Ending Writer's Block
Writer's block is that inability to think of something.
Technically, that should be impossible. How do you not
think of something? (Assuming you're awake.) What most
people feel, however, is that they cannot think of something original . . . something never before done. Well, that's what's causing your block. That is impossible.
Somewhere, somehow, in some form, everything has been written.
There really isn't anything absolutely, 100% totally original.
So look at what you're trying to do from another angle.
Don't
think about something original. Think about something you like
then give it your personal flavor. That's all the 'twist' anyone really
can do.
I imagine back in Shakespeare's day there
was someone sitting in The Globe Theater, watching one of the bard's
greatest plays while thinking, "Oh, please . . . the ancient
Greeks already covered that." And back in the day of the ancient
Greeks, sitting in an amphitheater, one fellow nudged his neighbor
saying, "That old tale has been passed down more than fifty generations
of storytellers." And if we could go back in time, we'd probably
find Ugh, a caveman who'd point at his handiwork on the walls,
proclaiming in caveman-speech, 'Ugh write story first." Okay, Ugh
would probably be right.
So forget the "so original no one ever thought of it" approach. But
if still not convinced, consider this, you can never know that no one
thought of it. You can research and be reasonably sure that no
one ever wrote it. Then ask yourself this . . . why did no one (when there's been billions upon billions of people) write it? Is it because it's crap?
Instead, mine for ideas. Search
your experiences and your tastes for what you like, what you believe,
and what you want to say. Or mine every media form out there. See
what's popular and analyze why it's popular. Take something that's
crap and figure out how to fix it, find that nugget buried in the
pile. Or turn the whole turd into gold. Take something you like
and do something else with it . . . give it a spin, a different
vantage, or a twist. Often, changing one element turns the story
dynamics into something different. And different is really about
all anyone can do. But different is okay. It's great even.
Think
about it. Whether or not you like Harry Potter, what J.K. Rowling
did was fantastic. I love Harry Potter, but he's hardly
original. Long before Harry attended Hogwarts, Mildred Hubble
went to Miss Cackle's Academy for Witches in the novel and HBO series
"The Worst Witch." (Jill Murphey wrote those stories.) And before
Mildred were countless scholastic books about teenage witches that I
read as a kid. Even Archie had Sabrina. So let's look closer at
Harry and his world. The lad encounters unicorns, dragons and
centaurs. All creatures that have been around for centuries.
So . . . not original in that respect either. But still the
series is great. Part of why it's great is that we can all
connect to going to school. And in the end, the story is about
Harry's life; it's not about all those things that J.K. Rowling didn't
make-up. She drew on teen-angst, how a social outcast could feel, and
on all the familiar tropes readers know and still love. She took
unoriginal pieces and put them together in a wonderful mosaic that is
uniquely hers.
Another thing J.K. did was take familiar/mythological
tropes and tweak them to blend with her world. For instance, she gave the centaurs a
specific purpose that supported her world. As another example, she took the magic wand and
elaborated on its construction, endowing it with different properties
based on the type of wood. Her work is quite masterful on many levels and borrows from mythology.
Borrow
on purpose, for you may as well know from
where you borrowed. Know what is expected then deviate within
acceptable ranges. Determining what's acceptable is the trick. There's
no absolute help as standards constantly change to
reflect society's current views. However, as the old saying goes: If it
looks like a duck, walks like a duck and quacks like a duck--call it a
duck.
For
example: Suppose your variation on a centaur was to change out the
lower body and substitute fish for horse. That would be an unacceptable
deviation for a centaur because you've instead created a "duck" in the
form of a merman. So call it a merman.
If you are borrowing from the best and there's virtually no change, then write an homage or a parody.
Starting from Scratch
Here are some simple thought exercises (along with a little pen-and-paper homework) to help you generate an idea.
1. Make a list of all the "Professions" you think would be interesting. If you're writing a fantasy or something historical consider the various occupations of whatever time period you like best. If you're writing science fiction consider which branch of science or exploration you find interesting . . . or maybe how some mundane job today (like garbage collecting) will be different in the future.
Why
start with a profession? Because, like it or not, we are all a
little bit defined by our jobs. This is true of characters too.
And, with a profession comes work--something that happens. In the core of something happening you can find plot. So the "profession" gives you a leg up on character and plot.
2. Pick one Profession and make a sublist of the difficulties associated with that job. What sort of hazards can be expected? Why is that job necessary? Is it necessary? Can something or
someone replace it? Who is the "boss" of that job?
Who needs the job done? Is there any sort of competition involved? How does one advance? What happens if the job is done poorly?
3. Flesh out your Character a little bit. Give your character two goals . . . one job related and one personal. Next, each goal needs at least one obstacle. If you're writing a short story, it's possible you only need one goal and one obstacle. The obstacle can be a person, place or thing.
