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

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    Handout to “How to Write a Story that Rocks”

    I had an absolute BLAST with Larry and the audience at LTUE. I think the workshop went very well for the first time. Of course, I’m going to make some tweaks. Paul Genesse had some interesting feedback and I’ll have to see if I can’t do more with character. Two hours is such a short period of time.

    The good news for those who couldn’t attend is that we have a recording and will be posting probably next week. Everyone should thank Stephen Nelson!

    We ran out of handouts. I printed 80. Then Mark Holt generously had 30 more printed. We still didn’t have enough. For those of you who didn’t get one or who want an electronic copy, here it is.

    How to Write a Story That Rocks – Handout

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  • Media and Teenage Sexuality

    I don’t know how it’s possible to aruge that media does not influence our decisions. The evidience is simply overwhelming. Here’s another report of a study linking media sexuality to teenage decisions about sexuality.

    “CHICAGO — Groundbreaking research suggests that pregnancy rates are much higher among teens who watch a lot of TV with sexual dialogue and behavior than among those who have tamer viewing tastes.” Full article here.

    The study shows that while teenage pregnancies have dropped overall, those teens watching racey shows had, not just a small incremental risk, but TWICE the risk of getting pregnant.

    Now, I know this article by the Guttmacher Institute focuses on the 1990’s, but it still is enlightening. It discusses the reasons for the dropping teenage pregnancy rates during those years. It’s conclusion is that both abstinence and usage of more effective contraception are the main factors for the drop in teenage pregnancies.

    When I put the two articles together, it makes me wonder if the racey shows are encouraging more sex among the teens who watch them or the use of less-effective contraception or both. My guess is that the shows are influencing a decision for more sexuality.

    Either way, what does this mean for a writer?

    To me, it means that while I’m never responsible for someone’s actions nor in 100% control of what people take from my writing, I AM responsible for those things I know are highly likely to influence folks one way or another. I hope my works provide a wonderfully entertaining experience, but also avoid influencing people into decisions that will lead them down paths that will limit their happiness.

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    Writing Update: 5/21/11 – visualize first, scene goals, the power of research

    I finished two chpaters this week. I’m quite a bit behind my stretch schedule which has me finishing the beginning of August although not too far behind my my conservative schedule which has me finishing the end of September.  A few more weeks and we’ll see if I’m giong to meet the stretch schedule.

    A lot of these first seven chapters are the same scenes as from before. Well, the same idea. But because enough has changed in the situations and because I’m writing some of the scenes from different points of view I have to rewrite them. So while I hope to catch up with some copy and paste from the last draft, I just am unable to do that here. 

    Visualize –> Report

    I thought I’d share one of my key methods for writing scenes. Here’s what I’ve found: when I can visualize the scene, it’s fairly easy to tell the reader what’s going on and to structure it in a way that achieves my purposes. When I can’t visualize it, I have nothing to tell. So for me the first thing I have to do is to see what’s going on. Then I can report as if I were there. Or if it’s from a more deep point of view penetration, I can report from my character’s eyes.

    So the sequence is to visualize (do the things that help me get that visual, feel, sound, etc.) then report in a way that will transport the reader and present the things I feel I need to present because they’re cool or because I want to generate a specific effect. 

    This is why I use the sketch/draft method. I sketch things out to get an idea of what’s going on first. Sure, I’ll discover details as I write. I’ll sometimes realize my first idea was off or wrong or won’t work. But if I don’t have an idea in the first place, I simply can’t write. It’s all a blank screen. One of the biggest causes of writer’s block is simply a lack of invention–of not having anything to write about because nothing’s in the mind of the writer.

    First have something to say. Then say it.

    Of course, you have to come up with the scenes in your mind before you have something to say. That takes some exploratory drafting, sketching, creative Q&A. You can see Orson Card doing some takes here in his writing lesson “Beginnings“, trying to help flesh it out in his mind. 

    The main tool I use to sketch is the summary–a bullet point or chapter outline like a posted about last week. However, sometimes it’s not enough. Sometimes I need an actual map to block out who does what and where. This week, for example, I was writing about Sugar coming into a village. She needed to enter then encounter some dead bodies.  I spent something like 45 minutes typing hardly anything and then realized-duh!-I don’t know what’s going on, where she’s going, why. I can’t see this place at all. I needed helping visualizing it first, not in super detail, but enough so I could report.

