Apple-Obsessed Author Fella

Author: terribleminds (page 402 of 464)

WORDMONKEY

Ten Things You Should Know About Setting

This week, terribleminds is moving hosts. We got too big for our britches and we’re fleeing the warm embrace of Laughing Squid and diving deeper into the trenches of a LiquidWeb VPS server. I’m not anticipating any downtime, but one never knows in such an instance what will happen. So, I figured this wasn’t a good week for an entirely brand new “25 Things” list.

What I am doing, however, is giving you a tasty chocolate Whitman sampler of “25 Things” — these have never before been on terribleminds but can instead be found in their entirety in my writing books.

You’ll find this works on the following schedule:

Monday:

10 (of 25) things you should know about setting! (from 500 More Ways To Be A Better Writer)

Tuesday:

1o (of 25) things you should know about endings! (from 500 Ways To Be A Better Writer)

Wednesday:

10 (of 25) things you should know about screenplays! (from 250 Things You Should Know About Writing)

Let us begin.

10 Things You Should Know About Setting

1. What Is It?

Setting anchors your story in a place and a time. A short story or film may hover over a single setting; a longer-form film or novel may bounce across dozens of setting. You often have a larger setting (“The town of Shartlesburg!”) and many micro-settings within (“Pappy’s Hardware! The Egg-Timer Diner! The Shartlesburg Geriatric Sex Dungeon!”).

2. What Does It Do For You?

It props everything else up. It’s like the desk on which you write — it has function (it holds up all your writing tools, your liquor bottles, your Ukranian pornography), it has detail (the wood is nicked from where you got into that knife fight with that Bhutan assassin), it has an overall feel (the desk dominates the room, making everything else feel big — or perhaps the opposite is true, where the desk is crammed into the corner like you’re some third-rate citizen). Setting props up plot, character, theme, and atmosphere. And it gives the audience that critical sense of place and time so it doesn’t feel like she’s floating around in a big ol’ sensory-deprivation tank of recycled amniotic fluid. Which does not, despite its appearance, smell like bubble-gum.

3. Establish That Shit Early, Then Reveal Gradually

You don’t want to keep the reader in the dark as to the setting, because it’s disorienting and disconcerting. Even if the character on the page doesn’t know, you the author sure do, and it’s up to you to provide those hints (“She hears a church bell ringing and smells the heady stink of hobo musk”). You don’t need to spend two paragraphs outlining setting right from the get-go, though — we just need that filmic establishing shot to say, “Ohh, okay, we’re in a convenience store next door to an insane asylum. Boom, got it.” Then, as you write, you over time reveal more details about setting as they become important the story. Revealing setting should be a sexy striptease act. A little flash of skin that gradually uncovers the midriff, then the thighs, then the curve of the blouse baboons, then the OH MY GOD SHE HAS A TENTACLE IT’S GOT MY MMGPPHABRABglurk

4. Setting As Character

It may help to think of setting as just another character. It looks and acts a certain way. It may change over the course of the story. Other characters interact with it and have feelings about it that may not be entirely rational. Think about how, on those awful (and totally fake!) house hunting shows on HGTV someone’s always looking for a house “with character.” That means they want a house that is uniquely their own, that has, in a sense, a personality. And probably a poltergeist. Houses with character always have poltergeists. That’s a fact. I saw it on the BBC and British people cannot lie. It’s in their regal charter or something.

5. Paint In As Few Strokes As Possible

Play a game — go somewhere and describe it in as few details as possible. Keep whittling it down. See how you do. This is key for setting description (and, in fact, all description). Description must not overwhelm.

6. Exercise: Three Details And No More

Find any place at any time and use three details to describe it. You get to paint your image with three strokes and no more.

7. What Details? The Ones The Audience Needs To See

The details you choose are the ones that add to the overall story. Maybe they’re tied to the plot. Maybe they enhance the mood. Maybe they signal some aspect of the theme. Maybe offers a dash of humor at a time when the story really needs it. Each detail has text and subtext — the text is what it is (“a toilet”). The subtext is what it adds to the deeper story (“the toilet’s clogged and broken like everything else in this building, spilling water over the bowl rim” — saying this adds to the overall atmosphere and theme offered by the setting).

8. Abnormalities Are Your Friend

Another tip for finding out which details matter most: they’re the ones that break the status quo. It’s like this: I know what a Starbucks looks like. Or a pine forest. Or a men’s restroom. You don’t need to tell me that the restroom has a sink, a floor, a lightbulb, a toilet. You need to tell me there’s a mouse crawling around in the sink. That the fluorescent light above is flickering and buzzing like a bug zapper. You need to show me the weird guy sitting in stall three playing with himself while reading an issue of Field and Stream magazine. (“Oh. Yeah. I’m gonna stick it deeeeeep in your basshole.”) Show me the details that break my expectations. Those are the details that matter.

