Endings

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Sometimes the hardest part of writing a story is where and how to end it. Unless you’re doing something really risky and experimental, most readers want an ending that is satisfying, something that ties up the loose ends and fits both the tone and the theme of the story. If most of the book has been light and happy, then ending with something grim or terrible will feel jarring and out of place. On the contrary, if you’ve been writing something that is heavy and realistic, then ending with a fairy-tale-like happily-ever-after will likewise feel out of place and perhaps even cheapen the sacrifices and suffering of the characters.

Which brings me to Animorphs.

Back in July 2020, I wrote an entry on the Animorphs book series by K.A. Applegate for my Obscure Books From Childhood blog series on Second Unit Reviews. This prompted me to reread the entire series, which consists of 62 volumes (54 regular books, four Megamorphs books, the Andalite, Hork-Bajir, and Ellimist Chronicles, and Visser, plus two “choose your own adventure” books called Altermorphs, but I don’t count those because they don’t contribute to the main story). I just finished the final book very early this morning and… I have some feelings.

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Breaking the Rules: C. J. Cherryh’s ‘Foreigner’ Novels

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Image from SF Signal

All writers have heard the adage “Show, don’t tell.” It’s one of the most ambiguous and frustrating pieces of writing advice I have ever received. After all, writing is all about words. How can you “show” something when the only way to communicate is by “telling” the reader what’s happening? You’re also supposed to make sure something is always happening to move the scene forward. You don’t start in a static or simple moment. You have to begin with a bang to get the reader’s attention! Where’s your momentum, people?

Now, I get what this advice is trying to say. “Show, don’t tell” encourages writers to not just give a play-by-play of the scene, a “Then she did this and then he said that and then they went here” style of story-telling. That’s acceptable for a four-year-old telling a story, but not for a novelist. You’re supposed to make it more dynamic, fluid, and engaging. And starting with a bang isn’t literal, but to avoid the cliche of having a character wake up in the morning or monologue to themselves. The devil, as always, is in the details of how exactly to do this.

It’s easy to then fall into the trap of thinking that these are iron-clad rules which cannot for the love of all that is literary be broken. Rules are useful as a framework, but it’s always nice to see how the rules can be bent or outright broken and still leave you with an engaging story. Enter the Foreigner series by C. J. Cherryh.

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Temporal Frameworks

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"Creation of Time" by Max Mitenkov
“Creation of Time” by Max Mitenkov

They say that timing is everything. While it may vary in prominence and importance for a story, it’s always a good idea for a writer to know how long it takes for things to happen. Having the ages of characters and timeline of events written down and referenced periodically during the rewriting process will help you maintain both continuity and pacing.

Note that I said, “during the rewriting process.” Timelines and continuity checks are part of the many cycles of editing. Unless you are one of those ultra-detailed planners who lays all of the groundwork before picking up a pen, a timeline isn’t something you should be using until after at least the first draft is complete.

For example, when I write, I usually have a month or so of planning where I pull together a basic plot line, character descriptions, and overall tone of the work. In the character descriptions, I put at least an estimate of how old they are supposed to be. This can fluctuate later, but usually only within a few years of the initial age-setting. As I write my first draft, I have a rough idea of how much time passes between events. It’s a day or two from their initial meeting to their first fight, a week until their marriage, a few hours until that important breakfast, and they spend two or three months in this locale. These aren’t set in stone, nor do they have to be 100% accurate at this stage. In Draft 1, it doesn’t matter so much if I say it only took a week to travel 200 miles on foot or something like that. All I need are estimates, if that, to give a basic temporal framework.
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Dealing with Discouragement

Recently, a friend and fellow writer told me they felt discouraged about writing. They were upset about so many people being unable to spot the differences between a good story and a bad story.  Real gems languish in dusty corners while insults to the English language fly off the shelves.  And not just books, but movies too.  Their question was: “If people can’t tell the difference between good and bad stories, why put forth the effort of crafting a really good story?”  Thinking out the rules of the world, creating three-dimensional characters, filling plot holes to make a seamless narrative…all of that takes work.  And if people don’t notice and don’t care, then why bother?

(NOTE: The movie links contain spoilers!)

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