How All Writing is Suspense

Why is my writing all about suspense? I think a better question is, is there any story that isn’t really about building uncertainty, making the reader wonder about what comes next, making them care? Suspense. And understanding that may be the perfect tool for any kind of writing.

(The Unified Writing Field Theory — searchings and findings on what makes stories work)

But suspense is only one genre, isn’t it? One Wikipedia page (since it’s probably the quickest source to go check; I’ll wait) lists 22 genres, and umpteen variations within them. I actually class my own writing as fantasy, urban fantasy and paranormal in particular, one of several genres that many people think of for its distinctive character types and weaponry (see also Science Fiction) or conflict (Crime or Mystery).

Except, many of those genres are about choosing tools. When a writer sits down to use them, Tom Clancy doesn’t have the same aims as Ian Fleming, and my battles aren’t trying to imitate Seanan McGuire’s. (Not that anyone could…)

What the idea of suspense can do is bring all genres and styles together—and show how each of us is making our own writing choices, even line by line, but all following the same cycle.

I call it a “suspense” flow, because I think that’s the word that captures the energy we want each part of a story to have—especially how it depends on balancing different parts of the flow to get the pacing right. You might argue for “action,” “mystery,” or other words, but I think “suspense” captures more in one word. And it all builds on what all writers do know is: conflict.

If #conflict is the 'engine' of a story, the #suspense flow shows which 'gear' the engine's in. Click To Tweet

How does that help us writing?

Partly, we can use the suspense model for a larger view of what any part of a story needs, whether it’s a single passage or a five-book plan. Such as checking for:

  • someone to root for
  • tone or atmosphere
  • complications, and a sense that these would be what he has to deal with
  • choices that are hard enough to reveal the character
  • pacing, not rushing or bogging down on the way to—
  • an outcome that means something

All of these are basic elements of writing and conflict, but this fits them all together to see them as part of the same cycle—and to ask whether they’re building the right kind of momentum, involvement, suspense.

“But my writing’s barely about suspense!” –If that’s what you’ve been thinking, consider this: the suspense flow is more than a way to find common needs in the genres and styles. It’s also a way to look at any part of writing, and to pick if you have any particular priorities for it:

  • If you want sensory mood or detail, you can start painting the picture right from the beginning, even before things happen.
  • To make your story more about its subject (anything from a neighborhood-specific tale to a political tale to SF and fantasy), you might define more of it by just what complications come out of it. Be sure the reader knows why it’s those problems those people have to face, and what that means.
  • A sense of mystery can mean playing up the contrast between choices about the subject, and of course stretching out how long it takaes to find that answer. Was it the vampire or the best friend that dunnit? Just why was the ruined city abandoned?
  • Or, classic suspense in its own right means extending the whole process, whether it’s building up more mood or looking for further complications to keep things up in the air.
  • Pure “drama” usually is code for making characters more important than what happens—not just important (we all want that), but focused on how they resist or interpret or put their own slant on the facts. Even in a whole sprawling war, nobody’s going to have the same PTSD as this one soldier.
  • Or an action story needs to do justice to the effect itself, the explosions at the end of the suspense cycle before the cycle starts up again.
  • (For that matter, comedy has the same need to stop there and enjoy the laughter. That same moment of release might well have explosions too, as long as fewer people are getting hurt.)

ItsAllSuspense

Naturally each point on the suspense flow is only as good as how the rest of the flow meshes with it. Only the crudest action story gets careless about why the danger’s there, or the hero’s choices in facing it; sensory description that shuts off once the complications appear would be absurd. And again, “suspense” is a reminder that it only works when the pieces have the right balance for the pacing we want.

Even a sequence that’s all mood or description can look at this pattern. By the time that boy finishes strolling out to the lake, what state of mind should the passage have nudged him to, and the reader with him? Do the bits of detail contrast with each other in ways that stir up preferences in us (looking at the open sky, and the gritty, tiring dust his feet kick up, before he’s finally rounding the corner), or give a sense of one thing disrupting another to demand our attention?

Can you look at these and see which part of the flow you want to give a bit more justification, a few more words, or an extra scene?

It’s all there, by one name or another. And if the combination of your words catches fire, it will do it partly because of what we call suspense.

