Starting Over

So you’ve just finished writing your epic manuscript. It is your masterpiece; the story you’ve been born to tell, that you have poured all of your heart and soul into for months, if not years, on end. You’ve carefully chosen every word and phrase, and did a ton of research to make sure the story was authentic. In your mind, it is perfect.

Then you hand the story you are so proud of over to your beta readers or your content editor to look over. And they shred it. They find massive, gaping plot holes, or serious believability issues, or huge flaws in your character development, or serious inconsistencies with your setting, or technical/historical inaccuracies. Or even worse, all of the above. Nothing short of a complete overhaul is what you need to make your beloved story publishable. And the story is too dear to you for you to discard, so that means you’ve basically going to have to rewrite the whole thing from scratch. So how do you go about handling that?

I’ve had a few instances like that, where I had to take my idea back to the drawing board after someone I was pitching my ideas to swiss cheesed a number of my concepts and characters. So here are some of the approaches I took.

Find Your Core

You really want to start by getting to the heart of your story. What is your story really about? What is the driving conflict and theme? Oftentimes, problems arise when your story drifts too far away from its central themes and conflicts. Examine your characters and the world they exist in. You should be able to summarize the essentials of your setting and each character in a sentence or two. Boil everything down to this core and start rebuilding from there.

Asking Why

When finding your core, the best way to develop things is to look at the tenements you are building your story around and asking why they have to be that way. Why is your heroine so cynical? Why does your villain want so badly to execute his nefarious plot? Why is that landmark in your setting so meaningful to the narrative? Come up with answers to those questions, and then ask them again of your new answers. Get to the bottom of why your most important elements are so important, and use that as the basis of your retelling of your story.

Delve Into Your Backstories

sometimes the best way to fix what is going to be in your story is to delve into the details that won’t be in your story. Your backstories give flesh to the skeletons you have of your setting, plot and characters, and give you reference points to use when developing your story. Take the elements you plan on introducing and the concepts that might need some explaining, and explain them: where they came from, how they got to be the way they are, and what effect they have on the rest of the world and characters. Be cognizant of inconsistencies and stuff that flat-out doesn’t make sense within the context of the story you want to tell.

It might even get to the point where you need to create an entire story bible or sourcebook to explain everything that is going on in your wold and with your characters. I plan to address the ins and outs o creating one in a future blog post.

Double-check Your Research

There may be instances where your critics poke holes into the accuracy of some of your story elements. When this happens, then its time to delve deeper into your research. New information is constantly being added for just about any topic, and perhaps some of the information you gathered at the time has been further developed, or even refuted. So it would be prudent to do a double-check to make sure that the information you gathered is still accurate and relevant. Make sure your facts are straight and that they apply properly to the story you are telling.

And this research includes the overall criticisms from your beta readers and content editors. Take a second look at what they had to say about your story elements and see if you can address those critisisms directly in your rewrite. In addition to the negative stuff also pay attention to the stuff they liked or that really caught their attention. These are elements you want to build on and prominently feature.

Try Something Different

Sometimes the best approach is to take your core ideas and simply build something new out of them. Both fantasy stories I am currently seeking representation for as of his post had instances were I had to do that. My urban fantasy thriller Needle of the Southside came about from a failed sci-fi/fantasy hybrid epic I was writing in the same vein as Final Fantasy 7’s narrative. While bouncing ideas off of my content editor, she found a ton of questionable plot and setting issues with the story as I was planning it (I actually had thumbnailed a 4-issue comic book about the story at the time). So I had to scrap the story and restart the narrative. In doing that, the core story elements, along with her insights, led me in an entirely new direction for the story.

Likewise with the fantasy epic I wrote called Return of the Tyrant. There were a ton of plot elements and adventures I had planned for the heroes of my story, but while talking about my ideas with my content editor (we bounce story ideas off of each other often), she found that many of my ideas would be problematic to execute in a first novel, if at all. So I heeded her advice and put those ideas on the shelf for further development, but that left a void in what I had planned for he first book. So I had to craft new adventures, which meant introducing new characters and settings, which took the story in an entirely new direction from what I had originally planned. The adventures I originally had in mind can still be used, but I will now have to adapt them to fit the new direction the story is going in for future follow-up books.

Starting over can be a frustrating, daunting task. But if you are up to the challenge, you can take the remnants of what didn’t work, and truly craft something memorable, which will be many, many times better and more engaging than what you had originally come up with. So don’t be afraid of the process.

Magic: The Gathering and the Art of World Building, Pt. 2

If you’ve read my previous post about how the card game Magic The Gathering uses its cards to build worlds, you know that I feel this could be a valuable tool to help a writer flesh out the setting of his or her story. I briefly explained how I did it, but now the question becomes “how can YOU do it?”

I have a few tips.

In MTG, the cards are elements of a world: flora and fauna, people, cultures, landmarks, important events, etc. Each card has its own mechanics that tie in not only to the game, but also to the element represented. For instance, if I were to make a card for one of my characters from my new manuscript Return of the Tyrant – an elf that is the last surviving elf in his world because he killed every other elf, it would be a creature card that destroyed every other elf in play and prohibited anyone from bringing any more elves out until that elf was destroyed. Now the card itself tells the elf’s story whenever you play it. To the makers of MTG, this is called “flavor.”
Each piece of flavor you add to a given element, whether it be a picture depicting the element, or some text explaining the element, or built into how the card works, deepens the story of the element and adds new dimension to your world.

Magic: The Gathering’s Color Pie

MTG’s foundation is a color-based system that defines every aspect of the game. there are five colors, each with its own personality and methodology, and that is the lens through which every aspect of the game is focused. (broadly: red=freedom and emotion, white=order and selflessness, black=selfishness and pragmatism, green=nature and balance, blue=intellect and invention) Each culture, creature, event and landmark is seen through the view of what color ethos it most closely represents. This actually makes defining the core aspects of worldbuilding elements easier because it gives you a base to develop around. If you have a culture of stoic warriors, you might want to lean them in the direction of a red-white combination, if you want some mad scientists, you make them red and blue or green and blue, and a mafia-like organization would be white and black. A cold, calculating manipulator could be blue-black, while a classic good guy could be monowhite.

Using a Game to Discover Your Story’s Theme

By using a game to develop your world, you can also detect broad thematic elements that can help you develop your story. Every world in Magic the Gathering has an overall theme, whether it be the adventure world aspect of Zendikar to the History-reverent world of Dominaria. once you discover the themes behind your world, you can use that as an aspect of your story. for Return of the Tyrant, the theme of extinction and lost civilization became prevalent as I was developing the cards in my game.

I’ve discovered two approaches to this method that work well. The first is what I call a Tourist mentality. You are a visitor to your world, and you are merely recording the stuff you observe as you travel through it. This is good for coming up with the people, animals, vegetation, landmarks, etc. that make up your world. The second is what I call the Historian’s mentality. Your job is to archive and describe in brief the histories and cultures that shape your world. This is how events, backstories and traditions get created…and often are good incubators for spinoff and follow-up stories.

Now, you don’t have to use MTG exclusively to do this. Any game can be used this way. even such classics as Monopoly and Chess. Or better yet, you can try your hand at inventing your own tie-in game. This would be a good idea because you now have a ready-made merchandise item once your book gets published.