Category Archives: Fiction

World Rules: The Extra Burden of Science Fiction and Fantasy

When we write a story set in our regular world, we get a lot for free. If a character walks into a coffee shop, readers already know the basic rules. They know what coffee is. They know what money is. They know people are not going to solve an argument by casting a spell, opening an airlock, or consulting a sentient mushroom.

However, when we are writing science fiction or fantasy, the world in which our characters live cannot be taken for granted because these genera allow us to change the rules of reality. We can invent time travel, talking swords, alien governments, gods who answer prayers directly, or magic systems that run on memory, blood, music, math, or regret. This freedom is one of the great joys of the genres.

The challenge is that, as the writer, we have such intimate knowledge of the world we have created, it is easy omit something the reader needs to know.  It is important to keep in mind that when some aspect of the world isn’t clear, the reader will default to assuming the story world operates like the one we live in today.

For comparison, a murder mystery set in Chicago does not need to explain gravity, police departments, elevators, dogs, or cell phones but a mystery set on a generation ship orbiting Saturn might. Does the ship have artificial gravity? Is there a police force, or does the captain handle crime? Are dogs extinct? Do people still use cell phones or do they have implants that allow them to communicate telepathically.

These details matter because readers are constantly trying to understand what is possible. They have to learn what is normal, what is impossible, what is dangerous, and what is merely unusual. That means clarity becomes part of the storytelling.

For example, suppose a wizard is trapped in a locked room. In a non-magical story, the reader understands the problem immediately. Locked room. No key. Trouble. But in a fantasy story, the reader may wonder: Why not teleport? Why not melt the lock? Why not summon a rat to fetch the key? Why not turn into smoke? If the answer is “because magic can’t do that,” the reader needs to know. Otherwise, the attempt at suspense becomes confusion for the reader.

I also want to mention  very important concept called The Cost of Magic. I learned about this in Orson Scott Card’s awesome book, How to Write Science Fiction and Fantasy.  Card outlined how there needs to be a price for using magic in fantasy, as the spell casters otherwise become omnipotent. While he talks about fantasy specifically, this is also true for technology in sci-fi, there needs to be limits to even the most advanced technological race or they essentially become all-powerful, which results in a very boring story.

I suspect this may sound backward as it is cool to think about a race that can accomplish anything and fun to explore that kind of power in a story, but a magic system where anything can happen at any time is not wondrous for very long. The problem with this is that it removes the challenge of conflict, which is the friction needed to develop stakes and drive the story.

Another special challenge of science fiction and fantasy is vocabulary. We need names for alien species, magical orders, invented technologies, rituals, and strange materials.

But we should spend those invented words carefully. This bring to mind another concept: The Shmeep. The Shmeep is a tongue-in-cheek terms for anything in a sci-fi or fantsay story that is something common to us but with a fancy-sounding name thrown on to make it more fantastical.  For example, if you write a utensil for eating into a story that is exactly like a fork but call it a “frong” to make it sound fancy, that’s a shmeep.  Please call a fork a fork and avoid using fancy words for things that would be almost certainly called what they are called today.

Note that when I looked up “Shmeep” there are a few varying definitions, but this is what I have come to understand it to mean from a writing perspective. If I am wrong about the definition, please enjoy the meta-level irony.

While I have spent a good portion of this telling you that you need to explain everything in the story world that is different than our current world, there is an exception to this. That exception is what I would call the “genera canon” that has already been established. The great Science Fiction writers and scientist that have come before us have established such concepts as space elevators, O’neil cylinders, and Dyson spheres. These concepts can be talked about in a science fiction story without much need for further explanation. However, if your take on these concepts has a special feature or some change to the core concept then you will need to elaborate on that. Also keep in mind that there are a few items that have been established that you need to be careful with: things such as WARP drive and Light Sabers speak to very established worlds that will frame your story as a clear derivation of Star Trek or Star Wars.  

So let me wrap it up with this: a good rule of thumb is that more the world in your story deviates from the world we live in today, the more you will need to clearly explain the rules of that world.

Let me know what your experiences have been with your world-building attempts in these generas in the comments below.

-James

You are using infinity wrong.

An onus we writers have is to be very deliberate with our wording.

I was reminded of this recently when I saw one of my favorite pet peeves: the improper use of the word “infinite.”

