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Original post by CoffeeMug
For a while now I''ve been thinking about the process a writer must go through to "design and implement" a relatively long novel.
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I ended up breaking up the process into a number of distinct pieces I will describe below. Some pieces seem relatively simple (to me), others relatively complex. I don''t suppose this process works for everyone and I am interested in hearing your opinions about particular pieces and the whole process in general.
1. Theme accumulation.
This seems like the simplest part of the entire journey. Before writing a novel I would want to come up with a list of themes the story will explore. A few examples would be "why does god let bad things happen to good people" and "why does a relationship between man and woman often becomes a burden after a certain time". I don''t know about others, but to me it is impossible to come up with a diverse and interesting list in one sitting. In one month, however, I could come up with more themes I could ever hope to explore. Going out and breathing some fresh air might lead me to an idea. Seeing sunset/sunrise, going to a new restaurant/club/car, meeting a new person, seeing a number of plays on different topics, going to neighborhoods of my city I''ve never been to, travelling to a different city for a while, changing a setting (urban/rural) are some ways that should lead to interesting and diverse ideas. If you happen to pass by Amsterdam, drugs seem to be an excellent option
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2. Research.
Since there''s nothing new under the sun every theme you could possibly come up with has been discussed to death. Ancient greeks seemed to have discussed everything (most of the stuff our founding fathers have been talking about is redundant, the greeks had much more exhaustive discussions about democracy). I believe researching what''s already been said is an excellent way to improve your future novel. One reason for this is that a thousand year old discussion may very well pass as new to modern generations. Another is that researching will give you ideas about the theme you never thought of. I once made a "test run" and for every theme I came up with I found at least ten primary sources, dozens of secondary sources and hundreds of fiction books that deal with the theme in question. Philosophy books are always a great place to look. My conclusion was that for every theme it''s a good idea to read two-three opposing primary sources from every age (ancient greece, enlightment, modern, nordic, etc.) which would add up to about 10-15 books, then at least one secondary source for each of the primary sources and perhaps one or two really good fiction books that explore the theme. The research stage should take an enormous amount of time but should provide good returns in terms of your understanding of the themes and ideas.
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3. Preliminary character design.
This is *relatively* easy and seems to naturally develop from the list of themes and opposing views on each theme provided by the research stage. Different characters should represent different views and allow for a development of the story to serve the exploration of themes. This is of course preliminary as characters must evolve with the story. This stage should provide a starting point for story design.
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4. Architecturing the story.
To me this is one of the hardest parts of the overall process. Preliminary characters provide a starting point, but how do you go about creating a thrilling page turner that is instrumental in exploring the themes? Perhaps studying story forging techniques? Reading a lot of fiction books and getting a feel for the stories? Stealing story lines and techniques from old classics like The Bible and The Song of Roland? To me this is black magic.
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5. Putting the damned thing into words.
This is relatively complex but for prose it''s more of a science than black magic aboveAt this point I am not even considering this stage, hence I have little to say about it. This is is a big "Part II" while the four points above are "Part I". For now I''d like to limit the discussion to Part I, if possible.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
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Original post by sunandshadow
Hmm, lets see if I can list the themes that are involved in my current novel project.
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Original post by sunandshadow
I just read several books on how to write romance novels and several on the military mindset and the social programming aspects of bootcamp and other military training.
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Original post by sunandshadow
I would call this plotting, and this is also the most difficult part for me, although I have met people who are natural-born plotters.
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Original post by sunandshadow
I tell my sister and my roommate about my ideas; my sister at least is encouraging, if not terribly helpful, and my roommate, not liking the type of story I want to write, has been sufficiently discouraging that I quit telling him much of anything, and that arrangement is much better for my motivation and self-esteem, if not for my relationship with him.
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Original post by sunandshadow
Err, what happened to the world-building part?
Writing Blog: The Aspiring Writer
Novels:
Legacy - Black Prince Saga Book One - By Alexander Ballard (Free this week)
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Original post by CoffeeMug
A nice listOne suggestion I can make, for every theme consider writing down particular points you''re planning to explore. This should be short enough so you could reread it in twenty minutes and long enough to encapsulate most points you''re interesting in covering. For instance, your slavery theme. What kind of slavery are you talking about? Worker slaves, sex slaves, servant slaves. Do they love their master, do they hate him? Do they feel like they are lesser beings and deserve to be slaves? Is slavery moral (some people will tell you it is, perhaps you want to introduce a character that adopts this philosophy). I could think of 5-50 pages of notes on this particular theme. I''d keep my notes short though, ten pages at most. I found this to be necessary because it''s next to impossible to keep everything in my head.
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Big mistake. Your novel can become a lot deeper than you yourself can possibly imagine if you research enough. To get back to the slavery theme. I gurantee you the ancient greeks have discussed this topic to death, it''s morality, it''s implications, etc. There are plenty of diaries available that can help you get into the mindset of a slave as well as the owner. Philosophical and political implications. Economic implications. This may seem unimportant in a romance novel, but if you think about it, why not progress beyond the pigeonhole? Introduce more levels of complexity and symbolism? You get the idea.
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A major problem with this is that in any novel (like in life) early events affect the future in ways we can''t even begin to imagine. This won''t happen with a linear approach. Have you ever read a novel where a little thing mentioned in the beginning plays vital importance at the end? Or when many threads weave perfectly into one? You simply can''t do this by progressing from a beginning to end. Essentially in order to come up with a *good* plot you have to adopt a very long iterative process. You''d have to go back and forth and constantly reshape the plot until every little detail plays vital importance and every thread ends up fitting perfectly into the story. I simply can''t do this well. I can''t imagine how someone would do this naturally (although I''m sure such freaks exist).
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Except for actualy writing I find plotting to be the hardest part of the process. I wonder if there are any advices masters of plotting ever gave in interviews to young authors
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
Always without desire we must be found, If its deep mystery we would sound; But if desire always within us be, Its outer fringe is all that we shall see. - The Tao
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.