If
you're writing a novel, your character will require a lot more--a
history even. For a short story, all you need is the "illusion"
of flesh and bones. If your character has opinions and those opinions
come from some alluded-to experiences, the character will have had a
"life" originating before the story's beginning. That sense of
previously existing is often enough to make a character real. But avoid
cluttering the character with unrelated issues or thoughts (especially
in short fiction) as they may sidetrack the reader. Worse, the
reader may find those unrelated issues (which are often unresolved) to
be more interesting than the actual story. That means you risk leaving
the reader dissatisfied.
For more on character-building . . . see my notes on Giving Characters Character.
4. Do some construction on your world. Whether you're writing something contemporary or imaginary, whether set on a fantasy world or a space outpost, you must make the world feel real to the reader. This can actually be harder in a contemporary setting. People familiar with Chicago know when you get it "wrong." People who have never been to Chicago will want to feel like they have really been there after reading your story. That doesn't mean you have to go to Chicago to write about Chicago. It means you have to make every world feel 3-D. You do that be giving the world depth. A world has to "work." There has to be a sense of jobs. A sense there is an economy. A government. etc.
For more on world-building . . . see my notes on World-Building.
5. Having done some world-building and some characterization, look at them in relation to the job. Now--list any and all events that are likely to happen. You're working on your plot at this point.
I
like to co-develop the character, the world and the plot. Easing
out a little of each at a time. It's one way to avoid writing yourself
into a corner. Whether you like to write organic or develop an in-depth
outline, you should have some sort of idea where the story is going.
The ending is the summation of what you were trying to say. Not knowing
is like not knowing the point of your story. A little wandering while
discovering the best path is fine--and can even be rewarding--but, as a
generality, knowing the point of origin and the point of destination is
the surest means of ensuring you get there.
6. I like to have a theme. But not every story must have one. I do think it enriches the story and allows for "echoes" to occur from one scene or event to another. Most often, themes can be phrased as a proverb, adage, old saying, etc. For instance--"Let sleeping dogs lie" could be seen throughout a story in which the protagonist repeatedly stirs up issues (of a variety of sorts) by sticking his nose into business that doesn't concern him. This same theme could be played towards humor or horror. It could have a moral. Is it wise to let sleeping dogs lie . . . or foolish? It depends on where the story is going. Most of the time the theme will come out naturally. Sometimes it requires a little coaxing. Certainly, once you have a plot and your character has a few traits, a theme will usually present itself. Every once in a while the desire to write a particular theme actually suggests the story to me.
Consider Anthologies As
a reader, I love about anthologies. I love the fact they
have a theme, that every story shares some common element. It's a
great way to contrast all the different approaches to the same theme.
And, given that I bought the anthology, it means I'm likely to
enjoy the stories because whatever their theme was, it was something I
liked. Anthologies are a great way of finding new writers--or writers
new to you.
From a writer's standpoint, I love submitting
to anthologies. Partly because people are likely to keep an
anthology and not throw it away. Mostly I love the challenge of
creating a story to fit a specific theme. Between writing
projects, I search for anthologies and stack up their guidelines by
deadlines.
Often, I pick an anthology based on a theme I would
have never otherwise come up with. I pick those that interest or
intrigue me. But finding the ones that are challenging and
difficult topics are the most exciting. Developing those stories
exercises my creative juices. And they can do the same for you.
1. Search for Anthology listings. You might try Ralan's. 2. Print the guidelines for an anthology. Read them very carefully. Remember, the editor knows what he/she is looking for. 3. Develop an idea that fits the desired description.
All
right, I admit that third part is the harder part. However, the
anthology guidelines have given you a starting point. Either the
anthology has a type of character required--for example, Vampires--or
it has a theme--for example, love's bitter loss--or you've been given a
setting, what-have-you. The anthology has given you something.
As with the exercise above, start by writing across the top of the paper all the elements required
in the anthology. Then start making your lists. What do those elements
suggest to you? Write down anything related to them. Write down things
you've seen or read that would have been a good fit. (This list is your
mines for digging, places you can pull out a nugget to carve into
something that is yours.) Now, in the collection of words and phrases
on your lists, will any of them come together? Does anything stand out,
call to you? You have the pieces; start solving your puzzle.
Remember, adhere to the guidelines exactly. Editors will appreciate it.
Try Reverse Engineering Sometimes
the easiest way to solve a mathematical proof is to go backward--start
at the desired end result and work toward the front. From a writing
standpoint, that could mean start at the end of the story and ask
yourself, what would have led up to this?
Another way to "work
backward" is to start with a title and let it be the influence for the
story--as opposed to having a story then figuring out a good title for
it.
1. Pick an adage, an old saying, a proverb or such and begin with that. For example: My Brother's Keeper
2. Start making a list of all things the title suggests. Who would this title be about? In the above example, it immediately sets up expectations for a first person narrative. Clearly the point-of-view character has a brother. And either the point-of-view character is his/her brother's keeper, or there is a third person involved, the keeper, and the story is about the keeper.
3. Now address the "Whys" of the matter. Why does "my brother" have a keeper? Why does he need one? Perhaps the brother is dangerous, or insane, or maybe the point-of-view and the brother are not even human, but animals in a zoo.
4. You've covered Who and Why . . . now figure out What and Where. What will your story be about? Where will you set it?
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