That con I run

Monday, July 24th, 2023 01:35 pm
lizvogel: fancy N for Narrativity (N for Narrativity)
I really should post more about Narrativity here. It was excellent again this year, as always. Some behind-the-scenes drama made it far more stressful and exhausting for me that it needed to be, but that got resolved pretty smoothly once I could address it in person, and it didn't spill over into anyone's enjoyment of the con. (And please ghod, we should be done with that particular flavor of drama from now on. A group of people all pulling together in the same direction is a beautiful thing.) I'm always too tired once I get home to do more than scrawl a few brief lines, if that, and by the time I recover it's been long enough that the con-impetus is past. But I'll see what I can do here:

As usual, the best part was the people, both old friends and new. One of the new folks was a long-time friend of the con who was finally able to attend, and turned out to be even awesomer in person than he was in email; another was a serendipitous find in the "smoking lounge" (aka the hotel parking lot) who turned out to be very much One Of Us and was promptly sucked into the rest of the con. And many other nifty new faces who I'm hoping to see next year, along with the standard crowd.

Probably my favorite moment was hanging out in the hotel lobby... some evening... (I was a bear of even less brain than usual this year)... with S and L and K (one of the nifty newbies) discussing my "weird clown story", which turns out to not have at all the problem I thought it did, but some other problem entirely that was expertly mimicking the first kind, and branching off into visual vs. non-visual readers and kinetic vs. visual understanding of one's location in space, and all kinds of brains-are-neat-and-also-weird stuff. This, my friends, is what Narrativity is for.

I also tested a theory. I have talked many times, here and elsewhere, about needing to learn how to Do Plot. (This is different than understanding plotting in general; I chose those words deliberately.) Well, one of our panels was "Help Steve Write A Book", which sounded an awful lot like what I'm talking about when I talk about plot. And... it wasn't, quite, because he comes at a book, or at least this book, in a very different way than I do, but the process was similar enough in principle that I could apply it to my own struggles. And yes, that. That is what I'm looking for: something that functions the same way a big room full of people all focused on helping figure out how to make this particular story go the way the author wants it to does.

IOW, I need a writers group. Which sucks, because I've been trying to find/build one of those for long enough that I've pretty much given up on ever getting what I need, but it's good to identify, at least.

Writers need other writers. The stereotype of the hermit writer in their attic churning out pages may exist in a few, isolated cases, but for most writers, some like-minded folks to bounce ideas off of is somewhere between incredibly helpful and vitally necessary.

And one of the things Narrativity does is help people make those connections. That's pretty fabulous.

lizvogel: Banana: Good.  Crossed streams: Bad. (Good Bad)
This is now my new way of explaining why I can't work out a plot beforehand, courtesy of this Pat Wrede post about prewriting:

"Furthermore, writing is, in some ways, like riding a bicycle—a lot of things don’t work right/aren’t clear until one is moving forward."


This is me, with plot. No matter how much I'd like to fill in that gap between M and Q before I start writing, I've got to get pedaling along before I've got much chance of coming up with anything decent. And then I just have to hope that I get N before the bike slams into a brick wall....

lizvogel: What is this work of which you speak? (Cat on briefcase.) (Work)
I realized something last night that goes a long way toward explaining why I'm having trouble getting any of my mystery ideas off the ground.

1. Red Herrings

Red herrings are necessary to a traditional mystery, the suspects and leads that seem promising at first but ultimately prove to be unrelated (or only tangentially related) to the crime. Often other crimes are revealed in the process of investigating them; the dead man's wife didn't kill him, but she's been acting secretive because she's having an affair or embezzling from the company she works for. The embezzlement has nothing whatsoever to do with the murder; at most it might be her alibi because she was at the office after hours fudging the books when he was killed.

I've also been known to use "red herring" to describe a plot thing I hate to write, but have reluctantly accepted the necessity for: the things the main character tries that don't succeed. (I should probably come up with a better term for it.) They're necessary to build tension; if the spy tries to hack the computers, and fails, then tries to finagle information out of the secretary, and fails, and then finally uses her best friend's daughter to pose as an intern and plant a bug, it's much more dramatic than if the spy just shoves the daughter into danger in the first place. All fine and well, but my brain knows those first two things aren't going to work, and it resents spending the time and effort on portraying them.

A mystery, therefore, is largely composed of things I hate to write. Dramatically necessary things, I don't dispute that, but that doesn't make me like them. And since I'm an extremely intuitive writer, what my brain doesn't want to write comes very hard to me.

This part I kind of already knew, but it ties in with the part that really struck me last night. (After watching the end of Magpie Murders, for those who like tracking influences.)

