After Your Great Idea – the Difficult Part

Got a great story idea, have you? All that’s left is to type up the words, send them to a publisher, and start spending all that advance money, right?

Not so fast.

First, I suggest you read this wonderful guest blogpost by author Elizabeth Sims, posting on Jane Friedman’s site. Sims gives indispensable advice about how to convert an idea into a story. I’ll give my own spin on her guidance below, but her post explains it in more detail.

She describes four techniques to use. You may use them singly or in combination. Sims says you can take your original story idea and bend it, amp it, drive it, and strip it.

Bend It

Take your idea and shape it into something worth reading. Alter it nearly beyond recognition. Change it in ways that make it more exciting and dramatic. Isaac Asimov read The History of the Decline and Fall of the Roman Empire by Edward Gibbon and imagined the decline and fall of a future galactic empire. He bent the idea further by adding an advanced science called ‘psychohistory’ which predicted the fall of the empire, then wrote his Foundation Series.

Amp It

Your story idea includes some characters with goals, motivations, and problems. Okay, now crank up the volume. Make the goals nearly unreachable, the motivations into obsessions, the problems nearly unsolvable. Raise the stakes. Frank Herbert dabbled with growing mushrooms and enjoyed watching the moving sand dunes near Florence, Oregon. From those interests came Dune, a novel of prophesies, magic, royal family destinies, drug-induced mental states, treachery, self-doubts, and impossible odds.

Drive It

Carry your story idea to extreme ends, ultimate possibilities, and previously unexplored realms. Where ‘Amp It’ has you elevating internal character emotions and personalities, ‘Drive It’ is where you supercharge the plot. Disgusted by what he’d read of the communist Soviet Union, George Orwell took that as a starting point and drove it toward the bitter and dismal future of Nineteen Eighty-Four. Stalin became Big Brother. Secret police became ubiquitous spy cameras. Propaganda became the language of Newspeak and the concept of doublethink. Soviet slogans became “War is Peace, Freedom is Slavery, Ignorance is Strength.”

Strip It

If your idea gets too big and the novel threatens to overwhelm you, cut it down to size. Readers can’t keep track of an entire world, but they can follow a single character. If you portray that character well enough, readers will understand the metaphor—through that one character, you’re representing many. Angered by a newspaper advertisement urging the U.S. Government to unilaterally suspend testing of nuclear weapons, Robert A. Heinlein could have taken Tolstoy’s War and Peace and set it in outer space. Instead, for Starship Troopers, he wrote a stripped-down version, describing an interstellar war from the perspective of a single soldier in the Mobile Infantry.

Now that you have Bend It, Amp It, Drive It, and Strip It in your writer’s toolkit, take another look at your story idea. Just think of the possibilities, all because you read this post by—

Poseidon’s Scribe

4 Rules for Assembling a Planet

Millions of my fans well remember when I first posted back on February 24, 2013 about assembling a planet. That seminal blog post dominated the news and captivated the world (our world, the real Earth, I mean).

Why revisit the topic, then? Has the process of world-building changed? Well, some links in that previous post don’t work, and it’s time for an update with some better information.

Pixabay.com, image #1275774

 

 

Here you are, ready to write a story set in a world different from ours, and you want to know how to do it. Or you’re partway through writing the story already, things aren’t working out, and you want to know where you went wrong.

You can get good information from reading the Wikipedia article on world-building. Roz Morris’ post on the topic encapsulates her advice into three rules. Ruthanne Reid posted a fine article discussing approaches to world-building. What follows is my view of the topic, but you should review these other sources, too.

Here are my four rules for creating a world for your story:

  1. Think through the consequences. You’ve thought of some interesting and original ways that your world is different from the real one…great. But have you thought through the ramifications? Think of Frank Herbert’s Dune and Arrakis, the desert world. Herbert thought through the implications of that type of climate on people’s behavior, clothing, lifestyle, and other animal life.
  2. Set limits on your magic or technology. Sure, it’s fun to imagine a world of amazing magic or super-advanced technologies. But add some constraints. If your protagonist is some all-powerful wizard, then she or he could simply wave a wand and resolve the conflict in the opening scene. Story over.
  3. Make your world clear to readers. Authors who set their stories in the real world have it relatively easy. They can assume readers understand the rules and norms. They needn’t spend many sentences describing the Earth we know. You don’t have that luxury. You’ll need enough (but not too much!) descriptive text to transport readers to your world.
  4. Be consistent. Sure, you’re thinking, you’ll remember the rules of your world as you’re writing your story. I wouldn’t add this as one of my rules if it were that easy. For some reason, there’s a tendency to forget and slip back into our own world.

Armed with my rules, you should now be ready to get out there and build your own world. It’s freely provided services such as this that makes millions around the world (the real one, our Earth) thrill to the mere mention of the name of—

Poseidon’s Scribe