Method Writing Experiment: Preparing for 100 Hours Without Sleep

As you may remember, I have been known to engage in something I’ve decided to call “Method Writing”.

If you’re unfamiliar with Method Acting, basically it’s a technique employed by actors to put themselves in the psychological state of the character they’re portraying, to convey a more realistic sense of that character.

Robert DeNiro drove a cab on twelve hour shifts for a month before filming Taxi Driver.

Daniel Day Lewis has gone to extreme lengths to get inside the minds of his characters, spending months learning new skills and getting into their heads.

You get the idea.  Doing things in real life that your character would do.  Living as they would.  Amassing their experiences, so you have the emotions and memories of those experiences to draw on for your performance.

Writers are portraying characters as well.  We have to portray them all.  Every single entity in a book is characterized by a single individual.  Just take a moment on that.  Every single entity in a book is characterized by a single individual.

Good writers will have a cast of stock characters that they can draw from to make things easier.  You change details, mannerisms, speech patterns; the surface stuff that makes us different from one another can be changed as easily as a costume, and is about as effective at characterizing someone.

But the core of characters, the very heart of what makes someone tick, how many of those do we know?  How many people do we understand, really understand in their heart of hearts?  A good writer will have a few.  Enough to get by.  Great writers have more.

Thus, the more people we can understand, inside and out, and truly know, the more effective we can characterize the plethora of people needed to populate our work.

And Method Writing is one of the ways to do that.  You try new experiences, go to new places, learn the things that your character will know, so you understand them better.  Do you think I’d’ve guessed that a good Projectionist in a new building would have a roll of micropore tape in their pocket?  No.

So: getting into the mindset of a character is key to portraying them realistically.

And yes, having similar experiences to that character helps us draw on genuine emotions and thus aids in achieving a level of realism that will translate into a more rich and lifelike individual.

Of course, we are writers; our job is to imagine these things.  But we cannot work in a bubble.  We’re always using our own experiences, the people we know, the things we do, to insert realism into our work.

I’m currently writing a book which requires me to know a lot about sleep.  And insomnia.

I’m already having to invent dozens of people.  I can’t really go be a paramedic, or a sound mixer for Skrillex, or an artist working in Paris.  But I can understand what it would be like for them to be sleep deprived.

My next experiment is to remain awake for 100 hours.

During this time, I will periodically measure five things:

My blood pressure and heart rate.

My mental acuity, using simple math and reading comprehension tests.

My ability to see and sort colours.

My reaction time.

I’ve been taking readings on all these leading up to my experiment, so I have a baseline.

I have excellent blood pressure.  🙂

I see colours pretty darn well.  (Seems by biggest weakness is in the blue area of the spectrum.)

My reaction time is pretty constant.

My math skills are pretty good (always been quick to do basic math in my head, except, for some reason, the eight times-tables, which is apparently the blue of single digits).

My reading comprehension is good (the test itself had errors in it).

So I have a benchmark, because I want to have actual data points to compare to when I’m doing these things on no sleep.  I’ll try to do them every twelve hours.

What do I hope to gain by staying awake for 100 hours?  A better understanding of what my characters would be going through.  I could fake it.  I could probably write a good approximation.  But having lived it will bring an air of authenticity to the work that I will feel much better about.

Understanding people is key to writing realistic characters.  

I’m not going to enjoy doing it, but I will enjoy having done it.

Sometimes I can’t experience what my characters are going through.  But these rare times when I can, I feel an obligation to at least try.

Thanks for reading.

Heidi out.  

P.S.: (I will report back in one week, when I’m just at the tail end of my 100 hours.  I apologize in advance if it is riddled with insanity and/or is generally a mess.  I will of course do a followup with a more articulate account of how it went.)

P.P.S.: It’s different from Gonzo Journalism, or Gonzo Writing, in that I’m not inserting myself into the narrative.  It is a technique which serves only to help me understand and bring realism to characters in a story.

P.P.P.S.: I’ve been reading up on sleep and sleep deprivation a lot.  I’m not going into this blind.  It is the last step in my understanding, not the first.

SiWC Post 1: Power Editing with Robert Dugoni, and a Book Giveaway!

This past weekend was mega busy, and oh so fun.  I volunteered at the Surrey International Writers’ Conference, and worked my butt off for them.  In exchange, I got to pseudo-attend the conference.

I went to a masterclass, panels, and talks, and met some amazing people.  I’m going to do several posts on SiWC, because trying to fit it all in to a single post would be madness.  Just like trying to fit a whole year’s worth of writerly-networking and craft-discussion into a single weekend.

