Showing posts with label problem solving. Show all posts
Showing posts with label problem solving. Show all posts

Friday, June 1, 2012

Fighting Sag

On this beautiful Friday morning, with the sun streaming into the office and the air nicely not so Dagobah swamp humid, let's talk about sag.

"Sag" is not just something reserved for lady chests or heavy tree limbs, it's also what will murder your writing if you let it. And this isn't just murder mafia-style where it shoots your manuscript once behind the ear. This is murder by asphyxiation. This is not a quick and easy murder. Sag will slowly, painfully and maliciously wrench the last moments of life out of your manuscript, and smile while doing it.

Sag's full name is "middle of novel sag" or "Second Act Sag", and today we're going to talk about what causes it and how to fix it.

As the name implies, sag happens when the momentum and pace of the story slow way down and the urge to turn the page and keep moving (as a reader) shrinks and shrinks until you ultimately start asking why you're even bothering to do it anymore. It generally happens in the second act, because that's the part of the story that's all about expansion: we met the characters and the plot in Act 1, now we get to see them develop and evolve before meeting for the climax and resolution in the third act.

The big problem is that expansion isn't all that exciting sometimes. While you're developing characters and making connections between plot points and furthering the story, some of that stuff makes a desert look damp. Yes, near the end of the expansion, there's some excitement built up as you get towards climax, but that's a very small segment of the expansion, and that comes AFTER some (often huge) swath of the middle of the book where "you felt penned in" and "couldn't really do anything too big because you were still in the second act".

But that's, frankly, stupid. There's no rule that says you can't have an exciting second act. The rules for climax state it just has to be the highest point of tension/action. But you can't really have a "highest point" without some other reference points for comparison, right?

So the first tool in your toolbox to fight sag is "Second Act High Points". Don't start thinking these high points are only physical encounters, they aren't. These are just moments where you shake up the complacency and status quo of the chapter(s) by putting in a scene or a few beats to make the reader sit up and take notice. Yes, sometimes that's a fight, but it could also be the discovery of clues in a mystery, a hero's internal conflict and resolve kicking in, yet another attack by the enemy's henchmen or something as simple as a phone call from one character to another. The point here is ACTION. Just like shaking up a YooHoo to get the chocolatey goodness off the bottom when it settles, so too does a Second Act High Point shake up and redistribute the interest, excitement, flavor and tension of the manuscript.

You could stop there, and walk away knowing that "Action beats Sag" but if you've been a regular reader of this blog, you know I've got more to share. Let's look at another slightly more complicated tool against sag.

Just like making a key from a mold you've kept in the back of your eyeshadow compact (I'm looking at you standard-spy-movie-trope), you can get a sense of something based on the impression it leaves in the space/things/clay around it. A more typical expression of this is in a widow, widower or someone who just lost a close loved one -- the absence of that person leaves an impact, and who/what that person was leaves an imprint on those left behind.

What we're dealing with here "Negative Space Impressions" also called "Silhouetting" if you want to use the slightly douchey arthouse term (which by the way is great for annoying college professors). You don't outright describe what the thing is, you describe the impression the thing leaves on the surroundings.

If I'm describing my house key in this way, I'm not talking about the ridges and angles of the key itself, I'm talking about the way the pins are lifted in the lock when I use it. If I'm describing a dead character, rather than give a lengthy physical description and segue into a totally lame flashback where the character will speak to me but never be as cool as the ghost of Hamlet's father or Obi Wan Kenobi, I'm talking about how I (the narrator in this case) perceive/remember (imperfectly) the lessons the character wanted to impart. So I'm humanizing myself, talking about a character's impression and advancing my character growth in one fell swoop.

Is that harder? Yes. Is it worth it in the end? Absolutely. Any situation where you walk away learning more about the character, the relationship(s) between the character and everything else in the world AND advancing character growth is absolutely worth it.

Are there only 2 ways to fight sag? Nope. But those two are a good start. Go forth, don't let the middle of your book fall into a flat, comatose state.

Happy writing. Enjoy your weekend.

Thursday, April 5, 2012

Writing/Gaming - Show versus Tell

Time for a classic debate. Time for some good ol' fashioned barroom brawling over what-to-do-when-and-what's-better. Time to roll up our sleeves and get really INTO our work.

Today we're talking Show versus Tell.

I haven't brought this up on the blog before, but I think it's time. Now I'm going to come at this first for the book people but then for the game people, because while many of those elements overlap, the game design aspects have a spin on them that changes the nature of the debate. Let's introduce the sides of the debate...

Show 
This is more explicative, and treats the reader as more of a current viewer of the story. Also, this gives the reader the sense that the story is unfolding AS they read it, which helps make them feel like they're more a part of the story, and they enjoy it more, so they read more, so in theory if you've written more, they'll buy more. This is also a slower approach to developing characters, scenes, settings, and actions.

Were I to show you what I'm doing now, I have the option of treating your eyes like a film camera and zoom you all the way in to show you my fingers striking the keys on my awesome ergonomic keyboard. Or I might show you the room I'm writing in, describing it as the stunt double of a book and game store right now. Or I might start you in from above the scene, and sweep you into the office via the window, past the curtains and in over my shoulder to watch me write this sentence.

Regardless of how I choose to do it, the important thing is that the action and the character and nature of what's going on is unfurling around you in a relative real-time. I'm showing you that I'm writing this, because...that's what I'm doing now. I'm showing you the laundry basket of clothes I need to sort together for this weekend, because it's relevant to the distracting thought I'm having while I write.

Remember Rule #1 - Writing is the act of making decisions. And I, the author, am deciding to give you a view of the action AS it happens, so that you feel like a part of it, so that you can take advantage of all the details I'm providing, so that you have the most complete picture on your mental canvas.

Showing can consume more space, use more details, take more time and tax a writer more (because there's more work to do) than Telling, but the payoff is greater. Even on a egoic sense, through good use of Showing I can show-off (see what I did there?) my ability to write pretty sentences or describe things really well or demonstrate just how much "in charge" I am while you're reading.

Tell
Telling is more direct, but it does require the assumption that the reader trust the author. The author is giving specific details and specific explanations of details so that the reader knows what went on and what is on-going. It's a little more clinical, but also more subjective (if the voice doing the telling is biased or unclear or not omnipresent).

If I were going to tell you what I'm doing now, I can start in any fashion I want - If I want to set a tone that I dislike my work or my day or whatever, I can tell you that detail while I tell you what I'm doing. I also don't have to describe or paint any picture outside the relevant facts to what I want - When I tell you that I'm really sort of worried about X because of Y reason, I don't need to involve the awesome description of the wind chimes out the window if I don't want. (Remember, decisions)

Also, telling compresses time. It's fast-forwarding through actions you may not want to dive into, it's speeding through the lulls in action. This is particularly true if you go so far as to tell me that time has passed. (Two months went by...)

Telling allows the world to pass by, change, develop and grow outside of the bubble of the story, which we can cut back to when the action/story/drama/stuff resumes.

So What's All The Fuss About?
People, books, careers and media outlets make a huge fuss over showing and not telling. Yes, it's a problem. Yes, it's something a writer should be aware of. Yes it often requires a writer work harder to paint the picture for rather that telling me about the picture they're seeing.

Telling when you should be showing IS NOT a sign of a "wrong" writer. It's a mistake, for sure, but it's not enough to ban you from all forms of communication and shun you to some weird leper colony.

Like so many things, there should be a balance between the two -- you shouldn't be all one-or-the-other, and I'd be a little leery of anyone who advocates so strongly to exclude one side too often.

