Rewriting and revision

As I mentioned in a few posts, I’ve been rewriting an old gem I found on my hard drive from at least five years ago, probably more. I think I just finished that rewrite, at almost exactly midnight on May 2nd.  I’ll probably want to edit more in a few days, but I’m pretty pleased with the results.

I didn’t cut the massive opening sequence I had considered axing.  It seemed to start kind of slow, but it was more the fault of excessive wordiness than anything else. Maybe I’ll stick it in Baen’s Bar to get some feedback.

In ways, “Secondhand Rush” is simpler than “Leech Run” which got slapped around.  It’s simpler in that the protagonist’s motivations are perfectly clear from the beginning.  His needs are simple, his life is simple, his goal is simple.

The story’s structure, however, is oddly complex.  It violates Jordan Lapp’s rule that a first person POV story should have no scene breaks.  I, in fact, jump periodically to other characters to eavesdrop of their conversations.  The story wouldn’t work without miranda7 and LucAs [sic] popping in and out.  It’s the nature of the narration that it happen that way.  Trust me, it works.  Some people may not like it, but it works.

miranda7 and LucAs also converse a lot like my students do with text messages.  It’s a byproduct of their living situation (they are downloaded into computers for immortality).  It may make their dialogue tough to read, but it’s always short blurbs and it fits the story.

I’m proud of this little creation.  Sad that I shelved it so long ago.  It wasn’t ready for the public and I wasn’t ready to fix it.  I’m curious to see its reception.  If I don’t declare otherwise here, I’ll have “Secondhand Rush” up in Baen’s Universe Slush by the end of the weekend.

In related news, I have put my Critters membership on hiatus.  I still love Critters, I just don’t have time to keep up my crit count.  That, and I’m considering joining the “sff online writing workshop”, maybe next month when school is getting out for the summer.  (Tarcie, I haven’t forgotten.)  Hopefully I’ll have another story ready by then.

The things you find…

I was surfing the contents of my own harddrive, as I am prone to do every so often, and rediscovered an old story of mine.  It was so old the byline was S. Winfield Baker rather than Scott W. Baker.  I don’t remember submitting it anywhere and I have no record of sending it out, but I had gone to the trouble of typing “Disposable Manuscript” at the top.

It was a story set in a world where people choose to save themselves as computer programs before they die, that signalling the end of their “fleshtime” but not their lifetime since they live forever as programs.  The idea was that exciting memories would be hot commodities for the program-people since they can’t do exciting stuff.  Even if they could, they lacked the adrenaline to truly enjoy thrills.  Memories of thrills from their fleshtime were the closest they could get.  These memories end up no more than computer files and can be transferred to others.  If someone in storage had real money (useless inside the program), they could pay flesh people to do what they wanted to remember in exchange for the right to acquire that memory.  I’m not sure it took that many words to describe the setting in the story.

Anyway, I had put the story away as not SF enough.  Can you believe it?  Sure the guy doing the stunt is a real person and doing stuff that is (kind of) feasible in present society, but the story falls apart without the speculative elements.

It’s a better story than I ever gave it credit for being.  I don’t think it’s pro-calibur, but I’ll probably brush it up and circulate it through some semi-pro zines.  I may Critter it first.  Some of the techniques were clever.  I wonder if I did them intentionally.

  • The story is a memory that is interrupted a few times by program-people chatting in text-like format.
  • The story is told in first person, the flesh person being the POV character.
  • It’s really supposed to be the memory roughly as perceived by the program-person.  The sensory events are good but need more tastes and smells.
  • The POV character is part of a clever little subculture.

It’s not brilliant, but it’s cute.  A little disturbing, too.  It might have more meaning in it than some of my better stories.  Death, as a theme, often plays well.  This story gives a reasonable first person account of dying since the memory is transferred to someone else.  The explanation of why everyone can’t do that needs a lot more strength, but otherwise I was pleasantly surprised by this old story.  We’ll see what comes of it.

