Showing posts with label Tutorial. Show all posts
Showing posts with label Tutorial. Show all posts
Friday, October 25, 2019
How did I get started writing and how did that affect Writing the Entertaining Story? - Wendy S. Delmater
Some people might find it odd that I have chapters in Writing the Entertaining Story on what I call “related markets”: Essays and Articles. But my belief is that good non-fiction follows the same rules as good fiction. Well-written non-fiction is just stories about real things and real people. Storytelling rules make non-fiction saleable, and make it sing.
Perhaps this belief is a product of the path I came into the craft from: nonfiction. My fiction writing and editing career followed an odd path. I started with actually enjoying writing papers for various classes in school, and when I graduated that translated into writing letters to the editor, and an occasional paid editorial. Oh, so I could get paid for this writing thing? Cool. But I wrote to fill needs.
My first regular writing gig was for a newsletter for parents and educators working with children with Attention Deficit Disorder. As a volunteer, I wrote a very practical and helpful humor column that was a big hit with subscribers. I got a job doing construction safety management and did newsletter articles for the corporate rag. Then I started writing articles for my local American Society of Safety Engineers newsletter, which got reprinted at the regional and national level. Within two years I was editing their national construction division newsletter. I had an article published in ASSE's peer review journal, Professional Safety, the same month I graduated with a BS in Safety Science.
By this time I'd started to write fiction for pleasure. I joined an online writing workshop. I not only honed my craft there, but made many writer friendships, some of which have lasted for decades. From there I started publishing short stories and poetry, and once the time-pressure of things like single parenthood, caregiving for an elderly parent, and an 80-hr-wk job were removed, I started writing books. I have fiction novels on my hard drive, but considering my path to publication it's not surprising non-fiction books like Writing the Entertaining Story came out first.
So it was natural that I’d suggest that fiction writers consider writing nonfiction, too. After all, nonfiction pays much better than fiction, and if you’re a good writer of fiction you already have most of the skills you need!
I cover two kinds of non-fiction writing in the book: essays and articles. A large number of literary magazines that accept fiction also accept essays, usually university presses or those related to scholarship. Many of them are entirely regional or only publish a certain segment of the population. For example, Ricepaper magazine (Canada) is a literary journal that showcases the work of emerging Asian-Canadian writers.
It’s best to stay within your lane when writing essays for literary journals. If you’re a disabled writer, there are literary journals just for you. If you are a writer of color, live in a particular region, are someone of Norwegian descent, or are a member of any other distinct group, it’s just a matter of finding a place that would prefer to showcase your work.
Obviously, if you are a fiction writer who has a scholarly background, these will be an easier market for you to break into than other people. But I know writers without scholarly backgrounds who have gotten into prestigious literary magazines writing essays, and made good money doing it.
Please note that many literary magazines require a submissions fee, but this is offset by the fact that they can pay pretty well — much better than fiction. The decision to pay an entry fee is entirely up to the writer, but in this case it is not a cause for concern. There are also legitimate essay and fiction contests that have entry fees. Just be aware that it is customary for many literary journals to have submissions fees.
As far as articles are concerned, in Writing the Entertaining story I give a short excerpt from an extremely well-written piece about Mike (Dirty Jobs) Rowe’s testimony before congress, regarding getting more people into the trades. It uses all of the fiction writing tools and tricks I mention earlier in the book, including a hooky opening line and engaging characters.
There is absolutely no reason writers cannot use their fiction-writing skills to write nonfiction magazine and online articles. Again, one of the sad, unavoidable truths of the writing life is that nonfiction pays better than fiction. Unless, of course, you give it all away.
And sometimes giving away articles will actually make you money in the long run. For example, what is a typical blog post except an article? As Samuel Johnson said, “Only a fool doesn’t write for money,” but that’s not entirely true. Johnson didn’t live in the digital age, and one of the first rules of internet marketing is that you have to give people a taste of whatever it is you’re selling, for free. Digital marketers say that a certain percentage of those who read a writer’s blog or — better yet, sign up for their newsletter or Patreon — will spend money on whatever it is they’re trying to sell. In the case of fiction writers, they’re trying to get people to buy their novels, or anthologies that contain their short fiction. So that “taste of free” can be an excerpt from a work-in-progress, a chapter from a novel, or a teaser for one of their short stories.
Blog posts, newsletters, and a Patreon articles are a way that writers can keep in touch with their fans and build the online friendships that make them into deeper fans. And they are a great places to practice learning how to write articles for pay.
Writing articles for pay is not all that hard to break into. Most, if not all, print or online magazines have sites with a submissions guidelines link, and you follow their guidelines in the same way that Writing the Entertaining Story suggests you follow the guidelines for short fiction markets.
You can find more in my book, here: https://www.amazon.com/Writing-Entertaining-Story-Wendy-Delmater-ebook/dp/B07WZ6V87Z/
Writing the Entertaining Story is available for purchase at the link below. If you click my link, I get compensated with a percentage:
Wednesday, July 27, 2016
Seven Rules
I was scrolling through my Facebook feed earlier and I came across a photo that said, "Seven Rules I Learned About Storytelling by Playing Dungeons and Dragons." There were no rules listed with it. I took it that the readers were supposed to provide the rules ourselves. At least two others reached the same conclusion. Here are the rules I came up with and my justification for why they are important. Feel free to add your own and/or tell me I'm full of crap in the comments. I would seriously like to hear what everyone thinks.
Remember when the rogue (or thief depending on your edition) gouged the jewels out of the statues eyes and the paladin lost his mind? Both were doing what would benefit them: The rogue wanted to get rich and the paladin wanted to stay in good graces with his deity. Neither could be expected to act any other way. They both did what they perceived as benefitting them. That's not to say that characters won't help each other out, but how many times has everything gone to crap because a character did what was best for them? Whether it was Peter in The Lion, the Witch and the Wardrobe or Boromir trying to steal the ring in Lord of the Rings at some point someone is going to do something to benefit themselves.
If I'm reading a long story with a core group and nobody goes off the reservation it loses something. Keep this in mind if for no other reason than that a good story stays good when things go awry and this is a good way to MAKE them go awry.
Seriously. Things don't always go well. Luke Skywalker doesn't save his aunt and uncle. Kirk can't save his own son from the Klingons. Spock can't save Vulcan in the Trek reboots. The list goes on.
If you drop something in from seemingly out of left field and make it work your whole story can benefit greatly. That includes when the group in your D+D campaign finds itself trapped in a fairy ring, or popping up in Ravenloft, or wearing a really neat cloak and then the ship lifts out of the sea...
And yeah, your fiction can be made better with this as well.
If any of you are World of Warcraft players, think about the Lich King fight. You spent the entire expansion chasing this guy and defeating his minions. You found your way to his castle, Icecrown Citadel. You fought your way up to him by defeating waves of mobs, only God knows how many bosses, fighting a battle with another airship and killing dragons along the way. You finally get to his throne high atop ICC where you battle him... and watch someone else (Tirion Fording) kill him. Talk about ripped off. I get the fact that they wanted to match the book but COME ON. I spent the whole raid wanting to take this guy out. Why take that away from me and every other damn player that made it that far?
1.) Every character should have a voice.
I guess I don't mean this literally. If the character goes to a restaurant and the only thing the server does is refill their cup, then the server shouldn't have anything to say. Any character that is a big part of your story should have a reason to be there and something to say though. Yes, I know that in many D+D groups, and this goes for other RPGs too, the healer is there because you needed him and you invited your dumb friend to play one because you needed one. He still gets a say in what happens to the group.
This works in a book or movie too. There is often one side character who just seems to go along with the group. That's fine. Not everyone has a world-ending super powerful personality. They should still have something to say about what's going on, even if it's just to agree. How many people hear are Kevin Smith fans? Silent Bob doesn't usually have a lot to say but when he says things, people listen. If you have a character that is around a lot and doesn't say much it needs to matter more when they do. Leonard Nimoy refused to do Star Trek: Generations because his character had no voice and no purpose. He was an actor, author and director. I figure he knew what he was doing.
2.) Characters act in their own best interest.
Remember when the rogue (or thief depending on your edition) gouged the jewels out of the statues eyes and the paladin lost his mind? Both were doing what would benefit them: The rogue wanted to get rich and the paladin wanted to stay in good graces with his deity. Neither could be expected to act any other way. They both did what they perceived as benefitting them. That's not to say that characters won't help each other out, but how many times has everything gone to crap because a character did what was best for them? Whether it was Peter in The Lion, the Witch and the Wardrobe or Boromir trying to steal the ring in Lord of the Rings at some point someone is going to do something to benefit themselves.If I'm reading a long story with a core group and nobody goes off the reservation it loses something. Keep this in mind if for no other reason than that a good story stays good when things go awry and this is a good way to MAKE them go awry.
3.) Failure is sometimes necessary to a good story.