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Writing for Five Senses – Combining Them All

Can you write a description with just sight and hearing? No, but those two can organize how all five senses fit together.

(The Unified Writing Field Theory — searchings and findings on what makes stories work)

Last week I wrote about the classic advice to “describe all five senses,” and how much easier keeping track of description is if we focus on alternating the main two. But of course writing isn’t supposed to be easy. Having two primary senses doesn’t excuse us from keeping all five in mind to cover a scene, or help weave them together to build the kind of high-powered suspense (or warmth, or humor, or whatever your own goals are) a story deserves.

Except, they do.

Sight and hearing aren’t just a shortcut, they’re models for writing all five senses. bit.ly/5SensesBy2 Click To Tweet

 

Two Models

Think about it: what’s the basic difference between eyes and ears? Different writers might think of points like:

  • Sight organizes our surroundings, with sound giving advance signs before something comes into view. (Or as we action writers call them, warnings.)
  • Sight gives a complete “picture” of surroundings; sound often adds feeling with someone’s tone of voice, or a noisy object’s “personality.” More poetic writers can savor this.
  • Sight shows everything (in theory); sound picks out which things are moving or active.

All true, and I think they all come back to one rule for organizing descriptions:

#Describing sight is about things’ positions; hearing is about their nature. #writing bit.ly/5SensesBy2 Click To Tweet

When I look out my window right now, I see everything from the parking lot up to the sky—which also means I have to (literally) focus on different parts of the view each moment, and it means that if I don’t see someone walking up to visit me, there’s nobody right there. Hearing is more selective; someone standing beyond my door is hidden until he knocks, and I still won’t know if he’s holding a package or anything else until he (or she) makes another noise with that.

–That position vs nature difference is nothing new to any of us, but how often do we really think about it, as writers? Especially one further effect of it: if there is a sound, my hearing might still pick it up through walls and behind my back, and even when I’m not paying attention. (Say when a car alarm goes off when I’m trying to write…) But sight’s power and limits might lead to me walking over to check what’s off on the side of my window frame.

Of the two, focused sight is the one we keep acting on to get a clearer picture of what we need; sound gets broadcast to us on its own. For a writer looking to follow the moment, that difference is pure gold.

And best of all, the other three senses fit right into these patterns.

Touch is as position- and focused-based as sight, the way we have to reach out to feel anything that hasn’t come to us; it even has the same similarity that we already have a skinload of cold air, tight shoes, and other touches we’re always half-aware of and trying to focus past. And taste only has the range of our tongues, except when memory or “the taste of fear” stir something up.

Meanwhile smell works much like hearing: certain things jump right out at us because they—but only they—give off much scent, and they pour those sensations right into the air.

There may be five senses, but all they follow these two plans… and so does a character using them.

 

Stepping through the Senses

Since I always look at my writing as a chance to build different kinds of suspense, I think my scenes only work if I can build them in the right order. So if I want to drop a reader deep into one moment, I might describe all five senses at once. But more often, I’ll tie it all to the process of how my character is living through that scene:

Step 1) First outside senses: Is there something he can hear, or smell, before what’s important comes within reach of the focused senses?

A crunch of boots on the snow made him whirl around.

Step 2) Surveying: What can he see, touch, or taste as he first tries to take in what’s there? And, which pieces matter most to him, and what patterns (like barriers or possibilities) do they form in his mind?

One of the thugs staggered from the door, blocking the alley. Dark blood soaked his shirt, but Mark shivered to see the “dead” man’s wild eyes gleam brighter than the knife in his hand.

  • As part of this, sound/smell components: check which few of those sensations would also create a sound or smell, and how those senses might “demand” a bit of our attention. So instead I could start those lines with:
  • One of the thugs staggered from the door, scraping dully against the brick wall as he blocked the alley….

Step 3) Act & React (focus+changes): As the scene goes on, keep tracking what the character and everyone else do, the same way as Step 2. That is, use sight, touch, and taste to do their best to follow everything worth noticing, but watch for which things are adding a noise or scent to the mix.

Mark edged back, watching his balance as his heels picked through the treacherous bags of garbage piled behind him. The stink of blood as the killer stumbled closer brought sour vomit to Mark’s mouth.