So!  Before I give out my notes from the Power Editing Masterclass, do go check out Robert Dugoni.  He was an excellent speaker, and in addition to giving me some things to think about, he managed to sell me on checking out his books.  (You can also have your chance to check out his books, courtesy of me!  Check out my note at the end of this post about winning his book!)

Onwards!

Please note that this is a mix of Robert Dugoni’s talk and my own opinions.  I made bare-bones notes, enough to trigger thought processes in my own mind, so what you’re about to read is a mishmash of his teachings and my experiences.  It ended up being more about story structure than editing, but it’s all relevant.

Also note that these are notes from a masterclass– this is not day 1 writing.  I’m not going to explain some of these terms.  You can look them up!  🙂  It’s still pretty approachable.

My brain had a little trouble right off the get go.  He mentioned that he’d done 14 drafts of one of his novels.  FOURTEEN DRAFTS.  This was one of those wonderful (read: terrifying) moments when I wondered “Am I doing it wrong?”

I knew some writers (myself not among them) wrote many drafts.  But FOURTEEN!  I tend to write one novel, re-write certain sections of it, and edit the crap out of it.  But I also outline beforehand… People that write a lot of drafts tend to be pantsers (they write by the seat of their pants, without much outlining).  If you plan it out, you know where it’s going, and thus don’t need to rewrite the darn thing so many times.

Once I got over that little factoid, I got right into:

Where the author intrudes on the story.

1) Opinion

Inserting your opinion into the work will bring the reader out of it.  Your opinion can come in the form of narrative judgement or even in the opinions of your characters.  This is difficult, because characters need to have opinions; convincing the reader that it makes sense in the context of the character is imperative if they’re to believe that it’s not yours.

2) Info Dumps

Insert information into conversations, naturally, so it’s not just unrelated information.  Sure it’s great to do your research, but you’ve got to get it into the story in a way that doesn’t jar the reader out and scream “LOOK AT ALL THE RESEARCH I DID”.

3) Biographies

No one introduces themselves and gives their life story.  Give characters information over time, naturally.  And don’t give information on characters that don’t matter or that we’ll never see again.

4) Flashbacks

Flashbacks are tricky.  Chronology works well to help story structure, and when you mess with it, things are bound to get ugly.

Basically, get your info across through your dialogue.

Appeal to core motivations: fear, love, wrath, envy, lust, greed- if it’s a deadly sin, you can use it.  People will identify with your character motivation if it’s universal.

High stakes: make the story personal to your character.

At the climax (the failure of the quest, followed by the triumph), remind the reader: what is at stake?

What is the physical journey?

What is their motivation?

What is the public stake?

What happens in the world, for other people, as a result of the quest?

What is the personal stake?

What happens to our character, personally, as a result of the quest?

But I’m way ahead of myself.  Let’s talk about

The Beginning.  

Do 5 things in the beginning.

1) Set the tone.

The reader should get a good feel for how the rest of the book is going to go.  What kind of story are you telling?  Is it funny?  Grave?  Who is telling it?  Let them know what they’re in for within the first few pages.

2) Introduce the protagonist.

Who’s quest is this?  Who are we rooting for?  We need to know this right off the bat.

3) Create empathy for your characters.

We want to identify with characters.  As writers, we need to give our audience reasons to like our protagonist, to want to go on a journey with them.

4) Hook the reader.

Get ’em invested.  You need to communicate that this story is worth their time, and you do that by hooking them with the most exciting, most pertinent part of the story.  Why are you telling this particular one?  Why should the reader care?  Get them interested.

5) The first sentence poses a question, and early on, a story worthy quest is set up.

The following five questions can be used to describe any story.

Who?

What?

Where?

But when…

What stands in the way of their goal?

Let’s try it out.

Alan Grant is a palaeontologist who is invited to Isla Neblar to vet a new dinosaur theme park.  But when the attractions break free from their enclosures, he must help the others on the island traverse the facility and escape from the once extinct predators.

Who? Alan Grant. What is he?  A palaeontologist.  “But when”? Got it.  And of course, the dinosaurs are in the way of his escape.  Easy!  You can boil down any movie or book into these five points and get the basics of the story across.  It’s what makes or breaks elevator pitches as well.

We are at the end of the first page of my notes.  Good job!  Have a silly picture to give your noodle a break.

Ok, let’s get back to it.

1) Senses: appeal to them all to set the scene.  Put your reader there.