    So I took five minutes to sketch a simple map of the village, where she was when she entered, and where she was going, what was likely in the yards, the fences, etc. Once I saw it, I could then report, just tell what I saw as plainly as I could to the reader. I know these scenes fairly well, this being the FOURTH FREAKING DRAFT of this novel. And yet I’ve had to do some drawing for two scenes so far (the other drawing was for an ambush that wasn’t in the last draft). Because again, things had changed. And I had to see it before I could report it.

    Other tools that help me visualize and hear are actual photographs of things or people. Or audio of people’s voices. I was struggling getting a character in my mind for my short story LOOSE IN THE WIRES. I was listening at the time to Susan Grafton’s O IS FOR OUTLAW and when the actor performed this one character, suddenly I HEARD it. Boom, the guy came alive in my mind. Once alive there it was relatively easy to put him down on paper. Again, I was just relaying it to the reader.

    So I believe that what a writer must do is bring the situation to life in his or her mind first. It won’t be everything in exact detail. There’s a lot to be discovered in the writing. But it will be enough that it will feel like you’re simply telling something you saw or experienced.

    Scene Goals

    While writing, of course, I have objectives for my scenes. Sometimes I’ll do exploratory drafts, not having any goal except to see what happens and invent something cool. But that’s usually in my pre-draft stage. At this point I have a rough idea of where the story is going to go. I’ve already done a lot of the inventing. Now I have to translate it to scenes. And so I find having a quick list of objectives for the scene, along with my brief summary of what I’m expecting to happen, helps me visualize as well.

    Here are two examples of what a list of scene goals might look like for me.  These were for two scenes in draft 3 of CURSE.

    Example 1:

    • This is the time for her to make her HEROIC CHOICE. I want a heroic moment.
    • Terror of Legs being lost
    • Legs seeing her for the first time the next morning—he IS going to experiment because Urban is gone. Does he give something to her, his weave, twisted—Flax helped me.
    • Some tenderness
    • Last time with Mistress until the final battle

    Example 2:

    • Skir battle coolness. Need some surprises
      • Ayten dragging off souls
        • Sees it below on the ship
      • Seafire
      • What cool skir thing could there be?
        • Whirlwind
        • What would happen if a skir dived?
        • Some missiles, stones in the wind
        • First sight of that. She ship has slingers etc.
    • Sugar having to choose to leave people, see the beginnings of harvest
    • Oh Crap moment at end—this is going to be bad
    • This is the setup for the next scene where She and  Urban are spying and after the assessment, he says, we need to go. And she’s in indecision, and he says I will wait until, and then I will leave.

    They’re fairly simple.  Of course, I have other goals in mind that I don’t need to write down–“start and end with a hook,” or a rest, depending. “Transport the reader might be another,” meaning make sure I use what I know about presenting details. Another might be “bring the character on in an interesting way.” And because I generally know the big picture of what’s going to happen, I can focus on these other details as I write.

    Research: Monster Zing & Visualize Method

    Research is also a monster method for visualizing and for zing. I can’t tell you how much it has helped me in the past and on my current projects. In the thriller I’m working on where the main character is ex Special Forces, I could barely visualize anything. Some I’m reading books about it and talking to people who are in Special Forces and watching films about it. There’s no way I could build a story I cared about and believed in without research. I’m going to be doing a ride along with a cop, visit our state prison, and maybe talk to some ex-cons for this as well.

    Tim Powers came to the Writer’s of the Future workshop I attended many years ago. He talked about many things. But research was one of them. In fact, one of the idea generating methods discussed in the workshop, one on which Hubbard himself had written a fine article that we read called “Search for Research” (click the Next or Continued link at the bottom to continue through all the pages of the essay), was about the power of research. So Powers recently did an interview about the latest Johnny Depp Pirates release , which is inspired by his book of the same title (which I read and loved), and restated what he did so many years ago:

    Q: What inspired you to write On Stranger Tides?
    A: I was already hooked into using real historical places for settings. And so I thought, you know you loved Treasure Island…And I thought I bet you can set a nice fantasy story in among the pirates, Black Beard, that crowd. So I read a million books (that is probably fifteen books) about that particular crowd of pirates that were in the Caribbean in 1718 like Stede Bonnet, Black Beard, and Anne Bonny.

    What I always do when I’m writing a book is first I read all the history and biographies and things like that that I can find. And I look for stuff that’s too cool not to use. ‘Ooh that’s neat. Look at that. I like that.’ And I’ll write it down. And then I’ll find something else and say, ‘Oh wow this is great. You got to have a scene happening in this place. Oh you gotta use this guy.’ Eventually, I’ll have twenty or thirty things that are too cool not to use. And it’s kind of fun then because you say, ‘Well okay, here’s twenty or thirty parts of your book. You just have to connect the dots.’ And so I thought, ‘Ok, what was Black Beard really up to?’