9. The Reader Will Do Work For You

No, I don’t mean the reader will come to your house and grout your kitchen. Or maybe they will? I should look into that. Anyway. What I’m saying is, the reader will fill in many of the details that you do not. In a variant of what I just said above, it’s your job to give the reader the details that she cannot supply for herself.

10. Description Should Be Active And Action-Based

Describe the setting as a character moves and operates through it — which means that it features action and takes into account that character’s point-of-view. You don’t introduce the Shartlesburg Geriatric Dungeon by giving a paragraph of setting description before the character even steps into the room. As the character sees it, the reader sees it. As the character picks up that riding crop that smells like Vicks Vaporub and horehound lozenges, the reader picks up the same.

(Check out the full “25 Things You Should Know About Setting” in the complete 500 More Ways To Be A Better Writer, available at Amazon (US), Amazon (UK), B&N, and direct from this site.)

Bait Dog: Second Book Unlocked!

And we did it!

We unlocked not just one but two new Atlanta Burns novels.

Which geeks me out to no end.

Now I will pause to do a happy dance. And fire my shotgun up in the air.

But — but! — we’ve still got six whole hours left.

If we get to $9000 by the close of the Kickstarter, that will unlock a third Atlanta Burns novel.

Holy crap.

Can we do it? I don’t know. The power of the Internet is glorious and weird.

I will add here that anybody who pledged at the $25 rate and higher gets an e-book copy of each unlocked novel (in the e-book format of your choice). So, if we unlock three novels, at the $25 and up level you get three novels. The more novels unlocked, the greater value the pledge brings.

Thanks all who supported it and spread the word.

Let’s see where we land with this thing, yeah? Eeee!

Flash Fiction Challenge: “The Fire Of The Gods”

Last week’s “I’ve Chosen Your Words” challenge was a tricky one, but some admirable tales came out of that one. You will go and check it out, won’t you? Good.

This week, I talked a bit about creativity and said that it was the fire we stole from the gods.

And I thought, “Hmm. Fire.”

Fire.

FIRE.

Excellent.

Last week I gave you words, this week, I give you a title:

Your story will be titled: “The Fire of the Gods.”

And that’s it. That’s all I demand of you.

Well, besides the standard parameters, of course. The story must be under 1000 words. Post it at your blog (not in the comments here, or I may delete it), then link back so we can all see it.

You’ve got the traditional week. Get the stories in by Friday, March 23rd, noon EST.

Now write, won’t you?

Nathan Long: The Terribleminds Interview

When Stephen Blackmoore says, “Pay attention to this author,” I pay attention. In part because Blackmoore is wise. In part because I figure maybe Blackmoore’s warning me about some author who’s trying to stab me with a shattered absinthe bottle because said author is jacked up on two dozen five-hour-energy-drinks. In this instance, Blackmoore pointed me to Nathan Long because he’s a smart guy with a new delicious pulpy book out — Jane Carver of Waar. Further, Nathan’s a guy with a lot of game-related tie-in fiction under his belt which I think appeals to you crazy cats and kittens. So, here he is. Meanwhile, find him at his website — sabrepunk.com. Or on the Twitters — @Nathan_R_Long.

This is a blog about writing and storytelling. So, tell us a story. As short or long as you care to make it. As true or false as you see it.

A few years back, I was head writer on a Saturday morning adventure show called Kamen Rider Dragon Knight, which was of the same genre as Power Rangers and Beetle Borgs, etc, only slightly more adult and ambitious. It was funded by an independent Japanese production company, basically two guys who had made some movies, but who had never done TV before, nor done any business with TV people. This meant they ended up putting a lot of their own money into it up front and praying really hard that someone would buy it somewhere on down the line.

Now, at the beginning, these producers told us they wanted Kamen Rider Season One to be 40 episodes long, which struck us as an odd number, but whatever. If that’s what they wanted, that’s what we’d give ’em. I wrote out a big 40 episode arc, which took our hero Dragon Knight on an epic journey of self discovery and self sacrifice, while at the same time allowing him to kick serious ass on a lot of monsters – and of course save the world. It was a rich and complicated a plot, probably too rich and complicated for Saturday morning, thinking back on it, but like I said, we had ambitions.

Anyhow, on the Monday of the week when we were shooting episode 23, and I was busy cleaning up the scripts for the next three, I got a call from the producers saying they were short on money, and that, instead of 40 episodes, we were only going to do 36, and could I replot the story so it would end four episodes earlier than previously planned.