-Oso

Sent out two

I went ahead and sent “Brother Goo” to Cricket today.  Duotrope suggests it will be 3-6 months before I hear back.  I’ll miss that story while it’s gone.  If it gets rejected, I’ll have to strongly consider a rewrite.  I haven’t posted my full version (submitted slimmed down version) to Critters for review, but I will.  There seems to be no rush.

I also posted “Leech Run” to the slush mesage board at Jim Baen’s Universe.  It’s a neat idea, posting stories to a password protected page (so there is no technical publication…same as Critters does) to get comments from readers.  Editors also peek at the stories, requesting rtf files from stories they find particularly promising.  I’m running it through the “Introducing” bracket, basically contending with other writers that haven’t breached pro level markets.  If you are a Baen’s Bar member, you can give it a read and post some comments, especially if they are helpful comments.

At any rate, I’m keeping my top-end stuff out there.  Even a blind fisherman gets a nibble or two, right?

-Oso

Story for Young Readers

In a response to an open plea from a youth-oriented SF magazine’s editor, I wrote a story about a boy and the alien that possessed his brother.  Not the most original of ideas, but it was for kids.  As I wrote, new twists on old ideas came to me and found their way to the page.  Now I have two problems.

First, the story is too long for the market that inspired it.  The market caps at 2000 words and this story is just over 2300.  I could probably cut a few hundred words if I wanted to, but I’m pretty sure it would weaken the story.  After all, it’s not the plot that’s special, it’s the relationship between the brothers (even though one of them is not technically there).

Then there’s the other problem: I think this story is too good to start with this particular market.  This market offers only token payment and will have minimal exposure value.  I like the market and the people who run it, but I am trying to establish myself as a professional.

I may try the story in some non-genre youth-oriented publications, maybe Boys’ Life or Cricket.  I need to look up their guidelines first.  I may also try Black Gate (though I think they may be closed to submissions right now) or some other zines that insist their demographic begins with preteens.  It might prove a futile endeavor, but it would be a shame to sell a story for pennies when it might have been worth something.

I’ll probably drop it in the Critters queue while I wait for responses.  I’m having some trouble with the title: “Brother Goo or Why I Threw My Brother in the Ocean” is what I have right now.  Old school “or” format.  Unfortunately I feel like the first sounds like mucus and the second gives away too much.  I may just try “Brother Goo” and see how it is received.  Look at that, I made a decision right here in the middle of my blog and you were here to witness it.  Momentous.

-Oso

UPDATE: I checked out some of those guidelines.  Boys’ Life has a 1500-word limit.  Cricket‘s is 2000.  I went back through the story and trimmed it down to 1990 (the last cut I made was a full paragraph).  I probably could have left a little more in there.  I’ll reread the cut version in a few days, after it’s filtered out of my memory some, then maybe send it to Cricket.  It could still make the rounds of the standard genre magazines, but Analog won’t be likely to touch it.  I’ll probably stick to semi-pro markets outside the youth-oriented zines.  Time will tell how it all works out.

Critters online workshop

A long time ago (six years?), I went looking for a way to improve my writing. I looked around online (where else does one look these days?) and discovered the existence of workshops. This was where I discovered Clarion and its ilk, but I wasn’t ready for that and couldn’t begin to afford it. Fortunately I also I discovered Critters.org.

Critters is the world’s largest critique group (to my knowledge). It’s definitely the most open. Anyone can join and all stories can be critiqued as long as you critique a minimum average number of other people’s manuscripts — about three a month. I must confess, the first time I had a story critiqued by the group, it was politely demolished. Gradually the comments grew more positive, and now I find most of them say more good than bad.

Oh there’s always a few that carry an air of hostility, as if nothing written by anyone but them will ever be worth publishing. And there are others that just don’t prefer a specific story. But by and large, Critters leads me to believe my writing has come a long way. But what good are atta-boy comments to me?

Critters does a great job of letting me know if a story is confusing or if the pace is too slow (athough some people want every story to be a Jason Statham movie), or catching spelling and/or grammar mistakes. The members spot POV problems well, devour opportunities to say “show-don’t-tell”, and never miss a chance to question dialogue mechanics. These can be helpful because authors frequently are blind to these issues in their own work. I still run almost every story through the queue at Critters for this kind of advice plus the infrequent gem of insight someone drops in my lap.