There are going to be things you tell, and things you show, and it's important that you figure out which is which in your story.

What Can I Do?
If you're expecting a checklist here, there isn't one. I'm sorry. But since we're all telling stories differently, the checklist is too circumstantial. But what I can tell you to look for are some key elements:

1. How close (or far away) do I want the reader to be in this scene? Do I want them over the shoulder of a particular character? Do I want them floating above the entire scene? Where do I want them focused?
2. What's important in this scene? Is it one character more than another? Is it the environment around them? Is it some tension that's conveyed without speaking?
3. What comes AFTER this particular scene? Where are we going from here? Do I have to ratchet up the emotion/action to get things rolling forward? How can I help this scene go into the next one?
4. What do I want the reader to take away from this scene when they're done? Should they have gained plot-critical information? Should they get some character-developing info? Are they just going to read that same description about the same chair over and over? Is anything new here?

In a later post I'll likely explore specific examples of each. Right now, authors, tell your stories. Get them all out of your heads, past the scratch notebooks and into some drafts. Just produce material for now. There's a whole other round of editing and developing that can happen AFTER you get the story out. But that's later....go tell me the story first.

Authors, happy writing.

Gamers, you're up.

For you, this debate has all the elements discussed above with the added issue of mechanics.

Because a game has to on some level be instructional, and teach the players what they can do, mechanics have to SHOW you HOW and TELL you WHAT.

Show me (the player) how to adjudicate different situations. Do I roll dice? Which dice? Show me the examples.

Tell me how to handle combat. Is there one mechanic I apply repeatedly? Are there steps? What am I allowed to do? What can't I do? (And why, don't forget the why).

There's still a blend required, still a balance to strike in the economy of show-and-tell, but you can use the mechanics as a lens and a bridge to walk the reader/player through the base of the story so the players can expand it as they see fit -- and yes, you do have to let them.

(Note - I really thought it would take me longer to say all that, but I'm satisfied.)

Happy writing.



Tuesday, March 6, 2012

Question Asked & Answered - How can I help you help me?

I occasionally get asked questions with answers that should be shared with other people. This is one of those times.

Andy asked, "I'm writing a manuscript (disclosure - I will one day have it done and send it to you), until it's done, what are the best things I can do (editing, preparation, etc) to make your future job easier?"

This is a common question. And I know a lot people who edit-as-they-write, either over the course of each sentence as they write it, or at the end of a spurt of writing when they can sit down and go through the day's pages. I'm not always sure which is "better", since both can be either helpful (in catching simple mistakes) or detrimental (they're stall tactics to keep you from finishing or they're just ways to heap a sense of failure onto your shoulders), but assuming that whatever you're doing is working for you, there are other things you can do to make my life (and whatever editor you work with) easier.

Behold, a list.

1. Check your spelling. This is the easiest step, and probably the one most avoided. The majority of programs now provide you with very happy red squiggles under a word for a reason, and even if the dictionary is inaccurate, take the time to make it accurate. It's one less obstacle to overcome and one more 'check mark' in the professional column for you.

2. Ask questions. If you're going to blind-submit to me (which is totally an option, but I can almost guarantee you it will be an exercise in patience for you), or if you're planning on submitting work, make sure you've asked some questions. What questions? These:

  1. What format would you (the editor) like to receive the manuscript in?
  2. How would you (the editor) like to be paid?
  3. In what format will I (the author) receive feedback?
  4. When can I (the author) expect that feedback?
  5. What sort of comments should I expect to see as feedback?
  6. Is there some sort of contract or agreement we make/sign for this?  
Yes there are loads more questions, I just gave you the first 6 that popped into my head as the first 6 I usually see or reply to. By asking these questions, and actually paying attention to the answers (more on that in a minute) a relationship between author and editor is built and the product of that relationship will be (hopefully) an improved manuscript.

3. Follow instructions. The majority of rejections and ignored manuscripts occur not because the work wasn't any good, but because the submitter didn't follow whatever directions necessary when sending the submission wherever they sent it. If you can't follow directions, then the editor/author relationship is not going to go well. This is not said so that you think all editors are dictators bent on ruining your work, but so that you're aware that the reason there are submission guidelines is often NOT arbitrary and often VERY important.

Now if you don't know what you need to do or need to send for a submission, ask. It may take extra time (an extra email, for example), but it will be worth it.

For example, here are my guidelines:

  1. Digital submissions preferred, older Word formats especially welcomed.
  2. No Mac .pages or similar. Also, no PDFs. 
  3. If you have to print it out, DO NOT bind your manuscripts.
  4. If you have to print it out, DO NOT expect your printed manuscript returned to you in the pristine state you send it.
  5. When you send your manuscript, include in your email at least 2 ways to contact you (phone, social media).
  6. When you send your manuscript, include also the word count, title and genre.
That's it. Why do I ask those things? Here's why.

1. I have several old computers that I work from. They do not all have the newest version of Word installed.
2. I no longer own a Mac (it's on the list to-be-bought)
3. On a print manuscript, I go through and write on/all over the pages. I need access to the individual pages.
4. I write on things. A lot.
5. I need to know how to reach you, and don't like playing just email or phone tag.
6. I need to know what you're planning to do with the manuscript, because that helps me know how to help you improve it.

(Fred Hicks really turned me onto this idea of transparency, and I'm really making an effort to be better at that, in addition to my on going efforts to mind my tone and be a good representative of myself, my business and my clients.  It's an addictive, positive thing.)

4. Pay. There are bills to pay. This is my job. Writing your book may not be your only full-time job, but editing IS my only job. Prompt payment is appreciated. (Note: I know times are tough, if money is tight or could become tight, the best policy is to TALK ABOUT IT, and make it a non-issue. I personally am a lot happier and more comfortable knowing that it might be an extra week or two for that check to arrive if I know in advance.)

5. Respect is a two-way street. When I take you on as a client, even if we disagree over something in the manuscript (like I think you should change a verb or flip something around and you think I should go lick an outlet), I'm not going to jump online and air our problems out for people to hear. Likewise, in the event that the money gets tight, or it's been a while since you cut me a check, I'm not using this blog to out you as some kind of non-paying ne'er-do-well. I respect you, and protect our relationship. Do the same for me.

6. Understand that I am going to talk about our successes. When things are rocking and good, I'm going to talk about it. I'll hop on Twitter and talk about the great day or how much I enjoy the work we're doing. And when the manuscript becomes a book and people can go buy it, I'm definitely going to talk about it.

Example: See this? I worked on this. It's awesome. And you should buy it, because I know of no other story where a spunky heroine waps a raptor with a wrench.

The same is true for any promotional work you do, or any crowd-sourcing efforts. I will back your Kickstarter, tell my friends and family about the project(s), and generally drum up good buzz. It's a good thing. I'm not doing this to call you out or put you on the spot, it's what I do to help OUR project succeed.

7. Do your best. A lot of people think an editor's job is to take whatever tangle of words you put on paper, in whatever form, and build a successful book/game/website/presentation/whatever from it. True, yes, I can do that, given enough time and with enough planning. But that's not what my job is - if it was, I'd just be writing FOR you, which I'm so not doing. Now, I'm not going to be petty and say "If you don't do a good job, I won't either", because that's exactly the behavior I'm looking to avoid, but I cannot stress that if you want me to take you seriously and professionally, then you need to do your best. Write your best, even if that's not perfect. Put together the best story you can. If there are imperfections or holes or problems, admit them up front so we can work on them. Don't half-ass this. Don't quit either.

