Category Archives: Character

The Gift of Scorched Earth

BookToday’s post is going to cover two gifts for the price of one, both intangible and tangible.

I began my first novel manuscript in January of 1999. There were three of us then, and during our winter break from college, we set out to write the greatest epic fantasy novel known to man. I probably don’t have to tell you our plans didn’t quite pan out. But flash forward four or five years, and that book, the first thing I ever tried to write with a serious intention of publishing it, was nearly the reason I quit writing for good.

My co-authors dropped out early in the process. We enjoyed talking about our story’s awesomeness more than actually working on it together. But I’d continued plugging slowly along on the book throughout college. And by the time I was graduated and then married, I had a couple of hundred draft pages. That seems like a tiny amount to Present Day Greg, but at the time it was by far the longest thing I’d ever written. The trouble was, I’d basically stopped working on it.

I told myself I was just busy. Working at a full-time job and commuting three hours daily left me very tired by the end of each week. But that wasn’t it. In truth I no longer believed in the story I was writing. I was no longer excited by it, because there was a dissonance between the plot and the protagonist. I didn’t believe that this protagonist would be responsible for the acts of his recent past that formed the foundation of the plot.

I’d be willing to bet a lot of writers don’t consciously decide to give up writing. It just sort of happens bit by bit, day by day until they look back and realize it’s been months or years since they’ve written. The point of no return is when this thought no longer bothers them. I came pretty close to that point. A more experienced writer would have just tossed the idea and started on a new one, but that wasn’t how I looked at it. The germ for this story had been in my head for a decade. If I couldn’t even see it through, what hope did I ever have of being a writer? But the Sunk Cost Fallacy had me in its claws. For those unfamiliar, the Sunk Cost Fallacy is the human tendency to “throw good money after bad” and continue investing in something that isn’t working just because you’ve invested so much into it already.

I can’t remember exactly when it happened, but I gradually gave myself permission to scrap what needed scrapping in order to the save the story. It started with rewriting the protagonist into the antagonist, but by the end I trashed every single word of text and started over. Some of the characters’ relationships to one another and some of my original world-building concepts would survive, but every bit of the prose was fed into the furnace of reigniting my excitement for the project. It was total scorched earth, and as much as I’d dreaded the concept, it was surprisingly liberating once I’d committed myself to it.

Eventually I finished my monster of a first manuscript, An End to Gods. The final product is infinitely better than the project was originally shaping up to be. I’ve gotten much faster and trimmer as a writer since then, and the book is still too big and too Byzantine to publish as a novice writer, but I love it for all its messy complexity. My cousins even collaborated to get it printed and bound in leather for me several Christmases ago, complete with custom chapter icon artwork (Ben and Duncan, you guys still rock!) and it is still the coolest gift I’ve ever been given. It’s sitting on my shelf behind me as I type this (and in the picture at the top of this post). I don’t mind telling you I got teary-eyed when I first laid eyes on it, and I still plan on publishing it one day, however many rewrites that takes. I’ve already done it once, after all.

So there you have it. Two greatest gifts for the price of one. Kevin J. Anderson likes to use the phrase “dare to be bad (at first)” and that’s excellent advice. But if that first draft is so bad it’s discouraging you from continuing to write, it may be time to tear it down and start again.

Mean Salvation

Every new author’s challenge is to learn to tell a story well and to do so with a passionate heart. There are reams of advice on the internet, in how-to-write books, from writers groups and at conventions, workshops and seminars. Knowing basic plot structure is quick to learn but how does one navigate character depth and writing with a passionate heart?

When I was starting out, I went to my first writers group meeting with a completed 100,000 word novel. Someone offered to read it for me. I was ecstatic. The reader had some valuable insights: 1) don’t let your characters be stupid. It sounds harsh but it wasn’t. Given the incident she was referring to it made perfect sense and it was an easy fix; 2) characters need to be consistent and logical; and 3) you must be mean, even cruel to your characters.

Permission to be mean??? I was both ecstatic and mortified. How could I embrace this? I don’t like conflict. Reading fairy tales as a kid, I was so relieved when the happy endings came – I wanted the conflict to be over so I could relish those sweet but short utopias. Yet, those words of permission filled me with relief – I no longer had to be nice, the peacemaker, making everyone happy somehow through their struggle. I was never so nice to my characters that they were wimpy and the story was without conflict but I hadn’t gone far enough.

Permission to be mean was permission to delve deep into a character’s psyche, to understand their deepest fears, anxieties and painful back story. It was about not feeling guilty because the characters I loved had to experience trouble and pain.

Understanding that it was my responsibility to look into a character’s deepest fears and to throw them into the pits of emotional hell and physical danger made me a better writer. When I now read the how-to books and columns, I understand they are challenging us to search for those emotional pits of hell within ourselves, to be honest enough so we can make our characters sweat through them. For example, this spring I took a one day workshop with Donald Maass based on his book Writing 21st Century Fiction: High Impact Techniques for Exceptional Storytelling. That workshop was like being in therapy. We were asked questions similar to ‘What is the most painful secret you have? Where can you make your character feel what you are feeling right now?’

It’s a mean salvation for a writer – as we dig deeper and challenge our characters and are mean to them emotionally and physically, we are challenging our inner selves and are digging deeper into our own psyches.

The advice I was given when I started out makes sense now – if I dig deep within myself to understand emotional truth, dig deep within my character (my character isn’t me and her emotional truth isn’t necessarily mine), if I dig deep into the emotional realities of life (and they can be cruel), if I let my characters experience what they need, then I will be true (and logical) to my characters and my readers will experience a satisfying emotional journey. The added bonus was that I could now more easily ramp up conflict and tension.

Mean salvation – that’s the best way I can describe that first advice. We all live it, we write it and in our hearts, we know it. My favorite books make me live through those dark, awkward and painful moments with a character and in the end I embrace their journey although not all endings are sweet. Their catharsis is my catharsis. Their pain is my pain. Their salvation is my salvation.

It’s not like the song lyrics “you’ve got to be cruel to be kind” it’s that we’ve got to be cruel to be real, to dig down deep and face what makes us and our characters emotionally real. It’s mean salvation.

There Are Ruts…

So the theme for September’s posts is supposed to be about getting out of the rut, or taking it to the next level.  Well, there are ruts, and there are ruts.

There are the ruts where the well has run dry, and the words are not flowing.  Judith Tarr talks about those times here.  As it happens, I know exactly what she is talking about.  I’ve been there, recently; I’ve felt those feelings; I’ve known the grief.  I was very fortunate to come out of it after a year and a half, but even now I have not finished recovery to where I used to be.  I’m not going to rehash Judith’s article.  She does a much better job of discussing the issue than I ever would.  But I will say this:  if you are in that place, or if you ever find yourself in that place, know that there have been good writers—some of them very good writers, indeed—who have been in that same place, and eventually came out of it.  You’re not alone.  And it can be done.  But it will take time; it will take perseverance; and you may have to change some things about you, about your surroundings, or about the company you keep to come out of it.  Your true friends will support you, but only you can make those choices and walk that walk.

I could stop there, and have an article worth posting, I think.

But I actually want to talk about another kind of rut in which we as writers can sometimes find ourselves.

Do you ever feel that you’re growing stale?  I mean, have you ever stopped in the middle of writing a story or a novel and realized that you’re not having fun; that you’re not excited about what you’re doing; that as B. B. King would sing, “The thrill is gone, baby…”?

Sometimes when that happens, it’s the normal and almost inevitable result of working in the middle of a long project where you’ve dug yourself into the hole but you’re not entirely sure yet that it’s going to turn into a tunnel.  And the only solution for that is to simply keep putting out the words until you get through the middle and can see the progress that’s been made.  Perseverance, in other words.  That’s actually one of the most important tools in our writer’s toolkits; the ability to keep plugging away at a project until it’s completed, no matter how long it takes.

But other times that may be the back of your mind saying, “Dude, this is a whole lot like the last story you wrote.  Can’t you write something different?”

Now formulas and templates for writing fiction have been around for generations.  Most popular children’s series during the early and middle 20th Century were very rigidly formula based.  And I can point you to a few series of fantasy and science fiction even within the last generation or so that have done that.  And those series have their fans, who seem to like that each new story or each new novel seems to follow predictably the outline of the previous works.

But for writers, especially writers who want to grow in their craft and strive for art, I suspect that falling into the formula rut is absolutely one of the worst things we can do.  It might make us money, but we won’t continue to grow or develop as writers as long as we’re in that rut.

Have I been there?  Yep.  Do I have some thoughts about how to get out of the rut?  Yep, and here they are:

1.  Make yourself use a different narrative style.  If you’re consistently a third-person limited viewpoint writer, write something in first person.  Or vice-versa, as the case may be.  That may shake up the way you view characters and characterization.

2.  Make yourself write something with a different story construction.  If your previous works have all been single-thread-of-continuity stories, try writing a story with multiple story lines running in parallel.  To really challenge yourself, you should make them non-interrelating until the end.  Pull that one off, and you’ll feel a real sense of accomplishment.  This will also widen your thinking on plotting.

3.  Make yourself write something in a different genre, or at least a different sub-genre.  After writing several of what amounted to comedies of manners with romantic overtones, I actually had a friend challenge me to write something different.  So after thinking about it, I started writing a series of police procedural stories.  Wow, did that stretch me!  Although I’m a moderate fan of mysteries and procedurals, learning to write them really taught me things about characterization and plotting that I had never considered before.

4.  If you’re primarily a novelist, try writing shorter works.  Challenge yourself to write something good under 5000 words.  When you succeed at that, challenge yourself to write something good under 2000 words.  Then try under 1000 words.  That’s barebones storytelling.  Every single word has to be weighed in the balance as to whether it’s really necessary to tell the story.  You’ll learn discipline from that one.  I have exactly one 2000 word story that I think works.  I have yet to manage a 1000 word story that I think is good.  I keep trying.

5.  And if you’re primarily a short work author, try writing a novel.  You may or may not like it, but it will force you to consider plotting and world-building issues that just don’t arise in a 7000 word story or a 12,000 word novelette.

I have a novel coming out from Baen Books on October 1, entitled 1636: The Devil’s Opera.  It’s a collaboration with Eric Flint.  And I’m convinced that I could never have written that story without having put myself through 2, 3, and 4 above.

You want to be a better writer?  Challenge yourself to move out of your comfort zone, and write things you never imagined you’d write.

Metal Gear Solid, or How I Was Ruined for All Other Video Games

The first moment I realized that I had expectations for what a game ought to be was the moment I first popped Metal Gear Solid into my Playstation. I had read the previews about the game in all the video game magazines I subscribed to (which was every one available) and I had played games similar to it—or at least I thought I had. Metal Gear Solid was, on the surface anyway, a third-person military shooter with emphasis on stealth elements. Pretty par-for-the-course, as far as video games go.

And then I discovered that everything I believed about the world was a lie.

MGSMetal Gear Solid was footage from the International Space Station for flat-earthers. It proved that one need not sacrifice story to gameplay, or vice versa, that not only could they coexist in harmony, but become fully integrated with one another. MGS even takes it one step further: it takes the player experience and makes it an essential aspect of both the gameplay and the story.

An example of what I mean by that. (*SPOILER ALERT* for those who have not played it; shame on you, by the way!) At one point, a character named Psycho Mantis, one of the several villains you must defeat to save the world from nuclear devastation, decides to battle you. The problem is, nothing you do works—nor can it. With his psychic powers, Psycho Mantis is able to predict every action you take the moment you take it, rendering all your efforts to injure him useless. It is impossible to defeat him—until you realize that his psychic powers only extend to controller port 1. Plug your controller into port 2, and you may just have a chance. (*END SPOILER*)

One of the reasons this grinding-to-dust of the fourth wall is so effectively jarring is because the game strives for realism in so many ways. The environments are incredibly detailed, the characters are rich and deep beyond belief, yet even those things are not safe. When the protagonist, Solid Snake, returns to an old military base in Alaska (which is where the bulk of the action of the first game took place) in Metal Gear Solid 4, he also returns to the exact same 32-bit polygonal art style of the original Playstation game.

SolidSnake-600x372Kicking down the fourth wall and violating expectations was a part of the series before Metal Gear Solid was even released, though in a comparatively more subdued form. When a traitorous member of Solid Snake’s team tries get him to abandon his mission in 1987’s Metal Gear, he says, “Solid Snake! Stop the operation. Switch off your MSX at once.” (The MSX was the platform on which the game first appeared.)

What these games proved to me is that we need not be satisfied with our expectations, that suspense can be built when we shake the very foundation of our readers’ worldviews. There are times when I’m writing and I realize that my story has taken the expected path—the safer path. It’s at times like these where I wonder, “WWMGSD?” Metal Gear Solid would probably turn my novel into an ASCII flipbook animation, which is a little unconventional for even my tastes, but it can still serve as a guidepost for ways to keep readers from guessing what’s coming.