I am a technical person, so my pet peeve rears its ugly head when I see someone use “infinite” to describe a feature that allows for “continuous” control or adjustment. This is typically when someone is describing a speed control that has a range from zero to 1,000 RPM and can be finely tuned to any speed in between. This, as opposed to a control that only allows for speed control to the nearest hundred RPM – like 100, 200, 300 and so on.

The range of 0 to 1,000 is not the same as infinite– which means “without end.” You can’t set it to 1,001 RPM  or -10 RPM for example. There is an upper and lower bound.

Now, it could be argued that there is an infinite number of speeds between zero and 1,000 RPM much in the same way there are infinite decimal numbers between 0 and 1,000. However, that is not true from a practical standpoint. 500 RPM and 500.0000001 RPM likely have no tangible difference in most applications. Or we could take the decimals out to a point where we would hit physical limitations of the motor before we exhaust infinity.

So, my term for this kind of controller situation is “continuous.”   That makes a lot more sense to me

Should this bother me? No, probably not.

But should a writer pay attention to details like this? Yes, I think we need to be good stewards of the language and take responsibility for such details.

But there are a couple of ways to look at such a thing:

  1. We should be diligent about using words in the manner in which the dictionary defines them.
  2. We should be faithful to the way in which it is used in practice, by the audience at large and the culture in which our story finds itself.

The first is easy to understand, but what do I mean by the second point? This is basically another way of saying “Write to your audience.” If I find that the group I am writing toward uses the word infinite instead of continuous, I may actually confuse that audience when I use the technically correct term. Note that there is another choice: I could describe the speed control using both terms, such as “…the motor is infinitely adjustable over a continuum of between 0 and 1000 RPM.” A bit wordy, but you get the idea.

There is a 3rd (and probably the most fun) way in which specific words can be selected and that is the manner in which characters in your stories use language.  If the word “dog” is redefined to mean something we would never use it for — say, a sunspot — then this builds a lot of interesting dynamics to the world in which your characters find themselves.

Note that word redefinition should not be random, but make sense within that world and have some sort of natural, organic beginning and evolution. For example, maybe in the world in which “dog” means “sunspot” there was a historical event where a scientist determined how to use labradoodles to detect solar activity. OK, I am being a bit silly, but I think you see where this line of thinking is going.  There should always be a reason for the words used within a language.

What you think? Should we writers be dogmatic and stick to the dictionary approved usage for words or can we take liberties by using the words the audience may related to or redefine words to mean something else entirely within in our stories?

Grok your understanding in the comments below.

-James

How to Write a Great Hero

Most great stories need a hero for us to root for but what makes for a good one?

Here are some key characteristics that work for me:

Relatable

A hero does not need to be exactly like the us, but we do need to understand them.

This relatability often comes from emotional truth. What tends to make them tick? What is interesting to them and why? This interest or desire isn’t their main goal in the story but can relate to it. It’s more about how do they operate and often hints at why.

One character that comes to mind as an example could be a Heavy-Weight boxer who loves to raise pigeons. The characteristic of being a boxer is rather one-dimensional but add in the facet or raising pigeons and he now becomes more interesting and gives us a broader character to work with. There is a softer side to this brute which makes him interesting. Here is a person who can crush a man in the ring but also cares for fragile creatures. We want to know why he desires to care for the pigeons. Is it because he has a hard time relating to others? Does he see hope in the way they escape every day and fly off into the blue because he wants to escape his life? Does he find solace in how they always return home to him, something he may not have gotten from the people in his life?

Morality

A hero needs some kind of moral compass.

That does not mean they always make the right choice. In fact, seeing them not make the right choice is often better as perfect decision-making makes for a dull character. But inside them, there should be a sense of right and wrong, and it should often be tested.

The hero’s morality can help to give a story weight.

When a hero is faced with a difficult choice, we tend to feel what is stake internally for that character. Will they make the choice demanded of their moral code or cross the line?

The best heroes are compelling because temptation costs them something. Having them, crossing the morality line can also give us great material to work with in our stories.

Adversary

A good hero needs a good adversary because opposition gives the hero shape. Much in teh way we do not have black without white, or a front without a back, a hero is defined by what stands against him/her. The adversary reveals who the hero truly is.

A strong adversary challenges the hero’s beliefs, highlights our hero’s flaws, and pushes them to grow. The villain’s actions should challenge our hero’s deepest weakness.