2) Goal: ever present.  Each scene is about realizing the goal, or about revealing character.

3) Obstacles: Escalating.  Each one reveals a new character trait; don’t show your character overcoming the same kind of obstacle over and over, challenge them in different ways each time.

4) Conflict.  Always conflict.

5) The final words of a chapter raise a question to keep the story moving, keep the pages turning.

On to The Middle.

The middle= the crossing of the threshold —> the climax.

Here is where we find out

1) Whose story is it?

2) What’s the through line of your characters?

3) How are they to achieve their goal?

4) Who helps them achieve it?

5) Who hinders them?

Which brings us to

The End.  

You must fulfil the promise, the promise you made the reader at the beginning (a story worthy quest, a character they want to follow).

The end must be completely inevitable, but unexpected.

The end must be satisfying.

The end has one more big obstacle.

Let’s talk about twists:

A twist is either an escalation, or a revelation. A twist is inevitable, yet unexpected.

There can be a twist of:

Character (like in the Wizard of Oz, the twist with ‘the wizard’)

Awareness (like in Planet of the Apes, when he realizes where he is)

Complexity (like in The Game, how everything was much more complex than anyone in the story or the audience realized)

Cleverness (like basically all of Sherlock)

Danger- the peril isn’t what we/they thought it was, it’s much, much worse, or different.

In the end, no new forces may be introduced, and no new characters.

When you’ve got all that (you did get all that, right?), then:

Go through scene by scene.  Ask yourself, do you need it?  Does it a) move the story forward or b) reveal character?

Raise a question with the first sentence of every scene.  We spend so much time on our first sentence, our first page; make every start of a scene that important.

If it can be presumed, it can be cut.  You don’t need a whole ton of description for mundane things.  He picked up the cup of water and took a sip.  No!  He took a sip of water.  There’s tons of actions that just don’t matter- cut them.

Readers’ emotions mirror the characters’ emotions.  If the protagonist cares, the reader will care.

Describing clothes: let details be revealed in motion.  Movement/action= active.

Her hair was red, her eyes were green.  No no no!  

Her red curls bounced behind her as she ran into the room; her green eyes darted from the gun on the floor to the knife in Robert’s hand.

And now one of those points that gets made that blows your mind (at least, it blew my mind, particularly because it has effected me and I didn’t realize it):

Secondary characters can be more interesting because main characters are too much like us.  My first novel’s protagonist IS too much like me.  And who did I pick to follow for the second book in that series?  A much more intriguing secondary character.

My notebook has a word that stretches the entire width of the page after that note…

DDDDDAAAAAAAYYYYYYYYYYYYYYUUUUUUUUUUUMMMMMMMMMMMMMMM

Looking at character development: just one step up the ladder is enough.

1) The character cares only about themself.

2) The character cares about 1 other.

3) The character cares about a group.

4) The character cares about a community.

5) The character cares about all.

You can have character growth that doesn’t involve them becoming a saint.  Just one step up in this little hierarchy is enough to show development.

You did it!  You got to the end!  That’s it for that class.  It’s all over the place, I know… Hope you found it useful.  I sure did.

Or if you were more like

then I thank you for stopping by nonetheless.  Sorry for the technical post; I hope other writers find it helpful!

And now dear readers, I offer you a chance to win a book!  The first book in Robert Dugoni’s David Sloane series, The Jury Master, could be yours!  Just leave a comment below, or head to Reddit and comment in this thread in /r/books.  If you do both, I will count you in for two entries!  I will draw one person at random in one week (on Wednesday, November 6th), and I will contact you for your details.  And then you will have the first book in this thrilling series!

I will congratulate the winner in next week’s post.  And if you don’t win this time, I’m planning on doing more of these, so you’ll have more chances with other great books.  🙂

Next up: Surrey International Writers’ Conference Idol: Crushing Hopes and Dreams in front of Hundreds of People for Fun and Profit!  (j/k it was actually really useful, interesting, and fun!).

Thanks for reading.

Heidi out.

12PAX: Coming at it as a Writer

This was my first PAX.

For those not in the know, PAX is Penny Arcade Expo, a gaming convention.  It spanned the three days over the Labour Day long weekend, and had many things that interested me.

I went to a ton of panels with interesting people talking about interesting things.  I mostly tried to come at it from my perspective as an author.  It was nice; a lot of the talks really applied to writing, and not just in video games.

I wanted to share a bit about some of the writing related panels I went to, and the points I took away from them.  The speakers were engaging and humourous, informative and well thought out.

