The NaNoWriMo 2007 Report: The 56,000-Word View

Saturday, December 1, 2007 Posted by SFWriter13 0 comments
NaNoWriMo 2007 WinnerYes, it's done. The story itself is not yet finished--far from it, in fact. But November has come to close and, with it, NaNoWriMo 2007.

This year was in many ways a similar experience to last year, and in some ways quite different. In looking back at last year's reports, I see the same complaints of difficulties with the muse during approximately the same periods. This year, though, I knew better than to believe that I could start slow and catch up later. With a specific daily goal, and a strong goad of discipline, this year was a much more satisfying experience. I spent less time worrying over how much I'd fallen behind my needed word count (which I never did this year) and more about the progression of the story.

[For those of you interested in the statistics: To reach the 50,000-word mark requires an average of 1,667 words/day. I set a personal goal of 1,700 words/day to give myself a very small buffer. Had I maintained that, I would have reached 50,000 words on the 29th--only one day early. My average was slightly more than 1,800 words/day. What a difference an extra 100 words make!)

I believe this year's story is much more structured than last year's effort. Although I had to do some literary tap-dancing a bit here and there, it generally adheres to the overall structure I set out for it. I do recognize that there are gaps that I need to fill in order to complete the overall story, but I think that as it is, it works (or will work, when completed) as a sufficiently self-contained story.

It's nice to know that I can learn from my mistakes. :)

Labels: ,

The NaNoWriMo 2007 Report: Week 4

Thursday, November 29, 2007 Posted by SFWriter13 1 comments
Done. But not finished.

I reached the 50,000-word mark around 10:30 pm on Monday. Compared to last year's mad sprint to the finish line, it felt incredibly anti-climatic. Maybe because it wasn't even close to the 30th? I don't know. Yes, I still felt a faint glow of pride that I had hit the mark. 50,000 words in less than 30 days is an even more admirable feat, I suppose?

The writing process itself was better this week than during Weeks 2 and 3. I had several long bursts of creativity, even hitting a word count that exceeded 2,700 words on one day. (I just checked: that was Thanksgiving Day. I guess I had much to be thankful for that day! :) )

I have continued on and will record my final word count at some point Friday night. The story is not yet over and I'm not ready for it to end.
Labels: ,

The NaNoWriMo 2007 Report: Week 3

Wednesday, November 21, 2007 Posted by SFWriter13 1 comments
This week has been only slightly less painful than Week 2. I've gotten a much better feel for the characters who I felt were not that well developed before, and most of them have taken some interesting turns in terms of their insights and actions. The story itself has started picking up in its pacing, but at this moment I don't know who did it or why. (I remember now why I don't write straight mysteries . . .)

Despite the muse's reluctance, I have managed to average more than my personal goal each day, so I should be in really good shape for the home stretch next week. (I also looked at my progress last year and I had reached this week's word count on the 28th, so things are progressing much, much better this year.)

I can see now that this will turn into a much longer novel than last year's effort (in the end). At the 40,000-word mark, things are only now starting to get interesting--and one of the sub-plots has barely been explored. It feels better structured than last year's effort, but I'm also finding that I'm getting bogged down with the same sort of issues as last year in terms of keepinig the plot advancing. I think it's a side effect of having to write, write, write without being able to take the time to really plot things out, so I resort to more inner examination of the characters. (It's also, as I told a friend, a way of making notes to myself of things to remember or explore later in a future draft or story.)

Okay, okay, I will admit that it is much nicer this year to not be 8,000 words behind my goal, and it's very nice to be 5,000 words ahead of where I should be.

We'll see what next week brings . . .
Labels: ,

The NaNoWriMo 2007 Report: Week 2

Thursday, November 15, 2007 Posted by SFWriter13 0 comments
Groan.

I've (somehow) managed to keep up the pace this week, staying well ahead of my personal goals and where I realistically needed to be in order to complete 50,000 words by November 30.

It was a tough week. The muse seemed determined to sit there with her arms wrapped tightly around each sentence, unwilling to surrender them to me. Each one that she gave me, she did so grudgingly. I'm sure the writing reflects it, but the goal is words, words, words--quantity over quality. (Yeah, sure, just try to tell a Virgo that!)