Well, that sucked, but whatever. These things happen in Hollywood. So I dropped everything and got to work replotting, and had the new plot all worked by Tuesday afternoon, just in time for the producers to call and tell me that, actually, they only had money to do 30 episodes, and could I shorten it again. This time it was a lot tougher. I had a whole shitload of interweaving story lines running, and now I only had seven episodes to tie them up, instead of thirteen. But I did my best and had a new outline sorted out by Wednesday afternoon, at which point the producers called again and said the money situation was really, really bleak, and we were only going to be able to shoot one more episode, so could I wrap the whole series up in one final twenty two page script.

By this time I was tearing my hair out, but I sat down once more, pulled an all nighter, and came up with an outline for a script that, while not great, would at least pay off the main plotline and give the lead character’s arc some kind of resolution. Then, just as I was printing it out on Thursday morning and getting ready to bring it into the office, I got a further call from the producers. They had resolved their money issues. We were back on for 40 episodes. Could I put it back the way it was before.

That I stand before you a free man, and am not currently doing time for first degree murder is entirely because I work from home, and my homicidal rage was spent upon an entirely innocent office chair and an Ultra Man action figure that just happened to be at the wrong place at the wrong time. Had I been at the production office, things might have gone very differently.

So, what is the moral of this tale of woe? I think it is this. A professional writer must be able to adapt to whatever changes are asked of him. He must also be ready to change his mind, and to remember that there are a thousand ways to tell every story – and that sometimes he’ll be asked to use every one of them.

Why do you tell stories?

Because I can’t stop. Because stories are secular church. They tell people how to be and how to live. Because real life has no satisfying endings, so we gotta make ’em up. Because I always loved reading stories, but there were some that weren’t being told, so I had to tell them. Because nothing else has ever held my interest for more than five minutes.

Just because.

“Stories are secular church.” What’s a good writer’s prayer? Or storyteller’s mantra?

Dear God of the Beginning, the Middle and the End, may my tale feel natural and unforced. May my meanings be clear and my intentions understood. May my endings elicit the emotion I intended them to. May I reach the reader that needs to be reached, and inspire (or at least amuse) the downhearted. Forever and ever, Amen.

Give the audience one piece of writing or storytelling advice:

Know the ending before you begin. I’m not saying you have to know it in detail, but you should know where you want to go. A good story makes a point. It isn’t just some events and characters strung together on a timeline. It works toward a conclusion, and if all you’ve got when you start writing is a hero, a setting and a conflict, you don’t have a story, you have a box of ingredients. You may find a story along the way, but it’s a hell of an inefficient way to go.

I don’t start until I know that “She’s going to chose honor over family,” or “He’s going to realize he’s an spoiled jerk and finally do the right thing,” or “He’s going to save his people and ruin his personal life.” You notice that, even though those are the actual payoffs for some of my actual sword and sorcery stories, they don’t mention swords, sorcery or monsters. That is because, stripped of the frosting of genre, all good stories are about a guy, or a gal, and how they choose to deal with the shit life hands them. The rest is candy.

Endings. What, then, goes into a good ending?

A novel is an extended joke, and the ending is its punch line. You have spent many many pages setting up and complicating a central conflict, whether internal, external, or hopefully both. The ending must pay off those conflicts in emotionally satisfying ways. That doesn’t mean that all books have to have happy endings, or even that they all have to completely resolve. But you have to satisfy the reader’s expectations in some way. That is part of the contract you made with them at the beginning of the book. You cannot promise them chocolate cake for desert all through a long dinner, and then give them bean sprouts, or tell them that the cake is actually at the end of the next book. I am also not a fan of the oblique ending, where the reader is not sure what happened or why. When someone finishes one of my books I hope that the ending will trigger some kind of emotion, whether they laugh, cry, cheer, or curse my name.

A good ending with find strong and surprising ways to pay off both the book’s external conflict (the action story) and the internal conflict (the emotional story) as well as any side conflicts that have not been tied up, and it should do it without appearing mechanical or forced.

What’s great about being a writer, and conversely, what sucks about it?

The greatest thing about being a writer is hearing that somebody read your story and it affected them in the way you intended it to, whether they laughed, cried, cheered or cursed your name.

The thing that sucks about writing is that I have 11 novels out and I’m writing this on the sly at my day job.

Favorite word? And then, the follow up: Favorite curse word?

Favorite word: This changes on a daily basis. Today it’s “batshit.”

Favorite curse word: Cunt. Nothing else sums up a man in so satisfyingly angry a syllable.

Favorite alcoholic beverage? (If cocktail: provide recipe. If you don’t drink alcohol, fine, fine, a non-alcoholic beverage will do.)

I’m a teetotaler and a tea snob. I like high-end oolong, the richer the better. Whenever I get money I go down to Chinatown to score.