    So to sum up.

    1. Visualize, then report.  That’s what I’ve found I have to do. It makes it so much easier to write when I have a picture in my mind.
    2. Scene goals help me visualize the scene and what needs to happen.
    3. Research is a huge tool for helping me find zing and to visualize and invent something I can visualize. 
    4. The Sketch/Draft process (I explained it in last week’s post and in the interview with Maya Lassiter) is another work horse of a tool for helping me visualize and invent by degrees.
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    Story zing method: fiddling with knobs

    One of the most basic way of coming up with story ideas is to take a familiar story or thing, list out what’s commonly associated with it, then start changing some of those elements.

    For example, you list out all the normal things for vampires–the coffins, black, bats, sucking blood, etc.–then you begin to twist. What if the vampire wears, instead of black, some styling plaid? What if it isn’t a person but a rabbit (whoops, that one’s been done)? What if instead of gothic places like catherals you find him in a trailer park? What if instead of being dangerously suave, he’s a drunk?

    Do you see? You can do this with anything.

    In this interview, Matthew Sturges talks about how he did just that with the movie The Dirty Dozen and ended up with with Midwinter, a novel about prisoners given another chance. According to Sturges, “In the case of Midwinter, the beginning of the story was, ‘What is prison like in Faery?'”

    Read the whole interview. I think you’ll find it enlightening.

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    Writing Update: 6/13/11 – reviewing the beginning

    I’ve finished chapter 17 of CURSE. I’m up to 50,000 words and have moved from the presentation phase into the struggle. And I’m stopping at this point to review the what I’ve got. I’ve learned that if the foundations of the story–the presentation phase–has fundamental flaws in it, you’re only going to create a HUGE rewrite mess if you push on.

    I know this from experience. When writing the first draft of CURSE back in 2009 (oh my heck, it feels like forever ago), I ignored my Spideysenses and told myself I could fix anything that was wrong in post production.  And it IS possible to fix many things afterwards–you can change scenes, improve clarity and transport, remove continuity errors, layer in character tags and things like that.

    And it IS true that sometimes you do just have to write to the end to figure out the story.  Sometimes you have to just write to the end, and do it in a substandard way, because if you don’t you’ll never finish anything. Sort of like sketching first and then painting. But if there’s something wrong with the basic premise of a story line, and you keep writing, then that story line affects everything it touches. The fractures ripple out all the way to the end of the book. And you might end up, like I did, having to toss a huge amount of what you’d written.

    Which is not all bad. I learned a lot and invented a lot of cool stuff while writing that. But when you’re on a deadline, it can be a killer.  And I’m not doing that this time. I worked out the big issues in my chapter outline.

    So I’m pulling back and reviewing. I’m delighted with everything but the villain. He’s still not right. I love his chapters, the scenes. I love the name I’ve given him–Endless. But the structure isn’t right. I’ve inadvertantly created two main villains. And that’s not useful. Having two “main” villains doesn’t double the power of the opposition. It splits it. The villain/henchman model works well. But I don’t have that either. Over the next few days I’ll be rectifying the setup. Then moving forward.

    For those of you who are writers, I thought you’d be interested to know that there were a few times these last two weeks when I dreaded the writing. I had a large problem before me or had to invent a new chapter (as opposed to using something from the previous draft), and a dread filled me. But I sketch/drafted my way to the end, and soon found the writing a joy again. 

    I can’t say enough about the sketch/draft method. I’ve found it works in creative activities OUTSIDE writing as well. When working up a lesson plan for my day job, designing landscaping for our house, developing a talking script for a sales call, writing a technical manual, or a hundred other things I’ve had to do–it’s always easier to work from something than create everything all from scratch.

    Sketching allows me to create that first draft. And it allows me to do this without having to worry about quality. Sketches can be silly. Weird. Full of crap. They can be all this because I can throw them away. They’re not meant to be permanent. And so there’s no pressure to perform. There’s no staring at a blank screen or page. Sketching is a free-wheeling joy. It fills me up with ideas. And then, when I’ve got the general idea of what I want to do, I can start in on the “real” draft knowing WHAT I want to accomplish which leaves me free to think about the HOW. And if I run into problems and realize the draft isn’t going to work, or I run into something better, I just call the current draft a sketch (or “take” as used in the movie business) and move on to the real one.