There's been a few interesting twists and turns this week, both in terms of plot and character. More than once, I've thought back and wondered, "Why did she decide to have that happen?"

Over the past two days I've also hit upon an interesting insight: even "evil" characters have hopes, fears, and dreams, just like the good guys do. The difference, sometimes, is only the context in which they occur.

Okay. Back at it for Week Three . . .
Labels: ,

The NaNoWriMo 2007 Report: Week 1

Thursday, November 8, 2007 Posted by SFWriter13 0 comments
It has been a good week!

I set myself a goal of a minimum of 1,700 words a day as a hedge against those days when the muse balks and decides to give me the silent treatment. So far (and I choose that phrase with great care), I have managed an average of more than 1,800 words each day.

I ended up doing the project this year that I really wanted to do, but needed the insistence of a friend and the toss of a three-sided die to settle on. It's a bit of an experiment for me, as I don't think I've ever tried to sustain something with this tone and perspective before. (I find it mildly disturbing how well most of it is flowing, but that's an issue for therapy, not here . . . or perhaps next year's NaNoWriMo. Hmmmm.)

Stay tuned to this station for next week's report . . .
Labels: ,

Fright Night

Wednesday, October 31, 2007 Posted by SFWriter13 0 comments
So, today is Halloween and the last day of October. Tomorrow is the first day of November. *gulp*

Yes, NaNoWriMo 2007 begins tomorrow. I have several concepts in mind, but haven't chosen the one yet that I will go with. In a all likelihood, I won't know for certain until I sit down to write tomorrow. (One thing for certain, I have no desire to repeat last year's 9,000 words in 72 hours sprint to the finish. We'll see . . . )

On the writing front in general, the supposed "next to last" chapter in Battlefield evolved into six chapters as I realized that it was longer path to get from here to there than I had originally anticipated. I really do believe that there are only two chapters left now. I had hoped to complete the first draft before NaNoWriMo began, but such are the demands of the muse.

Stay tuned for this year's weekly reports. If you're curious enough to watch on a daily basis, here's the link: NaNoWriMo 2007: SFWriter13.
Labels: ,

Disciplinary Actions

Tuesday, September 11, 2007 Posted by SFWriter13 0 comments
Okay, yeah, yeah, I've been slacking lately . . .

Ever since my all-too-brief vacation in Hawaii, the muse has decided that she and I are no longer on good speaking terms. As a result, I have stopped waiting for her to snap of her current snit and use more direct methods. (Many of my characters have gone silent. It's been kind of spooky. I don't know if she didn't like Waikiki, or if she didn't want to leave.)

A page a day . . . write a page a day . . .

For the past two weeks it's been working. The first draft of Battlefield is coming to a close, albeit more slowly than I would like. I know where it needs to go, but it's been a struggle getting there in a way that makes rational sense in terms of the overall plot and characters. What I thought was going to be one more chapter is likely to be two, but that's how it goes sometimes . . .

For those who read this blog (all three of you ;) ), I wanted to give a brief explanation of the frequent lengthy gaps between posts. With limited writing time, my priorities are generally:
  1. Paying (or potentionally-paying) work. (The aforementioned page a day.)
  2. New ideas that might lead to the above.
  3. Posts for the gaming group forum (some of which will lead to the above).
  4. This blog.
There are only so many hours in the day, after all. (And, no, I don't believe that sleep is overrated. :) )
Labels:

Playing in Boxes

Thursday, August 30, 2007 Posted by SFWriter13 0 comments
Boxes have always been an effective tool of the imagination. Who among us has not spent hours as a child using an empty box (large enough to climb into, of course) as a race car, secret fortress, spaceship, or just a comforting place to sit and relax?

Several months ago, as part of a department-sponsored training exercise, I once again took the Myers-Briggs personality questionnaire. (This was the second time I had done so; the first time had been about eight years earlier.) For those of you who care, this time around I was determined be of type ISTJ. One of the things that the facilitator said when summarizing the traits of this type was that ISTJ types don't tend to be as good at thinking "outside the box". However, if you want to know everything about the box and what you can do with it, we're the people to ask.