Recommend a book, comic book, film, or game: something with great story. Go!

Book: Fingersmith by Sarah Waters – Fantastic characters, delicious setting, perfect construction, heartbreak, romance, and an lovely, satisfying ending. I read it in a single night.

Comic book: The original Tin-Tin comics. Fuck that movie.

Film: Diggstown – hands down my pick for the best constructed screenplay ever.

Game: Planescape Torment – Creaky old-school graphics but the first game I ever played that made me feel like I was living a novel.

What skills do you bring to help the humans win the inevitable zombie war?

I always know where the exit is.

You’ve committed crimes against humanity. They caught you. You get one last meal.

That’s a tough choice. Sushi at Nozawa. No wait, barbeque pork at Hong Kong BBQ. No no, I changed my mind. Ramen from Jinya. Okay, no. I got it. I’d like a meal on the first commercial space station, and I’m willing to wait. That oughta give me 50 more years to live, right?

What’s next for you as a storyteller? What does the future hold?

This is a big year for me. Night Shade Books has just published my first original novel, Jane Carver of Waar, which is about a kick-ass biker chick who goes to another world that is not at all like Mars, and I am currently in the middle of a mini signing tour for it here in southern California.

It’s funny to feel like a first time novelist when I have published ten Warhammer novels in the last six years, but I do. I truly enjoy the fun and challenge of tie-in work, but I can’t tell you how exciting and gratifying to be able to put that word “original” in front of that other word “novel” for the first time. Of course it’s terrifying too. My personal writing is finally out there, unfiltered by having to stay true to the IP or write to the target age demographic of a game. I’m bare-ass naked now, and a little nervous about what people will think.

Still, despite Jane, I haven’t abandoned Warhammer, and I have two books coming out from that world as well. The first is the Gotrek and Felix Anthology, in which I have two short stories, also out in March. The second is my third Ulrika the Vampire novel, Bloodsworn, which is coming out in June.

Beyond that, Night Shade Books have already contracted me for a second Jane Carver novel, this one entitled Swords of Waar, which I am cleaning up as we speak, and I have a bunch of other cool side projects that I’ve been putting off in order to finish Jane that I’m itching to get back to.

And on top of all that, I’m looking for a job writing computer games. I hear it pays better than novels, and it’s a medium in which I have always wanted to try telling stories. Any takers?

You’ve worked predominantly with tie-in novels — what’s the trick to writing a satisfying tie-in? Feels like a tightrope walk to me.

There are many different kinds of tie-in writing – novelizations of movies, continued adventures of TV characters, children’s books about Saturday morning cartoon characters, but the only one I have any experience with is game tie-ins, and to me, that kind of tie in writing can give a writer more freedom than any other. It is much more like TV or comic book writing, where you are asked to write new stories for existing characters in an existing world. When I was asked to take over Warhammer’s Gotrek and Felix series, that was the equivalent of taking over Batman for a five year run, or writing a few episodes of 24. You know you’re not the first guy to do it, and you won’t be the last, but you try to bring some spark to the franchise and make it your own.

And if you’re really lucky – like I have been once or twice – they’ll let you come up with your own heroes and create your own series. That is even better than taking over an existing series, as you don’t have to worry about matching the style or storyline of previous authors, and can write pretty much what you want – as long as your editor approves, of course.

As to the trick of writing a good one? Easy. Treat it like a regular novel where someone else has done all the world building. That’s all there is to it.

Why Jane Carver? Why is it a book by Nathan Long and not by anybody else?

Good question. I think it stems from my love/hate relationship with adventure fiction. I have always loved high adventure stuff. I love the look of it, the dash of it, the swashbuckling action, but at the same time I am often frustrated by its limits. The writing can be pedestrian, the characters can be shallow, and the heroes often seem to all be cut from the same cloth – male, unflawed, impossibly noble or unrelentingly dark, and generally not actual humans. Changing that has always been my goal. From the beginning, I have wanted to make adventure fiction with more depth, character, emotion, and a more inclusive cast. I hope Jane Carver of Waar shows that it can be done.

Also, I fell in love with Vasquez from Aliens, and thought she should have her own movie.

Jane Carver is pulp-sodden. Recommend some other good pulp for us to read.

Hmmm. I don’t know if all of these will qualify as pulp, but a lot of them are the ancestors of Jane in one way or another, so here you go:

-Fritz Leiber’s Fafhrd and the Gray Mouser series – for language and wit

-George MacDonald Fraser’s Flashman series – for sex and skullduggery

-Harry Harrison’s Stainless Steel Rat series – for alien cultures and action

-Rafael Sabatini’s Captain Blood, The Sea Hawk, Scaramouche, etc – for swashbuckling and romance

-Michael Shea’s Nifft the Lean series – for horrific invention

-John D MacDonald’s Travis McGee series – for southern style

-Robert E. Howard’s Conan – for rough-hewn heroics

-Edgar Rice Burroughs’ John Carter series… for starting it all.