If you do those seven things, the editor/author relationship thrives. And I agree with the prevailing sentiment that the relationship should be a collaborative one, not one where the editor goes for the jugular and breaks the writer down no matter who they are. That's not healthy. That's not writing. That's power-tripping. And it smacks of not-actually-knowing-what-the-craft-and-point-of-writing-and-editing-is-ness.

Wednesday, February 29, 2012

What Not To Send An Editor, Part 3

Previously (here and here) I've talked about what you should not send an editor or an agent. That list continues today. Let's rock this list like it was organized by a rock star librarian.

1. Please DO NOT send a query letter or manuscript written by hand. This has two effects: If your handwriting is tiny and scratchy, you may look somewhat crazy. Also, this makes you appear like you're afraid of technology. The problem is that if you've sent me a hard-copy (for example) we would have had to correspond, and that's usually by email.

2. Please DO NOT send a printed/bound softcover version of your book. Yes I know there are GREAT services out there that allow you to produce a book with minimal investment. And I'm glad you made use of them. The problem is that you didn't send me a manuscript (which I work on), you sent me a book, which is not the same thing.

3. Please DO NOT send photos of your children/pets holding signs saying I should read your work or take you on as a client. When I get a stack of photos in the mail, I usually look for the ransom demands or the photo that includes the line, "Or else I'll be beaten" and then consider calling the police. Do not play on sympathies to get your work advanced.

4. Please DO NOT include rejection letters with your work. Okay, you've been rejected. But sending your emotional baggage along with your work is not the best way to start a relationship if you want the relationship to be healthful and helpful. And for the record, I shred those letters, especially if you've added commentary like "Stupid bitch" or "Damn faggot" in the margins after I write the original sender a note.

5. Please DO NOT offer me favors that are in fact threats on other people. Do not tell me you're "going to take care of X person or Y person" for me if I take you on. I might not like X or Y person, they may not like me...but that's not really for you to worry about (this is especially troubling if you happen to mention people I've dated, who I KNOW don't like me now). Basically, threatening others to incent to me work with you is not happening. I just call the police.

6. Please DO NOT include hateful things about my friends along with your manuscript. (This is not me reverse bragging, I do have a point here) I know a lot of celebrities and semi-celebrities. Yes, many of those people may have different sexual, racial, religious, political or alcoholic preferences than you do. You don't have to disparage them (or their opinions, lifestyles or beliefs) to prove you're a tough person. It won't encourage me to respond.

NOTE - If you're going to question my sexuality or habits (insisting that I must enjoy the company of same sex partners or that I am in fact a person who has sex with female parents or that I lack 'racial purity' if I don't take you on as a client) you're absolutely not getting a response.

7. Please DO NOT include "things you think I might like" along with your submission. I am a nerd. I do not hide this fact. Lately, I've stopped hiding the fact I enjoy really good food. And I remain an ardent Xbox enthusiast. If you want me to work with you, just send the work. You do not need to go out of your way to include new Xbox games, thumb drives, pens, mugs, catalogs for bathrobes, sex toys or whatever else "you saw and it made you think of me". Let's just talk about work, shall we?

NOTE - I will likely not send the thumb drives or pens back. 

8. Please DO NOT send daily follow-ups. I receive mail everyday. I do my best to take about 2 hours to go through my mail and sort from it packages and manuscripts and all kinds of not-bills from it. After paying the bills, everything else gets prioritized and either delegated or answered. I do this DAILY. The mail here locally is known to be slow. I cannot predict when I'm going to get your package, let alone what specific time of that day I'm going to have time to sit down and respond to it. Calling me EVERY DAY after you've sent it is NOT going to encourage me to move faster towards your material. (You should though follow up about 3 to 4 days later with anyone you've sent material to but not heard back from).

9. Please DO NOT send "art" along with your manuscript. I put art in quotes because I'm not talking about book covers or graphic files. I mean the map of your fantasy world made out of cheese or the sausage shaped like your protagonist. If you want to hook me into the "feel" of your work, let your pitch, query and manuscript do the talking.

10. Please DO NOT send feces, urine or other bodily fluids. Seriously. Just don't. Ew. (This did not happen to me, but rather to an industry friend of mine, and she will be closing up shop for a few months because of it).

The moral of the story? When someone (an editor, a publisher, an agent, somebody) says "Send me X", that's all you send them. And if you're confused what 'X' is....ask.

Happy writing.


Tuesday, February 28, 2012

By request - Query and Summary Letters

Dee Solberg asked about query letters and summary letters, in terms of their construction and how to navigate the apparently bizarre demands from one publisher to the next.

A word first about those demands - they've never struck me as bizarre. Just like going from one store in the mall to another has never bothered me about where they put the registers or whether or not they wear name tags. Every place is different, and entitled to make up their own methods for accomplishing the same end goal - which in this case is getting your work published.

Now, a tangent: Do you know why those needs are so different? Mostly for two reasons - First, to see if you follow directions (you'd be shocked by the number of people who don't) and second to see if following directions discourages you from going forward. Publishing on the whole, is a test of endurance, (writing is the test of skill) and there are many stages of hurry-up-and-wait as well as stages of I-cannot-believe-I-have-to-rewrite-this that turn publishing into a very intense pursuit. I would also like to point out that you (the author to-be-published) should avoid taking this time to start developing the philosophy that you're competing with other writers. This is not about scarcity or about some game of book-musical-chairs. There are PLENTY of chairs and the music NEVER stops playing.

So what's step one? Where do I begin?

Step one is something that doesn't go down easily, but if you commit to it, life gets exponentially better. Step one is 'make sure the project is complete'. I know, some people reading this are going to grab this magazine or that website over there and point to examples that say flat-out you can query a partially completed 'thing'. Yes, you can. You possess the ability to package pages together and get it sent to a destination. That is an option.

But doing that, moving ahead to acquire all the bells and whistles of publishing (the elements often thought to bring legitimacy: an agent, a publisher, a partridge in a fruit bush) without finishing your work puts you on someone else's schedule. And that new schedule likely is unaware that your children may have sick days, school plays and sports practices. Or that your spouse might decide to rewire the house and leave you powerless on a Saturday afternoon. Or that you have two jobs and a mortgage and the phone bill and the credit card and you want a vacation and what about the grocery shopping.....etc etc.

By finishing your work ON your schedule, you make their schedule INFINITELY easier, no matter who the "their" is.  Take the extra time (which shouldn't be a problem if you've disciplined yourself to a good writing schedule, right?) to make the project the best it can be before it leaves you, and everything thereafter is much simpler.

Okay, I did that, but what's up with queries?

I do a lot of workshops about queries. Here are the basics.


  • Start where the action of the story is. I don't mean action like where the first emotion is felt or where the first verb is, I mean start telling me the story at the good parts. The parts that are going to make me want to hear more about it. Practice this - summarize your favorite movie. Now out loud, talk about it. Those scenes and facts you're saying? Those are the things that show where the action/meat of the story is. 
  • Find out how many words the whole thing has. Put that number and the title (which you'll put in ALL CAPS) in one of the last two or three sentences at the bottom of the page. 
  • You have between 200 and 300 words (I aim for around 225-240 max) to seduce the person into reading the manuscript. That's the job of a query - to entice the reader to go to the manuscript. Not give away the story. Not bore people to tears. Just excite the person into wanting more information.
  • Do not give away the ending. If you tell the whole arc of the story, there's no reason to read the manuscript. Remember, you're supposed to be seductive. Telling the reader how this is going to end is not seductive. 
  • This query is about your story NOT you. I'm now beating a dead horse, but the query letter is not the place to list all your great publishing or personal successes. (The document for that is called a resume) The query letter is about this story, and its merits, not the struggle you went through to put it together. I'm sure it's a very harrowing tale, but it's completely irrelevant to the quality of the story or a reader's interest in making the jump from query to manuscript. 
That's the basic template. You get those pieces set in your query, whatever other demands come down the road at you are cake. 