2. Characters

A traditional murder mystery requires a fairly large cast of characters, because you need multiple people who had reason to want the victim dead. Most of those reasons will ultimately be set aside by alibis, by not being a strong enough motive, or by other factors, rendering them irrelevant to the solution of the mystery. They're distractions, effectively.

In any other genre but a mystery, irrelevant distractions are a bad thing. They're something you want to cut, or not write them in the first place.

Now, characters are normally not a problem for me. Characters routinely wander into my head and set up shop, unbidden. If they're main characters, they kvetch until I sit down and write their story. If they're comparatively minor characters, they normally don't show up until I'm writing along, and then they appear when I need them. The operative phrase there is need them -- that is, they show up when they're necessary to the plot. The main line of the plot, that is, or as a characterization or setting tool that's integral to the story. They don't just wander in, give voice to something that ultimately doesn't matter, and then wander out. My brain simply doesn't generate characters who don't have a useful function, or if it does, it edits them out before my consciousness ever sees them.

In a science fiction adventure, or a spy novel, or a romance, this is a good thing. You don't need to hear about the hotel clerk's problems with his girlfriend, if his only function in the story is to demonstrate the hotel's low standards; he's not really a character, he's just mobile set dressing. The rich man's poor sister, who resents his success and her poverty, doesn't have anything to do with the spy who's burgling secret documents from the safe, and bringing up her issues in the middle of the theft would make no sense at all.

But if the rich man is the murder victim, then his sister's letter berating him for not helping with his nephew's school fees may be a vital clue. And when her handwriting turns out not to be a match for the fake suicide note, that doesn't make her whole sub-story an irrelevant distraction that should be cut, it makes her a red herring that is now resolved, which is a valid and necessary thing to a good mystery.

Most of the characters in a mystery are "red herrings" in my own idiosyncratic terminology, as well as in the more commonly accepted meaning. My brain generates characters for me without conscious effort, but my brain also doesn't waste time generating things I don't need. Therefore, I'm sitting at the front end of a mystery not knowing what characters I'm going to need because they'll come to me when I need them, but I'll need them to produce the clue that they're tied to, but I don't know what that clue is because it comes out of the characters' relationships, but I don't know what those relationships are because I don't have the characters yet, which I won't have until I have the clue.... And here we see the difficulty.

Characters come easy to me, but I don't just sit around noodling over a character and making up all his friends and enemies and relations and rivals whether I need them or not, and muddling through their histories and what happened last week or ten years ago that they've never really gotten over. My writing brain is much more efficient than that. And I'm beginning to wonder if it's that very efficiency that's causing me problems.

lizvogel: What is this work of which you speak? (Cat on briefcase.) (Work)
Happened across this Pat Wrede post; I missed it at the time and comments seem to be closed now, which is a pity because I think she may have inadvertently explained the thing that I keep trying to explain and failing. Specifically this bit:

"When I’m writing Chapter Two, I don’t need to know how my protagonist is going to beat her challenger in the magic duel in Chapter Ten; I only need to know that she will. I don’t need that detail until around Chapter Eight or Nine (and if I haven’t figured it out by then, I’m usually in for a couple of weeks of dithering about how to make it work)."

When I say I don't know how to do plot, I think what I'm really saying is that I keep running into that sort of dithering and I need better tools to get out of it. A few weeks of dithering here and there may be unavoidable in writing; a year and a half of such dithering sucks. And even a few weeks of dithering, over and over and over again, in every story one attempts, gets really old.

I should note here that for me, the dithering is *NOT* about "Which of these appealing ideas should I use?" I easily recognize which ideas are wrong for the story: "No, none of those are the right idea, thank you, yes I will know it when I see it, no I'm not just being difficult, look, thanks, but let's talk about something else, shall we?" is not an unfamiliar pattern when talking to other writers. :-( But it's much more likely that I have no idea at all. I'll know what kind of idea I need, I'll know the "feel" of it and/or what requirements it needs to fulfill, but the actual thing? I got nothing.

To use the headlight analogy, I'll be driving along with landmarks wafting forth out of the the fog, but at some point I hit a stretch where there aren't any landmarks appearing, and in fact I can't even see the road anymore. I know which way is forward because the car's pointed that way, but I've no idea if there are signs or buildings or if the road twists or turns or dips; there's nothing but fog.

I need better ways to pierce the fog, at least for the next ten feet or so, so I can get the car moving again.

