From Fenimore Cooper’s Literary Offences (1895):

There are nineteen rules governing literary art in domain of romantic fiction — some say twenty-two. In “Deerslayer,” Cooper violated eighteen of them. These eighteen require:

1. That a tale shall accomplish something and arrive somewhere. But the “Deerslayer” tale accomplishes nothing and arrives in air.
2. They require that the episodes in a tale shall be necessary parts of the tale, and shall help to develop it. But as the “Deerslayer” tale is not a tale, and accomplishes nothing and arrives nowhere, the episodes have no rightful place in the work, since there was nothing for them to develop.
3. They require that the personages in a tale shall be alive, except in the case of corpses, and that always the reader shall be able to tell the corpses from the others. But this detail has often been overlooked in the “Deerslayer” tale.
4. They require that the personages in a tale, both dead and alive, shall exhibit a sufficient excuse for being there. But this detail also has been overlooked in the “Deerslayer” tale.
5. They require that when the personages of a tale deal in conversation, the talk shall sound like human talk, and be talk such as human beings would be likely to talk in the given circumstances, and have a discoverable meaning, also a discoverable purpose, and a show of relevancy, and remain in the neighborhood of the subject at hand, and be interesting to the reader, and help out the tale, and stop when the people cannot think of anything more to say. But this requirement has been ignored from the beginning of the “Deerslayer” tale to the end of it.
6. They require that when the author describes the character of a personage in the tale, the conduct and conversation of that personage shall justify said description. But this law gets little or no attention in the “Deerslayer” tale, as Natty Bumppo’s case will amply prove.
[I omit rule 7 from this list, as it contains language which may shock modern readers–B.G.]
8. They require that crass stupidities shall not be played upon the reader as “the craft of the woodsman, the delicate art of the forest,” by either the author or the people in the tale. But this rule is persistently violated in the “Deerslayer” tale.
9. They require that the personages of a tale shall confine themselves to possibilities and let miracles alone; or, if they venture a miracle, the author must so plausibly set it forth as to make it look possible and reasonable. But these rules are not respected in the “Deerslayer” tale.
10. They require that the author shall make the reader feel a deep interest in the personages of his tale and in their fate; and that he shall make the reader love the good people in the tale and hate the bad ones. But the reader of the “Deerslayer” tale dislikes the good people in it, is indifferent to the others, and wishes they would all get drowned together.
11. They require that the characters in a tale shall be so clearly defined that the reader can tell beforehand what each will do in a given emergency. But in the “Deerslayer” tale, this rule is vacated.

In addition to these large rules, there are some little ones. These require that the author shall:

12. Say what he is proposing to say, not merely come near it.
13. Use the right word, not its second cousin.
14. Eschew surplusage.
15. Not omit necessary details.
16. Avoid slovenliness of form.
17. Use good grammar.
18. Employ a simple and straightforward style.

Even these seven are coldly and persistently violated in the “Deerslayer” tale.

Obviously, ol’ Samuel Clemens is not acting in good faith. He has devised these rules specifically in order to ensure that Deerslayer will be in violation of them. I suspect nearly all other purported rules for writers are created through a similar process. Probably not with the same degree of venom as motivated Twain, but in the sense of being designed to fit pre-existing books, and not as independent criteria.

Still, Twain’s essay is hilarious. I’d be honored if someone hated my books this much!

Noah Goats’ latest piece, in addition to providing a tantalizing glimpse into some of his unpublished work, also raises a great point about writing: often the best way to come up with a new story is to find a way to combine to seemingly-unrelated drafts. He writes of his book, Incomplete Works:

The book was nothing but stitched together chunks of three abandoned novels, but despite the Frankenstein origins, Noah was proud of the result. Evelyn Waugh had used similar methods to put A Handful of Dust together, and Raymond Chandler had stitched his way to two of the greatest crime novels of all time.

I find this is usually how an idea that I’m able to successfully turn into a story comes together. I generally have a number of ideas I’m working on at any one time, and at some point all of them have run aground and appear stuck, when suddenly I see a way of combining two or more of them.

I know I’ve written about this before, but that was what happened with The Directorate that ultimately allowed me to finish it: I was trying for about the fourth time to write a story about a space station with a space elevator, and I decided to make the protagonist a character from a draft of an unrelated story.

