Jump-start Your Writing Routine with NaNoWriMo

If you told me that I’d write my first book in a month, I’d say, “Thanks, and here’s the beer I promised you for saying that.” Because, in truth, I had already worked on one book for three years, and in that time, I’d given it more treatments than a Beverly Hills housewife. And I hadn’t even finished writing it.

If spending three years writing one thing sounds a little nutty to you, imagine how I felt, especially being an impatient person.

It occurred to me that I had been looking at this writing thing all wrong. Well, wrong for me.

So I wiped the slate clean. I postponed writing short stories, put the labor of love novel on hold, and started outlining a new story. By piecing the new story together as a YA novel, I realized it would be easier to cut my teeth on than a dramatic literary fiction piece (which will be The Next Great American Novel… just give it time).

Instead of slaving through paragraphs, scrutinizing word usage and generally trying to make the labor of love perfect, I put all of my energy into preparing my new story. I used National Novel Writing Month (NaNoWriMo) as my diving board– no more dipping my toes in the water.

I wrote approximately 57,000 words in 28 days.  More importantly, I finished writing a book.

But I couldn’t have done it without a game plan.

How to Jump-start Your Writing Routine with NaNoWriMo

Realize what writing a book in a month actually means.

Yeah, sounds like a doozy. I know. But lets do some MATHS (even though we hates it, the filthy mathsies).

Let’s say you’re planning on writing a young adult novel. The average young adult book is between 50,000 and 60,000 words. This isn’t a rule, and you’ll find plenty of books that aren’t. But it’s easier to do the MATHS if we just say 60,000.

    •  There are 30 days in November.
    •  If you write every day in the month of November (spoiler alert: you should), then you need to write 2,000 words a day.
    • Don’t worry, dude. You can do that.

Realize what writing a book in a month means for you.

Clear your calendar, bro. Do not agree to take Taekwondo classes with your boss in November.  Do not schedule voluntary surgical procedures during this time. What I mean to say is: make writing your top priority (or one of your top priorities). Let your boss know what you’re going to be doing. Tell your family and loved ones. Buy lots of snacks and make a little squirrel stash at your writing desk. Create a good headspace for yourself. For example, I didn’t drink alcohol during the entire month (I missed you, beer! We had a tearful reunion at the end of November).

Realize what writing a book in a month means for everyone you love.

You may daydream about November – you, all hunched over a laptop wearing your sexy, hipster bifocals with two fingers of scotch in a glass next to you while you brood at the screen. Or, this may just be you.  In any event, this is what your family and/or loved ones will see: an angsty hobbit creature J.D. Salinger-ing it in its office.

You may think, around the 10th of November, that you are still speaking clearly and concisely to your wife. To her, your words are nothing more than animal-like grunts, and when you look at her, your eyes are a permanent, gazed-over haze. This is why the planning phase is so important: tell loved ones you’ll become a hobgoblin in advance.  Make them promise they won’t get mad at you, leave you, call the cops on you, or burn all of your clothes.

Plan for everything.

Some important things to consider before November rolls around:

  • What time of the day will you sit down and write?  If you don’t make that appointed time, when is your Plan B writing time?
  • Your in-laws are visiting? This is your one opportunity to say (and mean) “Ain’t nobody got time for that!” Okay. We all know that’s not going to work, so instead, explain that you’re writing an entire friggin’ novel in a month, and you’ll need some quiet and alone time every day for at least an hour.
  • Crap. You missed a day.  How will you make up for those 2,000 words? Write 4,000 the next day? Spread it out over a couple of days?
  • Outline your entire novel in September and October. Take as much time as you need on your outline. Know the story you are going to tell so you don’t get stuck during November.

Use the tools that are available to you.

Take advantage of the NaNoWriMo website, which sends you helpful tips as the month goes on, provides tools to help you track word count, and connects you with other crazy writers NaNoWriMo participants.

NaNoWriMo may not work for everybody.  But if you’re looking to jump in to your first book, finish writing a book, or set up a daily writing routine, it’s an extremely efficient practice.  Remember, it’s never too late to start, and it’s never to late to try something new. You may find that concentrated bursts of writing help you complete projects and help you establish a routine that works for you.

 

***

Kristin Luna is a Marketing Consultant by day and writer by break of dawn. She sings to one of her cats, but the other cat doesn’t care for her voice. Kristin, a descendant of the 74350infamous Dread Pirate Roberts, is currently working on a Young Adult fantasy trilogy. When she isn’t contemplating marketing campaigns or writing, she’s designing handbags for gerbils, playing board games, tasting craft beers, teaching her cats sign language, reading, or getting in cabs saying, “To the library – and step on it!”. She is kidding about only two of those hobbies.