Several days ago, this came back to me (I don't really recall why), but it got me thinking about the ways that I explore characters and situations in my fiction (also including, this case, my gaming characters). I like to create what I like to refer to as a context that the characters exist in--essentially the world they live in and some of the people they regularly interact with. For two of the characters, I have also created their "evil" mirror images.

Emerald Flight Sapphire Night Scott Skott

It has been suggested that I've limited myself by dipping back into the same pool over and over again. There might be some truth to that. Thinking about it now, though, I think it has more to do with wanting to learn everything about the box. I have a good sense of who the original characters are, but what would they be like if they walked the other side of that often ambiguous moral line? (Consider the persistent fascination Star Trek fans have with the crews' Mirror Universe counterparts.) As discussed somewhat in a previous post, after creating Hope's Fury, what else is there to know about Aerians? How did they and humans meet for the first time? What was that like? What other aliens are there?

As you can probably tell from this, the "box" can sometimes become galactic in scale (think Star Wars or even The Lord of the Rings). The broader the context, the greater the potential for a larger box. The kind of stuff that long-running television and movie series are made of.

I was also thinking about this in the context of when I was writing "Building Baby Brother". As I wrote that story, and it grew, I found myself wanting to explore all of the possibilities and implications raised during the course of the story. Hence, what started as a 2,000-word short story eventually became a 21,600-word novella. I had found a new box, and--darn it!--I wanted to explore it! (This might also explain why so often when I start a writing new novel, ideas for potential sequels come unbidden to mind not long after the original one is started.)

Have you found any good boxes today?
Labels: ,

Oceans of Consciousness

Monday, August 13, 2007 Posted by SFWriter13 0 comments
Tonight I watched a sunset from one of the beaches on Waikiki. What is it that drives us toward the sea? Is it some primordial memory stored deep within our cells that calls us back to the place where we spawned all those countless millennia ago? Is that why the sea so often brings us peace and solace?

As I watched, my turned to thoughts of how others might view such sunsets, not only real people I have known, but also how fictional characters I have created might each react to one. I also thought of my own life, the choices I've made, the decisions I have both faced and avoided, and of the events that might still lie ahead. Even in my own life, I find that it is as much a vision of future fantasy as much of my fiction. What of it will come to pass will largely be the result of chances I am willing to take, of prices I am willing to pay, and whether I eventually I decide that the costs are worth the accomplishments.

In the majority of my stories, it is the villains who are petty and selfish, willing to achieve their goals at the expense of anyone who might oppose them. The heroes are brave, noble and—while having their own flaws—are not willing to sacrifice their ideals or win their battles at the sacrifice of those they hold dear—nor at the cost of their souls.

I find that I seek such a balance in my personal life as well. But such a fantastic view of real life does not hold up to scrutiny under the harsh light of reality. Those who should be allies will—on occasion—succumb to pretense and pettiness. Those who have been cast as evil may provide the salvation we seek. It is because they are human and because they are real.

Writers can (sometimes) control the actions of the characters they create, casting them from specific molds, forcing them to perform explicit roles. Real people, being products of their own volition, possess no such limitations. They assume whatever roles they choose at the moment, regardless of the ones that the rest of us have chosen for them. Each of us, it seems, sits in constant judgment of those around us, weighing each word or act within the context of our own beliefs.

In a seemingly vicious cycle, when such judgments are given voice, we then react with judgments of our own on the correctness of such opinions. We often forget what the original purpose was, so caught up in the need to express ourselves, particularly when we perceive that we have been, in some way, wronged. We often to fail to recognize that our context is not necessarily any more right than anyone else's, but it seems that most of us have an innate need to win—to prove that our beliefs are the correct and proper ones.

Does victory necessarily make one the hero of a story? While it is true that it is generally the victors that write history, it is equally important to note that many of those who have won have later been reviled by history. Words and deeds have a habit of catching up with us when we least expect it—unforeseen costs to acts we have committed. Like the fine print of a loan document, not all costs are evident at the time of signing.
Labels:

Fun and Games

Monday, July 16, 2007 Posted by SFWriter13 0 comments
Gaming, for me, is a form of recreation and escape. I hardly believe I would be classified as a "hardcore" gamer, nor do I think I really fall into the "casual" category, but in some strange nether land in-between. I know I will never be as good or skilled as many of the more experienced players, not because I don't want to be, but chiefly because I don't take it as seriously. I do want to be a good and skillful player, but there are limits to how much energy I am willing to devote to something I consider a recreational activity.

