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|    rec.arts.sf.composition    |    The writing and publishing of speculativ    |    144,800 messages    |
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|    Message 144,094 of 144,800    |
|    Sea Wasp (Ryk E. Spoor) to All    |
|    Writing Column: The Mechanics of (My) Wr    |
|    10 Mar 15 22:19:57    |
      From: seawasp@sgeinc.invalid.com               I often get asked various questions about how I write, what my approach       to writing is, how long it takes, and so on. This piece tries to cover       all of these questions.               The simplest way to describe how I write is the wiseass version: I sit       down, open my computer, bring up the file, and write until I run out of       story or time.               Naturally, it's not quite so simple as that.               If I know what I'm writing – that is, I have the plotline clear in my       head and I know the characters and so on – it can be about that simple.       For the stories told in what I consider my "main universe" – which       includes Digital Knight/Paradigms Lost and Phoenix Rising, but has many       other stories written and planned – this is fairly common. I can sit       down and start writing any of several stories pretty easily.               This is because that universe is one I've been working on for over 35       years. I know that universe like the back of my hand. If I'm so tired       that my eyes are trying to close on their own, I can still remember key       facts about the way things work and finish planning out the rest of a       chapter while I'm typing it. If I come to a point in a story where I       actually haven't figured out the details, I can usually just keep on       writing, confident that my knowledge of how the world works will help me       work things out on the fly.               Thus – for me – the first thing I do with any new story is figure out       the world it takes place in. Some people like to start with characters,       but for me it's the world – mainly because I have to know what the       characters will have to live with, what strange (or not so strange)       rules will govern their lives, in order to actually figure out the       characters themselves.               So far in my published or to-be-published writing career I've had to do       that five times – first for Diamonds Are Forever (collected in Mountain       Magic), then for Boundary, then Grand Central Arena, Polychrome, and       most recently for the new Boundaryverse novel Castaway Planet, which is       200 years farther on and has a lot of new stuff I had to figure out. I'm       just starting the worldbuilding on a sixth – The Ethical Magical Girl.               The amount of worldbuilding varies drastically. For Diamonds Are       Forever, I actually wanted to leave a possible opening for that world       linking with my own, so I was able to steal certain background concepts       as foundations for parts of the world which gave me the origins of the       Nowëthada and Lisharithada; it was in a sense a bit of a cheat, but it       worked fine for such a short novel and by the time I was done I knew a       lot more about the world.               For Boundary there was a lot of scary work to do. I didn't have to       design the deep background – it was set in a version of this world       thirty years hence – but I did need to come to understand space travel,       and the technologies and challenges, to a depth I'd never expected, and       figure out how to arrange specific events that would bring the       characters together in interesting and exciting ways. Hard SF puts       serious constraints on you; no zooming from planet to planet in a couple       of hours, not with any tech we have or foresee, anyway. However, it did       have the real-world advantage of having many people to consult with on       how things worked.               Grand Central Arena posed a completely different challenge – the need       to make a space opera universe that wasn't my main universe. The core       concept that Eric had planted the seed for was easy enough to grow – it       fit an old, old idea I'd had many years before – but there was something       missing, and it wasn't until several elements dovetailed in my head –       DuQuesne's background, a particular set of Roger Dean images, and a few       other disparate things – that I understood really what I was building       and why.               Polychrome had the terrible challenge of trying to take a series of       children's books written a hundred years ago and (A) resolve key       contradictions, (B) construct a coherent world that was respectful of       the original world, and (C) create a plotline that would maintain some       of the essence of the original while being worthwhile for adults or       young adults to read – not a children's story, even though its origins       were set in one of the oldest childrens' series written.               Castaway Planet's challenges involved extrapolating from the       Boundaryverse and then creating what I hope is a fairly unique world and       set of challenges for the characters developed.               Characters themselves have many different inspirations. In the Boundary       series, some characters were invented by Eric Flint (most notably Helen       Sutter, and the published version of Madeline Fathom is really his even       if I did invent the name and general outline); others were mine and       their origins varied – A.J. Baker is essentially two characters from       Digital Knight crossed: Jason Wood and the super-hacker called "The       Jammer". Nicholas Glendale is clearly a nod to Dr. Carl Sagan, just in a       paleontological setting; and so on. Grand Central Arena of course       features characters directly and admittedly inspired by others, with       Marc C. DuQuesne being the most obvious. Stephen Fransceschetti and Carl       Edlund are direct Tuckerizations of friends of mine; Ariane Austin       combines the hotshot pilot template with her namesake Steve Austin. In       Castaway Planet we stole a lot of character concepts from the original       inspirations – prior "Robinsonades" – and put our own spin on them.               Familiarity, or lack thereof, with the universe influences how much       planning-ahead and outlining I prefer to do. Sometimes I still have to       outline – and it's a task I hate with a passion – because my publisher       wants an outline first, before they buy anything. In general, though,       the outline is a skeleton that may fall apart once the writing starts.              For instance, at the time of writing this, I had just completed Phoenix       in Shadow, sequel to Phoenix Rising, and the outline mostly went out the       window pretty quickly. As I know that world so well, I didn't even use       the outline once I started writing, except to look up names or something       similar that I remembered inventing for the outline and didn't want to       re-invent. But for the most part, I literally just let the characters       lead me through their adventures until they reached the climactic points       which I did know.              That latter bit is one of the crucial parts of writing for me. I       absolutely must know what I'm heading for, and specifically I need to       have in my mind some awesome, spectacular, and/or tearjerking scene that              [continued in next message]              --- SoupGate-Win32 v1.05        * Origin: you cannot sedate... all the things you hate (1:229/2)    |
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