  • plus Background: For an extra layer, once and a while is there a sound or smell from outside the immediate area that could filter into the mix?
  • The police sirens faded in the distance.

 

—Or if those sirens were to turn around, that “background” sound could restart the cycle as a new Step 1 of the police starting to drive into view. (Even if they don’t, if you know my Lavine series, you know Mark has at least four ways to survive that scene.)

 

That’s how I build suspense, or poetry or warmth or any other mood, by playing up the differences in the “focused” and “broadcast” senses to work them each in at their own places. Because to me (and I make no apology for saying it)—

Losing that distinction would be… senseless.

 

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Ten Writing Tricks from Gaming

The following are tricks I’ve learned from role-playing games, board games, and other gaming fun, that help me remember what works in writing.

(The Unified Writing Field Theory — searchings and findings on what makes stories work)

#1: the Characters’ Viewpoint lets you write

For me at least, the best tool to help me write is getting into what it’s like to be a character– from bits of their background, signature skills or tactics, and all kinds of details, plus every plot twist that helps sweep me up in how he has to do what he does next.

Gamers can use each session to practice their sense of these, and see how other people do them too. The more in touch you are with what works for you, the more you’ll get written.

#2: Conflict

No matter what a story is, gamers know the narrative should never get far from the conflict: why the hero has to do something, why someone or something else is in the way, and anything that helps or hurts his struggle.

Games show how the story is always better with a strong villain, especially when the story lets that villain impress the readers, and then tick them off. (Or if the obstacle isn’t a villain, the situation should still be a serious challenge, and sometimes seem like it’s “out to get” people.)

And, weakening the villain weakens the whole story.

#3: the Stake or Change

Role-playing games have both routine adventures and ones that changed parts of the storyline; the changes are usually the more memorable ones.

Also, role-playing games let characters gain power and equipment, for the excitement of getting stronger. Try writing to build a sense that your characters can only do so much– and then they learn to break some of those limits.

#4: Losing

Games have the thrill of actually being able to lose, instead of the jaded “the hero always wins.” But this works in games because you can still play another game, or resurrect or replace a dead character– it’s harder in stories where the hero’s life is on the line.

Some stories provide this by playing up the times the hero fails but survives to try a different plan or fight a rematch. These are less powerful than times the reader’s come to care about someone or something besides the hero’s life, and that is permanently lost (or really could have been).

#5: Choice

Games are built around players’ choices: the next move, when to attack or retreat, how to solve a problem.

Stories can be stronger by leading the reader into a sense of why the character has to take the choice he does: why he’s so driven, how many choices he has and why all the others don’t work, at least for the kind of person the reader understands he is. (Gamers choose their action based on a clear situation; readers want to see the situation so well they’d choose the character’s action too.)

(Then, be sure those choices have good pacing, variety, and sometimes lead to real losses.)

#6: Everybody’s Choices

Role-playing gamers are used to letting other people’s characters share the spotlight; this is good practice for writing a protagonist with supporting characters.

Board games also remind us: an exciting game has to be against a skilled opponent, so villains ought to be smart enough to challenge the hero.

More than that, hero and villain should be watching each other’s moves and reacting to them– especially if there’s a sense that one side makes the other escalate. Also, let the supporting characters react as if they had the freedom other players would: who tries to join up with who because of what’s happened, or who betrays them, or tries to step in at the last minute and steal the prize.

#7: Details for Choices

Games show how eager players can be to learn any amount of game rules and details, while writers worry about giving too much detail and bogging down the story.

The difference is that gamers use that information to choose their next moves. So, a writer can make the most use of any detail that’s a factor or hint about what a character chooses– what about the forest helps an ambusher hide in it? what traditions of the royal court help him win allies?

#8: Dialog

Gamers have a chance to practice dialog by listening to other players. Of course most speech patterns at a game table aren’t right for most stories, but a writer can listen for specific patterns: getting excited makes who speak faster and makes who babble? who says “Got it” vs “Okay”?

(And watch for any interesting catchphrases someone has, to inspire what you can give your characters.)

#9: Fun Now

Games are always at risk of going off on a tangent (side-discussions of what’s going on, or general chitchat), so gamers get practice in luring other players back onto course (eg with clues or immediate challenges). Develop the sense of when you’re losing the players’ interest, and apply it to writing.