I'm in it for the fun. I'm in it for the stories. I'm in it for the characters. For me, now, the game provides a framework, a setting, a context in which other stories can occur.

I play to associate and spend time with people that I come to consider friends. I play to be someone other than I am. (Okay, we can argue that one at a later time. Yeah, yeah, I know how characters often mirror ourselves. Shush! I'm trying to make a point here.) I suspect if it weren't for role-playing, I would have left the game for something else a long time ago. If I wanted to just run around and shoot things and blow things up, I can go back to XBox Live and take out the Covenant on Halo night after night.

Mostly, I want to have a good time. I want to laugh, tell stories, crack (usually bad) jokes, and gain some XP and gameplay wisdom along the way. I think I'm a better player today than I was a year ago, six months ago, or even three months ago. Will I ever be as good as the best among you? Doubtful. Do I care? No. Because that's not my primary goal. Will I also ever be able to put in the hours that a lot of players do? Also doubtful. (This part used to bother me—a lot. People who I would team with would out-level me night after night until my character was no longer really a viable teammate. My solution: I try to keep a slate of characters of various ranges available so there's a high likelihood that I'll have one in the right level range. While this can play havoc with storyline RP, it seems to generally work.)

Why is all this important? Because I believe that how a player views their goals for the game colors how they play, who they play with, and how long they stay interested and active. For me, if I'm not having fun, then why the heck am I doing it?
Labels:

From Hope to Blood: A Curious Journey Down the Path of Creation

Friday, July 13, 2007 Posted by SFWriter13 0 comments
You never know what people will pick up on. You toss ideas out there, hoping that one or more will resonate with others, but there's no sure way to know which ones will stick or what directions they might head in. I've always been interested in the process of creation and how it works. For the most part, I believe it's the result of synthesis of other ideas, but it can also happen suddenly like a lightning bolt.

For no other reason than because I found it interesting, I wanted to share the journey down one particular path of creation. In this case, the path that led to the idea for the Emerald Flight series of stories.

It all started with the concept for the design for a character for the game, City of Heroes. Someone I used to team with a lot was creating a new Super Group and I offered to make a character specifically for it. So, I started playing around with a visual design to see what inspiration might strike. (It often goes one way or the other for me: I either have a character personality in mind and try to design the physical representation to match, or develop a physical design and then work toward a personality that seems to fit.)

Thus, the character of Hope's Fury was born. As soon as I saw her in her uniform, I knew she was the medical officer of whatever group she belonged to. It was evident from her face that she was not human, so I decided she was from a race of aliens known as the Aerians. At that point, however, she was only a solo character, with no additional background beyond that.

I had another character, Emerald Flight, who I had created one day solely to test the archetype and build, who had kind of worked her way into the storyline established for the Raynes brothers, but I had not really worked out her background and story. So, she became the captain of a time traveling starship that Hope served on as the medical specialist (among other duties).

A fair amount of curiosity arose around the Aerians from some of the other players. Who were they? Where did they come from? How do they and humans meet for the first time? Why does Hope seem so arrogant? Is that normal for Aerians? I didn't really have the answers, as it wasn't really necessary to know for the current storylines, but would have made for interesting (and potentially useful) background information.

And then along came StarWing. Created by other of the other players, StarWyng (a bastardization of her true Aerian military rank of Star Wing) is another type of Aerian. Before StarWyng appeared, I didn't even know that there were Aerians with wings! She had a story all her own and also added (among many other details) that the Hope Furies were highly revered among the Aerians. That StarWyng was bonded with a Kheldian (a Peacebringer in this case) also reinforced a half-formed idea I had on why Hope had dark powers in addition to her healing abilities.

Having StarWyng appear got me wondering about what other Aerians might look like, particularly Aerian males. I could easily see a male version of StarWyng. Also, it opened the question of whether the majority of Aerians were winged or not and whether that created some kind of caste system among them.

These questions just kind of hovered around in the background, not really needing an immediate answer, but interesting to consider nonetheless. Then, I decided I wanted to create a character with a, well, more forceful personality than I usually created.