 

Breaking Into The Next Level Of Craft

MountainWe all know the journey to becoming a professional writer is a long one.  It takes a while to “Break In”, and no two writers ever seem to take the exact same path to get there.  New writers are told to keep working, be persistent, and they’ll get there.

It’s like dropping off an inexperienced climber at the base of a challenging mountain and telling them to just start climbing, and eventually they’ll make it to the top.

But there are trails on a mountain, easier paths marked by those who have gone on before.  True, but someone who knows next to nothing about mountain climbing can still easily get lost.  Same for writers.  There is lots of help available, but sometimes we don’t know enough to know what’s missing when we get stuck.

Climbing a mountain is done in stages, and one thing that comes as a shock to some new writers is that becoming a professional writer is similar.  We don’t Break In just once.  There are levels to craft, plateaus we reach on our journey.  Sometimes we get stuck there, unable to Break In to the next level and resume the climb up toward the ultimate goal.

Throughout the month of September, we are going to explore some of these writing plateaus where we’ve been stuck, and ways we’ve found to pass the barrier and Break In to the next level of craft.

Sometimes we need a mentor, a writing group, or an unusually honest loved one to tell us we can do better.  When I decided to pick up writing several years ago, I pounded out 70 pages in one weekend and thought, “I’m on my way!” My wife read those initial chapters and said, “I don’t like your protagonist.”

She was right.  He didn’t work.  First obstacle.

Thankfully the answer to that one was straight-forward.  Swallow pride, throw away thousands of words of crap for the first (of many) time, and start again.

Sometimes we need a seminar or a conference or a book on writing to illuminate the shadows and show us a couple steps forward down the path.  We might need to arrange our schedule better to find more time to write.

And sometimes we just need to write another hundred thousand words of crap before we get it.

In the end, we all hit multiple plateaus, or ruts that block our forward progress.  But we don’t have to stay there.

This month the shared wisdom and experience of the entire group will help map out some possible routes to reach the next plateau.

From Zork to Halo and Back Again, Part Two

2389904-master_chief_in_halo_4_wide[1] A guest post by Aaron Scott Hildebrandt

If you haven’t done so yet, make sure you read From Zork to Halo and Back Again, Part One.

Computers, as a storytelling medium, are separated by the mediums that preceded them by a simple but important difference–computers are technology, and technology is constantly shifting. At first, personal computers were glorified word processors, and naturally some of the first stories told on computers were the same stories we had been telling in books, but with some added eyestrain.

It wasn’t long, however, before the medium evolved. With computers, stories could be manipulated in ways that were never possible with just a printed page. Out of this one of the earliest computer game genres was born: interactive fiction. Essentially, these were books that cast the reader as the main character, telling stories in second-person while giving the reader control over where they went and what they did. It’s a setup we’d already seen in previous mediums; the Adventures of You books, followed later by the Choose Your Own Adventure series, played with this very effectively, though the interaction you could have with the book was confined to choosing one of several predefined paths through the narrative.

Role-playing games like Dungeons and Dragons (the direct inspiration for the first piece of interactive fiction ever written, Will Crother’s Colossal Cave Adventure), used a mixture of written and oral storytelling to achieve this. But computers could do this on a much more impressive level–stories could have more variation, more interactivity, and could achieve this without the reader/player having to rely on another person to tell the story, or dice rolls to determine random outcomes. It was awesome. It still is.

It wasn’t just interactivity that set computers apart as a medium. In 1992, William Gibson’s poem “Agrippa” took advantage of the fact that, on a computer, words were mutable; as you read the work, it deleted itself from the device it was stored on, driving home the poem’s feeling of loss. When all computers could do was store and manipulate text, it created a fertile ground for experimentation. We can thank this era for some of the most impressive examples of the medium, such as Steve Meretzky’s philosophical masterpiece A Mind Forever Voyaging, and Tim Anderson, Marc Blank, Bruce Daniels, and Dave Lebling’s definitive game Zork (and its numerous sequels).

But as I said, technology shifts. After a while, computers started pumping out more than just text. Soon, there was sound, and then graphics. Now, only a handful of years later, we have high-definition ray-traced stereoscopic visuals, 5.1 surround sound, and fifty-inch plasma displays (not to mention motion controls, virtual reality helmets, and the Rez Trance controller). Things have changed.

This constantly shifting technology has a peculiar effect on storytelling. At first, computers could be used to emulate the storytelling we used in books. Then the medium evolved, and people used it to tell original stories that could only have been told in this medium. But with the advent of computer graphics, we found we could emulate stuff other than books. We could draw on new inspirations and translate other mediums, like movies. Imagine movies where you are the main character! In a way, it was the holy grail of entertainment–something that involved multiple senses and placed you in the middle of the story.