As that sense improves, it can also help in planning a story or a chapter. What’s a good starting place, a fun arc, and a satisfying ending?

#10: People

Gamers get used to sitting with fellow players. A writer needs to get comfortable asking people what in a story works and what doesn’t.

Also, gamers learn different players just prefer different parts of the game; writers should keep in mind not all writing will appeal to everyone. But at the same time, the other people are still there because they want the story to be good, just as the writer does.

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Order of a Sentence – with Maralys Wills

(The Unified Writing Field Theory — searchings and findings on what makes stories work)

If a story moves forward one step at a time, each of those steps is the sentence. It’s the basic unit we read in, covering one small handful of points, and urging us on to read the next one. To explain that last part–about the sentence’s last part, and the sense of urgency it should give–I’ve asked multitalented author Maralys Wills to comment:

 

After years of teaching and doing line-by-line editing on some 50,000 manuscript pages, I’ve discovered one of the most effective, and yes, simplest, ways of improving your writing.  Always save the strongest word for the END OF THE SENTENCE.   For instance, if you have the sentence, “Death is the one thing I’ve always feared,”  you’d re-write it to say, “The one thing I’ve always feared is death.”  To the extent that you do this on all your sentences, you’ll find your work has a new feeling of energy, of power. You’ll discover that your words ring in the reader’s ears. As you write, you’re always building to strength.  Good writers do this instinctively.  But it’s something that even a beginner can learn.

I’d have to agree, a sentence lives and dies by its momentum. Except, maximizing that last word may not be as simple as it sounds, especially in fiction.

Consider the basic sentence shape,

subject verb object

such as:

John chased the outlaw.

The challenge is that fiction mainly needs the picture to evolve, one step at a time out of what it had been before. Nonfiction can casually drop a comparison of something to “a sheriff chasing down some desperado” into a paragraph to jazz up its point with its flashiest word as its object, right at the sentence finale. But in fiction the outlaw’s probably already on the scene, and we’re more interested in the shifting relationship between him and the other pieces there — not how many other names he can be called by, but who “chases” or “yells” or “shoots” at who. Or better yet, if that chase also lets John on his horse “thunder” after the outlaw.

That is, there’s more room for variety in the sentence’s verb, not its object… even though most natural-sounding sentences put their verb in the middle, not the end. Trouble.

One answer is not to ask the object to compete with the verb.<!> Moment-to-moment fiction just gives verbs too much advantage, and often it’s better to only look for an object that’s a worthy wrapup for the verb’s power.

(And, the main choices are just the verb in the middle and the object at the end. Plenty of sentences use or even end with other parts of speech, but those pieces are trimmings compared to the Big Three; trying to power-finish with “John chased the outlaw desperately” is more likely to crush the adverb under the sentence’s weight than it is to empower either.)

Still, there are a few options to get the most power out of objects:

  • pick specific urgent parts of a thing that will grab attention, like our outlaw raising “his gun.”
    • or, picking out an attached part just to paint a wider picture of that object, before swinging back to the central thing again, such as John noticing the outlaw’s gun hand’s “tremble” rather than always the man himself.
    • mixing in other subjects and their chance to pick a new object that , such as townspeople sweating in the temperature’s “inferno.”
      • or of course, when the plot swings around to new and important things that first appear as an object, like the outlaw grabbing “a hostage.”

(And of course, these can mix up the subject too.)

Maralys Wills has her website at http://maralys.com/

For my own larger collection of thoughts on sentences and wording, take a look at The Toolbox — what goes Around the words.

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Plot and the Power of OR

“Depth” is a word people have used different ways about fiction, sometimes not being that clear what they mean–just some sense that a character winds up with more layers, a situation more reality, and so on. Personally, I think the metaphor might be incomplete– because one of the best ways to give a story realism, or complicate a moment or a plot, or just loosen up the writing mind to let more in, is something I think of more as “width.” That is, ask the question “Or what else?”

(The Unified Writing Field Theory — searchings and findings on what makes stories work)

Yes, that’s partly what all writers do: work out a plot or moment by thinking, “what if something different happened here?” To rethink a choice that isn’t working, or to keep the next thing varied from what’s gone before, sure. Such as:

  • OR it’s someone else making a move (or even an object breaking or changing)
  • OR they focus on something else (a different plan)
  • OR it gets a different result.

