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So
You Really Want To Write SF??
a
guide by: GF WILLMETTS
You
like Science Fiction?? You read Science Fiction?? You eat Science
Fiction?? You think you can write Science Fiction?? Hmmmm!!! Are
all these thoughts conflicting??
Chances are that you've
read some pretty naff material and had the reaction that you can
write better?? We've all had that feeling, thinking publishers probably
had rocks in their head when they commissioned such-and-such a story.
You might have had the feeling that you just need the outlet for
some big publisher to think you're the writer they've been waiting
to appear on their doorstep.
You might be the sort
of person who has a unique imagination and writing in your blood
and treat it as second-nature, irrespective of whether there is
an audience willing to read you. But, does this mean you're capable
of writing first class SF at your first or tenth attempt without
knowing some of the basics that will help your story-telling??
In any story genre there
are as many poor as good stories. I doubt if anyone goes out of
their way to deliberately write atrociously but whether the work
is seen by a readership depends on the quality the editor expects.
It often takes a lot
of reading to find what are classified as gems amongst the also-rans.
The worse responsibility is having to tell those who are rejected
the bad news that they are simply not up to scratch and better luck
next time. It's nothing personal. Most evaluations are normally
based on the material in front of them. There simply isn't enough
time for ego to get in the way.
A lot of the problems
occur with having a poor writing style. If you're told you fall
into this category, all you can do is work out where you're going
wrong and try to do something about it.
This means being self-critical
to the faults and practise to get them out of your system. As writing
style is individualistic and could probably have an article devoted
entirely to it, this article will look at SF story structure and
provide the tips that will help you eliminate these problem areas
here so you can concentrate on getting the writing side sorted out.
For those who have a
reasonable writing style but fall short in ideas or development
area, this article will address this area. Whatever category of
aspiring or amateur SF writer, there should be something here to
provide some insight to improve your craft.
SF has the distinction
of having writers capable of improving or failing over a period
of time. There has also been a number of innovative writers who
start brilliant and stay that way through their careers. Others
have started well but end up re-hashing when they've run out of
ideas.
If this happens on the
professional side, why should it be any different for the novice
or amateur?? It's a legacy any aspiring SF writer has to be aware
of because most of the innovative and clever ideas have been re-worked
many times over the last hundred years. Offering something different
and unique is up to the individual writer. For the aspiring or amateur
writer, if only they realise what they are letting themselves in
for, it should be a daunting prospect. Yet, year in and year out,
there are always new writers and you want to be one of them.
As Hologram Tales is
receiving so many stories from aspiring writers, this is an appropriate
time to provide a guide to make the best of your ideas so that the
final story is something that will stand out from the crowd.
This doesn't mean that
to say that all you aspiring writers following the tips below are
going to become suddenly brilliant. The points below have to be
continually practiced to be effective. These points can be applied
to most story genres as much as SF. If you're after deeper analysis
of SF Nomenclature, then you can look elsewhere in Hologram Tales
for the chapters of my book examining them in detail.
I make no apologies for
the fact that a lot of the information will be similar to things
you've probably read elsewhere on creating stories. Just because
it's SF doesn't mean it can't have any bearing in the genre. If
anything, they tend to be more important.
Since these are tips,
I make no hesitation in numbering and bold marking the important
bits so they can be seen clearly. Take heed, especially of those
that you feel most sensitive about, as they are the ones that need
the most attention in your own writing. If you can't rationalise
that what you're doing is right, then chances are you're doing something
wrong and need to think about your approach.
1. What makes Science
Fiction Science Fiction?? SF depends on ground rules that are
laid down and applied throughout the story. It doesn't matter if
you make a mish-mash of your science, the important thing is to
ensure that it is used consistently that way throughout. Readers
will think you're smarter than you were. If you don't, then you're
genre jumped into fantasy and you're cheating on your readers because
any time you're stuck, you're going to pull a rabbit or some exotic
weapon out of a hat to sort it out. That's not SF!!