Shot Through The Heart: Your Story’s Throughline

Take a little of this over here —

*grabs for a theme*

— and a buncha that over there —

*reaches across your lap for a character and her goals*

— ooh ooh and then this stuff —

*fishes in the cookie jar for motif and mood and a handful of plot events*

— and now we forge them into a single blade which we promptly plunge through your manuscript. The blade pierces all the pages. It cuts down through the still-beating heart of your story.

This, then, is the throughline.

Wait, What The Fuck Is It, Again?

The throughline is an invisible thread that binds your story together. It comprises those elements that are critical to the very heart of your tale — these elements needn’t be the same for every story you tell but should remain the same throughout a given story. You don’t switch horses in midstream, after all. Because that’s just silly. You have a horse. You’re in the middle of a stream. That horse over there, you can’t trust him. He might be a total dick. Plus, if you leave your current horse, you’ll hurt his horsey feelings. Do you want that on your conscience? Can you handle seeing your ex-horse try to drown himself in the very stream you just crossed on another mount? You bastard.

What were we talking again?

Ah. The throughline. The throughline tangles up those handful of most critical elements and, if you’ll permit me another meandering metaphor, is like the rope that the audience will use to pull itself through the story. If you do not provide an adequate throughline, offering only a weak pubic braid at best, then the audience will lose its grip and plummet into a pit of treacly ennui. Translation: they will quit your story. They’ll put down the book. They’ll turn off the movie. They’ll go play Bejeweled and/or masturbate.

You lose.

Why Do I Need It?

Didn’t I already say the thing about the rope? And the “binding everything together?” Blah blah blah, glue? Duct tape? The Force? Midichlorians? Bondage? Is any of this resonating?

A story needs to feel like it holds water. Like it has been given over to unity and that it’s not just a series of separate parts dry-humping each other with their clothes on. A throughline permeates. Maybe the audience realizes it — “Oh my god, the color burnt umber has been important this whole time!” — or maybe it’s something that the audience unconsciously processes. Either way, it makes the story feel whole, so that it all ties together in a way that is both external and internal — we see the plot and characters have been driven by it and that the subtext and theme and other sub-rosa elements have fed into it, too.

Types Of Throughlines

A throughline can be built of anything. It can be:

Thematic: in which it reflects your theme.

Character: in which it reflects a character trait, arc, relationship, goal, or fear.

Plot: in which it references a certain type of plot event or mystery.

Motif: in which it reflects recurring imagery and/or metaphor.

Mood: in which it reflects… uhh, do I need to spell it out? M O O N spells “mood.”

Language: in which it reflects a recurring word or idea or harnesses a specific style.

And there’s probably others. Any element you can draw out of your story and carry across the whole thing would count as a throughline. Throughlines can be external or internal (and in a perfect world cover both).

How You Use It: The Easy Version

The simple version is choose three core elements (“core elements” is probably redundant, shut up) that will carry through your story. Describe these elements in no more than a single phrase or sentence.

So, for instance, you might have:

“John will do anything to prove his love for Esmerelda.”

“An aura of hopelessness.”

“Insect imagery.”

Then, you want to ensure that every chapter touches on at least one of these throughlines.

If you’re writing a screenplay, assume (arbitrarily, I know) that every five pages constitutes a new chapter.

That’s it. That’s the easy version.

You can go nap now.

BUT WAIT THERE’S MOAR MORE.

How You Use It: The Slightly More Complicated Version

Choose a dominant throughline.

This is the end-all be-all without-it-the-story-feels-like-cats-scurrying-in-different-directions throughline. The story needs it or the story fucking dies. This throughline should pop up every chapter. Sometimes it’ll be subtle, almost throwaway. Other times you’ll hit on it more strongly — more sledgehammer than scalpel. But it’s in every scene like a scent the audience catches when the wind turns.

Then, choose at least two minor or sub-throughlines.

These do not pop up quite as often. They need to pop up bare minimum three times total apiece — ideally, they’ll appear once every three to five chapters.

NSFAQ

Not-so-frequently asked questions? You got it.

Can You Overdo It?

Yep. You can totally overdo it. You can create too robust of a throughline and hit hard on it every chapter, shoving it into the audience’s eye like a lit cigar. (Tsssss.) Your throughline isn’t just physical or external elements. It has subtle, secret stuff in there, too. Like theme. You go wielding theme like it’s a Scottish claymore and you’re Braveheart and everyone’s going to think you’re a goon. Internal components — mental, emotional, sub-textual — only work when they lie beneath the skin. They should poke out only sometimes. Like Morgellons disease. *shudder*

Can I Change It As I Go?