Mixing up who takes the initiative can add a lot: a hero working through his plans while the villain never strikes back makes the story seem lazy, and a hero always defending is passive, but a sense of each retaliating against the other makes the whole story more organic and exciting. And other characters can’t be labeled so “secondary” that they never demand a scene when she tries to bargain for her husband’s life, or he needs protection after being the only crimelord to survive the villain’s purge, or they’re sure they’re the ones a troubled young man will listen to. For the second option, changing the target of that someone’s action covers going to deal with different people (or eliminate them, or whichever), gaining some other tool or pausing to develop it–using the whole world as a source of possible different tactics.

But changing up a plan’s result gets tricky–“let the villain win” can sound fun, but it’s bad news when the story’s only half over, and not much better to have the hero winning too much too soon. Worse, half the time the person and plan that fit best seem too sure to wipe out big parts of the story; what if the villain just had too good an opening to fail at? Asking that kind of “or” can put a whole story at risk.

But “or” can be more than a way to shake things up, it can be a whole perspective to work in. People often talk of stories as having “depth” when its elements have layers to reveal–a person with attitudes like masks over other masks, or a setting the story can explore within rather than acting like a 2-dimensional backdrop. But I like the idea that besides static layers, a story can reveal itself by how a character acts by asking “what else he tries,” or what his reaction is to someone else’s attempts; they “move forward but zigzag” to deal with each of those options to follow their goal. By this model, “depth” comes from those layers of zigzagging, how many different choices (of their own or others) that they deal with. All from considering “Or.”

That is, how many choices does a character really get to try out? At least half of making a story believable is in looking at those; couldn’t he just “leave the haunted house,” or Google a problem to get its basics, and doesn’t every problem have some expert or authority who’s already trying to deal with it? A story that covers more of its situations’ and people’s options comes off as more real–simple as that.

(The other half of plausibility is “what wouldn’t work” and the sad business of finding out if the hero’s glorious strategy is liable to get shut down because cars just don’t explode.)

“Or” is the viewpoint that can work all of this out, just by asking which options there are, and how far each goes:

What choices get blocked right away? Look at any situation from the view of a character trying to get through to a goal there, and it becomes a set of barriers and lost opportunities. An isolated house has distance to stop help from coming, and a fortress that’s lost its commander may have no leader strong enough to help; that’s what makes them ominous from the start.

What choices do characters realize won’t work? A fast way to explore more options is to just talk out, think out, or make quick tests to show some things as dead ends. How many scenes do we know where an Expert was called in, that began with “Did you try–“/ “Well of course!” Even a few lines of this builds realism, and suspense, in both how many choices it checks and the process of how people would go through them.

What choices do people try but fail, and which tempt them? These two might be half the structure of a scene or plot, and they may be the more important half.

After all, even though what actually happens or works is the spine of the story, so often what brings it to life is its contrast with the failed schemes, red herrings, and roads-not-taken set up next to them. A murder with one suspect, or a duel with no choice between safe and desperate maneuvers, don’t compare to stories that do make full use of these, and what they mean that a character chooses one over the other. After all, making that duelist choose between finesse and letting himself be hit creates a whole different scene–and character–from using skill vs. driving his opponent into a rage. Better still, when the story paces these to crush certain hopes at the right moment, or spring a new option just when someone’s resolved to go one way… now that’s momentum.

(Finally, what if there’s a plan or force that really does work–and something else comes down and overwhelms even that? “The cavalry comes over the hill” is annoying, unless it’s been hinted at first without ruining suspense… or it’s enemy cavalry…)

So often, “or” is the story. It sorts out the basics and then adds what else can justify them; it can take anything and define what it is by capturing what it isn’t; and then deciding how often to zigzag between choices can be the meat of designing any plot, scene, or even sentence.

Just a theory. Or…

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A Few Words More–or Less?

Does the line need a little more, does a description need an adjective, or maybe a little about a thing’s sound or motion as well as its shape? It all comes down to words.