Does that make any kind of sense at all to anyone but me?

lizvogel: Banana: Good.  Crossed streams: Bad. (Good Bad)
A comment elsewhere by Deep Lurker nailed something so fundamental that I don't think I'd ever fully realized it before, when brainstorming story ideas and rejecting what seem like perfectly reasonable suggestions:
When I have a Cool Idea as a story-starter, I really don’t want it to become the Story Problem. It might be the Cool Solution to the problem, but I don’t want it to be the problem itself, and I really don’t want “Something goes wrong with Cool Idea” to be the problem. Instead, I need something else adjacent to be the problem.


This isn't every story idea I get... but it's a lot of them.

For example, I have this idea for a novel about a war criminal who joins an FTL colonization ship in order to make a fresh start. That's an intriguing character and a good scenario, but it's not a plot. And the thing is, I don't want it to be the plot; doubtless his past will come out at some point, and it's certainly going to influence some events, but whatever the plot is (and I have no idea, yet), it's not about his past. It's about something else entirely; at most, something "adjacent".

I'm still processing how to incorporate this into my ongoing quest for plot discussion, but I wanted to get the concept down for reference.

lizvogel: Banana: Good.  Crossed streams: Bad. (Good Bad)
Patricia Wrede has a post up about character goals, and specifically story-level goals vs. scene-level goals and how each might be helpful (or not) for the writer at various stages.

Although it's a character-oriented post, and I've ranted many times about how I get character stuff when I ask for help with plot, I think this might actually be useful in my ongoing quest for tips on How To Do Plot. Because it seems like people usually want to talk about plot as it pertains to story-level goals, and what I get stuck on is plot as it pertains to scene-level goals. I'm hoping that pointing them toward this might clarify what it is I'm looking for.

So, test drive: If I were to show you that link and then ask you how to Do Plot, what kinds of things would you be inclined to tell me?

lizvogel: Banana: Good.  Crossed streams: Bad. (Good Bad)
More spoilerish rambling about unpublished novel )

This probably means I'm asking the wrong questions.

I wonder what the right one is.

lizvogel: What is this work of which you speak? (Cat on briefcase.) (Work)
This is an example of why plot as it's usually discussed doesn't make sense to me.

Spoilers for as-yet-unfinished and unpublished novel... )


And this is part of why plot-oriented craft discussions don't work for me. They're all about those bullet points, as though that's what's driving the story. But for me, they're almost irrelevant at this stage, except for how they enable other things.

The other reason plot discussions don't work for me, of course, is that they never go into how to make those bullet points happen. They seem to think that once you have those bullet-points, it will be obvious how to get from one to another, but it never, ever is for me. There's always at least one step into a murky well of impenetrable darkness, which may conceal solid ground from which to step back out or may conceal a hole of bottomless depth and width that cannot be spanned without tools and materials and a significant investment in infrastructure. And that's the hard bit, for me.
lizvogel: Run and find out, with cute kitten. (Run and Find Out)
So, here I sit, some few chapters/15,000 words or so from the end of the novel. I know, in broad strokes, what still needs to happen: they find the bad guy's contact and interrogate him/her, the rebels do that thing I've been thinking about since I realized I had a sub-plot, the second both helps and gets in the way of the first, etc., etc.

And I've got no words.

This can mean a number of things, including that I've taken a wrong turn (don't think so, in this case), that there's some necessary element missing (quite likely), or that I'm utterly exhausted by various Life and can't brain (pretty much certain). The missing element requires brainstorming (if I don't just want to wait for it to appear, and I don't), so I've spent the afternoon playing with post-it notes, and organizing the remaining snippets I'm hoping to use, and reading plot-related articles. So far I've gotten that there's a bit I set up that will come in handy for a plot twist -- don't know what -- and there's a character I set up earlier that I meant to use again and haven't, and maybe he can provide the solution to the twist -- don't know how. And I've still got no words.

I remember something similar at about this point with the Haley novel, where I knew what happened and couldn't make it go. Maybe I should look up when that was, and see if I uncharacteristically made any journal entries that shed some light on the process.

The Oblique Strategies offering for this is "Don't be afraid of things because they're easy to do".

So maybe I should just go ahead and write the MC and compatriot chasing after the contact, which seems like it'll be too easy, and see what pops in to trip them up.

After a nap or three, that is. |)

At The Foot of Plot

Wednesday, June 7th, 2017 12:38 am
lizvogel: Banana: Good.  Crossed streams: Bad. (Good Bad)
I mentioned in a very previous post that I came up with a way to ask something, and it didn't work.