And what about story summaries? 
That's a different animal. Here you want to treat the page like a candy bar or a cake - and that having one piece (the summary) makes you want to have other pieces later. Like ten seconds later. Or at midnight. Or for breakfast the next morning. 

You still start where the action is, you still need to know how long the whole manuscript is, but now you have about DOUBLE THE WORD COUNT (400 to 600, I like a cap of 550) to demonstrate in tiny version what happens in the big version. 

Think about movie trailers. That's a small piece of a larger cake. You now get to do that by writing. Look at your outlines, your notecards, your bullet points. Identify the big action beats, the funny beats, whatever beats make you proud of your creation, and find a way to string them together. The magic here lies in how you make use of the words and ideas available to you. 

And in non-fiction?

For the love all that you hold dear, DO NOT drown the document in headings. Not everything needs to be broken out and explained. Do you know how that comes across? Like the sniffly desperate kid in your class who used to eat paste and who just had to keep yapping and explaining. (In my elementary school, his name was Chas or Charlie or Chuck or something)

Likewise don't go the other way and have two or three headings and then big blocks of text underneath them. That looks more like you just don't know what you're doing and you're desperate. 

Instead, try this. 5 headings.

  1. About the book (the length, the genre, etc)
  2. The Characters
  3. The Plot
  4. The Author (that's you!)
  5. How You Plan To Market This
If you're writing a book that lacks characters or plot (hi cookbook authors!), then change into "Reasons For This Book" and "Recipes". The point is that you don't need a TON of headings. You just need organization. Critical here are items 1, 4, and 5. Especially 5. 

Why is 5 important? Because the more you know about how you're going to get that book into other people's hands, the easier that will happen and the better it will be for everyone involved. If that means you need to educate yourself on how to market or publicize, do it (Here's a starting point, come ask me questions! Email or Twitter). Also, the heady days of disposable income are for the moment gone. So take the initiative and make something happen with your work. 

Any other advice? 

Yes. Two things.

I. There's no one road to this goal of yours. Even if you and I do the same research about the same topic and go to the same people to ask the same questions and query the same book, we're going to get different results. There is no one way to get published. There is no "right" way, there is no "wrong" way. One way is NOT better than another. What matters here is the answer to the binary question - Published? Yes/No. Having said that though, remember that publishing is NOT legitimacy. Getting published does not make you a better person or a superior one or smarter or kinder or more loved or anything like that. It's just something you did, like yesterday when I did laundry. There are lots of ways to accomplish it. 

II. There comes a point where you have to stop asking for help and start doing it. Lots of people and books and websites offer great advice. And you can spend many many days/weeks/months/years searching through them all - but NONE of them have the one magic bullet answer for you. It's the sum total of what they say, what you choose to take with you and choose to leave behind that shapes you. 

Yes it's great to ask for help. But there is such a thing as asking for help about a thing IN PLACE of doing that actual thing. This industry, this craft, this art, is PACKED with people who bloat the lanes and passages with poor habits, wrong intentions, poor writing and unhelpful attitudes and advice. This industry is thick with people who aren't going to ever get past the "talk about writing" phase. 

What separates the successful from the unsuccessful is yes, in part talent. But also the fact that the successful actually wrote. And got edited. And re-wrote. And published. And repeated this whole process. 

If you're doing this to be successful, that's the path.
If you're doing this to prove other people wrong, you're going to be disappointed.
If you're doing this to prove your own self-worth, you're going to be SUPER disappointed.
If you're doing this to be rich, you're going to be doing this a long time.
If you're doing this to be more famous than other people, you're going to be disappointed AND doing this for a long time

Dee, I hope this answers your question somewhat.

Happy writing

By request - Cliffhangers, Endings and "Tying It All Together"

Today's post come from a request made on Twitter by @AprilBrownWrite. Her site is here, and worth a look (also she's really nice, and you should say hi.)

If there's something you'd like to talk about, or want to know more about, you can email me a suggestion or send me a tweet - I'm always looking for new content and new ways help you write better.

April had a question about cliffhangers and how to end things. She wrote me a rather nice email about it, with some pretty good examples, but I think it's easier if we just start with broad topics and then work towards specifics.

So let's lay some groundwork.

What is a cliffhanger?

1. A 'cliffhanger' is caused when you break up an action beat and deny immediate resolution. 'Immediate' here means that in sentence A, you set up the situation and then in Sentence B, you resolve it. These are most often very visual or evocative beats (beats are scenes or moments, I'm going to use that word a lot), and other media (like television) has taught us that cliffhangers are great moments to go to commercial. Books, to date, lack commercials, so often people tend to put cliffhangers at the end of chapters (we'll talk more about that in a minute).

2. A 'cliffhanger' is only as good as the setup BEFORE the action, and the intensity of the resolution AFTER. This might be unclear, but there are ways to illustrate it. The thinking behind a cliffhanger is that you want the reader wondering how the character(s) will get out of whatever situation they've entered. Will Mace Hunter escape being kidnapped by Red Shark's goons? Will the damsel in distress ever get off those damned railroad tracks?

But that's the cut-away-to-commercial moment. That's the cliffhanger itself. It doesn't have any meaning as a cliffhanger until we see it in context. We worry about that damsel on the railroad tracks because prior to that, she was kidnapped in the dead of night by the bad guy. We feel tension for Mace because we watched him get overwhelmed by goons and saw him get sapped from behind. The setup to the cliffhanger moment is critical, if you want us to believe the danger is real.

That's half of it.

The other half is what happens when the character acts to get out of the predicament. If all the damsel has to do is roll to her knees and stand up, the danger isn't so great. If all Mace has to do is jump out of the car in order to make good his escape, then it's less perilous than previously indicated. If the resolution to danger/cliffhanger is not well-developed, then the danger wasn't clearly stated, and the reader isn't going to think it's worth getting scared over.

There is an exercise I recommend. You'll need a note card.
1. Turn the notecard vertically (longways)
2. Divide it into thirds (draw horizontal lines)
3. In the middle third, write the cliffhanger
4. In the bottom third, write the resolution
5. In the top third, write the setup.

So, a cliffhanger for a scene with a damsel tied to railroad track looks like this:

I. Woman is kidnapped
----
II. Woman tied to tracks
----
III. Woman escapes (rope use)

This isn't where you detail it all out, this is where you give yourself a little note of reminder to make sure the setup leads naturally to the danger which segues to the resolution. I tend to find it easier to go from danger to resolution and then reverse-engineer (or hack) the setup to make it sufficiently intense or emotional or whatever the scene needs.

Now, if that's what a cliffhanger is, what do we do with it?

The first rule of cliffhangers is - Not everything is going to be a cliffhanger. It just...can't be that intense all the time. Remember this - "When everything is special, nothing is". You do not need a cliffhanger at the end of every chapter, or at the break in every action. Poor is the reader who believes that your story would be made better by doing this. Find them, shake a fist at them, and tell them they've watched too much TV and probably read too much poor writing.