SF stories only use the
tools of the reality you provide for it. As such, any alteration
to the ground rules of basic Earth science or technology have to
be established early on in the story to acquaint the reader with
them and applied throughout. This aspect is no different to detective
stories that spread clues from the first chapter. They are an intellectual
exercise in plot development. SF is a medium for ideas.
2. The idea. A
primary idea is usually the basic gist of the plot. Only one is
required for short stories. Novels might demand a couple primaries
but that's largely because they can afford to have a couple interlocking
storylines. If you're playing with more than a couple primary ideas,
keep the spare ones noted for future stories. Don't overload your
story. The richness of your reality will come out from the secondary
ideas.
Secondary ideas are embellishments
or consequences of the primary idea. They are used to flesh out
the primary plot. In some respects, they require more work than
the primary idea in defining the reality.
Don't put all your ideas
on one basket. This is really an extension and understanding of
point 1. It's really a question of understanding the difference
between a primary and secondary idea for both reality and plots.
How they slant your reality will have a great bearing on the final
story.
Always keep a notebook
for your ideas as you get them. They come in useful for remembering
them and, especially if you suddenly have a dry period, need something
to stir up your creative juices. Even bad ideas are stepping stones
to good ones.
3. Map the plot. Map
your story before you start writing it. A lot of novice writers
find this extremely difficult. Largely because they see the story
as a journey in which they want to find the ending as much, they
hope, as the reader. It's also the best way to do the worse disservice
to your story and the reader. Stories are often left uncompleted
because the writer has lost the thread in the maze and hasn't figured
out any solution to the problems he or she set themselves. SF is
problem solving.
The blame for this bad
habit can be attributed to school education. You go in an English
classroom, given a piece of paper or three and told to write a story.
All the English teacher is really concerned with is line composition,
grammar and spelling. If a good story comes out it's a bonus. Quite
why no school doesn't think to cultivate imagination is open for
debate, although I suspect it's largely because free thought is
disruptive. It's no wonder imaginative kids at school get classified
as eccentric! If you want to develop quality, you need to work out
elements of the entire plot first.
Your plot map doesn't
mean you have to follow it to the letter. Often as you write, you
find alternative solutions to problems you set your characters in
the story. This might be a result of getting inside your characters'
heads and realise they wouldn't do certain actions. You can then
change the plot elements to see how this will affect the outcome.
It keeps you aware of the whole picture. The plot is the guide to
keep you on track.
The plot can be as detailed
or as brief as befitting the story requirements. Sometimes it's
sufficient to layout simple plot elements with the options for choice
that propel the story along. This sort of framework can help you
decide how many characters and settings are required. Keep focused
on the story rather than drift off in pointless directions because
they take your interest. In cases like this, note them as potential
for other stories within the same reality. You waste nothing that
way.
Be careful of convenience
plotting and clichÈs. The right gadget or the right training
means the problem can be quickly solved. Next to the million-to-one
long shot that just worked, this has to be the most clichÈd
plot device. Show your characters working through the problem and
getting the solution from the information available to them. Readers
like to feel as challenged as the characters in the story and respect
writers who treat them intelligently. With an SF reality there is
always a certain amount of convenience plotting in what you change
compared to our reality.
Saying that, by only
extrapolating from information presented without having to bring
in something special to sort it out - frattistats anyone?? - scores
more points. If you're really clever, figure out the solution from
what you've given yourself to play with without adding any convenient
problem-solving device or deux ex machina solution. Be intelligent
with your plot options.
Currently, I find that
once I know what the plot elements of my stories are going to be,
I then re-map them as scenes. It supplies an opportunity to look
at all the choices for decisions the characters are going to make
as they pass through the story.
This allows selecting
the most appropriate, and even original, solution to the problem.
On the word processor, they can be laid out in order and expanded
into full scenes. If any area causes problems, work through the
choices open to the character and decide what is the most appropriate
for his or her or it's mind-set.