I’m not saying a throughline cannot evolve — it can, and sometimes should, build on itself. A theme can be challenged. Character goals can evolve. But if they change drastically, then it kind of ruins the point of a throughline, doesn’t it? It’s like asking, “If my friend is using a rope to climb up the mountain, is it okay if I use voodoo to transform that rope into an electric eel?”

What’s The Advantage?

For you, the writer, this helps you provide clarity and focus to the story you’re hoping to tell. For the audience, it provides a sense of overall togetherness — and a clue you know what the fuck you’re doing. Oh! And it’s also a way of applying simple, light, but ideally elegant structure to your work without building an entire blueprint of story architecture out of nowhere. And, if you are a robust “story architect,” this guides you there, too. Overall, it provides an objective for you as you plot, plan, write, and edit.

25 Things You Should Know About Creativity

1. Let’s Just Get This Out Of The Way Now

As is my way, I’m going to use this list to say lots of hard-nosed stompy-footed scowly-faced things about creativity — blah blah blah pragmatism! Bippity-boppity-boo work work work! So, let me just say this upfront: creativity is fantastic. It’s a necessity not just for us wifty creative types but for all people everywhere — parents, astronauts, custodians, detectives, cowboys, Navy SEALs, harbor seals, custodial astro-cowboy detectives, and so on. Creativity is how new things are created. How old problems are solved. Creativity is fire, yes, but fire you use, fire you harness — it must not burn uncontrollably but be the match-flame that lights the fuse. Creativity is the fire we stole from the gods.

2. Key Word: Create

The key component of the word “creativity” is “create.” Meaning, to make something. It’s why I like the word creativity better than imagination — the former suggests the impetus for action while the latter suggests that everything is sealed away in the Sid and Marty Krofft hallucinogenic dream-house that is your mind (“OMG TALKING BUTTPLUG”). Imagination demands unreality; creativity demands reality.

3. “Oh. How Creative.”

The word “creative” inspires hasty judgment. A child who learns to fish around his diaper for fecal material which he then promptly paints on the wall gets labeled as “creative,” but it’s said with the faintest sneer and an imagined eye-roll. “Oh. Look. A poopy giraffe. How creative.” The way people say it, it sounds like a word reserved for mental patients and serial killers. “Oh. Look. A refrigerator full of eyeless human skulls. How creative.” Anybody in a creative industry is used to this. You tell someone what you do — writer, artist, musician — and they get that same poopy-giraffe head-collection look in their eyes, “Oh. Look. A writer. How creative.” Hey, fuck those people. Fuck ’em because they don’t grok the fact that creativity is what makes this whole human race not just function, but evolve.

4. Creativity Is Worthless Without Action

You can be as creative as you want, but unless you light a fire under your ass and shock-prod your brain-squirrels into powering the endeavor at hand, what’s the fucking point? Creativity demands action, direction, ambition. You tell me, “I want to write a novel about the persecution of magical ponies,” and then you sit there staring all slack-jawed, then the best you’ve done is committed an act of mental masturbation. Piss on inertia. Jump in. Get your hands dirty. Make something or shut up about it.

5. Creativity Is Dead Without Skill

Sucks, but there it is. “I want to write a novel about the persecution of magical ponies” is only going to be a functional expression of creativity if you have some measure of skill to go along with it — and yet, the irony is, you only gain a measure of skill by trying to do the thing you probably can’t do. Creativity is an eager beast, snorting and growling and ready to bust out of the stable, even if the beast is unready. You can’t walk until you can walk, but you still have to try to walk — even if that means falling on your face and shitting your britches in public. Mistakes must be made. Skill must be built. Creativity always runs ahead of your ability to perform the desired tasks, but hey, fuck it, that’s how we learn.

6. Early Frustration Indicative Of Imbalance

High creativity! Low skill. Sad trombone. Weepy panda. Creative-types often find themselves woefully frustrated by the process at hand. We feel like we’re beating our head against the wall, the ceiling, the floor. We experience that thing some might call “writer’s block,” or “painter’s obstacle,” or, uhhh, “flutist’s colonic obstruction.” Such frustration often grows out of that gulf between your rampant creativity and your nascent ability. You just have to push through the pain. Birth ain’t easy, people. It’s work. You’re going to turn your netherparts into microwaved bologna. It’s all part of the process. (See Ira Glass’ take on this problem here. Er, the problem of frustration, not of exploded birth canals.)