The second rule of cliffhangers is - They're supposed to be risky. There are no "little" cliffhangers. Just like no one is ever "a little bit pregnant" or "the teensiest bit murderous", little actions do not warrant cliffhangers. Cliffhangers should make you gasp and worry and turn the page excitedly to see what happens next. (Note: I learned this rule as "No one gives a shit about Timmy making toast.") Go big or go home on your cliffhangers.

The third rule of cliffhangers is - There should be a cost. To get out of a risky and dangerous situation, the character should be tested. It should exhaust them to have to climb up a sheer mountainside, it should drain them to have to run as fast as they can to save the other character, it should hurt when they got shot, taking the bullet for their loved ones. A cliffhanger without a cost is just another action beat.

If those are the rules, where do we put cliffhangers?

The short version - put them where they best serve the story. For most (90%) of cases, that's usually at the end of Act 2 or just before the highest point of climax.

The longer version - put them where they matter. NOT at the end of every chapter, or every third chapter when you switch narrators. Use them too much, and they lose impact. Use the cliffhanger as a tool to make the story matter, and to test the characters, not as a way to force the story along or make/force the reader to keep going in the story.

So what does that make all those other endings? If they're not cliffhangers, what are they?

They're endings. Things can just end. It's okay. I promise. What matters is how you daisy-chain these endings into the startings of whatever comes next (I mean otherwise, what, you're writing 4th edition D&D? - gamer joke) so that you're not writing a series of "bubble scenes" but rather a contiguous stream of actions, reactions, and development to make a single complete big bubble of your story.

If you feel that your endings (the physical ones, the emotional ones, etc) HAVE TO BE cliffhangers in order for them to matter in your work, then, honestly you've failed them. You've let them down as scenes in your story and you're not doing your job as the best writer you can be in telling the best story you can.

A well-crafted story should have lots of things that matter, but not all those things are going to be cliffhangers.

So how many cliffhangers should I have in my story?

I don't know, author. Why don't you tell me how many breaths I should take today? There is no magic number. In some stories, you only need one. In some stories you can have one per character arc. In other stories there's one for every character arc, one of the plot and one for theme (I'm looking at you, hundreds-of-pages-long-fantasy-novel-series).

If you've mapped out the story (not the same as outlining it), then you should be able to see where the arc(s) move(s) should take you and the reader from beginning to end of book.  Tying it all together is NOT the job of the cliffhanger, but the cliffhanger should signal that SOME element(s) of the story is/are about to change.

I hope this has explained cliffhangers a little bit, April and all those other people who don't know what to do with them. If you need more information, just ask.

Happy writing.

Monday, January 30, 2012

Writing/Gaming - Character 101 - Part 3: Abilities

We continue our look at Characters today. If you need to catch up - Part 1 and Part 2.

So far we've built a world with challenges for our characters, and we've given our characters some descriptive elements and attributes. Today we're going to start diving into the meat of characters. Today's component usually comes later in the series, but I've moved it ahead because it's a nice springboard into the more detail material.

Component 3 of Character 101 is Abilities, and can be expressed like this:

Ability or abilities that differ from audience experience, such that an audience will desire to be like (or against) the hero.

Put more simply, this means distinguishing themselves from "the crowd" by doing different things than "the crowd".

For superheroes, the answer is obvious - they can fly around and lift buildings. For detectives, they solve crimes. Every character, has some trait marking them as unique...even if that uniqueness is unto themselves. Generally, if you're going to name a character, they've got something worth knowing about. Maybe not on that first page we see them, maybe not even in this plot, but somewhere, you had a thought that a particular character had something to offer.

Gamers, this is where mechanics can tie in - those things characters do, those things that make them unique - there should be mechanics to support them. Even if the mechanics are story telling opportunities or narrative concepts, there should be SOME kind of mechanics making it possible for the players to do it too (because, if you've not figured this out, the players want THEIR characters to be in the spotlight the way a novel's characters are)

When we write these abilities, since we're writing characters that are going to do something, and likely that's something other people won't have a chance to do (otherwise you wouldn't be singling out this character for this story, would you?) the audience has to have a little envy - it adds to appeal.

We read about wizards because we are not wizards. We read about the genius billionaire crime fighter because we don't have a cave and a secret identity. While these characters are like us, they aren't exactly us - their deviance from our norm is what makes them memorable and attractive.

The same can said for villains. The reason we dislike the evil criminal is because he acts in a way we don't and more specifically a way that evokes a reaction from us.

You want to create abilities that evoke reaction from the audience. Ideally, you've also expressed HOW those abilities operate and given good context to express any "rules" for them. (Does flying require sprouting wings? Does the detective use technology to solve his crime? Does the wizard have to shout in a foreign language when obliterating his opponents?).

Sometimes the plot and character will do something and elicit from the audience a strong response. Sometimes it's celebratory (Yay, he blew up the Death Star) sometimes though it's shock (What do you mean he killed himself to save his friends?). When you're able to create a character that evokes that type of response, you know the character is strong in the minds of the reader/audience.

We don't always want to root for the hero. We want the hero to win, we want to be along for the ride, but we need not agree with them every step of the way - and I would go so far as to say we shouldn't always agree.

Just like in television and movies when you yell at the screen, "Of course he's not the father, Maury!" or "Don't go out into the barn to have sex you anonymous attractive teenagers, the killer is out there!" the act of disagreeing with the actions of the hero (on more than a this-is-just-crappy-writing level) shows that the audience is invested.

Gamers, you create investment by offering options. This is not to say you need to offer then a bazillion options, or even the same options as your more successful competitor, but you do need to make the player aware that they can do....stuff. And it's not always the amount of stuff that's important, but more the impact of those options. Anyone can roll a die or move a miniature, but the player who feels that what they do and can do matters to the world they participate in, is invested. That's your goal.

So when crafting the experiences of your readers, players and consumers, look at what the characters do that empowers them to be different and distinguishing. And put the spotlight on it. Everyone will thank you for it.

Later in the week we dive into the much deeper waters of character philosophy (and I'll even talk about alignment for my gaming friends).

Happy writing.

Friday, January 27, 2012

Writing/Gaming - Character 101 Part 2 - Character Description

This is part two of the Character 101 series. The first part is available here.

Earlier this week, we talked about the importance of defining a world and having limitations within that world so that a particular character can be tested, and hopefully overcome those challenges.

While that's great advice, I'm sure many of you have said (and judging by my inbox, some did) "That's great but what about the character? How can the first step in character building be about anything other than characters?"

I point here, as I did to those who asked that for better defined characters, their world is as much a part of them as their clothes or eye color. Batman has Gotham and the Batcave. Superman has Metropolis and Krypton, Harry Dresden has Chicago, Coburn has his apocalypse.

If you can find me a well-crafted character where their world is not a part of them in an intrinsic way, please let me know, I'm curious.

Today, we look at something very concrete and very directly tethered to character.

The rule for part 2 can be summarized like this:

A description that contains audience-relatable elements of either a physical or emotional/mental nature

Your keywords here:

  • audience-relatable
  • physical
  • emotional
  • mental
We have all read poor character descriptions. I don't mean descriptions that are intentionally undone (where the author chooses not to give details so that the audience can paint their own pictures), I mean descriptions where they give all the components poorly.

Like here:

Terry worked long hours at the dock. He was a blond, although dirty in both hair and skin. He was tall, but no bigger than the others he worked with. He was strong but not weighed down with muscle.