In practice, it enables
you to start off knowing what the ending is going to be like and
work back to where the beginning should be. It's a strong system.
The people who can carry a plot in their head from beginning to
end are few and far between and certainly are not aspiring writers.
Writing it down is the smart move.
4. The characters.
The plot and characters are always linked. The idea for your story
might come from the possibility of a character than be plot-driven
or vice-versa. Whatever, the important aspect is ensuring your characters
stand out so the reader will appreciate them as much as you do.
The reason why the antagonists
or villains are liked so much is largely because of the time any
author spends depicting their villainy and getting inside their
heads. The protagonists or good guys are often bland in comparison,
largely because they don't need so much work establishing their
credentials as upright citizens that the reader can identify with.
Unlike previous generations, there's a far greater need to produce
far more rounded characters exhibiting both good and bad attributes
whose motivations for their choices can be explored in depth.
These are higher stakes
that need some thought. Be careful of making perfect characters.
Flawed personalities draw more sympathy and appreciation. Motivation
and desire are far more important than understanding every minor
detail of your characters lives. Background histories have their
place but can be destructive if you spend too much time doing them
or turning the story into a biography than getting to the main event.
It's often said that
characters reflect aspects of the writer's own personality or that
of friends and people they know. Bearing in mind that any story
is a reflection of your personal environment, this can't be ignored.
Every writer's take on their characters is likely to be different
but many fail to make them interesting, largely because they don't
see them as others see them.
The most important thing
to consider for your main characters is: Extreme Works! Take some
aspect of your main characters that makes them stand out and use
it as a foundation to throw a quirk into their personalities. This
exaggeration enhances the quality of the characters from making
them grey and secondary in nature. No one expects you to make all
your characters three-dimensional but it's important that the primary
personalities stand above the rest.
How this is achieved
is up to the individual writer but failure to make them interesting
is one of the prime problems of poor stories. Good characters can
make up for poor writing. Endear the reader to your characters'
fate should keep them there until the end.
5. The story. Thought
I'd forgotten this part of the writing process?? With the information
above, it should be a lot easier to put together the 'physical labour'
of the story. Those words are the way many writers feel about what
they write because knowing the plot and characters, all the real
work is done. Wrong!! Writing the story is the only means of convincing
the reader you are a writer!! It shows you have a firm grasp of
capturing their imagination and emotions and keep them there to
the end of the story.
As explained above, your
plot is the guide to the story contents. It might not suggest writing
it from third person to a central character's point of view. The
realisation of this can alter when you start writing. Of the two
choices, first person POV is probably the hardest because all the
plot facets have to be presented through one character. The third
person 'God choice' can show everything to the reader and not limited
by where any set of characters are. Mixing the two is fatal in short
stories and barely acceptable in novels because it can confuse the
reader's perspective.
Fleshing out the plot
gives enormous latitude for developing characterisation, mood and
emotional output. Tit-bits about the reality can be tacked on to
flesh the scenario out. You're still chucking ideas into the plot,
but they are secondary to the primary plot.
If you're confident with
the plot, it's possible to write the story doing the scenes out
of sequence and polish the edges when they are linked together or
re-arrange the order later. This technique is effective for mystery
stories in not only establishing who did what but enabling you to
work out the direction characters' development from beginning to
end. It allows you to put your best effort into each scene rather
than writing in a linear fashion. I'm not recommending you all to
go out and try this but changing how you put a story together will
give you greater insight to making the best of your work. Any scene
you feel uncomfortable about writing has the potential to be weak
and then can get your best effort.
Be brutal with the plot
if something feels out of place. Don't think any plot aspect is
laid in concrete even as you write it. Often, it's easier to combine
elements from individual scenes into one major scene than draw things
out. With practice, a lot of this work is sorted at the plotting
stage.
Writing the story from
all this preliminary work gives more time to concentrate on writing
style, technique and add passion and quality to your words. You
don't have to worry about what to do next because you've already
worked it out many times over.