Enter StarBlood. A definite male of the species, he holds the rank of Star Blood. While Star Wings are much like our Pathfinders, Star Bloods are more akin to Marines or Navy SEALS (or, to use a fictional analogy, Klingons, but without the hygiene issues). As one player described him: "he is a Warrior with a capital 'W'". He is confident in his abilities almost to the point of utter arrogance. In addition to warfare, he also concerns himself with improving the Aerian gene pool. StarBlood is on a mission to find out what happened to the Aerians who traveled to Earth and were never heard from again. The Kheldian within has a far different mission of its own.

And so there the story stands . . . Quite a journey from a simple character design to the development of an entire alien species . . .

Script Frenzy: Final Cut

Sunday, July 1, 2007 Posted by SFWriter13 0 comments

Okay, nothing to see here . . . Move along, move along . . .

Well, June has come . . . and gone. Script Frenzy has also come . . . and gone. 2,879 words completed out of 20,000. There's all sorts of reasons (and a few lame excuses) as to why, but I figure any number of words greater than zero is a good thing. And I did learn a few things along the way:

  • The muse seems to enjoy working in script format. The entire time, though, I envision her hovering over my shoulder, with her wings slowly flapping, wearing a shirt that reads "What I want to do is Direct" (http://www.cafepress.com/hollywoodgifts/3022725).

  • Sometimes I think it's possible to aim one's goals a little too high. Writing a good romantic comedy is even harder than it looks. One of the challenges of Script Frenzy was to start with an idea from scratch, and that's the one the muse chose. On the bright side, at least I got the idea started and learned several things in the process.

So, in the end, nothing to see here . . . Move along, move along . . .

Script Frenzy: Week 1

Sunday, June 10, 2007 Posted by SFWriter13 0 comments
My muse selected a story to work on out of my list of ideas. I was tempted to work on an existing project, but in script form, but the Script Frenzy rules, ur, guidelines say that it needs to be a new project&emdash;from scratch. That was actually all right, as I wasn't certain that the idea I wanted to work on would be 120 pages.

After selecting the idea, she promptly marched over, sat herself in a corner, crossed her arms over her chest, and sulked. I didn't try to reason with her—muses don't tend to respond well to logic.

So, as of today, I have 1,509 words completed of my screenplay. Well behind where I should be at this point, but I haven't begun to panic yet. I know that: 1) when the tempermental muse finally stops sulking and decides we're on speaking terms again, the pages will pour forth, and 2) I remember the marathon 8,000 words in 36 hours that I managed in order to complete NaNoWriMo last year.

Stay tuned . . .

Script Frenzy: Teaser

Wednesday, May 30, 2007 Posted by SFWriter13 0 comments
From the people who brought you NaNoWriMo now comes SCRIPT FRENZY! Write a 20,000-word (approximately 120 pages) screenplay or stage play during the month of June!

At this point, do I have any idea what the story or plot is? No. Do I have any idea who the characters are? No. Am I ready to throw in the towel and not do it? No!

I actually really enjoy writing in script format. Perhaps the clear format and formal structure appeals greatly to my Virgo nature or something.

Anyway, stay tuned here and
here if you're interested in following my progress.

Starting from the End

Thursday, May 10, 2007 Posted by SFWriter13 0 comments
I'm looking for surprises as I tell a story . . . my favorite writers say that in their best stories they didn't have any idea they'd turn out the way they did. It's a good lesson . . . not to plan a story ahead of time but just to gather what's important and start out on it.

Rick Bass
Passion and Craft: Conversations with Notable Writers

There's no doubt that my muse has a mind of her own. Of late, my efforts to tame her have consisted primarily of "We will write at least one page for potentially paying work before you can play." For the most part, it has worked. She's being difficult by not focusing on the novel I want to be finished, but I learned long ago not to force her into directions where she doesn't want to go.

One recurring thing she does is decide how the story ends, often before I'm even sure how it begins. This happened with Battlefield and now, again, with the novel version of Emerald Flight. In both of these cases, I've written most of the key final scenes in the book, so evidently she knows where the story needs to go—and she's making her wishes perfectly clear from the onset.