I’m working on a story now that combines elements from ideas I’ve wanted to do forever with a relatively new one. Once again, I was only able to produce a complete story after I said, “Aha! I can interpolate my old concept into this new one.”

This is why it’s important to write down and keep old drafts, even when they initially seem to have stalled out. You never know when you may be able to use them again down the line.

On the face of it, it hasn’t taken me that long to write any of my books. The long short stories are very quick: I wrote the first draft of 1NG4 in about three days last year, and had it published in a couple of weeks. Vespasian Moon’s Fabulous Autumn Carnival took about two weeks to write, and about a month before I finally published it.

As for novels, I started writing The House of Teufelvelt in mid-February, and had it finished by late July or early August. And The Directorate, my longest book, as I have recounted before, I started on August 17, 2017, and finished a first draft by October 5 of that year. For the next two months, I did revisions and gathered feedback, before publishing it in January.

Looking at the start and end dates of when I began writing something and when I finished, it seems logical to conclude that a long short story takes about a month to produce, and a novel takes maybe 4-5 months. Not too bad, right?

Except this is deceptive. Because when I first began putting down the words on what would eventually become a recognizable first draft of something is not really when I started working on it. 

Take 1NG4: I’d wanted to do a weird, cyberpunk-ish story full of mystery and conspiracies for years before writing that. My 2014 novella Start of the Majestic World is a primitive forerunner of it. The November before I wrote it, I wrote a complete first draft of another story full of weird conspiracies and hints of the paranormal. And I was completely unsatisfied with it. Only one line from it lives on in 1NG4.

Vespasian Moon’s Fabulous Autumn Carnival is another example: I’d been obsessed with doing a story about a mysterious cryptid living in rural hill country since reading Lovecraft’s The Whisperer in Darkness in 2009, and doubly so after discovering the Mothman legend in 2013. A lot of the scenery and descriptions came from trips to West Virginia and Southern Ohio made in 2012 and 2015. (Again, my less-successful attempts at these ideas appear in Majestic World.)

With novels, it gets even more dramatic: The House of Teufelvelt was also the title of a short unpublished novella I wrote in 2013. It also featured a character with a dark past named Roderick Teufelvelt, a place called Leviathan State University, and a few other shared story elements. But it was very different in a number of ways, and I was a not happy with it, even after reading every bit of Gothic literature I could find for inspiration. I had to let it simmer a bit, and come back with a fresh perspective.

Taking this more expansive view, the true “production time” on 1NG4 goes from two weeks to at least five years, Teufelvelt’s goes from six months to six years and Vespasian Moon’s goes from one month to ten years.

And then, of course, there’s The Directorate. I’ve discussed this before, but to recap: In 2002, I tried making a stop-motion film with action figures about a station, accessible by a space elevator, that had an ulterior purpose unbeknownst to most of the occupants. In 2007, I made another animated film around the same theme. In 2012, I wrote yet another outline of the same plot, but eventually abandoned it.

I essentially kept playing with the same idea for fifteen years before I finally told the story in a way that satisfied me. I didn’t realize this until after publishing The Directorate, but in retrospect, it looks as if I was on a schedule where I would try telling a new version every five years. That wasn’t deliberate, though; it just worked out that way.

In summary, while the time from when I began writing might seem short, in reality there is a much longer, less obvious stage of storytelling, during which ideas get generated, examined, changed, and in some cases, thrown out and replaced with new ones. 

This isn’t a huge revelation. Indeed, it may seem quite obvious to creative types. But to their audiences, it may be completely invisible. This, incidentally, is probably why sequels are almost never as good as originals, and why artists so often “burn out” at some point in their careers: they amass a stock of ideas they work on in the back of their minds for years, and finally are able to mold them into a coherent whole, which they are able to show to the world. And if their work is popular, people immediately want more, not realizing that what they have just enjoyed is the result of years, or perhaps decades, of the creator tweaking various aspects of a concept. 