My idea was this: When people talk about characterization or world-building, they get very detailed on how-to -- and often very mechanical; there's role-playing character sheets, for example, or something like Pat Wrede's worldbuilding guide.* When people talk about plot, however, it's all examples and results but very little how to do it.**

What I need is the kind of granular, how-to equivalent of what people do with character or setting, but I need it for plot.


I thought this was a clear and insightful explanation of what I'm looking for, but I tried it out on two very different groups of people (fellow seminar participants and established pros), and it failed utterly both times. I got some recommendations for the usual plot books, none of which do what I'm talking about; I got a detailed and specific definition of what a plot is, which wasn't wrong, but again wasn't what I was looking for.

Luckily, this was at last year's 4th Street, so I also got a lot of good discussion and further analysis of what I was looking for. Part of the problem is that I'm so at sea when it comes to plot that I'm still trying to find the right way to ask the questions, and we all know that asking the right questions is at least half the battle.

It was Skyler who put her finger on one of the key elements: directing/misdirecting reader attention. I particularly struggle when it comes to writing mysteries, because of course plot is especially important in a mystery story. And a core component of a good mystery is that the reader gets enough clues that the reveal makes sense at the end, but not so many that they figure it out long before the detective does.*** And how do you get those clues in front of the reader in a way that they'll remember them, without going "THIS IS A CLUE, REMEMBER IT"?

Including the clue in a list of other things is one way. If there's a needlepoint cat pillow, a blue teapot, a thread-bare armchair, and a faux-fur rug in a room, and in a later scene a blue teapot's been stolen, the astute reader might connect the two. Another trick is to make the clue mean one thing when introduced, and another later on; there's a couple examples I can think of where something's presented as a formative bit of character backstory, then later it turns out to also be a vital plot element.

There are doubtless many other ways; feel free to mention your favorites in the comments.

Another good suggestion (and I don't remember whose it was) was to outline/flowchart what's happening from the bad guy's POV (assuming you're writing from the good guy's POV, which I generally am). I may have to try that for the fantasy-mystery that's in the queue, laying out the crime and its fallout from the thief's perspective.


So directing and misdirecting reader attention is part of what I'm looking for. This applies to more than just mysteries; in any story, there are things you want the reader to pick up on without hammering it at them, things you want them to have but not notice that they have until it's time to use them.

I think cause-and-effect is another part of it, but I'm not sure I can yet articulate that part in a way that makes sense to anybody else.

I'm still looking for other questions to ask, and better ways to ask them.


~ ~ ~ ~ ~

Sometimes I wonder if anybody understands plot, at least in the way I'm trying to.

It may be because most people don't really have plots in their lives. They have a series of events, related chronologically if at all, but that's exactly what you don't want in a novel. Characterization they have: If you want to show your character is lonely and feeling outcast, all you have to do is show a bunch of people sitting at a table in the breakroom, and your character comes in, looks wistfully at them, and then goes to sit at a different table by herself. Anybody who's ever been to high school can relate to that. And of course we're surrounded by setting all the time; one of the classic ways to teach yourself to do setting is just to pay attention to the details of whatever places you find yourself in. Worldbuliding is just setting with more Why behind it; if one doesn't have that already, one can go and read a lot of history and economics to develop the Why muscle. But true plot isn't something that most people directly experience. (I suspect pacing might be equally as hard to teach on the granular level as plot; I wouldn't know, because I'm lucky enough to have been dealt the pacing card and so can generally do it by feel.)

I want the "Look at the room you're in. How would you describe it?" equivalent for plot. But nobody says "Look at the plot you're in, and describe it" for plot practice, and there's a reason for that.

~ ~ ~ ~ ~


* All of which bounces right off of me, because character and setting/world-building are among the cards I was dealt for free. I can't wrap my head around creating either in such a mechanistic, deliberate way, because my back-brain spits them up fully-formed (or close enough to be going on with) without any conscious effort on my part. Heck, I can't not come up with characters.

** The 4th Street seminar was a prime example of this. The romance writer detailed a very specific set of techniques to show a character progressing through their arc; the mystery writer talked about the effects a plot should have on the reader, and listed several books that did this or that plot-thing well. No dis to the presenters, they were all good, but it was the same disconnect I've run into elsewhere.

*** And not send the reader haring off in some other, completely unintended, direction entirely. This seems to be something I have trouble with. ;-P
lizvogel: What is this work of which you speak? (Cat on briefcase.) (Work)
(Whattaya know, for once I've actually managed to do the 'nother post!)

So, I've been flailing pretty hard on the Haley novel lately. I've worked out the new plot satisfactorily, for definitions of "plot" that include where the characters start and where they end up. But as I've said before, there's knowing what happens, and then there's knowing what happens.

