Archive for the 'writing guides' Category

Mar 20 2008

Welcome, MicroISVers!

This site provides writing advice. If you're writing a superhero novel or comic book, please also read our superhero writing articles.

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Hey! Superhero Nation offers comedy, superhero writing advice, generic writing advice, and a few assorted articles on how to manage a small online project, particularly an online novel (these include Using Header Art and Using Google Analytics to Self-Review).

Note:  if you’d like to read the article Pat mentioned, click here.

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Mar 20 2008

New Year’s Resolution Madness: Assessing Bounce Rates in Online Novels

If you are interested in the mechanics of making an online novel work, you may find this interesting.

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Jan 01 2008

9 Easy-to-Fix Dialogue Mistakes

This article will help you write better dialogue in novels.

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Dec 12 2007

Improving Your Beta Reviews

This article will focus on how to find beta reviewers and how to get beta-reviews that are more useful.

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Dec 11 2007

Writing Without Scenes

This article will discuss some benefits and drawbacks of writing a chapter without scenes and some common problems of sceneless chapters.

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Dec 10 2007

Preliminary Search Engine Optimization Results

10 days ago, I changed the title of one of my most popular articles from “Helping Girls Write Guys” toWriting Male Characters(I explained my reasoning here). I think that it’ll take 20 or so more days until I have conclusive information, but so far the article has tripled in unique hits over the past ~9.5 days compared to the 10 days before the change. I had anticipated some change, because my target audience is much more likely to use words like male/writing/characters than helping/girls/guys, but the magnitude of the leap surprised me.

Additionally, the article has become more effective. I suspect that the new title retains readers that click the Google link more effectively. “Writing Male Characters” is very straight-forward and serious; “Helping Girls Write Guys” doesn’t sound nearly as helpful.

  1. Before, the article bounced an unacceptably high ~60% of readers. That has dropped to 35%. My preliminary conclusion is that strong titles are critical to retaining readers.
  2. Including readers that bounce after a very short amount of time, the average time spent on the article has increased from two minutes to three. Excluding relatively unpopular articles that are skewed by a few devoted readers (three people spent an average of 30 minutes on one of mine), only my review of Soon I Will Be Invincible and my article on naming characters retain readers longer. And my SIWBI review is 4000 words long.
  3. With the exception of the main site at www.superheronation.com, more readers enter my site through this article than any other.

 

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Dec 05 2007

A few quick tips on encouraging traffic

  1. Post something every day. If you’re gungho enough to actually log on to your site every day, great. If not, write a few more posts than you need and set their timestamps so that they come out once a day. Having one post a day is vastly preferable to a few posts every few days.
    1. Daily posts encourages readers to check your site often. It also reminds your readers that you’re still alive and why they love coming back. (Right, guys?)
    2. Coming up with 7 posts each week is not too hard. I think we have 400 posts over the five months. Admittedly, we have a team of contributors, but to be fair I would venture to say that at least 200-250 of those are mine.
    3. If interested readers see that you haven’t updated in the past few days, they may stop coming. I loved Your Webcomic Can Still Be Saved but it hasn’t posted in quite some time. I no longer check it.
    4. Your readers won’t derive as much enjoyment from the second article as the first (diminishing returns). But it’s just as hard to write the second article as it is to write the first. From an economics standpoint, it makes more sense to stash the second article.
  2. Strategic post timing. I think the most popular time to browse the web is (for adults) around 5pm-8pm. It’s probably around 3-5 pm for students. Target your posts to just before your audience is likely to check.
  3. What should you post? That depends on what your site’s aim is. If you’re trying to market a novel, you can show your writing style with one-liners from your characters, strong scenes or a short conversation between two characters. Character profiles may be useful, particularly if your characters are fresh enough to draw us into the story.

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Dec 04 2007

Characterization

I hate little writing guides. I read one this morning that offered only ~300 words on writing characters, all of which could be summarized as “write authentic characters,” which was incidentally the chapter heading. Write authentic characters. Thanks!

Hopefully, this article will prove more useful to you. As you craft and introduce a character, you have many tools at your disposal. I’ll offer some tips for the following aspects and tools of character creation.