In a lot of ways, this kind of feels like writing without a net, not having the story completely mapped out. I suppose, though, that knowing how the story ends helps since I know ultimately where all the loose ends need to be tied up.

I have discovered that writing in this manner does allow the story to move and the characters to behave in often unexpected and revealing ways. I think it makes for a more interesting story, as terrifying as it to be working without the safety cushion of a detailed outline. As Robert Frost said, "No tears in the writer, no tears in the reader. No surprise in the writer, no surprise in the reader."

I guess, in the end, that's really what it's all about.

Labels:

Imperfect Tense

Tuesday, April 17, 2007 Posted by SFWriter13 0 comments

Artists who seek perfection in everything are those who cannot attain it in anything.

Eugène Delacroix

The other day I was discussing writing projects with a friend and she said that her current story "needed work". I told her, half-jokingly, that's why first drafts were invented. (Generally, I strive to just get the thing done and then go back and fix it up in later drafts. Otherwise, I know I'll endlessly fiddle with the middle parts and never quite get it finished.) This then led to a discussion of "how things used to be".

During my younger days, I wrote many scripts, stories, and an entire novel(!) using typewriters (both manual and electric). I've discovered that word processors have truly spoiled us in terms of the writing process. In the past, I can remember scribbling notes on a page as it came out of the typewriter with corrections or things to address in the next draft. (I still have these boxed away somewhere. :-) ) And there was always the thought in the back of my mind, "Oh god, I need to re-type all of this again for the next draft!" That's just the way it was, but I think we might have taken more care with each word as we wrote, knowing this.

Word processing programs have taken a lot of the labor out of the work. Now, if I remember something I wanted to do earlier or need to adjust because of a later change in the story flow, I can do it immediately. The technological advantage is a major boon as well as a distraction. The line between first, second, and third drafts begins to blur as it's now so easy to scroll up or open a new window and edit as you go along.

The striving for perfection in our work is as admirable as it can be detrimental to ever completing a writing project. In the typewriter days, a draft was often final for no other reason than because we could not bear the thought of typing it all over one more time. Now, I think there's always the thought, "I can do one more pass . . ." Hence, many writing projects sit not-quite-finished.

So, what's the motivation to finish a project? Certainly, a paid deadline helps. :-) But what about for projects for which you don't have a signed check awaiting its delivery? (Of course, if the projects never gets completed and submitted, it's unlikely that there will ever be a signed check waiting at the other end.) I suppose there's always the persistent nagging of supportive friends and family . . . :-D

Labels:

The Long and Short of It

Thursday, April 5, 2007 Posted by SFWriter13 0 comments

I knew I must write a novel. But it seemed an impossible thing to do when I had been trying with great difficulty to write paragraphs that would be the distillation of what made a novel. It was necessary to write longer stories now as you would train for a longer race.

Ernest Hemingway

When I have an idea for a story, I don't always know whether it's destined to be a short story or a novel. In general, they begin as short stories, but I get caught up in the idea and want to explore it completely and it begins to transform itself into a full-blown novel—with all the benefits and dangers that encompasses.

Past wisdom has been that writers should write (and sell!) short stories as practice toward eventually attempting novel-length works. Unfortunately, wide markets for short stories are rapidly vanishing (surprising, considering the average attention span of many people), so there are increasingly fewer markets for new writers to sell and publish their shorter work. Markets for novellas and novettes are nearly non-existent, so most writers end up having to make the leap between short stories to full-length novels (or, in many cases, series of novels—publishers seem to really like trilogies and longer series of books).

One maor issue is whether the idea can support a novel-length story. In many cases, it depends on the goal of the story and the intended audience. A lightweight idea can be sustained if the characters and situations are particularly compelling in same way. If characters are secondary, then the idea needs to pretty heavyweight, interesting enough in its own right to keep readers turning the pages. (In the science fiction genre, titles like Ringworld and Rendezvous with Rama come to mind in that category.)

Another problem with novels is that they take a long time to write. Even if the muse is cooperative, a novel-length work consists of a lot of words! It's definitely not for writers who desire instant gratification, unless they can find in the completion of a really good passage or chapter. That's probably the reason why so many people have half-finished novels sitting in their filing cabinets and hard drives.

Labels: