Generating Story 10: Creative Q&A with Orson Card

Back when Orson Card first started his online magazine Intergalactic Medicine Show, he wrote an essay in which he detailed how he developed the idea for one of the short stories he told in his Ender universe. Card’s essay is a valuable resource because he exposes his mental thought process, modeling how he approaches story development.  It’s not often that an expert takes the time to expose his mental thought process while working through something, and there’s always a lot to learn when they do.  Interestingly enough, it illustrates a number of the principles in the Story Development Framework.

Please read How One Story Can Give Birth to Another by Orson Scott Card.

While you are reading it, watch for:

  1. How often he uses questions as he develops the story.
  2. How story objectives influenced what he wrote.  For example, why didn’t he write from Peter’s point of view, and how did he want to portray the mother?
  3. How story principles guided his development.  For example, what were the three ways to get an audience’s interest and how did that affect the story development?
  4. What he did when his zing suggested he go another way.  Did he end up writing the story he set out to at first? (Card listens to his Spidey-sense, what he cares about and believes in, quite a bit.)
  5. What his first draft provided him.  What does this say about using drafts to help you develop the story? 
  6. How he used the four-scene “plan” he sketched of the story.  How did that outline help him?  When he had that, was he finished developing the story?
  7. How he uses improvising to continue the development as he drafts.  What did he need in order to improvise? And what was he actually doing?

Did you notice the elements of the story–problem, character, plot, and setting?  Did you notice how his development continued while working on the text (drafting)?

One thing I don’t think you should take away from this is that you must write exactly like Orson Card.  That you must not include much setting.  Or that your sketches of the plot, the “plan” of the story, needs to be just like his.  You may enjoy more setting than Card.  You may want more or less in your sketch.  That’s fine.  The goal here isn’t to suggest you follow his exact procedure and have his exact same objectives.  It’s to see how authors use creative Q&A to develop a story, to make it come to life.

As a final side note, I would like to quibble with one thing Card says.  A lot of folks talk about showing and telling in writing.  The eleventh commandment is to “Show, don’t tell.”  But I would like to suggest that writers actually never show anything.  They can’t.  It’s all tell, tell, tell. 

Showing requires the original sensory input.  So a movie can show.  A stage play can show.  Both can also provide raw auditory input.  But all an author can show are marks on a page.  Those marks guide a reader into imagining events, people, and things, but it’s telling–“imagine this, imagine that, now imagine this.”  The author can tell in scene or summary.  Both have their place.  But it’s important to realize that we’re helping the reader imagine.  I don’t have time to go into the implications of this right now, but try the idea on for a while and ask yourself what type of writing helps you imagine things more vividly.

For more in this series, see How to Get and Develop Story Ideas

Generating Story 9: Creative Q&A with Author Ian Creasey

So how do writers use questions in their story development? Let’s hear first from Ian Creasey, whose short fiction has appeared in magazines such as Asimov’s, Realms of Fantasy and Weird Tales, and has been reprinted in several Year’s Best SF anthologies.  His excellent collection Maps of the Edge was published last year. 

Stories Are Made Of Scenes

 by Ian Creasey

I’d like to begin by thanking John for the opportunity to write a guest post about the technique of using questions to help create stories.  This is not a “where do you get your ideas?” post.  Rather, it assumes that you already have a basic idea, which you want to develop into a complete story.

I’ll use one of my own stories to illustrate how the question technique works in practice.  The questions themselves are sufficiently general that they can be applied across a whole range of stories.  What tends to change is the order in which they are asked.  I find that stories sometimes start from an idea for a specific detail, in which case the process involves working backwards to develop the appropriate context.  In other cases, the initial idea is rather abstract, and the task is to flesh out the premise with sufficient detail.

My example story is “The Report of a Doubtful Creature”, which was published in Orson Scott Card’s InterGalactic Medicine Show (November 2009).  I mention the publication date, because this was actually the seed for the story.  The year 2009 marked the bicentenary of Charles Darwin’s birth, and also the 150th anniversary of the publication of Origin of Species.  I live near the Yorkshire town of Ilkley, which Charles Darwin visited just before the first edition of Origin was published.  I therefore decided to write a story about Darwin’s visit to Ilkley, with the aim of getting it published in November 2009, exactly 150 years after the first edition of Origin of Species in November 1859. 

So I had a story I wanted to write, without any notion of what its plot might be.  The technique of asking questions helped me to shape the story, and I’ll list some of those questions here. 

Who is the story about?

For my particular story, the answer is already in the premise: it’s about Charles Darwin.  But other times, it’s not immediately obvious who a story might be about — for instance, if the initial idea is to explore a technological or social development, then there is a wide range of people who might be affected.  In this case the standard advice is to ask, “Who is the most hurt by this development?  Who has the most to lose?”  That person is often a suitable protagonist (or antagonist) for the story.

What is the story about?

In this example, it’s fairly obvious that the story has to be about evolution.  There’s not much point in writing a story targeted for the anniversary of the Origin of Species, if it’s not about evolution!

What is the conflict?

The Origin of Species is a famously controversial book, symbolising a clear conflict between science and faith.

Wow… so far it looks easy, doesn’t it?  It may appear that I’ve cheated by starting with several questions to which I already know the answer.  But in fact I’m illustrating the point that if you have the germ of an idea for a story, then there are already some questions and answers implicit in your premise, no matter how vague it may initially seem to be.  It can be useful to state these answers explicitly, to help crystallise the starting position.

What is the specific example?

This is what John calls a “power question”, a key question that can be widely applied, and which cuts right through to the essentials.  The question “what is the specific example?” can be asked in many contexts (e.g. in considering how to show characterisation), but I find it particularly useful when framed as, “How does the conflict manifest itself?”

This isn’t mathematics: there’s no right or wrong answer.  But you need some kind of answer.  It’s a classic beginner’s mistake to write a story entirely in abstract terms: telling the reader about the conflict, without showing it.  Stories are made of scenes.  There should be at least one scene which dramatises the overarching conflict by putting a specific example onstage.

A short story will typically hinge upon a single scene that illustrates the core of the conflict.  A novella or novel may require more instances, e.g. a small-scale scene near the beginning, and a large-scale scene toward the end.  But the principle of needing specific examples still applies.

If I say that I’m going to write a story about evolution, and the conflict between science and faith, I’m speaking in general terms.  I need a specific example.  The device I chose was to have Darwin encounter a strange creature, which might possibly be a fairy.

What are the stakes?

This is another “power question”.  It’s a way of saying, “Why does this story matter?  Why should the reader care?”

There are different ways of addressing the question, depending on whether you develop the story on a top-down or bottom-up basis.  If you start from specific details, then you may need to establish that those details represent important issues.  Conversely, if you start from the big issues, then you need to establish that your illustrative details are sufficiently representative.

For my story, the question of evolution (i.e. science vs. faith) is already a high-stakes issue.  So the crucial task was to establish that my specific example adequately represented the issue.  Basically, if fairies exist — so what?  Why would that affect evolution?

Here is the answer from the story, in Darwin’s words:

“My theory of natural selection requires that life proceeds by common descent.  All creatures are related, however distantly.  So any particular creature must possess living relatives, of some kind; and ancestral forms should be preserved as fossils.  Any beast, however unprecedented to man’s eyes, must fit somewhere within the Linnaean taxonomy.

“If fairies exist as material creatures, what genus do they occupy?  Where are their fossils?  (The fossiliferous strata contain an imperfect sample of past organisms, yet surely we could hope for one example to be retained from the entire fairy lineage.)  If the traditional description be correct — like a small man with wings — it is clear that fairies cannot fit anywhere within the existing genera of Mammalia.  We could only accommodate them within Animalia by supposing an entirely separate line of descent, one which has left no close relatives, no intermediate forms, and no fossils.  The evidence does not support it.

“It would be simpler, therefore, to suppose that fairies were a separate creation.  After all, why should we require all creatures to be related?

“We indeed require it, for if we allow that any creature may be a separate creation, then we must allow the possibility to all creatures.  How could I argue that a wolf must have descended from canid predecessors, if I cannot argue likewise for a fairy?  Any opponent could simply say, ‘The wolf was independently created in its current form, just like a fairy.’  I would have no refutation for such a critique.  Even those who accepted the Wolf might balk at the descent of Man from simpler progenitors, if given the excuse of the Fairy.

“My hypothesis must explain all creatures, or it explains none.  Everything, or nothing.  The thought burned in my mind: If this fairy truly exists, it will destroy my whole Theory.

What choice does the protagonist face?

This is another “power question”.  A story tends to feel more meaningful if the protagonist faces a genuine choice — a difficult decision.  The nature of the choice obviously depends upon the overall conflict, but its onstage manifestation is determined by the specific example that illustrates the conflict.  So when deciding upon an example, it’s helpful to bear in mind the choice that the example implies.

In my story, what choice did Darwin face when he encountered the fairy?

“A thought struck me that it would be simple to let the creature escape, thus avoiding the revelation of what it might be, and what it might imply.  The temptation seemed to hang in the air before me, needing but a single step to reach out and grasp.”

Where does the encounter happen?

Once the specific example has been selected, and its importance has been established, our questions move to the realm of practicalities.  We must decide how the example is “staged”.

Stories are made of scenes.  The scene begins when the protagonist encounters the situation, whatever the situation is.  So the author’s task is to decide where and when that encounter takes place.

For my story, I needed Darwin to see a fairy.  How could that happen?  Maybe he goes out for a walk, and simply happens to see one.  But that feels rather coincidental: too obviously contrived by the author.  Also, at the time the story takes place, Darwin is ill: he’s in Ilkley to take the “water cure”.  So he’s not likely to be wandering very far.

I decided to introduce a secondary character: a woman who had captured the fairy.  She knew that Darwin was a famous naturalist, so she asked him to come and see it.

It’s important for a short story to remain focused, and not become cluttered with too many characters.  It’s dangerous to answer every question by introducing a new character.  But in this particular case, it was a useful solution.  I started off with only a protagonist, Darwin.  He didn’t have anyone to interact with.  By introducing a secondary character, I allowed myself scope for dialogue, interaction, and contrast.

Conclusion

I’ve deliberately ended this post on an anti-climactic note, because although stories conclude with a climax, this doesn’t mean that the climax is the last thing you work out when writing it.  Personally I find it easier to begin by shaping the overall structure of a story, including the ending, before I work out all the nitty-gritty staging details.

The questions that I’ve listed here are, obviously, not exhaustive.  But I hope they give an indication of how an abstract idea can be turned into a detailed narrative.  In my opinion the most important thing to remember is this: Stories are made of scenes.  The most useful questions are those which help you envisage a particular scene.  Once you can imagine the scene in your head, half the task of writing it is already done.

John sez . . .

So are you curious about his story yet?  If so, “The Report of a Doubtful Creature” is available to IGMS subscribers at http://www.intergalacticmedicineshow.com/cgi-bin/mag.cgi?do=issue&vol=i15&article=_003 . You can also learn more about Ian and his work at www.iancreasey.com.

I’d like to thank Ian for taking the time to write up his process on this story. I though he made a number of interesing points. Did you notice what he said about envisioning scenes? Did you see that at least one of his questions is particular to this story and might not be used on any other?

Understand the core principles. Get a list of core questions. But then realize you’ll need to use creative Q&A as you go with all sorts of questions, large and small.

For more in this series, see How to Get and Develop Story Ideas

Generating Story 8: Creative Q&A part 2

I realized I needed to blather a bit more on this topic to warn you against something before I bring the other authors on.

You’re going to be tempted.  You’re going to be tempted to seek for some Holy Grail list of magic development questions.  Some of you are going to be tempted to compile some big old honking list of “the questions that will produce a killer story every time and all I have to do is ask them.”

That list doesn’t exist. If you seek for it, you’re going to waste a lot of time and end up having to fight killer rabbits and fetch shrubberies for weird knights.

Don’t fall for it.

But, John, didn’t you say there were core questions?

I did.  You need answers for those.  But you need to also understand that a writer will ask a great number of development questions when writing a specific novel, some of which he might only ask once.

Last year I was out on the forum at CodexWriters.com and one writer asked the rest of us how we approached developing our stories.  He was looking for some kind of development map, e.g. I have this piece of the story, now I need to develop the rest–how does one go about that? 

That discussion led directly to this series on getting and developing story ideas. My thoughts then were that you need to define and understand the basic elements of story.  Knowing the key story principles behind each element leads us to a handful of core development objectives and questions.  But–

I DO NOT think there’s a comprehensive must-do list. 

Why?

Because it’s been my experience that no two stories are exactly the same, and so no two stories require the exact same questions. And even if stories are similar, questions and techniques don’t always produce the same results each time. One question or technique might prove fruitful one time, but it might be unfruitful the next, or even unnecessary.  So the point of this is NOT to get a checklist of a hundred questions that will lead you to generate the whole story in your mind before you write.

The goal is to develop the six parts. Use the questions you need to develop those parts.

Look at the many setting and character profile question lists that float around. As I’ve used those, I always run out of steam because while some of those questions are interesting and helpful, quite a few of them just don’t apply to the project at hand. They bore me. Maybe I felt a spark of life with one question, but instead of following it as the way into the story, the whole checklist format suggests I need to move on to the next one and fill in the blanks.

But my goal isn’t to fill in blanks. My goal is to make the story come alive in my mind, to make the character come alive, to develop someone sympathetic, deserving, and interesting (if he’s the hero).

So while I think looking for productive questions is important, and I DO think there are some core questions that need to be answered every time, I think a person will be more productive if they step back and identify the key things they want in the story, the scene, the particular character.  This means we’ll have some standard questions and techniques based on how stories work, but it also means we’ll learn how to do the creative Q&A process on the fly, following the zing for the current project, coming up with questions that we could never predict we’d use. 

And we’ll use the objectives for the six core parts as the guide then build upon them.

For example, when finishing up my last draft of Curse of a Dark God, I wrote the opening to a big battle chapter. I know that for things to be clear to the reader, I need to set the stage, have a hook, give the what, why, where, etc. I need to transport them as best I can. Those are my objectives. The questions, while not formally stated, flowed from them–what are some options for a good hook, how do I want to set the scene, etc.

These are fairly standard objectives/questions. They’re story fundamentals. And there weren’t a lot of them. You can get overwhelmed with too many niggling objectives and criteria. I’ve found it’s best to focus on KEY things. To ask myself–what are the Pareto factors, the handful of things that really have the biggest effect in story with character, plot, scene? Once I identify those factors I can easily turn them into questions.

So I had those handful of objectives. But I had some others that were very specific to that scene that I probably won’t use in any other scene ever.  And I couldn’t have really even known about them until I got to the point where I was writing the scene.

For example, one was how to introduce the Dogman of Toth and his pack of maulers in a way that makes the reader say “ho-lee crap those guys are screwed!” Another one was how to introduce the kitemen in a cool way. Another was based on a feeling I was getting from my Spidey-sense that the scene I was writing was going to undercut a later one if I made the hero’s objective to kill one certain character. So I had to ask, what is the right progression of these scenes? Who should the hero attack here so it feels right, like a progression?  Another objective was to make this whole battle scene awesome, thrilling. That’s certainly something I’ll want to do with other battle scenes. But not on all scenes.

With the very next scene I was asking–how can I make this scene tender and heart-breaking? These ad hoc questions about the Dogman and kitemen and the story progression are all great questions flowing from objectives, but they were for that one particular scene.

So I think there are some core objectives or principles of how character, setting, problem, plot, and text work. These are based on key story factors. I listed those out in the last post and in my series on suspense. You can make a “standard” list of objectives and questions out of these. For example, one of those key objectives is for the reader to care about the hero. Another is to find him interesting. I can indeed translate these core objectives into some standard POWER QUESTIONS that might be put on a list.  Along with some core questions, there are favorite techniques (tools) we each use to help us work up what we need and get into a story, scene, character, problem, etc.

But I think a lot of writing is using the creative Q&A on the fly because it’s just impossible to think up all the objectives and questions you’ll encounter before you get into it. 

Have I said that about twenty times now in this post?

Let me suggest you not try to develop everything up front before you begin to draft.  Some development questions occur when you’re sketching or outlining. Others when you’re in details of draft mode. It’s a mistake to try to get it all up front in some list.

The key, I think, is to have our handful of CORE development objectives/questions and ALSO expect to use the QA process along the way. This allows us to move forward in the creation without needing to develop everything up front, which is impossible (no, it really is impossible), and then step back and formulate questions when the need arises, based on our objectives of the moment, and use any number of methods to generate the answers until we have something that rocks.

But John, how do you know when you’re ready to move forward?

For me I need to have generated the story concept–the basics of the character, setting, and problem.  When I have that, I’m usually beginning to “see” things, although certainly not everything.  Often I’ve envisioned a couple of moments or scenes.  Maybe some dialogue, etc.  When I get to this point, I’m able to write a Story Setup statement.  And then I generate a sketch of the plot with a working outline.  I DON’T have all the details, but the story’s alive enough in my mind to proceed. 

Sometimes I begin to draft what I sketched and find out it doesn’t work.  And sometimes I have to draft to get my story concept. Eloise McGraw (I love her book The Moorchild) usually found she had to draft seven chapters before she really knew what the story was about. That’s fine. The key isn’t to use a certain set of tools in a specific sequence. The key is to get to the point where you understand the story you’re telling. If I can do that with a bit of sketching and a little drafting, great.  If I need to do a bit more exploratory drafting to have the story come to life in my mind, that’s fine too.  The key is to know what I need to know about the story and work until I know it. This is writing that’s based on objectives, on principles, not on procedures.

So there ARE core questions you’ll need to answer for every story.  But it’s also true that you will be hunting mythical rabbits if you look for a secret magic question procedure that lists all the questions you need to ask, EVAR!  Having said that, I’ll now let these other authors finally get a few words in edgewise.

For more in this series, see How to Get and Develop Story Ideas

Generating Story 7: Creative Q&A

Filling up your mind with wonderful things by hunting zing is a writer’s bread and butter.  But guess what?  You can’t develop a killer story by waiting to stumble across great story ideas.  So while you must deploy your drag net and hunt with a purpose, you must also learn how to develop your own zing.  And I haven’t found anything more productive for helping me do that than the process of creative question and answer.

If you refer back to the Story Development Framework download, you’ll see that Creative Q&A is one of the key tools used to develop every part of story.  So how does it work?

Do you remember my first and second posts where I talked about Ed Smiley and the folks at NASA who helped save Apollo 13?  They used this technique.  Here’s how it went down.

They had a problem: the astronauts were running out of oxygen because the CO2 scrubbers weren’t working in the module they were in.

The problem led to an objective: figure out a way to get the CO2 scrubbers working.

The objective led to a question: what are some options for getting those CO2 scrubbers working?

Then they began to generate possible answers.  Two days later they had one that would work.  Ed and his team saved the three astronauts aboard.

This same thing happens over and over again in any situation that requires some new solution.  Do you remember all those redneck solutions I shared in the first post?  They were practicing creative Q&A.

You know all those accountants generating various ways to do your taxes?  They’re practicing creative Q&A.  Mine did that this year; he figured out one legal way do our taxes that saved us some money, then figured out another legal way to do our taxes that saved us more than $1,500.  I’m so glad he looked for that second, actually third, right answer.

You see all those mothers and fathers generating ways to make ends meet?  They’re practicing creative Q&A.

It happens all the time.  It’s a key tool when trying to develop a story, and I’ve found a couple of guidelines when using this technique that seem to help quite a bit:

  1. Clearly identify the objective.
  2. Turn the objective into a “what” question.  For example, “I need a more interesting character” becomes “What are some things that would make my character more interesting?”  Likewise, “This scene is stupid, nobody would do that” becomes  “What would make this scene more believable?” When I’m stuck with plot, “My character isn’t facing any real problems” becomes “What are some killer troubles the character can run into?”
  3. Generate a list of good, dumb, and wacky options.  It seems the more ideas I generate, the better chance I have to come up with something really good, especially if I cherish the dumb and wacky ones by writing them down.
  4. Don’t hesitate to steal other ideas I’ve seen and modify them to make them my own.  Or to go search for how others dealt with issue.
  5. Try to generate more than one good or right answer.

 

I use creative Q&A to help me develop my key objectives all the time.  I state a question and use the principles to guide me in the options I generate.  For example, in the thriller I’m writing I started with a character, an ex-con trying to go straight.  I asked myself “What are some threats to his happiness?” and “What could go wrong?”  I started to generate options.  Some were mildly interesting; some were dumb.  One was that “some old associates come back, old prison buddies, and try to drag him back into the life he’s trying to escape.”  That one tingled my zing meter, and I started to generate more information about that.  “What would they drag him back into?”  “What kinds of crimes?”  “Who are they?” (Okay, not every objective can be turned into a “what” question.)