This is where the history of computers as a storytelling medium breaks from a lot of the mediums that came before it. The idea that computers could be used to tell the same sort of stories we saw in movies–with bonus interactivity–launched us into a technological arms race. With the static mediums that came before it, we had a lot of time to sit and think about how we could use the medium to tell stories in new and exciting ways. With computers, however, we became obsessed with telling the same stories with newer technology, over and over, each time embracing the new technology but almost never pushing the medium. By and large, we treat computer and video games like we treat movies; we use the same visual language, the same story structure, the same narrative tricks. Instead of evolving the medium to tell new stories, we put innovation on the backburner. What separates games released one year from the games released the next isn’t a daring new approach to computer-aided storytelling–it’s iteration.

In a way, I wish a giant pause button could be pushed on the computer industry, forcing everyone to get creative with the toys we already have. But as much as the technological arms race has stunted the growth of computers as a storytelling medium, it’s also gotten us to an incredible position for innovation. The computers we have now are cheaper and more accessible than they’ve ever been before, and it’s allowing an incredible amount of people to get into computerised storytelling–people who are less obsessed with chasing the technology curve, and more obsessed with pushing the medium.

Offhand, I can think of numerous games that tell stories that could never have been told–or at least couldn’t have been told nearly as effectively–in other mediums. Façade, by Michael Mateas and Andrew Stern, casts you as the friend of a quarrelling couple, using a simple interface to tell you an intimate, emotional, and deeply mutable story. The recently released Papers, Please, by Lucas Pope, has you playing an immigration inspector, the story dictated only by the simple action of accepting or rejecting passports. Zoe Quinn’s phenomenal Depression Quest puts you in the shoes of someone dealing with chronic depression, using an extremely clever interactive device to stress how powerless those fighting depression can feel about their situation.

It’s no coincidence that all these games use very simple graphics and are usually the product of extremely small teams–often just one or two people. None of these stories use bleeding-edge technology. Instead, they use existing tools to tell new stories, leveraging the aspects of computers that help them construct their narrative and discarding the ones that don’t. People with no background whatsoever in programming or computer sciences can now make interactive stories in their spare time, and many do.

Of course, there’s more to computers than keyboard, mice, and screens, and this is one of the preconceptions we need to shed. Alternate Reality Games (or ARGs), popularised by Elan Lee and Jane McGonigal, use computers to pull off incredible feats of storytelling that break free of the constraints of the screen, telling single stories across websites, emails, videos, and phone calls. Epic, multimedia stories like The Beast and I Love Bees couldn’t have been told without the use of computers. Players of the hilarious, fantastic, and impeccably named game Johann Sebastian Joust (made by Copenhagen-based Die Gute Fabrik) might forget that there’s a computer involved at all–though the game is played with video game controllers, the screen can be ignored completely by the people playing it.

Sometimes it’s hard to imagine that the same medium has spawned Colossal Cave Adventure, Call of Duty, Façade, and The Beast. Computers might be the most versatile and powerful storytelling medium that’s ever been found, and its potential has been largely untapped. We’ve gotten a little stuck. But that doesn’t mean it’ll stay that way–science fiction has already dreamt up countless ways we can use technology to tell stories, from the magic of Star Trek’s holodeck to the fever dream of William Gibson’s virtual reality to the educational potential of Neal Stephenson’s A Young Lady’s Illustrated Primer. We’re ready for the next stage in computerised storytelling, whatever that is.

As a storytelling medium, computers have still only flirted with greatness. But we also need to remember that using computers to tell stories is still a brand new thing–we can forgive this little hiccup. We’ve been telling oral stories for so long that we have no idea when we started. We’ve been writing down stories down for at least four and a half thousand years. Novels have been refined over four hundred years, and we’ve been making films for a hundred and thirty. It’s only been fifty years since the first computer game, and less than forty years since we started using computers to tell narrative stories. This is where things get interesting. Right here, right now. The medium has become accessible, prevalent, and open to experimentation. It’s time to start throwing shit at the wall–some of it might even stick.

Guest Writer Bio: Aaron Scott Hildebrandt
Aaron Scott Hildebrandt is a narrative designer and animator living in Vancouver, Canada. His work can be found in a number of games, including Halo: Anniversary, Halo 4, and Remember Me, as well as the web series H+. He’s also the author of the upcoming web serial Hanna Buys the Farm.

From Zork to Halo and Back Again, Part One

zork_1[1] A guest post by Aaron Scott Hildebrandt

When you start a conversation about storytelling in video games, it’s hard to not immediately jump to discussions about the writing in Halo, Call of Duty, Uncharted, God of War, and the other games that have graced living rooms across the globe. There’s a lot that can be said about the stories in these games–both how they’re written and how they’re presented. Some of these games tell expertly penned and deeply engaging stories, and there are some seriously talented people behind them. People like Ragnar Tornquist, Amy Hennig, and Chris Avellone have left their prints on the entire industry.