Yes, I made those sentences up, and yes, they're really bad, but they're bad on purpose. Notice how the description starts with Terry's occupation...an all too-common notion is that if we (readers) know what a person does, we can pigeonhole them. (We make blanket statements that someone of X job looks a certain way, or that by describing someone by their profession, we eliminate a lot of other allegedly relevant descriptors -- and by extension, when you mash a profession onto a set of descriptors that seems inappropriate, you create dissonance and a disconnect for readers)

From there, we move into a messy attempt at double-meanings, trying to tie 'dirty blonde' with dirty-from-work. We end with two ruinous sentences where the respective second halves cancel out the first halves. If a character is no taller than others, then they're not tall. 'Tall' is only capable if you have something not-'Tall' for comparison.

When describing something, the majority of the words used can create perspective. And the use of that word creates a proposition that an opposite concept also occurs. (You cannot understand up if you don't know down, or wet without dry). The character doesn't need to exist in both states, but they do need to exist in whatever states you say they do, and consistency is key. If Terry is tall, then he's tall compared to something-to-be-named-later that is "short". Don't trust that the reader will intuit their own perspectives (I'm talking to you game people -- there are mechanics and dice to resolve these issues) and come to the same ideas you have. 

If you want the character to be a certain way, be decisive and clear about it. Game people, if you want the players to act a certain way, then you need to be a little obvious that the particular situation you're putting players into has clear options (even if there are many many options, make that clear).

Returning to the specifics of description, readers look for 3 types of description. These don't need to be successive, they're not hierarchical and you don't need to do them all at once, but you do need to do them at some point before you get too far into your work.

I. Physical - This is everything tangible and directly observable about the character. The goal is not to drown the reader in  broad information too quickly (then statements get lost and it detracts from importance) but rather provide for them multiple concepts for them to attach to (this is a variation of Velcro theory - you supply them concrete details that they affix their edduced aspirations onto).

II. Emotional - This is a subcutaneous level of description, wherein you describe how the character feels at whatever moment they're being witnessed. If we're on page 30, and the character has just discovered their best friend's wife murdered (hours after sleeping with her), then you can provide us the sum total of emotions up to and including page 30. Yes, this whole story might be resolved by page 340, but here on page 30, we can only work with what we have to date. 

Gamers, do not overlook this level of detail - as your NPC emotions are most often impacted by interaction with PCs and all manner of circumstances around pre-existing agendas. (The megalomaniac going to blow up the city is going to have an emotional reaction to the players diffusing his bomb, for example)

III. Mental - This is a harder nut to crack, unless you're writing in the first-person and can use your exposition to develop this. Mental description is a sense of how more than what specifically a character is thinking. Yes, in the immediate sense, the what should be apparent (it's relevant to the scene/moment), but because sometimes characters aren't actually powered with cogs and drive-belts, you only get a secondhand sense of "gears turning". 

Mental description is a chance to see the character's planning skills, their intelligence and their understanding of motivations and consequences in action. This is commonly expressed in mysteries as the moment when the sleuth gathers all the suspects together and explains who the killer is. Or the final moments of a heist when the mastermind reveals the plot has been on-going since page one, sentence one. 

The composite of these three factors builds a full character. To get you started, here are some questions to fire up your character forges:

I. Physical
  1. Aside from the obvious details of what the character looks like, what traits are they proud of? Ashamed of? Effort to hide? Effort to show off? 
  2. What things would this character change about their appearance if the circumstances allowed it?
  3. How important to the character are the aspects of his physical description? Does he value his height? Does he identify himself by his physique? Does she draw pride from her eyes?
II. Emotional
  1. What gets this character out of bed in the morning? What would send them running back beneath the blankets for a do-over?
  2. Can you identify your character's three most frequent emotional states? What causes each one?
  3. Imagine a fight between this character and their nemesis. What buttons are getting pressed, and whose doing the pressing? Now imagine this same fight between this character and someone they loved.
III. Mental
  1. Is this the sort of character others go to for help and guidance, or is this a character who seeks out others? (Or are they only seeking others out for approval of their own plans?)
  2. How far ahead does this character plan? Does that plan include contingencies? If you had to sum up the character's planning ability in a word, what word would you use?
  3. Does this character overthink? Does this character fly by the seat of their pants?

I hope these questions help you, I have others if you're curious. 

Next week we'll add more to characters, and I'll revisit our sample character Timmy. Enjoy your weekend.

Happy writing.



Tuesday, January 17, 2012

Writing/Gaming: Making Your Characters Not Awful

I don't know if you've been outside lately, but it's the worst time of year. Everything is gray and soggy and looks like Mordor. Also, it's the only time of year I get sick. So do please imagine this blog post punctuated with sniffles and occasional sneezes and coughs.

Let's get to it.

For today's lesson, you're going to need a piece of paper and a pen. It's much easier to do this by hand than in something like Word or Google Docs, since there's time spent/lost in making the formatting work, rather than just getting to heart of the issue. Of course, I'll always tell you to use a legal pad, because it's got the real estate to spare and because they're pretty cheap in bulk. So go get something to write on (and write with), and we'll proceed.

There are loads of ways to develop characters, I teach three or four different methods in workshops and seminars, depending on my audience. And those methods can get complex and even a little deep (there is a difference), but more and more I get feedback saying that people want a faster plunge into rich development.

Now part of that is laziness on their part - expecting and wanting a formula that will spit out masterfully crafted characters so that they can just put the pieces into play. And part of that is because for all the teaching I can provide, the truest and most natural 'spark' of life comes not from the recipe of creation, but from what the author invests in each character.

Said another way: I can teach you how to build characters, but YOU breathe life into them. Without that investiture of imagination and passion, all I'm giving you is a new way to sort words on paper. And while they may be very awesome words, if your goal is to make those words mean something and stick into the heads and hearts of readers/consumers/game players/humans/etc, then you're going to need to pour out a little mind-juice into these stacks of words and concepts to make them zip along.

What I'm showing you here today is another level, a deeper level, of creation. Being deeper, it does require a base of something. You're going to need to have done some manner of development already for this to work for you. It doesn't matter what you've done - hell it could just be a name and a description, but the goal here is to add depth and velcro to your creation, so they fit into the composite of the world you've built.

Note: My next series will be Character 101, exploring different foundational elements in characters and how to craft good ones. Consider this your glimpse towards new territory.

Our goal today is make your characters better, so today, here's what we do.

1. Divide the paper into quarters.
2. Label them: Occupation, Possession, Name, Intention

Into these boxes you're going to write down sentences, phrases and words that describe, detail and develop what the particular quadrant is about. (Game people may recognize some of these things as 'Aspects', Novel people will see 'traits'). But this is NOT just a simple laundry list, this is designed to get you thinking about the arc your character is on when readers/players/people meet them, and how that arc progresses over the course of whatever material you're creating.

Let's look at each box in detail and I think you'll see what I mean.

I. Occupation - This is what the character does. In it's most basic form, it's a job title, but you can extrapolate out to describe why or how it gets done (the specifics of "why" go into Intention - you can be broad in box 1) Since no one else is going to see this, feel free to make heavy use of cliches and tropes if they help paint the picture. 2) This is the realistic side of the coin, so if this box is a little on the dry side, you're on the right track.