There are also ad hoc objectives, i.e. objectives that arise only in a particular situation that I can’t plan for.  I can use this with them as well.  For example, in Servant of a Dark God I wanted a henchman to have a cool weapon, something that I hadn’t seen before.  My question for that was “what are some cool new weapons for this henchman?”  I listed out some that were stupid and had been done before like “a big knife” and others that were wacky like “a chain.”  I generated a big old list.  As I generated options I suddenly generated the idea of “spikes.”  And then “spikes that were alive.”  That tickled my zing meter, and I followed that path and came up with the Ravelers, which I think are just awesome.

For more information about creative Q&A, I recommend you read Creative Problem Solving: An Introduction, Fourth Edition by Donald Treffinger.  It’s one of the most practical books on creativity around.

While you’re waiting for that to come in the mail or to get it from your library, I want you to watch something.  Dewitt Jones, a photographer for National Geographic, uses creative Q&A.  He made an incredible twenty-minute video explaining the principles of generating options.  Please watch Everyday Creativity .  It says “Preview,” but it’s the whole wonderful video.  Then go here and watch that same last bit plus some material not on the other one.  These are two versions of the same presentation.  Everyday Creativity is the commercial version used for training.  Clear Vision is the personal use one that includes some extra material.  Let me recommend you purchase the Clear Vision version. You will not regret the $45 dollars.  I promise you.

All of what he says applies to generating answers for our writing.

GO WATCH IT NOW.

Note what he says about these principles about generating options:

  1. Try different perspectives for stating a problem.
  2. Follow your zing, what you care about; figure out what’s exciting you about the thing.
  3. Look for more than one right answer.  Believe there IS more than one right answer.
  4. Don’t be afraid to make mistakes—you often must make them to get the good stuff!
  5. Try breaking a pattern, do something different.
  6. Train your technique.
  7. Put yourself in the place of most potential.
  8. Be patient, persevere.
  9. Relax and goof around.

One last thought on creative Q&A.  There are certain questions that seem to be more productive than others.  I find that those focused on the key objectives are usually very productive for me.  So give those a try, but there are others.  Furthermore, what might work for me might not work so well for you.  Don’t get stuck on using a specific question because someone else does.  The goal is not to use a specific tool, which in this case is a specific question.  The goal is to make the different parts of the story come to life in your mind.  Whatever question helps YOU do that best is the one to use.

Because creative Q&A is such a powerful tool, I want to make sure you see plenty of examples of authors using it in their writing.  To start, read chapter 2 of Orson Card’s Characters & Viewpoint and see what questions he finds useful and an example of  how he uses them.  Then come back here.  I’ve asked some other published authors to share how they use questions to help them generate story.  I’m going to start with Ian Creasey whose short fiction has appeared in magazines such as Asimov’s, Realms of Fantasy and Weird Tales, and has been reprinted in several Year’s Best SF anthologies.  He’s written a wonderful essay that I’ll use for the next post in the series.

For more in this series, see How to Get and Develop Story Ideas

Bad Penny: two big sequences left plus list of pen names

For those of you watching, I’m past the 65% point on Bad Penny. I’ve set the target at 90,000 words, but, of course, I don’t know if that’s exactly how long it will be. I have two big sequences left, one of which is the climax. My stats so far:

  • Pre-draft development hours: about 50
  • Draft 1 hours: about 90
  • Total hours: 140
  • Words (draft 1): 59,009 
  • Words per draft hour: about 650

I’ve spent time thinking that I haven’t recorded–time on walks or driving. And time doing research. So this is understated, but it’s probably accurate enough. The good news is that I’m writing this draft slightly faster than I did the first draft of my last novel.

Now look at those numbers again. If I was doing this full time, it would have taken a week, maybe two do finish the pre-draft development.  Then another two or three weeks to get to this point.  Dang, how nice would that be! Once I finish, I’ll let it sit for a month. Then I’ll revise.  Then I’ll give it to my expert beta readers. Then I’ll revise again and send it out for sale.

As for pen names, here’s what I selected out of a finalist list of about 200 names:

  1. John Blackburn
  2. John Crawford
  3. John Clawson
  4. John Holland
  5. John Holloway
  6. John Lee
  7. John Nash
  8. John Walker

Which will it be?