Showing posts with label how to write stories. Show all posts
Showing posts with label how to write stories. Show all posts

Monday, September 22, 2014

WHAT HAPPENS AFTER "THE END?"


You, or your student, have completed a novel and want it published. Since most publishers don’t accept unsolicited manuscripts, what will you do? You need to find a literary agent. Query several agents and send proposals to those that are interested. (See archived blogs) If one believes the story will appeal to the market and will fit into what his agency represents, he will accept it and act as the go-between between you and the publisher.

On first contact, the agent presents the manuscript to an acquiring editor at a publishing house. If it fits well with the publisher’s product line, he will submit a proposal though the firm’s acquisitions committee. They will view the work as an investment in which they might profit. To get past them, the book must have certain attributes. It must be well-written and entertaining or informative. It must have potential for enough distribution to make its publication profitable. It must be able to compete with similar titles. And it must have a promotable platform.

If the work meets the criteria and the committee members decide to publish, they send it to the contracts and legal department. The author’s agent negotiates with the acquiring editor. In addition to the amount of advance money the author will receive, he will negotiate what type of rights are involved. The document must state whether rights can revert to the author after a period of time, whether he retains rights over foreign publications and films, and what deadlines he must meet during editing. Once the author signs, the work no longer belongs to him.

After the contract is signed, the manuscript goes back to the editor. In his first pass through it, he decides whether more or less text in required, whether chapters should be shuffled for flow, and whether information is clear and accurate. He then sends the manuscript back to the author for revisions. In the next pass, the editor makes line edits and asks for corrections and clarifications. If he is pleased with the revisions, the author finally receives a “payment on acceptance” check. This is an advance against future royalties.

The acquiring editor then sends the edited manuscript to the copy editor who looks at grammar, spelling, clarity, and makes sure the style and grammar matches the market. Next stop is design and layout. They do typesetting, page layout, and prepare files for e-books. They also decide on the quality of the paper and create a dust jacket. Photos and illustrations are added. Everyone reviews page proofs.

Meanwhile the sales and marketing people will provide information about the book to the book distributors and overseas publishers to try to determine what potential sales are. If interest is high, they may recommend that a co-publisher be employed for a large run, thereby cutting unit costs. If interest is low, they may recommend that the print or marketing be reduced or the book’s publication be dropped. Feedback from marketing also affects formatting, sales strategy, artwork, design, and production of ads and marketing material like catalogs.

Before printing, printers produce a pre-press proof for the publishers that show how the book will look. This is the last chance for corrections. When the publishers sign off on it, it goes back to the printer. Following the printing, the pages are folded, fixed to the board, and covered with the cover.

Marketing continues. It has three components, advertising where publishers pay to place a book in the media or print, promotion which is anything that draws attention to the book, and publicity where print and media pieces on the author or book are used to increase sales. Publicity also sets up book signings and tours.

Months before their release, the sales department matches genre and formats to the right market in the right quantity. They also present titles to buyers and make presentations to buyers form chain stores and independent stores. Advance copies are sent to the publisher, author, editor, and agent for publicity mailings.

After the printing, the books are packaged and sent to the publisher’s warehouse to await distribution. The resale schedule depends on the competition and the number of sales necessary to generate a profit. Next stop is the distribution centers where the books are unpackaged, inventoried, and shelved. The whole procedure from acquisition to the bookstore shelf may take two years.—Quinn

Wednesday, March 12, 2014

HOW TO WRITE THE CHASE--Plot Part Four


Next, we’ll consider the Chase. This is an action driven plot, high in tension and stimulating. Often, it’s unique and high concept, having larger than life situations, like alien invasions, pandemics, killer storms. The main character (MC) may be the pursuer or the pursued. There is always a strong reason for a chase, with duty or obsession motivating the chase itself. As always in story, there is a beginning, middle, and an end.

 In part one, the writer must establish a reason for the pursuit and determine the pursuer. The stakes must be high. Capture dangerous. If the MC is the pursued, he may be the victim of a bad situation, a mistake, or a misunderstanding. He may have done wrong for a good reason. A motivating incident presents itself by the end of this section.

 The middle contains the chase. It is filled with near captures, dangers, and physical action. Unrelenting tension builds as the pursuer repeatedly closes in on the victim, only to have him escape.

 Part three is the resolution. Here, the pursued is either caught or he escapes, relieving tension.

 The Fugitive is an example of a chase plot. In part one, Dr. Richard Kimble finds his wife murdered. The killer, a one-armed man, flees the scene. Instead of going after the real killer, the authorities arrest Kimble and try him for murder. On the way to Death Row, there’s an accident. Kimble escapes from the crash scene and decides to clear his name.

 Part two contains several narrow escapes as Deputy U.S. Marshall Samuel Gerard tries to recapture Kimble. Kimble goes to a hospital to treat his wounds. Someone recognizes him, but he escapes. While Gerard has him cornered on a viaduct, Kimble leaps into raging water. He goes to a hospital to look for a list of people with prosthetic arms. Gerard is close behind. Kimble locates the one-armed man, Sykes, and discovers that his friend, Nichols, hired the murderer as a hit man.