II. Possession - These are the things the character has that helps make the character who and what they are (in box 1). (If you didn't qualify it, this would just be inventory) We want specificity here, as possessions define and give context to a character (Batman's utility belt, Lone Ranger's mask, Superman's S on his chest). Yes, socialists, buddhists and hippies, we are totally shaped by the stuff we own. And while I really want to spiral us off into a discussion about how we leave as large an impression on what we own as it leaves on us, this isn't the place for that. Ideally in this box you've listed not just the item, but what it stands for or how it specifically aids the character's nature/skill/abilities/presence. (Batman's utility belt provides him access to supplies that make him prepared. The Doctor's sonic screwdriver is the physical surrogate for his intellect, etc)


Note: Yes, you can prioritize the items in Box 2 by frequency of use or importance or whatever figure you like, but it's not critical. It is, however, a great idea.


III. Name - This is not so much a rote entry of Dr/Mr/Mrs NAME HERE, this is how the character wants/has their name viewed by their peers. Optionally, divide this box in half and do half friends and half foes. For 'friends' this is how the character wants the specific other person (NPC, secondary character, love interest, etc) to view them. For 'foes' this is how the character sees the foe. 


Yes you can work this backwards and do a whole sheet (2 columns, friend and foe) of how these other people view the character, and we may well explore that exercise later this week.#notsosubtlehint


Intention - This is WHY the character does whatever they do, and only that. The specifics of how got answered up in Occupation, so here we effort to ascribe a reason to the action. And I cannot stress the importance of individual clarity enough. Boil it down as core as you like, concentrate it (tether it to a backstory event for maximum jaw droppage) but this intention is a tint on ALL things the character has done and will do.  


This should in theory start earlier than Page 1, but the audience/people/players is only meeting this at Page 1...which may or may not early in this Intention's existence. That's up to you, authors, to figure out how time relates to intention (here's a hint - more time equals more opportunity for intention)


If you find that some boxes are more packed with material than others, or that you've entirely neglected some facets of creation in light of others, I strongly encourage you to figure out why. Ask yourself why you didn't think in these terms at some point and why you've possibly resisted doing it. (Maybe you're still resisting it...)

Sort through the feast and famine first before you tackle the material in terms of 'boring' or 'I don't agree with it anymore, I'm changing it'. Remember, writing is the act of making decisions, and if you're unhappy with what you wrote, decide to do something different.

The goal here is to expand your character-icebergs so that they'll sink (astound) reader-Titanics. I use icebergs here deliberately, as there should be so much beneath the surface, so much unseen but felt/feared/craved/desired that we're propelled forward into inescapable collision and beyond (minus any freezing DiCaprio we have laying around)

Some notes of interest:

1. Yes I'm aware that in the most recent episode of Leverage, this was a prominent story concept.
2. Yes I'm aware that I talk a lot about characters, because characters make plot matter.
3. Yes I realize you can do this chart for any character (a villain) perhaps, and reverse-engineer a way for a hero to undo the badguy.
4. Yes, some characters won't warrant this detail - but I tend now to say that if you can do this for even a minor character (and not use it) then the characters where this is important become all the more spectacular

Okay, I'm going to get some lunch, then take a nap. If you're looking for me, find me on Twitter today.


Last minute addition - A lot of you have emailed me asking about my rates, and more specifically why they're not posted on this blog. There are a few reasons:


a) I'm not sure where I'd host the pdf.
b) My rates aren't as simple as a single list of tasks with numbers - they're not a wine list.
c) I have a whole multi-page kit of rates and explanations that don't format well here in this blog space.


So, if you want the pdf, email me or find me online (here or here or here) and let me know.

Happy writing.

Thursday, December 29, 2011

Pitch 101, Part 2 - Styles & Components

This is Part 2 of Pitch 101.

Previously we talked about the Mindset and principal ingredients of the pitching. Today, we're going deeper. Not quite Inception deeper, but definitely more intensive with our exploration of pitching.

What I have for you today is 3 kinds of pitches and what they're made of. There are in fact more than 3 types of pitches, but I thought it easier to explain these three rather than just dummy up five or six examples and pick them apart. I would rather you learn to build your own than just learn how to knock down existing structures.

Type I: The Emotional Pitch
Designed to answer the question "Why should I pick up this product over a competitor/alternate choice?" The emotional pitch deals more in emotion and sweeping the listening audience into a feeling or state of interest by using more evocative rather than declarative language.

A Sample Emotional Pitch
"Superman is a movie where the character is...super. Fighting for truth, justice and the American way, we follow the nearly impervious Man of Tomorrow as he goes toe-to-toe with Lex Luthor his greatest opponent. With every leap and flight into the air, you'll believe again in what makes good versus evil so compelling."

Yes, that's not my best pitch. It's sort of last minute, as I was originally going to pitch you a product that isn't on shelves yet, then decided it's probably not a good idea to reveal it, since it's not actually my product.

But let's take a look at the above paragraph and see what we have. Whenever you want to build a pitch (or deconstruct one) look for USPs (Unique Selling Points, we talked about them in Part 1). In an Emotional Pitch, also look for the 'appeal to the audience' and the 'emotional language'.

The 'appeal to the audience' is where the pitch either talks directly to the audience or makes a claim that satisfies a presumed audience need.

The 'emotional language' is usually the adjectives or phrases that make the audience feel something. The 'something' is deliberately chosen (Happy language makes you feel happy....etc) and is most often a stumbling block in pitch construction because authors/creators think a sentence or phrase conveys one feeling, when in fact, it says something different.

So, what do we have here?

USPs

  • Fighting for truth, justice, the American way
  • nearly impervious alien character, Superman
  • has an arch-nemesis, Lex Luthor
  • Superman leaps and flies
Appeal to the Audience
  • "WE follow"
  • "You'll believe"
Emotional Language
  • "You'll believe again in what makes good versus evil so compelling"
  • Fighting for truth justice and the American way presumes those things aren't present enough in society
  • An alien character leads us to project onto him our deeper desires and interests - we'll humanize him
An emotional pitch is great for getting people to pick up your product over a competitor's, or for demonstrating that you're passionate about the product, without having to expose any sense that maybe you're not comfortable talking about 'what's under the hood'. You don't need a deeper level of mechanical understanding to operate an Emotional pitch successfully. Passion wins. 

Type II. The Mechanical (or Practical) Pitch
Designed to go into the substance of the product, the Mechanical Pitch extols the facts of the product as USPs. It answers the question, "What does this product have that other products like it (or other products I'll see later) don't have?" and it indirectly answers, "Why should I own this product?"

This is most often the pitch used for selling now or used cars (for example), because it's easier to construct than an Emotional pitch and allows the creator some distance between themselves and the audience. 

A Sample Mechanical Pitch
"The Pyromatic 6000 is the tool of the future, the indispensable device that will reduce yard work to a fraction of the time spent by harnessing man's oldest invention: fire! By projecting concentrated jets of super-charged plasma, you'll remove the weeds in your sidewalk, the dead limbs off trees, the old piles of tires and leaves the clutter your precious greenspace. With a revolutionary water-cooled nuclear engine, the Pyromatic 6000 is recharged by a glass, yes that's right, ONE glass of water! Order yours today."

The components of the Mechanical Pitch don't really change. You retain USPs, probably using a lot more of them. Absent is the appeal to the audience (remember, this pitch puts distance between speaker and listener) but it replaced with "claims of use". Gone too is some of the emotional language, swapped out with a "sense of scarcity or urgency". 

"Claims of Use" detail the specific functions or options of the product, giving the audience insight into how it works or where it can be used. The danger is creating hyperbole, which a listener may construe as fact, and then disappointment when your product isn't actually "the greatest thing since sliced bread".

