That's what first drafts are for."
"There is no right or wrong way."
-- These were said by Mel Gilden
|