  1. Character genesis: what kind of character do you need?
  2. Introducing your character
  3. Making your characters memorable/sticky
  4. Three dimensional characters
  5. Character problems

Character Genesis: what kind of character do you need?

Virtually every well-designed character has each of the following:

  1. Purpose
    1. This is the role he plays in your story. If your character does not play a unique and useful role in the plot, you need to rewrite or remove him. Characters are unique if their role can’t be performed by the story’s other characters. A character is useful he cannot be removed without dramatically weakening the story. That’s subjective, but often your beta readers agree which characters are productive and/or interesting and which aren’t. If you have beta readers, ask questions like “what role did John play in this chapter?” or “which character contributed the least?”—those are pretty direct ways of getting reader impressions on the material. If you don’t have beta readers, go to http://www.critters.org; it’s a very professional and free online writing workshop.
    2. Purpose comes first because everything else you put into your character hinges on the role you need him to play. Purpose should drive development. For example, if you want a character to add comic quips, he should be witty. Readers will notice if a supposedly slow character is verbally quick.
    3. Your audience and world often reach the same conclusions about a character. But, if you intend your readers not to agree with what your characters think about another character, make it clear why there’s a distinction. (Failing to do so will make your characters feel flat or unbelievable). NOTE: this should be done as sparingly as possible. Discrepancies tend to disconnect readers from the story.
  1. Goals
    1. Real people have goals. Your characters should, too! Goals add plot coherence. If your plot moves from one characters attempting to achieve his goal to another thwarting him by pursuing his own agenda and then back to the first character trying again, it tends to flow nicely.
    2. Goals make characters deep and believable. Did Neville Longbottom go to Hogwarts just so Snape could pound on him? Hell no! He wants to be a man, which drives him to (hilariously) confront Harry Potter towards the end of the first book. Goals are essential to making your characters more than just props. Even your minor characters should have them.
  2. Problems
    1. Real people have problems, too. Problems are a great way to develop your characters. In fact, sometimes the problems are more memorable than the characters themselves (how long could you talk about Luke Skywalker before saying “Darth Vader?”)
    2. Sometimes you reach for your goal and fail. Failure adds drama! Someone who succeeds the first time, every time is not really interesting. The higher the barriers are, the more your readers will enjoy watching the leap. Failure also helps develop characters. Adversity brings out resourcefulness, ingenuity and strength.
    3. Problems also help you mix up the plot. If your character tries shouldering open a locked door but fails, it wouldn’t be very dramatic if he just kept hitting it until it opened. This gives you an opportunity to show that your character is able to do more than solve all of his problems one way—action writers often tend to focus on violent or confrontational solutions. If you feel you have that problem, try mixing it up by placing your hero in a position where he’s hopelessly outpowered, ideally in a social setting. You can’t punch your boss…
    4. Are you using a broad set of problems? Here are a few to consider. 1) Nature/natural phenomena 2)Violent antagonists 3) Iagos (diplomatically savvy antagonists) 4) The hero’s shortcomings 5) The hero’s goals conflict 6) Conflicting heroes
  3. Flaws
    1. Authors sometimes mistakenly confuse problems with flaws. Problems are obstacles or failures. Flaws are attributes that the audience won’t find endearing.
    2. Many authors tend to subconsciously write characters as reflections of themselves. That’s fine, as long as you don’t idealize yourself. Realistic characters virtually require flaws. “But I want my audience to sympathize with my hero!” That’s a good point, but keep in mind that flaws can accentuate positive traits. For example, an idealistic character might be depressed because the world doesn’t meet his expectations. His depression will remind us that he lives by his ideals.
    3. On the other hand, villains often have too many flaws. Sympathetic villains—with agendas we can relate to, even if we don’t want them to succeed— are often the most memorable and feel the most realistic (Darth Vader).
    4. Flaws tend to be more memorable. For example, in Naomi Novik’s Temeraire series, Temeraire has an interesting set of characteristics. Let’s see… he’s a dragon, enthusiastic about geometry, he is very affectionate towards his Captain/partner, is strongly anti-slavery and wants sweeping reforms to make British society more dragon-friendly (like tearing up London buildings to make the streets widers). But what is most salient about Temeraire—and characterizes him the best—is that he’s politically radical and doesn’t care about what society deems acceptable.
    5. Flaws tend to add plot coherence. Temeraire [SPOILER] goes rogue and refuses to carry out a plot to poison French dragons. [/SPOILER] That flows naturally from his deeply held views about the dignity of dragons. It doesn’t feel like the author randomly decided to have Temeraire rebel to spice the plot up. Plots driven by flaws tend to be more coherent and feel less arbitrary, partially because flaw-driven foreshadowing is more noticeable and memorable.