The villain/adversary is a kind of mirror. They reflect what the hero could become if they give in to their flaw. The better the adversary, the more clear and compelling our hero becomes. A great hero rises to greatness because of what stands in their way.

Goal

Our hero needs to want something. The hero’s main goal gives the story direction and is something that we can plot the story around.

The main goal is usually external: win a competition, solve a murder, defeat the villain, return home etc. But strong stories pair the external goal with the hero’s internal need.

The hero may want to win a competition, but what they really need to do is to stop measuring their worth by each victory. They may be tasked to solve a murder, but what they really need is to forgive themselves for a past mistake. They may want to return home, but what they really need is to realize they no longer belong there and can never go home again.

External goals are used to drive the plot while internal goals drive the character arc. Having a great character arc, which is essentially just showing the character change or grow in a positive way, is one of the most powerful aspects to storytelling. It is very rewarding to the reader as we can all relate. We want to see the hero become better because we, too, desire to be better.

Flawed

Giving our hero a flaw may be the most important ingredient of all.

Flaws create friction. They create bad decisions which have consequences. A hero’s flaw typically relates to a “sin” (action that will be taken or has been taken in the past) at the heart of the story which will need to be addressed before they can attain the desired goal.

For example, Tony Stark in Iron Man begins as arrogant, selfish, and careless about the consequences of his weapons. His intelligence is not the problem. His wealth is not the problem. His flaw is his moral blindness. The story forces him to confront the damage caused by his own choices. Only when he takes responsibility does he begin to become a true hero.

I am also reminded of Robert Zemecis’s interpretation of Beowulf in which the hero king’s sin was to sleep with the tempting demon that bore Grendel, who later came to destroy the town. His flawed decision literally came back to haunt him.

A great hero needs to be relatable enough for us to understand, moral enough for us to care, and flawed enough to change.

Readers love our heroes because they struggle, fail, rise again and are morally better for the experience by the end of the story.

Let me know if the comments below characteristics you feel are important for strong heroes in our stories.

-James

My Checklist for a Good Story

Here are the checklist items I look for when editing my stories.

Is the need of the protagonist clear from the beginning?

The protagonist needs to have a goal. They need to want something. The quicker I can establish this, the better chance I have of the reader engaging.

Is the obstacle for the protagonist’s goal clear from the beginning?

This is the converse of the first item. There has to be an obstacle that stands in the way of the protagonist’s goal. A story where the main character is able to just breeze through the story and get what they want is not a rewarding story for the reader. Even kick-ass heroes need to have a weakness or flaw. Every Superman needs to have his Kryptonite.

Are the characters unique and memorable?

This is one I picked up from Stephen King when reading IT. That book has a lot of main characters introduced right away. Normally this can be confusing to the reader, unless you do what he did – he gave each of them memorable attributes to help us keep track:

  • Bill Denbrough: Severe stutter and natural leadership.
  • Richie Tozier: Compulsive joke-telling, comedic “Voices,” and thick glasses.
  • Beverly Marsh: Striking red hair and a dead-eye aim with a slingshot. Only female.
  • Eddie Kaspbrak: Constant reliance on an asthma inhaler.
  • Ben Hanscom: Severe obesity paired with a brilliant, analytical mind for engineering.
  • Mike Hanlon: The town’s sole Black youth. Had a deep knowledge of Derry’s history.
  • Stan Uris: Rigid logic, an obsession with order, and a passion for birdwatching.

Are the characters fleshed out, or are they just 2D stereotypes?

This aligns with the above “memorable” concept but goes a bit deeper. Even the secondary characters should have clear motivations to make them feel real. A reader can pick up on when you are creating a character just because it’s handy.

Is the ending rewarding to the reader? Is it surprising yet inevitable?

This one is a bit trickier to quantify. It is easy to feel that any twist you throw in at the end is enough to make it “surprising” but the ending needs to be earned and realistic and not one that is occurring due to chance. The word that is often used is “Payoff” and that is a great way to think about an ending. What is the reader’s return on time invested in your story?

Have you taken out all the parts that do not serve to advance the story or develop the character?

This one is my word lawnmower. It helps me a ton when I am reading through my stories for a second time. I may love a section and the way it flows but if it does not provide insight into the character or serve to advance the plot, it has to go. This is especially true for shorter fiction. In flash stories every word has to have a reason for being there.