What Critters can’t tell me is whether a story is ready to sell. Many Critters members have sold stories, but do they know what made their work saleable and what makes their other stories rejection magnets? I sure don’t. I like to think it’s a difference in taste, but I doubt it. I am confident that I am making significant errors that are fixable but invisible, often even invisible to the rejecting editor. Critters is yet to help me with those problems.

It’s not that I haven’t received comments that could push me in the right direction. I probably have. But which ones? I like to think (naively) that comments I offer to other writers are in the top quartile of significance (everyone knows they are the smartest, right?), but how is a writer to know how brilliant my comments are? Or are they rubbish? If ten people tell me that a speech pattern is hard to understand, I will probably change it. If three tell me it’s hard to understand, three rave about how perfect it is, another points out the misspellings the dialect created (without mentioning dialect at all), and two don’t even mention it, what is a boy to do?

This blog entry is not designed to disrespect Critters. Far from it, I advocate Critters to any writer, beginners to pros. What I want to do is make some suggestions on how to use it as a writer. Some day, I will assemble my thoughts on how to approach Critters as a critiquer (arguably a more valuable angle).

  1. Investigate the accuracy of line edits. Do you really need a semicolon there, or will your original comma be sufficient? What is the specific definition of the word they recommended? These people may be English professors or burger flippers and it’s important to remember that fiction has room for the styles of either. Characters end sentences with prepositions and should. Even narrators should. “Correct” may not be the best way to write. After all, “Woe is I,” is the grammatically correct sentence. But the burger-flipper may not be the guy to listen to, either. Sentence structures should be varied while still being clear. Some people want every sentence to follow the same build, as if they will be expected to diagram them and want to know where each part lies. Look it up before you change it.
  2. Never take a critter’s word as law. One person may say something that makes you slap your head and say “why didn’t I see that?” Don’t change anything yet. Consider everyone’s comments first. A problem in the story’s middle may not be caused by the writing in the middle. In my experience, Critters tend to notice different problems surrounding the same part of a story. They all suggest different fixes. Often those suggestions will fix one problem but not the others. Look for the fix that will take care of everything. Maybe that means merging two characters into one (seldom suggested to me despite the usefulness of the exercise) or merging two scenes or sometimes as simple as changing a few words. This is a vague comment but is the key to gleaning useful information from a cluster of critiques.
  3. How is the critiquer’s writing? A few typos aren’t a big deal, but if it’s tough to decipher what a critique is saying, do you want to take its advice on how to clarify your story?
  4. Sometimes the places that they “don’t know how to fix it” are the places that need the most attention. Think about it, an editor can request a rewrite with a shorter chase scene or with the flashback cut or a thousand words shorter. They can’t say “fix the part on page seven that seems not right for some reason”. I guess they could say that, but they won’t. Rewrites aren’t sales, but they are wanna-buys. If they like it but can’t put a finger on why they can’t buy it as-is, they’ll end up passing. So trust people who scratch their heads in places (in accordance with number two), they may be the most valuable comments you get.
  5. If someone is tactless, they probably don’t know what they are talking about. Critter’s policy is to use diplomatic language, expressing every thought as the critiquer’s opinion rather than hard fact. Some things will come across a little harsh (no one wants to read ten thousand IMOs), but you know when someone thinks they are God’s authority on publishing. If they were so smart, they wouldn’t be messing up the Critter’s policy. Still, you should read their comments. Almost every critique has value, if only to reinforce the comments of others.
  6. Don’t take it too seriously. Most of these people are far more focused on their own writing than they are on yours. Why should they like your story? You brought it to them to look for the flaws, they have nothing else invested in it. Editors at least want to like your story when they read it. Hey, I don’t like most of the stories I read on Critters. I only like about half of the ones I read in magazines. My opinion is worthless to you; my complaints and advice (combined with everyone else’s) can help you improve your story tremendously.

If you use it wisely, Critters can make your stories (and your writing in general) much better. It did mine. But it takes a lot more to make them good.

-Oso