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1. So You Really Want
To Write An Sf Story?
a guide by: GF Willmetts
You like Science Fiction? You read Science Fiction?
You eat Science Fiction? If you could get it in
a bottle, then you'd probably drink it down neat
or through a straw. 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 and want your material to be read
by others. 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 or have the experience
to write well. 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. Such comments
can only be made on what an editor sees on the
table. That's how most evaluations are normally
done. There simply isn't enough time for ego to
get in the way. If you're any good, then you get
used. If not, then time for a re-think and learn
from what you're told, assuming you're given any
inkling as to what went wrong. We believe in helping
you get started and focusing on some of the key
areas that should improve your chances. I should
point out that although the focus is on writing
Science Fiction, a lot of the advice below can
be used in other genres as well.
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 storycraft.
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 SFCrowsnest receives 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 practised to be effective. These
points can be applied to most story genres as
much as SF. Sorting out one set of problems will
inevitably show a different set of problems, although
hopefully not in the same kind of order.
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.
It's hardly surprising that SF is seen as a medium
for ideas. SF is also the arena for the problem-solving
mind to speculate on how it can be done. If you
can pull off a story that can't work in any other
genre than SF then you're probably in the right
genre.
2. The idea.
A primary idea is usually the basic gist of the
plot. Only one is required for short stories.
Novels might demand more than a couple primaries
but that's largely because they can afford to
have a couple or more 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.
Whatever, always use your best ideas in your stories.
A lesson I learnt from AE Van Vogt who said that
if you have one good idea then you'll always get
another. What he meant was you can only work out
from good ideas. Using second-rate ideas just
gives you second-rate standards. Always use the
best you can offer if you want to make it.
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 by not thinking through what you're writing.
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. You need to know
where you're going with your story cos it'll save
a lot of re-writes when you could be moving on
to another story.
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 then 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 seen to be disruptive.
Its 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 and make sure the plot hangs together.
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 clichés.
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 clichéd 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 selling
them. Writing it down is the smart move. It gives
you something to look at in a tangible form.
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 plotting. Endear the reader to your characters'
fate should keep them there until the end.
5. Research.
When you've worked out your plot, look at what
you need to know for the story and research before
getting into the main writing. It saves you starting
and stopping to look something up, especially
if it affects the plot. This doesn't mean that
this still can't happen but you'll have a better
flow if you have your research sorted out from
the start, especially with SF when it might affect
the outcome. All important groundwork.
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. You can't break known scientific
facts without knowing why they are that way in
the first place or the repercussions should you
change something. 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. Fake it and you'll be found
out and loose any credibility, so do your homework.
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 and observers 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?), charity
shops and even off the Net 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.
I should remind you that those in the UK do have
the opportunity to become reviewers for SFCrowsnest
if you want to lay your hands on reading and expressing
opinions about the latest books that have come
out.
6. 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 or first person'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 or '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. Your imagination will be focused
and working on bringing the story to life and
making sure you've covered everything.
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. If you feel your
writing getting into a rut then playing around
with how you put your story together will remove
any complacency.
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 hook or 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. By the time you've completed your story,
your style will probably have settled and it might
pay to go over the opening pages with that in
mind so the work match.
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 remove or tone it down
when editing or polishing 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 if they can't work out what you
mean from the context of the story. 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 and detail.
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. This doesn't
mean all sentences are short just as they shouldn't
all be over-long. Achieving the balance is all
part of learning how to tell a story.
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.
7.
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. Keep back-up copies in case you wipe a
single draft and a lot of work.
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. They can't tell you if a word
is properly spelt but not in the right context.
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 all 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. The real lesson
is getting it right in the first place.
Don't rely on relatives or close friends to
evaluate your work. 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 or mantra I've
applied to my stories and articles is: If I
can't defend my argument adequately and rationally,
then it deserves to be changed. It doesn't
necessarily follow that you'll agree with my suggestion
or make me change my opinion, but it would certainly
allow you a re-think and arrive at a better solution.
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 completion. Sometimes,
there are 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
only 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 learn 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.
8. 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 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 unless you
do something about them.
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. What
you don't know: research and get it right!
There are no short cuts.
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.
Deadlines. 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. We run flash fiction, short stories
and look at novels for potential e-book release
here, so there is something for everyone even
with us.
9. Find a publisher!
You can't claim to be a writer until your work
is used or bought and 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 earlier material away to amateur/pro magazines.
It is a great way to make your bones, learn how
to write and get some titles on your writer's
CV. Self-publishing and vanity press 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 but
this is only proportional to the standards you
set yourself.
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. Keep records
of what you do.
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 or its equivalent to
understand the ropes. Don't send in a complete
novel. Three representative chapters and a thorough
outline of the entire plot is a better bet. 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.
You don't run marathons until you get shorter
runs sorted first. The same applies to writing
stories.
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. Just
keep writing.
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.
Assess each story for weaknesses that you can
improve upon in your next story.
You become a combination of them both and recognise
which of your stories are good and bad send to
publishers accordingly. Alternatively, you target
the audience group you think will be most receptive
to your particular story.
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!! Remember
to check that notepad I told you to keep ideas
in. 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.
No, write brilliantly cos that's the only way
you can write.
GF Willmetts
Submissions editor: SFCrowsnest.co.uk
Revised July 2005
(c) GF Willmetts 1997-2005
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More details
Guidelines for would-be
daily newsfeed journalists
Guidelines for
flash fiction submissions
Guidelines
for short and long fiction submissions
Guidelines for
book and movie review submissions
The problems
Geoff sees most when looking at samples
Summary: contributor
guidelines

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