As this part is so important,
the additional pointers will be of use:-
Ensure you have a decent
opening line. You need to catch your reader from the start so they
find out what happens next. Creating this line is never easy. A
lot of the time, it's easier to just start writing and resolve in
the revising draft. Sometimes, it's easier to cut off or re-arrange
the first few paragraphs to find the good starting point once you've
got the story's opening scene going.
The title is equally
important and can either be decided at the beginning or develop
from something taken from the story or both. This should also catch
the eye, bearing in mind short stories titles will only ever be
seen in the frontispiece. With everyone else trying to do the same,
a multitude of 'exciting' titles will look mundane.
Consequently, it's more
important to have a title that will have an immediate bearing on
the story so it will be remembered and associated with your name.
When your name turns up against another story it is hoped that the
connection will induce the reader to read it. Familiarity rules
and explains why certain authors' popularity to be included in any
anthology even if the story isn't as good as previous ones.
The title and opening
lines are entrapments to first catch the reader's attention. Once
you've got them interested and you keep up the tension of events,
they'll want to see what happens next. Don't disappoint them!!
For short stories especially,
avoid waffling when you should be concentrating on the story plot.
If your ideas are good then they'll come out in the story. If you
do waffle to get the story out, remember to tone it down when editing
the draft. With short stories where a conservative word count is
important, every word used should be regarded as precious.
Trying to impress the
reader with your knowledge of long words interrupts story-flow if
they grope for a dictionary. Think like a mongoose with a cobra:
Go for the neck of the reader and ensure you keep them there until
the end of the story.
If you can't keep the
interest tight, then there are either too many scenes or you're
straying from the dramatics. If you lose interest in either your
story or characters, how can you expect others to keep their interest
from beginning to end?? Take a break, do something else and come
back and finish the work when you're in a better mood to write.
End a short story at
the high point of the action or dramatics than bring everything
down at the end. It's like detective stories. It's enough to know
the villain has been caught out rather than spend time on due process
of the law and sentencing. The same thing applies to SF leaving
the reader to figure out what happens next without prompting. That
way, you're getting them to use their imagination rather than spell
out every last word.
All writing improves
with practice. There is no such thing as an instant writer. [Where
there's an actor or celebrity turned writer, there is usually a
ghost writer doing the real work and I don't care who tries to sue
me!!] It requires regular working routines and dedication to produce
good written copy.
Don't do over long sentences.
An idea to a sentence is best. With sentence dialogue, if you can't
say it aloud in a breath than the punctuation needs re-evaluating.
If a character is physically active, then dialogue is shorter as
he or she draws breath. Embellishments like this add to the validity
of your characters. The most common place to check this over is
in the editing once you have the words out of your head.
Be self-critical of your
work and in evaluating how readers see your work can only enable
you to improve. It's the difference between telling a good joke
well or badly. An understanding of timing employed in a story will
make it all the more satisfying. Don't be self-destructive in self-evaluation,
just weigh up the good and bad points about the story.
If the story is really
bad, you must decide whether to totally re-draft or treat it as
a lesson learnt to do better on the next one. In practice, a look
at the plot should have you realising whether you have a dork or
quality idea to work from. If it looks lousy, you have time to work
out a few twists to improve it.
6. Polish, proof-reading
and getting other people to read your story. The days of having
to re-write your entire story have more or less gone with the word
processor. All modifications can be done to the original draft.
There are arguments that
this makes today's writer lazy but it can also make life easier
when it comes to modifying or correcting than re-writing from the
start. If anything, I spend more time polishing and tidying now
than I ever did using a typewriter. The same applies to grammar
and spell-checkers. Used correctly they are handy providing you
can also tell when they are wrong. Keep that hardcopy dictionary
and thesaurus close by to ensure you really have chosen the correct
words. Rule your computer, don't be its slave. Passive sentences
are important in getting the balance of a composition right.