Is everything clear and understandable?

This is more common than you might think. When you are the author of the story there is a lot of understanding and backstory inside your head that makes the words you put on the page very clear. This isn’t true for other readers. Clarity is also an issue when an author holds too much back believing they are building tension via curiosity.

Has the story been reviewed for grammar and punctuation?

This should be obvious but I think the tricky part is that we can read past some of these issues many times when editing our own stories. As an editor, one or two issues like this won’t cause me to reject an otherwise great piece but more than that and it can take me out of the story. Note that other editors may be more particular than I am.

Did I remove all of the adverbs?

“All” may be excessive, but in general adverbs make writing weaker. Try it on your own writing and see if anything feels like it is lost when taking them out.

Is the tense consistent?

Tense changes are useful for providing immediacy (present tense) or for revealing facts that have occurred previously (past tense) but writers get in trouble when they change the tense within the same sentence. Even within the same paragraph tense changes can be jarring to the reader. A good way to check for this is to have others read your story or record yourself reading your story aloud.

Have I let it sit for at least two weeks before revising it?

One of the best practices and one of the hardest to do. When I am done with a story, the first thing I want to do is to share it with friends and/or start submitting it. Resist that urge and get away from it. When you come back to it, you will be amazed at how different it looks.

Did I find myself (or did my first readers find themselves) thinking about the story after reading it?

If people are thinking about your story after they read it, asking you questions, telling you about some part they thought was cool, that is a very good sign. This is often a metric editors (myself included) use when they are considering whether or not to buy a story.

Is it interesting? Did I take out the boring parts? (Never waste a reader’s time)

This is another one that is hard to quantify. It is usually best to get this information from your friends that provide feedback for you. Asking them when it felt like the story was slow reveals this.

Keep in mind these are the checklist items that seem to work for me. Your mileage may vary.

Let me know in the comments below what you look for when editing your story.

-James

Language Drift Over Time

I was in high school in the mid-1980s, which means I lived through the Valley Girl era in real time. I remember an older kid telling me: “Don’t even get out of the chair or I won’t even hit you.” (Yeah, we had a real weird double-negative talk going there for a while at our High School.)

But every generation has its own version of language and slang.

Today I am picking up language from my 13 year old: “peak,” “mid,” and “low key.” Something can be “peak,” meaning excellent. Something slightly disappointing is “mid.” And “low key” seems to be something that is true but in a casual non-exciting way.

I am also hearing a lot of “Let’s goooo!” as a term for something exciting happening and from a wider audience than just teens.

When I was a kid I recall my grandmother being confused when I had referred to something as “Awesome.” She was a school teacher and I think she felt I was using the word incorrectly. To her, I probably was, but to me it felt perfectly legit 😉

Go back a bit further to fast-talking movie chatter of the 1930s and 1940s and think about the kind of clipped, snappy dialogue in old films. In It’s a Wonderful Life, there’s a tough-guy 1940’s rhythm when Clarence and George get thrown out of a bar: “That’s does it. Out you two pixies go. Out da door or through da window!”

The 1980s were only about forty years ago. The 1940s were less than a century ago. And yet the language from those times already has a foreign feel.

Going back even further, old books ask more of the reader because of language. The sentences are overly wordy, abbreviations and contractions are odd, and the syntax feels awkward at times.

Take the opening of Pride and Prejudice from 1813:

“It is a truth universally acknowledged, that a single man in possession of a good fortune, must be in want of a wife.”

We would look anyone saying that today with a raised eyebrow. A modern version might be:

“All rich single guys want a wife.”

Shakespeare is another great example:

“Wherefore art thou Romeo?”

Today we might think that Juliet is asking where Romeo is, but she is really asking him why he has to be Romeo and belong to the enemy family. The context of the words have shifted over time.

I’ve been thinking a lot about how languages changes over time because of a story I am working on. It’s set aboard a multi-generational ship traveling at 0.9c for 500 years. Generations are born, live, and die without ever seeing the point of origin or the destination. Twenty-three generations will pass aboard that craft. I have to think that language would change a hell of a lot in that time. If the ship has schools, archives, films, instructions, legal codes, songs, and AI systems preserving the original language, then people might still be able to understand older speech. But their everyday language would almost certainly mutate.

I can see meaning of common words changing over time. Shipboard terms would probably become metaphors. Technical jargon would become slang. New insults would appear. (And I am particularly looking forward to playing around with that last one.)