(The Unified Writing Field Theory — searchings and findings on what makes stories work)

After all, if the writer doesn’t mention something, the reader may never suspect that part of his grand vision was there, or that quirk of dialog that shows how unique the character is… but at the same time, that word might be a misstep or simply a distraction from what’s more important.

One great perspective on finding that balance is the Five Principles of the Puppeteer. –Yes, puppets, an interesting way to look out of the rut writers may be in. Mary Robinette Kowal thinks of words the way she moves her puppets, taking responsibility to choose which motion to emphasize (and what other motions to give the puppet the illusion of how real muscles would react) and what would be a distracting “head-bobbing.”

Another model I like is a certain mobster’s girlfriend’s advice about the right clothes–that they “should call attention to you, not themselves,” that it’s all about the total effect. Or think of a film camera: what objects, what balance of light and shapes, what symbols does the director want to get in the frame and what would clutter it up? (A more exact image might be storyboarding: you choose which things are worth sketching in and which to just leave out, to be implied by the rest.)

Every line written has an opportunity to add another small touch or two to bring to life just what’s there and why. The person or object in the moment’s center might be obvious, but do you fill in what’s behind that, or what’s lying in the corner? you probably work in some sounds with all the sights, but do you mention how the floor feels, or any smells? And do you mention them when setting the scene or later, or drop a mention early and then remind the reader?

And in dialog this applies twice over. On the one hand you have all the things a character might say on the way to his point, and just the pauses and halts that give another glimpse at his personality, and on the other you still decide how many expressions, gestures, and full “walk and talk” descriptions to mix in to keep the moment from becoming pure Talking Heads.

But, keeping the balance… we all know what happens if writing tries to cover everything in a room, or every wasted word that real conversation has.

One trick is, sometime, to not wedge more things into view but color the thing there with an extra word or so. Instead of spelling out how loud and powerful a motorcycle is as it moves in, is it enough to make it a “black motorcycle” or “Harley” and just let that give a sense of vividness to everything around it? A world made up of Harleys and the asphalt is more colorful than bikes on the road–unless it reflexively uses the fancier words every time, not caring when a thing’s less important or already established.

The classic form of that choice is adverb vs verb, and adjective vs noun. If a sentence comes out “John ran down the road,” an easy way to amplify it might be to make it “ran desperately”… but that draws the reader’s eye a little to that second word, a slight distraction compared to some more direct “dashed down” or “panted down.” Also, we all know adverbs and adjectives are the easier way to think of an image’s flavor, so they make the writing look a little more ordinary.

Still, again, not everything deserves the stronger verb or noun–and if they’re still just important enough to not leave out, a throwaway adverb or adjective can do the job. Then of course come the moments when the modifers are the only natural ways to show something (how much do you want to zigzag just to avoid calling the bike “black”?), or when the occasional explosive modifier could liven things up without making the phrasings seem modifier-heavy. For that matter, a style that uses too few adverbs and adjectives can start the reader thinking something’s odd about it, another distraction.

Dialog tags might be the most intense form of this, because the structure of dialog makes tags so conspicuous. Each adjective and adverb there gets framed by quote marks, in what may be pages of short-ish paragraphs to show any patterns of overuse… but the same spotlight makes flashier verbs like he snarled conspicuous too, and at least as easy to overuse. And even though “said” is called an “invisible” tag in comparison to all those, too many of those get noticed too, when many of them might not be needed at all or could be replaced with a separate “He gulped his drink” sentence.

Like the puppets or clothes, it all comes back to priorities. What’s most likely to change the story (of course the big villain doesn’t arrive on just “a motorcycle”), especially if it’s still new? Setting a part of the scene is good, but if those shadows just might have someone setting an ambush or the walls make it harder to run, the view starts falling into place.

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Plotting – Divide the Plan by Two

For some of us, writing is a constant study in planning, in looking far down the road of a half-formed story arc or into a set of possibilities and defining what it’s going to be. For others, we work through the journey one step at a time… but we may still want to sneak a glimpse ahead or get a little help making a decision. And I’ve found there’s a way to plan any part of a story in simple terms, taking the organizing just as far as I want: dividing the plan by two, or more.