7. I Want To Rabbit-Punch The Term “Creative Writing” In The Kidneys

All writing is creative. Not just novels. Not just screenplays or games or the poetry you compose in your attic for all the little rats and roaches to read. All writing is creative. *bangs the gavel*

8. The Monkey With The Stick

The connotation of creativity is some goggle-eyed artist creating worlds with the tickling tips of his fingers — “Unicorns! Happy trees! Doodlebugs and space freighters!” — but that’s not what creativity is about at its core. Creativity is about problem solving. The monkey wants the ants in the hill and doesn’t know how to get them, so he breaks off a nearby stick and jams it in the anthill. Ten seconds later: delicious insect popsicle. Problems are an excellent motivator. Creativity needn’t trigger out of nowhere; it often activates when one is presented with a problem that needs an unexpected solution. Fiction requires this in spades: the author must solve problems he has created within the storyworld. Mmm. Delicious metanarrative conflictsicle.

9. The Frankenstein Monster Effect

The true power of creativity is gathering unlike things and glomming them together so that they function as one. For a storyteller, individual components needn’t be particularly original. The art is in the arrangement.

10. NF Over F, MFers

My bookshelves — comprising two full walls of my office — feature about 75% non-fiction, 25% fiction. Fiction does not generally inspire functional creativity. Reading fiction helps you to write fiction, yes, but over time you may find more creative value in gently shuffling your reading habits toward absorbing more non-fiction. Read broadly, widely, weirdly. Reading lots of non-fiction will expose you to a wide variety of those aforementioned “unlike things” and you’ll find this inspires more compelling arrangements than reading only fiction. A diet of fiction is regurgitory: it’s a Two Girls, One Cup version of the creative process. “I’ll poop in your mouth. Now you poop in my mouth.” Read a book about insects. Then read an article about the Hadron Collider. Then read about Shanghai in the 1930s. Your mind will find weird, glorious ways to cram these gears together in order to form a new machine.

11. Motes Of Dust To Mammoth Star Clusters

Creativity lives on the page at all levels, micro to macro. From word choice to worldbuilding, from sentence construction to story arcs. But the creative process must still be subject to organization. Creativity is not raw, unrefined whimsy. You don’t just fountain golden streams of infinite possibility from all your gurgling orifices. It has to work together. Shit has to make sense. But even then creativity lives in the margins and gaps: when something doesn’t make sense, creative problem solving will help Make It So.

12. Tickling Your Temporal Lobes

You can stimulate creativity. No, I don’t know how you do it. It’s as personal as What Makes You Laugh or What Gets You Off. Is it listening to music? Reading poetry? Going to a bar and drinking with your buddies and talking about whatever barmy goofy fucking shit comes into your fool heads? Do you draw mind-maps or outlines or write dream journals or light up your perineum with a quick blast from a stun-gun (BZZT)? Only way to know is to try anything and everything. Now take off your pants. (BZZT.)

13. The Zero Mind

Some rare flowers bloom at night, and sometimes creativity blooms in a vacuum of stimulation rather than as a result of it. If we assume that creativity is a muscle (it’s not, shut up, just pretend), then tensing it all the time is not productive. Sometimes it must relax. Sometimes it must be allowed to rest. Mow the lawn. Take a shower. Go for a walk. Get a massage. You can even set your brain like a slow-cooker before you go to sleep. In the morning? HARVEST ALL THE DELICIOUS IDEA CHILI. *nom nom nom*

14. You Catch More Bunnies With Tractor Beams Than With Giant Comical Wooden Mallets That Pound Them Into Bunny Fritters

You can coax creativity — but trust me when I say, you can’t force it. You can’t just grit your teeth and bug your eyes out and eject a litter of squalling idea-babies. NGGH POP. Doesn’t happen. You ever try to remember a name or word you can’t quite conjure? Or have sex when you’re totally not in the mood? Thinking extra hard about it and forcing it just doesn’t work. It usually just leads to frustration. It might mean your project is not yet ready. It may need time or (as above) stimulation. …and yes, “Bunny Fritters” is the pseudonym under which I write all my sexy romance novels.

15. Johnny Five Is Alive, And Also, Needs Input

Sometimes you need to jack new shit into your brain. You need to accept new Experience Modules as part of your human motherfucking program. Creativity may occur when you go out and try new things. Have new experiences. Eat foods you’ve never tried. Take a trip. Fuck somebody new (er, not if you’re in a committed loving relationship). Fly down a zip-line. HUNT AND KILL YOUR FELLOW MAN WHILE TRIPPING ON ACID. I mean, whut? Nothing. Point is, sometimes you need new input. You’d be amazed at how fresh experiences provide a defibrillator jolt to your creativity muscle. Which no, is not a euphemism for your wangle rod. And yes, “wangle rod” is a euphemism for penis. Shut up. I hate you so bad right now.