But at the same time, the industry as a whole seems like it’s stuck in a rut. There’s something oddly familiar about a lot of the stories being told. Since games like Dragon’s Lair first appeared in 1983, it’s been hard to avoid phrases like “it’s like playing a movie.” And that’s a pretty good summary of where we’re at with computer-based storytelling–we’ve been transplanting the movie experience and casting the viewer in the leading role, rather than leaving them as a disembodied spectator.

Of course, things haven’t always been this way. A lot of us remember the early days of computer gaming, and to compare those experiences to Hollywood blockbusters–or even low-budget indie films–would be kind of hilarious. In fact, those early games seemed like they were on a different medium entirely. So, how did we get using computers to tell stories about battling dysentery in Oregon Trail or exploring mysterious white houses in Zork to defending the universe in Halo? More importantly, where did the dysentery and white houses go? To find out, we’re going to have to rewind a bit. And by “a bit,” I mean “through most of human history.” It’s kind of a long story.

Marshall McLuhan’s phrase “the medium is the message” has gotten a nauseating amount of attention since it first appeared in 1964. There’s a good reason for that–the stories we tell are directly affected by the way we choose to present them. Some stories work across all mediums, while others are so deeply tied to their medium that it would be almost impossible to attempt it in any other. That might not seem like much of a revelation, but we’re living in an odd era that’s become obsessed with translating stories between mediums while pretending that the core of each story will remain intact.

For a while, almost every major movie release saw a companion “novelisation” released in bookstores. Some of the biggest movies (and TV shows) of the last ten years have been adaptations of popular books, comics, and graphic novels. And sometimes, this all works out. There are a handful of examples of beautiful synergy existing between the two mediums, especially when stories are translated from one graphic medium to another. Frank Miller and Robert Rodriguez demonstrated this extremely well with Sin City, a movie that literally recreated the graphic novel panel for panel, shot for shot. But for each time it works, you have a hundred other attempts that are met with a shrug, followed by the damning phrase “the book was better.”

There’s always been an interplay between the different mediums we use to tell stories, and it’s pretty obvious as to why this happens. At one point, every medium is new. Early oral storytelling established a lot of the techniques we still use to string narrative together. Speaking words aloud could transport people to other times and places. Dialogue could be spoken on behalf of people who only existed in the imagination of the storyteller. But you can’t tell every sort of story with your voice alone.

When the first stories were written, it shouldn’t be surprising that what people wrote were, essentially, the same sorts of stories they were already telling orally, and the stories were told in much the same way. They transcribed. As time passed, though, we started to find new and interesting ways to tell stories. We discovered the novel, Don Quixote setting the stage for an entirely new way of telling stories that just wouldn’t have been feasible had Miguel de Cervantes Saavedra attempted to speak it aloud instead of commit it to paper.

Once we broke free from the previous mediums and embraced what made writing different, we were able to tell stories in totally new ways. Writing, as a medium, is still continuing to surprise us. Jonathan Safran Foer took a physical knife (okay, well, a laser cutter) to the pages of Bruno Schulz’s Street of Crocodiles, creating an entirely new book from its fragments (Tree of Codes). Both David Foster Wallace and Mark Z. Danielewski have written books that parody the medium itself, hiding the most interesting parts of the book in footnotes and sidebars. Even though they found their root in the same storytelling devices that preceded them, written stories evolved.

Every medium goes through this evolution. At first, we attempt to use new mediums to clone old stories, and while there’s certainly a sense of wonder and discovery as this happens, it’s the evolution that keeps us excited–the adventure of bending and twisting that medium to create something new. Every new medium opens up the possibility of telling original stories that excite and surprise us in ways we’ve never experienced before. Movies took ideas from theatre and radio and turned them into something new. Summer blockbusters would, by and large, make dreadful books, but movies can tell stories that are loud and bright and impossible to experience firsthand. They can actually show us things instead of simply describing them. They can hide details and use focus pulls to draw our attention around a scene in an extremely nuanced way. Movies like Timecode and shows like 24 played at telling stories in real-time, something that would be nearly impossible to experience if we were reading them instead of watching.

(A quick aside: I have no idea if anyone has ever attempted to write a real-time book. Essentially, every three hundred words you write would have to cover about a minute of action. If anyone knows of someone who has attempted this, please let me know, because I owe that person a beer.)

There is one medium, however, that ended up on a different evolutionary path than the mediums that came before it. When we started telling stories with computers, what used to be a cycle quickly became a rut.

Jump to From Zork to Halo and Back Again, Part Two

Guest Writer Bio: Aaron Scott Hildebrandt
Aaron Scott Hildebrandt is a narrative designer and animator living in Vancouver, Canada. His work can be found in a number of games, including Halo: Anniversary, Halo 4, and Remember Me, as well as the web series H+. He’s also the author of the upcoming web serial Hanna Buys the Farm.