A phrase like “grounded” might lose its Earth meaning and become archaic. “Up” and “down” might depend on spin gravity or deck layout. “Outside” might mean the vacuum of space. “Weather” might mean radiation. “Sunrise” might be ceremonial rather than literal or forgotten altogether.

The fascinating thing is that language change would not just be decoration or a nice nuance. It will be a fundamental part of worldbuilding. Language can also be a great way for me to orient the reader as to what generation they are reading about, particularly if I need to flash back and forth in the story.

I can picture the last generation, getting ready to land the ship at the final destination encountering recorded instructions back from the time of the launch 500 years ago. These characters will probably understand the words, but they will sound the way Shakespeare sounds to us. I could play around with this fact and set up a nice bit of turmoil due to the misunderstanding of the context of some key words.

I am not sure how much I will ultimately rely on the drift of language over time in this story, but I am sharing it as an example of all of the challenges and opportunities language drift can afford us in our writing. It’s one more tool for the toolbox.

Let me know in the comments below whether language drift over time has played a role in any of your stories.

-James

Story Arc and Character Arc

One of the most common weak spots I see in submissions is the lack of a real story arc or character arc.

Unfortunately, this is a frequent reason I reject stories.

Often, what I receive is not actually a full story but a scene. Something happens. It may be vividly written. It may even have an interesting premise. But the protagonist is not really challenged, doesn’t (or can’t) struggle against any significant conflict, and does not change in any meaningful way.

The protagonist should want something, face obstacles, and have to figure something out, fight against something, or make a meaningful choice. The plot should put pressure on the protagonist. Their actions should matter. By the end, something should be different: externally, internally, or, hopefully, both.

Many of the submissions I see feature a protagonist who is simply carried through events. Things happen to them, but they do not take part in shaping the outcome. As a result, the piece can feel static, even when the writing and premise are strong.

Story Arc:

To me, a story arc is the shape of the plot that happens around the character. There is a school of thought that there is really only one plot line: the Hero’s journey. I have mentioned the Hero’s journey before and that’s a topic deserving of a whole blog post of its own.

Character Arc:

A character arc is should be thought of in terms of personal growth. How did the events change the character by the end of the story? What did they learn and how are they different? In the Hero’s Journey the hero comes home at the end but is changed and often sees the familiar world they came back to in a different light.

Great stories have both a strong story arc and a strong character arc.

And if I have rejected a story you submitted for one or both of these reasons, don’t feel bad, This is understandable because many stories start getting written when the author has a general scene or idea in mind. But the next step should be to ask more of your creation. What does the protagonist want? What stands in the way? And, most importantly, what will this experience cost them or teach them?

Without that, a piece tends to feel like an interesting scene rather than becoming a fully realized story.

Three Key Questions to Ask yourself about what you just wrote

  1. What does my protagonist want, and why can’t they have it? (Tip of the hat to David Mamet for this one) A story needs desire and opposition to create what I like to call “driving conflict.”
  2. Does my protagonist make choices or take actions that affect the outcome?
    The protagonist should have an opportunity to shape the events of the story. They should not be merely a victim (Note that a lot of horror stories I see end up this way. If you are writing horror make sure your protagonist has at least a glimmer of hope to win.)
  3. How is my protagonist changed by the end of the story?
    Character change does not have to be positive (maybe they become morally worse for the experience) but something about them should change by the end of the story.

Hopefully this helps you to look at your writing from a new perspective. If you take the time to really understand story arc and character arc, it will absolutely make your stories stronger and more engaging.

Let me know what you think in the comments below.

-James

Story Endings: Choosing the best outcome

One of the most satisfying things about a short story should be the ending. We want the protagonist to win in a unique and fulfilling way (or die trying) and we want the villains to get what they have coming to them.

Unfortunately, the ending can also be the most disappointing part of the story if not done correctly. Curiousfarmer and I often talk about how Stephen King tends to leave us wanting with his endings. He does a great job with character and clear, digestible, writing, but often tapers off when it comes to closing out the story.  

During the first draft I usually write an ending that is the most obvious ending.  There isn’t anything necessarily wrong with the ending and I typically do a good job of wrapping up any loose threads, but I have learned that there is usually a better way for me to end my stories.

The first idea for an ending is very rarely the best and most rewarding ending for the reader.