(The Unified Writing Field Theory — searchings and findings on what makes stories work)

It may be the simplest kind of plotting that there is, just taking whatever you’re working on and adding one wrinkle to it–though it could as easily be more if that’s what comes to you–then moving on to add other layers below that for as long as you want to keep going. It’s using “one thing at a time” to dodge the crazy-making of juggling too many issues, applied to defining the larger picture that going step by step can lose.

What does “dividing” mean? Well:

What do you divide? Anything you want.

  • You can divide the story into stages, whether it’s books of a trilogy or one moment’s description into several sensations.
  • You can divide the concept of a story into types–goals and obstacles, heroes and villains, triumphs and tragedies–and then decide how many of each you need.
  • You can break down a need for particular plot elements–again and again we find places where we need several examples of a thing to make a point, from naming the last few galactic wars to which bits of decor in a room to mention.

How many do you divide by? That’s the fun part: just see if “two” works. Turning one need into two contrasting types or stages or whatever is as simple as planning gets, but as often as not we come up with three or four right there.

Either way works. So many small things only need to be taken past a single point to reach a whole new level of life (“a tall man” is a rough image, but “a tall man with a loud voice” gains a lot more completeness from that second thought, even without making that thought much different from the first), or a more complex plan might start with picking two parts and then splitting each of them another time or two. And there will be plenty of times the mind goes straight to three or four or more examples that are more or less equal, or that all need to be there to interact… though if goes past five or six, it’s probably a sign that you’re already seeing some of the sub-parts that these should be split into next.

Just picking combinations like this can teach a lot about writing. Sometimes a thing just has two main sides that matter, and the rest are subparts within those. Or it might call for three steps, one thing that changes what went before and then how it’s resolved afterward (the famous “thesis, antithesis, synthesis,” or situation, problem, solution)–of course the mind loves thinking in threes just to appreciate that it’s more than just two things, and we writers certainly learn to think that way. Or some kind of reaction or buildup might be just as important, and “he said, she said, they agreed” doesn’t work as well as “he said, she said, he said, she said” or maybe “chitchat, he said…” Then again, it may not be the interactions that matter as much as nature of the thing; you might just know the hero’s going to deal with Doubt that he’ll win, Greed of the people in his way, and Guilt over what he does to do it.

 

A couple examples:

In planning my contemporary fantasy The High Road, I realized:

  • its first part would be my heroes Mark and Angie facing their most immediate challenge (a street gang with a vendetta tends to get your attention),
  • so that the second part would be a deeper understanding of the problem and how many other secrets the family magic is tied into.

That first part then had two main stages:

  • their first discovery of the magic and their enemies,
  • and then trying to deal with them.

And that beginning stage would be

  • the Blades’ threat,
  • then clashing against them with the magic,
  • then what else breaks loose during the immediate aftermath

–and I have my first three chapters.

Or, if I’m looking for possible images for someone leaving a building, it’s natural to think of the basic Sight Plus Hearing division. But if I’m looking for more detail I know there are five senses to consider.

Sights are easy to split up by direction:

  • above everything, the moon, but there’s little other light out,
  • in front, the empty parking lot and the pathway beyond it,
  • on the side, the streets heading off that he won’t take,
  • and behind him the town hall he’s left

–then I might further break down those directions by adding clouds against that moon, trees alongside the path, and so on.

To think of sounds I might run through the same directional check, or I might consider classes of things that make sounds:

  • people (back in that town hall, driving on the streets, etc.),
  • objects (does he pass the building’s whirring air conditioner?),
  • animals (birdcalls, rustlings in the brush),
  • and maybe the weather and so on.

Touch can also be a few position types: anything about the ground he walks on or the things he brushes past, and if the wind or cold or anything touches him, and anything about his clothes or any injuries or such he’s carrying with him. And suddenly I’ve got a sceneful of possible descriptions, just waiting to be put in place.

In fact, dividing by two-plus can lay out a whole book:

  • maybe four plot stages (or two halves with two to three substages each), each with
  • four-ish chapters (maybe two events of two chapters each), that might contain
  • two to four (or more) scenes.

Or a scene itself could have a certain number of points: steps people take in what they’re doing, places they move past, or subjects of a dialog. And dialog subjects can be made up of just how many lines people say, and so on.

 

Planning–or just glimpsing ahead–can be as simple as you want, just by taking it a step at a time and deciding how far to go before you have enough to move on.

Simple as one-two.

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