    Sometimes a chapter or section requires 1 sketch or take, sometimes I’ve run up into the 20’s. Sometimes I haven’t needed any at all. It’s not the number that’s important, it’s the process that has really freed me.

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    News

    Interview with The Man Monday night

    Dungeon Crawlers Radio interviews The Man Monday, March 8th at 10:30 PM MTN. You can listen live or to the archive they’ll post to their site. All brought to you by UtahFM. Malak and Revan are great guys. I had a blast with them.

    Cool facts on breaking in, advances, etc. for writers

    New page on writing facts & figures in the On Writing section.

    Novel update

    CURSE OF A DARK GOD is moving along. You should see the progress bar move along quite a bit this week.

    Initial Schedule for American Fork Arts Council Conference for Writers

    This is a cheap day-long writers conference and looks like it’s going to be another great one.  I’ve highlighted what I’ll be doing in red. I’ll be making adjustments to the HOW TO WRITE A STORY THAT ROCKS presentation for things learned at LTUE.

    Here’s their website. That night I’ll probably be attending the Whitney Awards Gala which is also being held down in Happy Valley, Utah.

    DATE: Saturday April 24 2010

    8-9 a.m. Registration
    9-9:10 Welcome (Plenary)

    KEYNOTES
    9:10-9:40 Keynote #1 Ginger Churchill, “What I Wish I had Known as a Beginning Writer”
    9:40-10:10 Keynote #2 Ally Condie, “My Journey to National Publication”
    10:10-10:40 John D. Brown, “Aiming for National Publication”

    INTRODUCTIONS of editors and authors
    10:40-11:05 EDITORS: Derk Koldewyn, Granite NAME
    AUTHORS: Caleb Warnock, Linda Jefferies, Shannon Guymon

    11:05-11:20 15-minute break

    11:20-noon BREAKOUT ONE
    Upstairs room “Crafting the Novel” with Shannon Guymon, John D. Brown
    Downstairs One “Finding and Working With an Agent” with Ginger Churchill, Ally Condie, Caleb Warnock
    Downstairs Two “Taking Your Questions about Publishing” with Deseret Book and Granite Publishing

    noon-1 LUNCH “Mix and Mingle with Authors and Editors”

    1-1:40 BREAKOUT TWO
    Conference One Derk Koldewyn of Deseret Book “What Deseret Book is looking for now”
    Conference Two Ginger Churchill “How to Write and Publish Picture Books”
    Upstairs room John Brown, “How to Write a Story That Rocks Part 1: First Principles & Story Concept”
    Office room Caleb Warnock “10 Things Every Writer Should Know about Copyright”
    Downstairs One Granite Publishing “What Granite is looking for now”
    Downstairs Two Ally Condie “Writing Young Adult Fiction”

    1:40-1:50 Ten-minute break

    1:50-2:30 BREAKOUT THREE
    Upstairs Room John Brown, “How to Write a Story That Rocks Part 2: Character”
    Conference Two Ginger Churchill “Genres of Children’s Books, from Board Books to YA Novels”
    Conference One Derk Koldewyn of Deseret Book “National Publication with Shadow Mountain”
    Office room Caleb Warnock “How to Write the Query Letter”
    Downstairs One Granite Publishing “Publishing Options with Granite”
    Downstairs Two Shannon Guymon “How to Write Romance”

    2:30-2:40 Ten-minute break

    2:40-3:20 BREAKOUT FOUR
    Upstairs Room John Brown, “How to Write a Story That Rocks Part 3: Plot”
    Conference Two Ginger Churchill “How to be a Writer and a Mother Too”
    Conference One Linda Jefferies “Writing Poetry”
    Office room Caleb Warnock “Write a Synopsis? I’d Rather Gouge My Eyes Out!”
    Downstairs One Ally Condie “Succeeding as an LDS author”
    Downstairs Two Shannon Guymon “Writing Nonfiction”

    3:20-3:30 Ten-minute break

    3:30-4:10 BREAKOUT FIVE
    Upstairs Room John Brown, “Writing Scenes: The Basic Units of a Novel”
    Conference Two Ginger Churchill “Querying Agents and Publishers”
    Conference One Linda Jefferies “Publishing Poetry”
    Office room Caleb Warnock “Okay, You Were Rejected – Why, and What to Do Now”
    Downstairs One “How to form a critique group that works”
    Downstairs Two Shannon Guymon “Succeeding as an LDS Author”

    4:10-4:20 PRIZE GIVEAWAYS, GOODBYE

    REVISED (MAY CHANGE)

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