This is where putting down the story for a while and spending some time thinking about it pays off. I have a relatively long commute to work, so I will leave the radio off and just think about the story from a plot and logistical standpoint – turning things around, moving chunks, introducing twists and surprises to see what it could be.

David Mamet talks about going through all of the possible endings and when you get to the most outrageous one that is still plausible, that is usually the one you want to go with.

I do agree that having a certain amount of surprise in an ending can be very rewarding.  Mamet likes to use the terms “Surprising and inevitable” when it comes to story endings. I have become a big fan of this concept as it rings true for me.

Another way that I have found to determine if I have a justified and suitable ending is to look at all of the characters and ask: “Did they get what they wanted? And did they deserve it? Meaning, is their final situation justified?”  This also helps to highlight any loose threads I may not have closed out.

Some people like to look at the conclusion of their stories from a thematic or lesson standpoint. I tend not to put a lot of emphasis on the message a story is trying to send or what the reader should learn from the story. My approach is much simpler in that I am looking for the story to be entertaining. That may make me less literary than most, but I am okay with that.

Let me know how you determine whether your story has the right ending?

-James

Antigravity

I have been working with Google’s Antigravity code development tool recently. And while that seems like a strange thing to open with for a writing blog, here is why I think it might matter to us:

Antigravity is a development environment for coding that has AI built in so that instead of writing all of the lines of code yourself, you can “vibe code” which is basically talking with the program in plain language and telling it what you want.

While “programming” with Antigravity I found that the more detailed and deliberate I was with my description, the better the results. This made me realize that our talents as fiction writers will be very useful when working with AI now and in the future.

AI can do a lot of very amazing (and scary) things but it needs us to be able to describe in detail what it is that we want it to do.  The better we are at that, the more useful we will be when working with AI, which I suspect will be a very desirable skill in the near future.

As I try to follow the rapidly changing landscape of AI, I find this a refreshing thought that gives me a glimmer of hope.

At least for now…

Let me know what you think.

-James

Ten Story Tropes to Avoid

Here are ten common tropes that have been used so often they’re usually better avoided. Also, I have to admit that most of these are seen more in movies, but I still consider that storytelling so, let’s just go with that and let me get away with it this one time. Thank you.

1. Crawling Through Air Vents

This one shows up constantly in action movies and thrillers. A character escapes or infiltrates a building by climbing into the ventilation system and crawling through ducts like they’re made for human travel.

In reality, most air ducts are thin sheet metal that won’t support a person’s weight. They’re also cramped, and if they are heating ducts would get pretty hot and probably cause you to pass out.

Once you think about how unrealistic this trope is, it becomes hard not to laugh when you see it.

For Fun I found a blog post that lists the top 5 air vent scenes in movies.

2. The “Knock Someone Out for a Few Minutes” Trick

This is where a character knocks the guard unconscious with a punch to the head. The victim wakes up later with nothing worse than disorientation or a mild headache.

In reality, a loss of consciousness lasting more than a few seconds is a serious brain injury. If your character regularly knocks people out this way, they’re probably leaving a trail of permanent neurological damage behind them. I would much rather see some chloroform on a rag get held in front of the guards mouth and nose, or a taser disable them for a moment.

3. The Conveniently Overheard Conversation

Your protagonist just happens to walk past a door just as the villain is revealing his entire plan.

No effort required. No investigation. Just perfect timing. (see also my post on what role luck should play in fiction)

This trope removes agency from the main character and replaces it with coincidence. Information in a story like this should come from effort, not luck.

4. The Villain Explains the Entire Plan

This works for me in the Bond movies because it sort of “is what it is” in those. I feel like those movies define the whole trope and I give them a pass for it. But even then it’s still clear that this kind of exposition exists purely as an information dump. If these were real villains, monologuing their evil plans would be very careless. There is really no advantage to doing that, unless you want to compromise the 4th wall and let the audience (or in our case reader) in on something.

5. The Countdown Clock

A bomb is set to explode in exactly ten minutes. We can tell this from the red LED display conveniently visible to the hero. Being a very technical person, this one has driven me crazy for years.  Bomb timers based on old-style alarm clocks where the alarm goes off and there is a physical contact closure built into the bell mechanism, yeah, that makes practical sense. Spending extra money and design time to put a digital LED read-out into something that will blow up seems like a lot of unnecessary cost and work.  It’s good to have a metaphorical ticking clock that provides pressure for the protagonist but it’s doesn’t have to be a real one and it rarely makes practical sense to have a LED display.