And I've been stressing a lot over what happens. Trying to work out the intricate puzzle-piece steps of getting from E to Z. Trying, in short, to write a plot-driven book, or rest-of-book. And I've realized that I'm barking up not just the wrong tree, but possibly an entire wrong grove, if not outright forest.

Some things to remember, for the rest of this book and perhaps future ones:

1. When in doubt, play to my strengths. I'm good at character stuff, perhaps especially angsty character stuff. Intricate puzzle-piece plot, not so much. And I've been so focused on making the replacement plot work that I lost sight of anything else. This was never meant to be a plot-driven book, I've no desire to write all-plot-no-character, and let's face it, anybody who's looking for a Christie-esque puzzle will have given up long before the end of Chapter 7. I need to focus on the characters; while the plot has to hold together, it is primarily a framework to hang the character stuff on.

A practical demonstration: I had two options for a minor point in the scene I was working on the other night. I stopped and considered: which way would make my MC suffer more? And 900 words just fell out of my fingers.

2. Real mysteries don't do what I'm trying to do, either. This part of the book is essentially a mystery plot; my character has to figure out what the bad guy is up to, and how all these other people connect to it. This, I've been telling myself, mostly involves my character looking at a lot of accounting records and similar tedious legwork details. How on earth do you make that interesting?

Answer: You don't.

I've been studying mystery plots a bit lately. Mostly by watching Remington Steele, a task which is its own reward. Remington Steele is an all-around good show; while I primarily watch it for character, it also has solid mystery plots. Frequently -- I'd hazard more than half the time -- key clues to the mystery are found via the DMV, tax and financial records, and other equally exciting database searches. And yet, these are virtually never shown on screen. Oh, occasionally we'll see Laura surrounded by stacks of paper or Steele struggling with the computer, but even those are brief glimpses; we don't see the process. The vital information is presented by the simple expedient of one character telling it to another. (Mildred especially does a lot of this. A lot.)

And this is a thing I've been really struggling with in the current WIP. My MC needs to be looking up this sort of info, and since I've been doing spy-procedural stuff in other sections, I felt like I ought to show her doing it. But while I know generally what's in these sources, I don't know what they look like, so the usual descriptive tactics aren't available to me. And there's still the issue that even the cleverest wordsmithing can only do so much to make a computer search sound cool.

So the solution is: Don't describe it. Just present the end results to the reader, perhaps with some reported thought about how hard/easy it was to find. It feels like cheating, but it's cheating with a long and honorable tradition behind it.

3. Characters can talk to each other. The other significant thing in the above is that a character reveals the discovered-off-screen information by telling it to another character. This works great if you have a detective duo (or trio). It's trickier if you have a character flying solo. You can always have a character talk to themselves, of course, either outright or as reported thought, but it works a lot better if they've got someone to explain things to. (Cue every Doctor Who companion ever.) And my poor MC is flying solo for much of this story.

I was already subconsciously leaning toward addressing this: there's a scene where the MC's boss passes along a fistful of leads, several of which I'd tucked in before I quite knew what I was going to do with them. And to keep other factors balanced, I was setting my MC up to have to work with, hmm, not the antagonist, exactly, but another player whom she for very good reasons doesn't trust, but, for equally good reasons, has to keep at least somewhat involved. (Some of those reasons are the same reason, in fact.) So there's a question of how much she'll willingly tell this person, which limits their utility as a reveal-to-the-reader sounding board... but there are interesting character things I can do to work around that. Which takes me right back to #1, not coincidentally.

Add these up, and I might just be able to get a finished novel out of this thing.

Oh, yes, and:

4. Get the damn coffee, already. Yes, money, calories, whatever. Bought the double mocha?: 900 words, easily. Didn't really "need" the mocha?: struggling to write anything. You do the math.
lizvogel: Banana: Good.  Crossed streams: Bad. (Good Bad)
Ever have one of those days when you can't seem to finish anything without twelve other things interrupting, if you set something down for a second you end up having to ransack the entire house to find it again, and the only way to get something put away is to keep it clutched tightly in your hand until it's where it belongs and never set it down until then no matter what else happens?

I realized a couple weeks ago that that's the problem I'm having with the Haley novel. Every time I thought I had a handle on a plot thread, it was at the cost of some other thread slipping through my mental fingers. And if I stopped clutching at the distant end of a thread long enough to write the next bit, I ended up having to work out all over again where it was going.

I actually resorted to hanging on to my favorite pen while I was typing, in the don't-set-it-down model. It did seem to help. That, and flowcharting what's going on behind the scenes.

And then I figured out what the real problem was. Which is another post.

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