Memorable/Sticky Characters

You want your characters to be memorable, I’m sure. More precisely, your characters should be sticky—something about them needs to stick long and hard with your readers.

Readers will often miss minor details, especially one introduced only once or twice. The essence of stickiness is giving each character one or two defining characteristics that provide memory cues to everything else about the character. If you bring attention to those defining characteristics a few times, readers will gradually make a lasting impression and they will easily remember the character.

Here’s an example from my own work: one of Agent Orange’s defining characteristics is that he’s an (reptilian) alien. I assumed that readers would remember that unusual detail. WRONG! Not only had the majority forgotten that he was the alien, many more had gotten confused about the species of some human characters. To help cue my readers, I had Agent Orange say “mammals*” whenever he’s exasperated, faces a political obstacle, has to explain something about himself or is otherwise perplexed by American culture.

[1]

ORANGE: Do you smell that?

LASH: That you smell like an ashtray?

ORANGE: The squid. He’s a mile off.

LASH: How the hell could I smell a squid a mile away?

ORANGE: Mammals.

[2]

Agent BLACK: I’ll stick with the experience and Darwin factors.

Agent ORANGE: (Mammals). When Freakshow is melting your neural synapses together, let me know how much inspiration and comfort those give you.

BLACK: I will try to remember to do that, sir.

ORANGE: (Wiseass).

This recurring remark has benefits beyond reminding readers that Orange isn’t human. Sometimes I’ll ask my reviewers questions like “do you remember a passage that shows how Agent Orange (or nonhumans generally) get along with humans?” They almost always pick a “mammals” passage. I think the word “mammals” is a pretty good cue that the reader is supposed to make associations there.

Since I’ve introduced the “mammals” lines, readers have fared much better on open-ended questions like “how would you characterize human-nonhuman relationships in Superhero Nation? I’m looking for words like “awkward,” “well-intentioned,” “strange” and “friendly”—at least, that’s what I meant to convey. Before I used mammal lines, most readers had no clue and the rest mentioned discrimination. That was certainly puzzling, given that the only recurring nonhuman character is a ranking government official that’s friendly with his co-workers.

Now, I see a lot more answers that use words like “strained,” “symbiotic,” different perspectives, etc.

Big picture, “mammals” helps characterize Orange. It reminds us that he’s not a human and that his relations with humans are mostly positive but kind of outsider-looking-in (I like “symbiotic”).

*I experimented with him saying “humans” but that came off much more sinister and lacked the whimsy and exasperation I was looking for. Reviewers overwhelmingly agreed that “mammals” was friendlier. One said that “humans rings with contempt. It sounds like a slur.” Another agreed that mammals was less threatening because it paralleled racism less. By using “mammals” instead of “humans,” Orange implicitly contrasts himself as a reptile rather than a dragon. “I don’t think he’s suggesting reptiles are categorically superior to mammals, but I think using ‘humans’ does suggest a categorical assertion about the superiority of his species [dragons].”

I’m only done with part 1 of this, but it’s pretty late here. I’ll complete this later.

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Dec 01 2007

Search Engine Optimization for Online Novels

This article describes some remotely technical details of search engine optimization, particularly for authors/novelists.

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Aug 24 2007

Writing Titles that Sell (Novels and Chapters)

This article will cover how to write novel titles that sell and when/how to name your chapters.

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Jul 22 2006

How to Write Gripping Scenes

This article will focus on how to craft gripping scenes that immerse readers in the story. First, I will start with an absolutely awful scene, offer a revision, and then draw connections about how you can make your scenes more immersive.

 

My mini-scene

 

The elf hit the orc with his shield, giving him enough time to cast Fireball. It shot out of his land like a bullet.

 

This scene completely fails to immerse readers.