6. The Instantly Hacked Computer

A character types furiously for ten seconds and announces:

“I’m in.”

Complex computer systems do not collapse instantly under a few keystrokes. Real intrusion involves research, social engineering, and patience.

I also see this kind of instant solution when a character in a movie goes to hotwire a car – they put two wires together and have it running in a matter of seconds. I guess we are just supposed to ignore the fact that it would take more wires than that and the fact that the steering wheel is usually locked.

7. Guns That Never Run Out of Ammo

You see this when characters fire dozens of rounds without ever reloading. I have to admit this has gotten better in movies lately but you do still see it. The new foul is that they change magazine so often now you wonder where they were keeping all of that heavy ammo when the chase scene was happening.

In fiction, running out of bullets is often times more interesting than having an infinite supply.

8. The Totally Useless Security Guards

In many stories, guards exist only to be knocked out or distracted.

They rarely communicate with each other, never notice obvious problems, and seem completely unaware of their surroundings.

A competent security system has multiple guards, cameras, procedures and can create much more interesting obstacles for your characters than the cardboard cut-out guards we usually see.

9. The One-Line Medical Miracle

A character receives a serious injury but is fine after a quick bandage and a few minutes of rest.

Broken ribs, stab wounds, and gunshots tend to have a much longer recovery times than a few minutes. Think about the last time you were injured in anything more than an inconvenient way and how much that slowed you down. I literally had my back go out when I was turned wrong and sneezed one time and I was basically disabled for three days, bordering on tears when I went to put my socks on. I have to imagine being shot in the stomach would slow me down quite a bit more than that.

Injuries that actually affect a character’s abilities make stories much more believable and raise the stakes.

10. The “It Was All a Dream” Ending

Few endings frustrate readers faster than discovering that the entire story didn’t really happen. Now, I did just see the Wizard of Oz at the sphere (which I equate to Disneyland in the expense and “gotta see it at least once” factor) and I am giving that movie a pass at this but for every other piece of fiction, you have to realize that dream endings are a cheat. They erase consequences and invalidate the emotional investment the reader made throughout the story.

Unless the dream itself is the point of the story, this trope almost always a bad idea.

The Real Problem with Tropes

The problem comes when tropes becomes so familiar that the stop feeling like a story choice and start feeling like lazy writing.

Readers enjoy stories where events happen for believable reasons, where characters solve problems through effort and skill and where the world behaves in ways that feel authentic.

If you find yourself reaching for one of these tropes, ask a simple question:

“What Could really happen instead?”

The answer is often surprising and far more interesting than the cliché. Spend a bit more time thinking through potential endings and as David Mamet would say, “make them surprising and inevitable.”

-James

Writing Short Stories:  Return on Time Invested

Stories vary in the amount an author receives for publication. One of my stories, The Right Answer, has provided a lot in return for the amount of time it took me to write it. And that return has been more than just financial.

The financial side was good, as far as 3000-word fiction goes anyway.  I initially published it in Alex Shvartsman’s UFO 3 anthology (still available on Amazon, BTW) then later as an audio “reprint” on Escape Pod and Tall Tale TV.  I received a small payday each time it went live.

This is pretty good considering I wrote the story in one sitting. I did do a bit of editing later and then had to reshape it based on the feedback the market provided but as stories go, this one had a lot less of my time into it than some of my stories that have never been published.

But the most rewarding “return” I got was being able to see the feedback from those who read it.  I recall a highlight for me when it was initially published: A woman from Australia emailed me to tell me how much she enjoyed the story. She was eating cereal while reading it and nearly shot milk out of her nose at one funny part. It’s an indescribable experience to know that I tickled the funny bone of some stranger, on the other side of the planet, so much that they felt they needed to reach out to me.

Only recently did I notice that Escape Pod has a discussion forum (and do check this out) for stories they publish. It is thrilling to see people talking about the words I have put together.  There were a few people that didn’t like the story, which an author never likes to see, but there are many more who enjoyed it very much. The story is [meant to be] a comedy and tastes can vary quite a bit, so I do expect there to be some that give it a thumbs down.

Let me know in the comments down below what your experiences have been with feedback from those who have read your work.

-James