A good way to ratchet up the tension is for something to go horrendously wrong. When your engineer is fixing the whatchamacallit and his thingambabobber gets stuck and tears it loose just as the bad guys are about to launch the gravity bomb and blow up the ship things get INTERESTING. When your main character is about to fight a kobold and the head of his warhammer pops off everyone starts to worry. (At least I like to think so. I actually used this one.)Seriously. Things don't always go well. Luke Skywalker doesn't save his aunt and uncle. Kirk can't save his own son from the Klingons. Spock can't save Vulcan in the Trek reboots. The list goes on.
4.) Villains are often as intelligent as heroes.
This is important. I watched the GI Joe cartoon when I was a wee little Jimbo. I enjoyed it when I was nine. GI Joe always found the obvious hole in Cobra Commander's plan and then they kicked his ass. It was great! My heroes won and it was easy. But here's the thing: I'm thirty-nine now. I don't necessarily get caught up in that crap anymore. It's much better to see my heroes sweat.
In the Dragonlance Chronicles, Tanis Half-Elven finds himself face to face with Queen Takhisis, that universe's version of Satan. He knows that if he can't honestly worship her he won't survive. She can see into his soul and knows what he is thinking and feeling. He manages to pull it off but just barely. In the same series, Sturm Brightblade faces a determined enemy that it as smart as he is, and he watches two thirds of the Knights of Solamnia butchered when the good guys get suckered. That's an oh shit moment that I'll never forget. Weis and Hickman got this one right even if I am still bitter about what eventually happened to Sturm.
5.) The unexpected can be awesome.
And furthermore, it usually is. Something that MAKES SENSE but is unexpected can make a story. Seriously. Going back to the Dragonlance Chronicles, no one saw Tasslehoff Burrfoot breaking a Dragon Orb the way he did. No one expected Gollum to bite Frodo's finger off at the end of Return of the King. And, well, when Darth Vader looked at Luke Skywalker and said "No, I am your father" the whole world stopped and we all pooped our pants. See what I mean?If you drop something in from seemingly out of left field and make it work your whole story can benefit greatly. That includes when the group in your D+D campaign finds itself trapped in a fairy ring, or popping up in Ravenloft, or wearing a really neat cloak and then the ship lifts out of the sea...
And yeah, your fiction can be made better with this as well.
6.) Never promise something and fail to deliver.
You remember that one time when your DM told you that the Grand Duke Whatshisname was supposed to award you the Awesome Thing of Coolness and a pile of gold when you completed your quest. Do you remember how badly you wanted to murder him when you found out that the town had been sacked and the Grand Duke beheaded while you were off risking your life to achieve the objective? Do you? I do. Any reader is going to feel the same if you screw the hero in the book. There are good reasons to do this sometimes but even then it should be more of a temporary setback than "Never, never gonna get it." I like En Vogue's music but I've never bought a book written by one of them.If any of you are World of Warcraft players, think about the Lich King fight. You spent the entire expansion chasing this guy and defeating his minions. You found your way to his castle, Icecrown Citadel. You fought your way up to him by defeating waves of mobs, only God knows how many bosses, fighting a battle with another airship and killing dragons along the way. You finally get to his throne high atop ICC where you battle him... and watch someone else (Tirion Fording) kill him. Talk about ripped off. I get the fact that they wanted to match the book but COME ON. I spent the whole raid wanting to take this guy out. Why take that away from me and every other damn player that made it that far?
7.) The Law of Unintended Consequences applies in fiction as well as in fact.
Yay! The adventure is complete. You've rescued the princess, stolen the Orb of Ouchness and returned safely from the caper. You think everything is awesome. It's time to sun your buns, spend your gold and research your new spell. There's only one problem: That door you opened that didn't have anything behind it? It was a portal to The Sucky Place of Suckiness and now all of the evil Suckmonsters are here to suck the life out of everything. It's all your fault. That same guy who paid you to rescue his daughter and steal the Orb of Ouchness is now pissed at you because the Suckmonsters have consumed three villages worth of farmers and livestock. You're the one at fault because they're all coming from the place you just left and everyone knows it. Your life as you know it is about to be over and all because you opened a door... and had NO CLUE that any of this would happen.
It's a lot like when the Event Horizon (in the movie of the same name) tried to travel to another solar system... and went to hell. Apparently, folding space doesn't do what everyone thinks it should. In Robotech when the SDF III takes the Robotech Expeditionary Force to the other side of the universe, they left the Earth vulnerable to an enemy that they knew nothing about. They never meant to do that, but it spawned an entire part of a series. Stuff like this just works.
So that's my version of how to tell a good story as taught by playing RPGs. What isn't here that should be? What's here that should not be?
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