 

  1. “like a bullet” feels distinctly inappropriate for a conventional fantasy story (let’s assume that’s what it is).

  2. What’s the fireball like? This wasted a huge opportunity.

  3. The passage used weak and generic verbs (hit, cast and shot).

  4. We can’t really visualize the fight. What happens to the orc that lets the elf cast Fireball?

  5. What’s the elf like? Or the orc? We can’t really visualize either beyond the barest mental cliches.

 

A somewhat better version of my mini-scene

 

The orc swung wildly with its masher. The elf instinctively ducked. A cool breeze fanned the elf’s face as the hammer rushed by. The elf sprang up with his shield, smashing the orc’s face. It fell backwards, chains rattling as it crashed into the ground. The orc’s bloodyshot eyes fluttered, unfocused as though gazing at something miles away.

 

But it was alive.

 

“Spirits of fire…”

 

Mystical energy welled in the elf’s chest and smoke pooled in his lungs. The smoke. He lived for the smoke.

 

“I implore you…” he aimed his hand at the prone orc. Power surged from his heart, as though magma were rushing through him. Clumps of his skin charred and flaked away in the wind.

 

“Incendio!”

 

A geyser of fire hot enough to melt stone gushed out of his fingers. The orc’s top half disintegrated completely. And the bottom half… only he and the gods would know it had ever belonged to something alive.

 

The elf inspected the black gashes that ran up his heavily charred, heat-withered arm. Regrowing skin and bone was simple enough that any apprentice healer could have his arm functional within an hour. But the scars, the scars were permanent. In any case, they made for great bar stories.

 

Then he noticed that his fingernails had burnt away.

 

“Dammit!”

 

It took weeks for fingernails to grow back.

 

This story is better, but it still has many problems… “incendio”? Come on. More substantively, we have no impression of the physical setting, where the story is taking place. (Is this fight happening in… an open field? An Orcish coliseum? An astral plane? What’s the weather like? How does the terrain affect the duel? Who, if anyone, is watching? Is anyone else fighting? What time is it? How humid is it?)

 

In contrast, this scene does develop the cultural setting. We learn a lot about the elf here and his society. He spends as much time thinking about his burnt fingernails as he does about killing the orc.

 

The sensory imagery is occasionally solid– particularly the fire/smoke/imagery– but aside from that it was pretty bland…

 

Making Your Scenes More Immersive

 

  1. Sensory imagery is critical. “He cast a fireball” is too bland to captivate readers.

    1. Show us what the spell does to the victim, the caster, the terrain, etc. Give us the smoke!

    2. Try to engage as many senses as possible. Smell and touch are particularly immersive and visceral. Sight and hearing are obviously important but are usually more generic.

    3. Focus on the elements that separate your story from every other story we’ve read. A fight between elves and orcs on the beach should not focus on the seagulls. Likewise, a story with a dragon character (ie a dragon that actually has lines) had damn well better describe and use the dragon. Give us the dragon!

  2. You have to show readers where the scene is happening.

    1. The best way to develop the setting is to show your characters interacting with the scenery. For example, if the fight is in a tavern, bystanders might jeer or root for one combatant. The elf might use a chair or mug as a weapon. More generically, the elf might choke on the smoke that comes from the fireball or his eyes might water.

    2. Don’t overwhelm your audience with trivial details. For example, if they fight on a beach, describing the sounds of the waves hitting the beach probably won’t add much. But mentioning that the sand offers bad footing will help your readers visualize the scene.

  3. Explain the cultural setting. What are the people in your world like? How are their thought processes and cultures different from ours?

    1. Above, the elf is pretty messed up. He talks about his scars at taverns and cares more about his fingernails than burning an orc to death. If I had only described him as an elf, the audience would have assumed he was elegant, high-minded, nature-attuned, etc. What is this, Dungeons and Dragons?*

    2. Readers prefer unique settings.

  4. What is the focus (or purpose) of your scene?

    1. Originally, my fireball scene was an action scene, describing only the elf-orc fight. The rewrite was far more character-driven. I used the fight as a vehicle to portray the elf.

    2. Mixing up scenes is usually more effective. You can drown your readers in action (or dramatic dialogue). I tried to mix action and character development here and I think it was pretty effective.

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