First up: Loving The Alien: Non-Humans in Fiction and Games.

This is extremely relevant to writers of science fiction and fantasy in particular.

The panelists were Erin Evans, author of Brimstone Angels and The God Catcher, David Noonan, lead writer of TERA, and referenced weekly in our D&D campaign, and Keith Baker, creator of the Eberron campaign setting in D&D, writer of two trilogies, as well as the creator/writer on a host of other RPG and computer games.

I know, right?  Writers makin’ it.  So good.

These good folks talked about non-human characters and the challenges faced by writers trying to flesh them out.  It was interesting, though I felt rather pretentious when I had the thought “I know all this.”  I DON’T know all this, but I guess it feels like that sometimes when you’ve spent time thinking about a topic.  …But then, I’ve been doing A LOT of thinking about this; I am in the throws of writing a novel where the main character is non-human.

The one point I hadn’t really thought about was, when you have non-human species, show them interacting in places where they’re forced together with other species.  You get to see all kinds of tensions, their differences, but also their similarities when you show where their borders clash.  Showing a non human character in their element is fine and dandy, but show them at odds with other species to really make them shine.


The next day, a panel that caught my eye was called Making Magic Work: Designing Magic Systems for Games and Books.  I was, unfortunately, behind the last person admitted.  :/  The Tabletop Theatre was consistently too small for the number of people that wanted to see the panels there.  I saw tons of people turned away from every talk there!  I hope next time they have a bigger venue for such interesting panels.  I found an interesting read if you’re into magic systems.

One good thing happened there, even without me actually getting into the panel: a girl in the line got a game going.  It was a simple game to learn, and a lot of fun.  It drew strangers together.  I purchased it post haste!  I ended up proliferating her idea, and started a game of it while waiting in another line up.  It was just a fun social interaction that left everyone feeling great.

The game is “Spot-it” if you’re interested.  Colours and shapes; you’d think it was easy.

Anyway!

Later that evening, I attended “Setting the Mood”, on what makes a good RPG.

I was pleased to see Keith Baker again; he had a lot of interesting things to share about his experience with RPGs.  Also on the panel were Will Hindmarch and Logan Bonner.

These guys had a lot of RPG experience between them. They went over many great ideas, from using music as an aid, to party cohesion, to dealing with problem players. It was all about steering the story in the direction it should go, helping players play their characters, and just having a good time.

Ok, not explicitly about writing, but it was about storytelling.  It was a lot of anecdotes, some good Q&A, and just a lot of fun.

On the third day, I went to a panel called “Sympathy for the Devil: Creating Killer Villains for Games and Books.”

This was a lot of fun too.  It was hosted by, again, the fantastic Erin Evans, as well as Susan Morris (author of Writers Don’t Cry, five books, and D&D for kids!) and Philip Athans (author of several of the Forgotten Realms books).

What this panel made me want to do was just talk with them about vilains.  Interesting panels have this effect.  It sometimes causes the Q&A to get a little dumb (we’re here to hear the panelists, not you, random audience member).  But my friends, who were also listening with me, and I had some great discussions afterwards about villains and villainy.

It was interesting hear the panelists talk about their favourite villains; my friends and I made observations about them based on which villains they identify most with.  I completely agreed with Erin Evans, who said the her favourite, Ozymandeous, was not actually a villain.

One of the most interesting points they made was to have someone trusted turn out to be the villain.  Guy keeps supplying you with weapons?  Arms dealer bent on destabilizing the region for his master plan.  Sometimes it’s easy to have a stereotypical view of villains.  But the best villains have good ideas, make you want to join their cause, help them carry out their grand plans.  It just so happens that they’re going to kill millions of people in the process.

The more human you make your villains, the more compelling they are.

So, that was PAX from a writer’s perspective.  There were a lot of other interesting things going on, and I think in my next post, I’ll write about it from the perspective as a gamer.  Good times.

…Especially when the creative team from Ubisoft joined our gaming session in our hotel on the last night.  Wow.

But more on that in my next post!

Thanks for reading.

Heidi out.

Dreaming of my characters again…

Reading through the completed manuscripts of my Spell Carriers series has had an unintended side effect: I’m dreaming about them. This is way cool. Even the one where I was stalking a Trook through a house was way cool.

Last night it was Banhaks. He was coming home from being in prison for ten years.

So, basically, the beginning of book III. My gosh.

And I got to hug him, and it was awesome.

Good job brain.