 The resolution takes place in part three as Kimble confronts Nichols. They fight while Gerard and his men close in. Aware that the authorities now know the truth about the murder, Nichols tries to shoot Gerard. Kimble stops him, then surrenders to Gerard and is exonerated.

 Moby-Dick is an example of a Chase plot. Ahab hunts the whale. In Les Miserables, Javert tries to recapture Jean Valjean. Sherlock Holmes seeks Moriarity. And in Master and Commander, Aubrey pursues French merchant ships. Next time we will look at Romance—Quinn   

Tuesday, March 4, 2014

HOW TO WRITE THE ADVENTURE--Plot Part Three


Unlike the quest that is character driven, the adventure story is all about a journey. The character is action-driven and doesn’t have to grow in any way. The reader vicariously experiences exotic, strange, or dangerous places as the main character (MC) seeks something. As in all stories, there is a beginning, a middle, and an end.

 At the beginning of the adventure, the story world is ordinary. Then, a motivating factor comes along that encourages a change. It launches the MC into the middle. On the journey through a new story world, the MC encounters obstacles and conflicts that are almost impossible to overcome. In the end, he arrives at the goal and receives a reward.

Fairy tales are simple adventures. Let’s look at Tom Thumb. In the beginning, Tom is born into an ordinary home. Though he is only the size of a thumb, he finds ways of helping his father. Some men who would exploit him for monetary gain want to buy him. His father refuses the offer. But Tom recognizes an opportunity to see the world. He asks his father to sell him and promises to come home again.

The middle shows Tom during his journeys. Before the men reach the town where Tom will go on display, he escapes [adventure one] and hides in a mouse hole until they give up searching for him. He wakes from a night in a snail shell and overhears robbers that plot to burglarize the parson’s house. He offers to help them [adventure two], but when he is inside the house he raises a ruckus that scares the robbers away. While hiding in a hay pile, a cow eats him [adventure three]. He cries out. Thinking that the cow is possessed, the parson kills it and throws its stomach on a dung heap. A wolf comes along and gulps down the stomach in one piece [adventure four]. Tom directs the animal to a place where he can get all the food he wants.

The journey ends when Tom’s father finds the wolf in his house, kills him, and frees Tom. Tom’s reward is returning safely to his home and receiving his parent’s love.

The adventure is one of the most popular plots. Examples of this story form are: Mort d’Arthur, Around the World in Eighty Days, Robinson Crusoe, Grapes of Wrath, Raiders of the Lost Ark, and the Left Behind Series.—Quinn

 

Monday, February 17, 2014

HOW TO WRITE THE QUEST--Plot Part Two


While the quest may involve action, this plot form is character driven rather than action driven. The main character (MC) goes on a journey in which he seeks some object, person, or place. Along the way, he encounters new things and meets new people. By the end of his search, he has grown in some manner. As in all stories, there is a beginning, a middle, and an end.

In the opening scenes, the writer identifies the MC along with a motivating incident in the form of an obstacle, a loss, or a challenge. He has the MC explain why he is going on the quest, what he thinks he is looking for, and how he will define success.

The Wizard of Oz presents Dorothy as an unhappy Kansas farm girl who feels unappreciated and needs to save her beloved dog from a neighbor who is trying to kill it. She runs away to a carnival where a worker convinces her to return home.

The middle is the journey in which the MC fights and loses a series of battles. He has at least one traveling companion with whom he interacts, a helpful character, and a nemesis. The companion has his own motivations for joining the MC, and the obstacles effect a change in him as well.

When Dorothy arrives home, she encounters her first major obstacle, a tornado that picks up her house and transports her over the rainbow. The helpful character, the good witch Glenda, tells her to follow the Yellow Brick Road to the City of Oz where a powerful wizard might help her find a way back to Kansas. Dorothy decides to go in quest of Oz. However, the Wicked Witch of the West has a grudge against her and places obstacle after obstacle in her path. Along the way, three companions join her. The Tin Man believes the wizard can give him a new heart, the Scarecrow wants a brain, and the Cowardly Lion needs to find courage.

At the end of the story, there is self-doubt followed by a final battle which determines whether the quest is successful or not. Afterwards, the MC reveals what he has discovered and how he has changed.

Dorothy finds Oz, and her companions discover what they desired was within them all the time. However, since the wizard turns out to be a fraud, Dorothy believes she will never see home again. She receives hope when the wizard decides to ride a balloon over the rainbow. But hope is dashed when she misses her ride. Glenda appears and tells Dorothy that her ruby slippers can take her home. Dorothy returns to Kansas with a new attitude. She now believes true happiness is found in one’s own backyard.

The Quest is a plot form used since ancient times. Gilgamesh sets out to find immortality. Jason seeks the Golden Fleece. While he tries to right wrongs, Don Quixote searches for Dulcinea. Lord Jim attempts to regain his honor. As they journey toward their goals, each changes in some manner.—Quinn