I'm probably not the
only one with this problem but I find it easier to spot mistakes
in a hardcopy than looking at the monitor. It's the equivalent of
going away and doing something else for a couple weeks before looking
the draft over again. A fresh eye will spot mistakes than your brain
so used to the story that it overlooks them. It happens to all of
us. Write another story or something and go back later to check
it. A fresh eye is a good error checker.
Editors don't appreciate
doing your proof-reading work for you. If you do find spelling or
grammatical mistakes after sending out, send a revised copy, saying
what was wrong and apologise. If the material is accepted, this
will serve you in good stead and good will for caring about your
work. Try to avoid doing this regularly though or the canny editor
will wait for a later draft.
Getting other people
to read your story before you send it to a publisher/editor is a
good test for the story. This can be regarded as a risky business
because your friends won't want to hurt your feelings and tell you
your story sucks even if you tell them to be honest. If you want
to do an honesty test, let them read one where you know you've got
some mistakes and see if they pick up on them.
I often watch my readers
to see if they giggle in the right places to see if my timing is
correct for any gags. Better still, throw questions up to see what
message they got from the story. Enthuse about one section and see
if they disagree or point out something else. Readers will get a
different fix from each other so you'll get contrasting information
making at least a differing representation.
Don't be upset if they
spot or don't spot mistakes. Accept their comments in good grace
even if you think they've got it right or wrong. If there is a factual
or a logic error then it needs a serious look. The rule of thumb
I've applied to my stories and articles is that if I can't defend
my viewpoint, then I've done something wrong and have to sort it
out. It's a useful creed to live by.
Only when you're reasonably
satisfied do you consider sending it to a publisher/editor. I say
'reasonably satisfied' because if you're not careful there is the
temptation to continually edit or modify the story and that can
often risk damaging the passion you first started with. If you're
only making minor word changes to the draft, then assume you've
got something close to what you want to present. If you're not sure,
then leave it for a couple weeks and then give it a second look.
Finish your stories,
even the bad ones, so you get into the habit of doing so. Sometimes,
there are bad editors who will print bad stories simply because
they're better than some they've already seen!! It's a matter of
perspective. SF fandom is littered with potential writers who never
complete their story. Neither is it wise to brag about how many
stories you've written. You score points by how many have been published
by other people. The rest are learning experiences to improve upon
next time.
All writing is a growth
experience and it's easier to learnt from complete story mistakes
than give up on a bad job. Optimistically, it's also possible to
salvage the best parts of the story for a later draft or incorporate
elements into a future story. Nothing is ever wasted. The more you
write and improve, the greater you reduce your odds of doing a bad
story.
7. Find a publisher!
You can't claim to be a writer until your work is seen by other
people. SF is unique in having an amateur magazine market that encourages
new aspiring writers. Although some of current professional SF writers
have said that they found themselves incapable of even giving their
material away to amateur/pro magazines, it is a great way to make
your bones and learn how to write. Self-publishing is risking financial
loss without developing a reputation in other quarters that you
can write first of all.
Many top-end SF magazine
publishers/editors are besieged by stories all the time and a higher
standard is deemed the only way to reject the average and sometimes
very good in terms of what they deem the subjective 'best'. To play
with them, you really have to have some brilliant work to show for
yourself. The rewards are greater because you are seen by a lot
more people.
If one editor rejects,
there are always others you can send stories to, but don't send
the same one out simultaneously. It might cut down the waiting time
but editors don't like accepting stories and then find they can't
use them because another editor has also agreed to publish the same
story. Writers with that reputation don't last long. There's nothing
wrong with sending several publishers different stories all at the
same time if you're that prolific.
Book publishers have
a similar problem and your story is likely to end up on a slush
pile while they work their way down to you. Read the Artists And
Writers Yearbook to understand the ropes.