16. Prison Break From Your Comfort Zone

To build on that following point, you sometimes need to Hulk out, tear your purple shorts asunder, and bust free of the prison you’ve built out of your own routine and habits. It’s not just about new experiences but about new ways to work. Take risks. Experiment with a new style of writing. Sometimes creativity gets blocked behind an ice cube dam in your drinking glass and you need to rattle the cup and fill your mouth with the sweet milky fluid of… I’m suddenly uncomfortable. IN THE PANTS. Pow! Zing! Elbow nudge, elbow nudge! Ahem. Point is: sometimes you need to shake that shit up. Write in a different POV. Or tense. Or write shorter. Or longer. Or in a different genre. Fuck what people expect of you. The only thing they should expect is your best. Otherwise? Flail those Kermit arms and go crazy.

17. Explore Your Inner Art Teacher

Let your mind don the colorful frock! Drape a necklace made of whole conch shells around your neck! Bespectacle yourself in tortoise-shell spectacles! Okay, I mock the art teachers of the world, but seriously, to build again on the following points, sometimes it’s not just about finding new ways to write — it’s about finding new ways to create. I’m a sucker for photography and cooking. You might be into oil paints and the mandolin. That guy over there might be over macrame and the art of undetectable poisons. You’d be amazed at how a new artistic pursuit will widen your view and allow new creative synapses to fire.

18. The Muse: Substantial As A Ghost

The Muse is not real. Relying on the Muse is like leaning on a crutch made of playing cards. You are your own Muse. Inspiration comes from within, not from without. Dig deep into that pile of squirming viscera. Reach high into your gray matter. Find the pearl tucked inside your swiftly-beating heart. Stop looking elsewhere for that creative spark. You command it. It doesn’t command you.

19. You Cannot Damage Your Creativity

Some folks treat their creativity like it’s a baby mouse with a low fetal heart rate; someone sneezes in the next room and so dies the tiny beast. You cannot damage your creativity. It is not an expendable resource. Sometimes you hear people say that outlining diminishes their creativity. Or that if they write every day it somehow pees in the mouth of their peacock magic. If your creativity is so frail a thing, or if it demands highly specific circumstances to emerge like it’s some kind of precious lycanthrope, then you’re fucked. The professional life of a creative-type must stand up to buffeting winds and scorching temperatures.

20. I Smell Ozone And Can’t Feel My Legs

Your creativity isn’t broken and it isn’t “gone” — but push too hard and too fast and you’ll find that your interior intellectual space feels like it’s been rubbed raw with a rusted rasp. Ease off the stick, meth-monkey. Give yourself permission to suck. Take a break — but not too long of one.

21. The Left-Brain / Right-Brain MMA Cage Fight

“I’m right-brained,” said the wispy top-hat wearing Willy Wonka wannabe as he smeared paint on his own pallid buttocks. “That means I’m creative.” Pfft. Pssh. Piffle! The right-brain is not the keeper of creativity. Right-brain and left-brain work in tandem. Language is left-brained. Craft is left-brained. Plot logic is left-brained. The right-brain is the galloping stallion; the left-brain reins in the horse.

22. These Aren’t One-Handed Push-Ups

Creativity can be cultivated with the help of others. We aren’t alone. Bounce ideas. Share a meal. The act of creation need not begin, continue, or culminate in isolation. Fair warning: you may need to wear pants.

23. No One Tool, Method, Or Strategy

There exists no one shining path to access and grow your creativity. We’re not robots. I mean, I’m not. You might be, and I suppose your titanium chest-plate and telescoping eye-stalks should’ve given that away. But whatever. Most of us can’t just program our creativity to power on and off like a fucking lamp. It is what it is. We’re all different. We all have different tricks to allow us to pop our intellectual cookies.

24. Transformation Through Destruction

Shiva, god of destruction, is also a god of creation — that’s because transformation happens through annihilation. You may need to destroy your current manuscript. Or your excuses. Or your bad habits. Or your ego. Or the wretched soul-shackles we call “pants.” Sometimes creation is first about obliteration.

25. Sometimes, It Just Won’t Be There

Once in a while you’ll reach for your creativity and all you’ll find are empty shelves — but creative types do not always have the luxury of sitting on our hands until creativity decides to show its face. Doubly true when deadlines (and by proxy, money) is on the line. What do you do? You do. Meaning, you create anyway. You say fuck it and make shit anyway. If the pantry is empty you create food from whatever is near to hand: linoleum, chairs, guinea pigs, your children. You’d be amazed at how often you think you’ve got nothing left in the tanks and it turns out you hadn’t yet shined light in all the darkest corners. Confront the blank page. Being generative creates creativity. DID I BLOW YOUR MIND? *asplode*