The "Sense of Scarcity or Urgency" is present in a pitch to encourage people to not wait on making a decision. Scarcity and urgency are tools of a "Call to Action", which is the part of salescopy or presentation that (in the words of the guy who taught me this) "gets people off their asses and makes them hand you money for whatever you've done." (Note: Near the end of his life, he stopped saying it was a 'call to action' and starting calling it the 'Fuck you, pay me' moment of writing and presenting. I miss him dearly.)

When a consumer believes a product is hard to find, or that there are few of them and they may miss out, this may lead them to purchase the item sooner rather than later. The danger here is many-fold. You, creator, can assume that they'll run right to your product, and they may not. They may assume they have more time to wait and decide. You may decide that you're not spurring them fast enough because you're impatient or crushingly near-sighted and you've forgotten which one of you is 'in charge' of this buyer-seller relationship (here's a tip: Neither of you is 'in charge', it's a collaborative, cooperative relationship).

Scarcity and Urgency are potential red flags for products, and I urge you to be cautious in using language to suggest or imply quicker consumer decisions. If your product won't actually hold up to scrutiny, why are you rushing? The money, I swear to you, will come. Take the time to make the best product possible, and do whatever is within your budget to prevent having to get underhanded with scare tactics. 

Now let's break this down:

USPs
  • The name, Pyromatic 6000, sounds cool
  • Reduces the amount of yard work someone has to do
  • Shoots concentrated jets of plasma
  • Removes weeds
  • Repairs trees
  • Reduces yard clutter
  • Nuclear-engine
  • Powered by 1 glass of water
Claims of Use
  • Reduces the amount of yard work someone has to do
  • Shoots concentrated jets of plasma
  • Removes weeds
  • Repairs trees
  • Reduces yard clutter
Hyperbole
  • "Indispensable"
  • "tool of the future"
  • Reduce yardwork to "a fraction of the time"
Interest-Building
  • Order yours today!
Type III. The Thematic Pitch
Combining material of the above two pitches, we conclude today with a Thematic pitch. Designed to answer the question "What experience am I going to have with your product?" or "How does the combination of creator and product interest me?", a Thematic pitch takes the best components from the above pitches and turns them all the way to eleven. Or twelve. Or if you're really cool, infinity plus one. 

A thematic pitch uses a combination of USPs, hyperbole, appeals to the audience and a new element "product tone" to grab the audience securely and keep them paying attention. 

"Product tone" is the mood/feel/vibe of your product. Usually an adjective or string of adjectives it's your theme, honed now into a commercial hook. 

A Sample Thematic Pitch, (this one's for Jenn)
"Are you tired of typical games where it's all about rolling a lot of dice and announcing that you'll use a broadsword plus-your mom to kill the dragon that will likely eat you? Are you tired of having to keep quiet about your plans for world domination? Then this is the solution for you. Project Ninja Panda Taco. As a Mastermind ready to dominate the planet, you and a team of minions race towards success, with only player democracy and other Masterminds between you and sweet glorious victory. In this intensely fun collaborative game for up to six, you can make your fondest desires of despotism come true. Pre-orders available soon, stay tuned to Jennisodes.com for more information."

Here, a good presenter brings all skills to bear. Appealing to audience in a conversational, but not oil-slick way and creating interest by evoking desired emotion or experience. These emotions are supported by USPs and validated through more audience appeal, which prompts more USP generation, and everything cycles forward.

The breakdown:

USPs
  • Not a lot of dice rolling
  • Not a 'typical game'
  • This game is pro-world domination
  • A fun game for up to 6 players
  • There are Masterminds and Minions
  • It is a collaborative game
  • Information is available at Jennisodes.com
Appeals to the Audience
  • "Are you tired"
  • "you'll use a broadsword plus-your mom"
  • "this is the solution for you"
  • "you can make your fondest desires come true"
Product Tone
  • Fun, collaborative, atypical game of world conquest
Claims of Use
  • Collaboration, implied without many limits on invention
  • This game is fun for up to six players
  • You get to be a Mastermind, bent on winning
Hyperbole
  • "broadsword-plus your mom"
  • "typical games"
  • "sweet glorious victory"
  • "intensely fun collaborative game"
Interest-Building
  • "Pre-orders available soon"
Wow, that's a lot of information. But a good pitch has a lot of components available for dissection, and not of them vestigial. 

What I recommend you do is write out your pitch, even if you're not done developing the product, and start breaking down the components as I've done here. You'll give yourself a nice road map of what you like and don't like and where you need to go. 

It will be annoying, sometimes, but hard work is always rewarded. And yes, before you say anything else, yes you can do this. Honest.

In part 3, (up after the holiday), we'll look at some sample pitches and we'll talk about what the audience hears/reads/interprets from them.

Happy writing, and enjoy your holiday weekend. Unless you're a jerk or something, but if that's the case, then we're not talking. 

Rock on.

Thursday, November 10, 2011

Metatopia, Part 2

I have some more thoughts on Metatopia.

Attending as a non-primary-gamer (that's my term, it means that gaming isn't my bread-and-butter career path, passion or money maker), really gave me the ability to see holes and opportunities, places where in non-gaming contexts the void is already full. Like what you ask? Like these:

  • Marketing - Yes, I was part of a totally amazing marketing panel (led by Josh Seideman, who totally knows what he's talking about, and you really should be following him on Twitter if you're not already. And while his presentation was good, it honestly wasn't anything I haven't already done or heard about -- which is to be expected, part of my business involves marketing strategies.

    But in a gaming context, marketing seemed to be somewhat of a mythical activity, something shrouded in confusion and spoken about with a lot of "Uhhs" and "Ums".

    And here lies the opportunity.

    I make marketing easy. I mean it is easy already, but how I teach authors to market is simple, effective and in the words of one guy "surprisingly fun". So consider this my note to talk about marketing strategies across all my social networks.
  • Presentation Skills - How many great presentations did I see? At least a dozen. How many presentations could have been made great by simple tips? Bazillions. I know, it's scary and tough to stand/sit in front of a room and hold court, especially if you're talking about something that's been your creative baby for a long time and this is the first time you're bringing it out for humans to consume. Good for you for doing that. That's step 1. Step 2 is, "Kick ass with it."

    So consider this my note to the universe that I'm sneaking in some presentation tips into my next workshops.
  • Where were the ladies? Yes I met some fantastic women (Jenn, Terry and Shoshanna immediately spring to mind) And surprisingly women made up a decent percentage of the people attending, but this wasn't really lady-friendly. Now maybe that's the community, maybe that's got something to do with either the perceived or real awkwardness some people have around lady-people (I know, they have cooties, right?), but I think if the community as a whole was a little more pro-fem (not like I'm-going-to-hack-off-your-dangling-oppressive-genitals pro-fem, I mean more like "Girls-are-welcome-in-our-clubhouse"), the number of potential consumers and contributors goes up, and everyone wins.
What blew my mind is that game designers are just like writers and I could/can/did slot myself in and among them the same ways. There is somewhat of a myth that gamers are mega-nerds and entirely insular, but on the whole, I found these people to be among the nicest humans I've ever spent time with, and certainly some of the smartest.

So, to the game people reading this, so many of you have my business card. Flip it over and take a look at the back.

Find this line: Creative and Professional Solutions for Any Situation

I mean it. Much like Vanilla Ice - if you have a problem, yo, I'll solve it. (And yes, word to your mother.)

Another post shall later this afternoon.....and I'll talk about the magic that is the conversation with a writer.