Don't send in a complete
novel. A couple representative chapters and a thorough outline of
the entire plot is a better bet. If you've doing what I explained
above, you might not even have to complete the novel until it's
accepted. In practice though, complete it just to prove that you
can actually get a book out of your system. The time it takes a
book publisher to get back to you usually gives enough time to at
least complete a first draft. If they're interested, then there
will be some extra time for the necessary polishing.
No publisher will touch
you ever again if you can't complete your book to their deadline
without some legitimate reason. If you want to be accepted as a
professional writer, you must be capable of writing all the time
irrespective of mood. If you can switch between scenes, use the
mood you're in for the scenes that require a particular mood so
nothing is lost. Probably the writer's equivalent of method acting.
Oh, unless there's a
very good reason, book publishers aren't prone to pick up on a first
author's short story anthology unless they have a proven track record.
It's far better to build up to writing novel-size stories from doing
short stories than go straight into doing them. That way you have
better confidence and a greater chance of completing it. Novels,
after all, are essentially a series of combined short stories using
the same characters.
8. Research. No
matter how inventive you are, SF requires a little knowledge of
genuine science if you don't want to be caught out on the most obvious
things. This doesn't mean that you have to be a qualified scientist,
just have an understanding of the basics if you're given to including
hard-tech or science in your stories.
If you're going to change
or break the rules of science, then it's important to understand
how they work normally so the deviation is more convincing. This
doesn't mean you have to write a thesis about absolutely everything
about your changes. Science works from observing cause and effect
first and foremost. Broadstroke on this than give too much exact
detail that can be open to ridicule.
Certain habits should
become part of your annual discipline and is something good writers
do. Learning something to layman level on at least one or more new
subjects each year is a handy way to ensure your background knowledge
is continually extending and improving.
Usually, this will tie
in with whatever story project you're working on but don't be afraid
to play serendipity to fill in gaps in your knowledge. They might
also inspire a story from their own implications. I find watching
the more serious TV quiz shows a useful lesson in seeing how much
general knowledge I can call up before they answer on the box to
keep my memory ticking over.
Fictional reading habits
should be across the board. I'll be the first to admit that I found
reading the classics a chore and bore at school and didn't read
that many. To some extent, I still believe this because the writing
style is not exactly freely adaptable to our end of the century.
One thing the teachers did get right is that the more you read the
greater your vocabulary becomes. See what you can learn from every
author you read.
Continually reading
SF dulls its impact, as it will with any genre. In my teens, I read
three Alistair McLean novels in a row and realised how boring his
excitement had become because I had instinctively got into his technique
and predictability. Not McLean's fault but it was a valued lesson
in shopping around for authors, stories and realities than stay
with a few chosen favoured ones.
Don't be a passive reader!
Think about what you've read and how effective the author was in
getting his or her ideas across. Readers are readers because that's
all they do. A writer can enjoy a novel but must also be capable
of turning it into a learning lesson. That's a very important dividing
line. Assess and be critical, measuring the good and bad points.
Compare books other authors have done and see if you can spot any
improvements they've done between them. Writers are scholars for
and of life.
I know it's obvious that
you wouldn't be writing SF if you hadn't been reading SF but check
similar backgrounded stories to ensure you're not repeating anything.
Apart from avoiding plagiarism, it should enhance your critical
facilities to avoid certain paths that your research could illustrate
as being impractical or not tried. Finding new directions is important
and you might luck on a new variation which is the gold dust of
real SF.
This doesn't necessarily
mean additional spending, especially if you're after early SF books.
My greatest cheap finds in recent years have come from car boot
sales (if you're American reading this, translate this as garage
sales. What are they called elsewhere in the world??) and charity
shops far more than specialist media shops.
All the current SF authors
were influenced by the early material, so it makes sense to look
back to them rather than how they interpreted by them. This doesn't
mean you should ignore current books because they remind you of
the current acceptable style but it'll widen your thoughts. What
will have changed is how you interpret the work because you'll have
a wider history of SF in your head to refer to.
9. Be unique.
Everyone has a different writing voice that often may take a couple
years or more to develop. Treat all written work as a challenge
that will be topped with the next story you write. It prevents you
from becoming stale and complacent. Spot your own weaknesses and
try to overcome them. I only find it easier to write a story to
challenge the weak point than try to ignore it. Weaknesses don't
go away, they just get compounded as you grow older.
It's said that you should
only write what you know. SF really doesn't give you much liberty
when you're dealing with the extra-ordinary and often off-Earth
events. It is interesting to note that many early SF authors exhibit
the 'small town' background from where they live into their stories
let alone let vent to their own personal dreams. These things aren't
likely to have changed over the years, so don't feel guilty about
using your own background when appropriate. In context, it really
should be: Apply what you know.
Interpretation of people
in any story is dependent on observation. Watch and learn and apply
to your creations and your characters will gain extra depth. For
your own characters to come to life you need to get inside their
heads to know how they work under the circumstances you give them.
With the diversity and
experience of some 50 years of SF history, it should be possible
for you to combine your backgrounds with knowledge that will make
your stories something unique to yourself rather than look like
every other story that comes out.
If you can't do that,
then there is one other alternative: Cheat. A skilled writer can
write around an unfamiliar subject if he or she is confident in
the manner they deal with it. SF requires a certain amount of extrapolation
and speculation anyway but always be aware of the consequences of
being caught out. If you're smart, you'll spend time doing the right
research. You can only bluff successfully if you know something
to bluff with. Bluffing with science will get you caught out eventually.
Learn how to write to
a deadline. It teaches discipline to the craft and becomes a necessity
when you're writing for a publisher. Learn to write to a controlled
word count. Stories are as long as they need to be. Treat it as
a challenge to right a good story with a limited number of words.
10. How not to be
a one-hit wonder. Everyone literate is capable of getting at
least one story or article right in their career eventually.
There are three options:-
You write stories seldom
but the quality is better for your devotion. If you're this type
of writer, you're going to have problems if you're waiting for a
publisher's letter between each story.
You become extremely
prolific and hope that out of all you turn out, something will be
deemed of worth by your readers. The problem with this strategy
is you produce poor work and have fewer people willing to seriously
read your stories.
Or you become a combination
of them both and recognise when which of your stories are good and
bad send to publishers accordingly.
Overall, you have to
love writing and are prepared to spend regular hours on a daily
or weekly basis locked away in a room typing on the off-chance that
it's all been worth while. Talent has no latitude for hard graft.
You have to work at your craft and ideas continually. Those writers
that survive as either amateurs or professionals do so because they
are natural survivors and are determined to succeed. They - we -
are never bored for long and given a piece of paper will write than
look into space (sic)!!
If you can put up with
having a poor social life - although try to put in some time away
from the keyboard because external experiences are important research
- then you might have the qualities to make a writer.
You can't be put off
when someone else is having success with ideas similar to your own.
Ideas cannot be copyrighted, stories are if published and seen by
a lot of people can. Be careful about telling other people your
ideas until the story is written and seen. If the ideas have already
been used, you must be resolute to the fact and examine what other
angle can be exploited from your original idea to make it different
or have other ideas you can fall back on. A good writer always has
other ideas to fall back on!! If this combines with a wonderful
writing style and good ideas then someone will eventually take notice
of you.
There are always people
around who say they have lots of ideas but can't write. They also
think that there are capable writers around with no ideas. From
reading the above, if you're this type of person, I hope you appreciate
that this is a contradiction in terms. In your case, the best suggestion
I can make is to spend some of your time devoted to ideas in learning
how to write. Practice. Practice. Practice. There is no other way.
Finally, I hope
you recognise some of the things above as either something you're
already doing or need to do with your writing. Nobody can work in
a vacuum and recognising some of the pitfalls and how to overcome
them will make you a better writer. SF needs good writers and that
really only comes from doing the work beneath the surface to understand
the craft. Good luck and write well.
GF WILLMETTS
Top level: teXt Files
Books
on Writing Sci-Fi
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