It’s commonplace to hear of creative people being “out of ideas” or feeling like they’ve lost their creative energy. I wonder if this is actually because it’s not obvious, even to them, how long it takes their mind to create ideas. I know I didn’t realize how long I’d worked on some ideas until I made a conscious effort to remember. An analogy: if you were used to going out to harvest the crop from a flourishing garden, and then one day you arrived to find that it was all gone, it would be kind of a shock, especially if you’re not aware of how the growing process works.

Generating ideas—for stories, for music, for art, for new inventions—takes a long time. There’s a lot of evidence to suggest that our brains do it best when it’s not their primary focus. The idea of a flash of inspiration is largely an illusion—but it’s a powerful illusion, because the moment the “missing piece” clicks into place and you have a great idea is so exhilarating that it feels as if it just came to you all of sudden, rather than being the last step in a long, laborious process.

So if you’re having trouble coming up with ideas, a good cure can be to revisit old ideas you hadn’t thought about in a long time. If you’re a creative person, and I think everyone who reads this blog is, you very likely have some. In fact, you might even have some you didn’t remember you had. While I was working on this post, I suddenly remembered the existence of a short story of mine that I had completely forgotten about. It’s an uncanny feeling, reading something you know that you wrote, and all the time wondering Why did I write that? 

But uncanny is good.  It means you’ve found something interesting. Which is why it pays to revisit your old ideas—it’s the best way our minds’ have of looking at something from the perspective of the creator and the audience at the same time. 

It’s a gloomy, wet, unseasonably warm night here in Ohio. It feels like a good night to write a story, although I’m not sure what it would be about. But it set me thinking about how the immediate environment can influence one’s writing.

For example, I’ve never been to sea. I was on a boat in Lake Erie a couple of times, and I’ve been to the beach twice. So when I wrote 1NG4, I mostly used my imagination–but I did go down to a bridge over a river the day I wrote the first half of the story. I stood around, soaking in as much detail as I could. Doing that helped me write some of the description of the sun reflecting off the water.

Another example: for the scene in Vespasian Moon that takes place inside the title character’s cabin, I purposely stayed up much later than I normally do, turned out all the lights except for a flickering jack-o’-lantern, and then wrote the scene. That helped me with describing the way the shadows on the wall moved in the candlelight.

As someone who has long struggled with writing description, I’ve found this is a helpful trick. Of course, it has its limits. I doubt I’ll be traveling to any other planets to get the vibe I want for my science fiction stories.

[How many people still use the term “bleg,” I wonder? Andrew Sullivan used to use the term a lot, but I haven’t seen it lately…]

At the risk of becoming repetitive: please, please, please go read the latest short story by Noah Goats. It’s free to read on his blog.

I love all Noah’s work, as you know, but this is a departure from his usual humorous style. It’s much more in the realm of speculative fiction or even horror, depending how you look at it.

It’s everything I think a short story should be: concisely evocative, moving, and open to multiple interpretations. Noah is turning out great stories at a nearly McCollum-esque pace. I’m hoping he will collect them all in a book at some point. At any rate, his work deserves to be widely-read.

TheRavenThis is a collection of ten short stories, many of which are inspired by myths, fairy-tales, folk-lore and poetry. Sort of like Angela Carter’s retellings of well-known stories, Spicer cleverly re-invents these classic tales, telling them in a new way or from a new perspective. All the stories are enjoyable and interesting. My favorites were the poignant “Stranger at the Crossroads,” and the delightful “An Unlikely Friendship.” 

Because these are short stories, I don’t want to discuss them in detail because it may give too much away. Lydia Schoch’s review discusses the two tales I have mentioned above, and she’s much better at reviewing without spoiling than I am. I encourage reading her review—it was what first brought this book to my attention, and I’m glad, because it’s a very enjoyable read, especially for the autumn and winter months. If you enjoy subtle horror, fantasy or paranormal stories, this book is for you.

After reading this collection, I was eager to read more of Spicer’s work. And I also started reading her blog, which is a real delight—check it out; she has written tons of excellent posts on a wide variety of topics, including various writerly matters and book reviews. 

Andrew Crowther is a writer I’ve followed for some time. I was delighted to see he recently started a new blog, and today he has a great post about four books: Vice Versa, Good Omens, The Hitchhiker’s Guide to the Galaxy and The Man Who Was Thursday. I’ve only read Hitchhiker’s Guide, and a few excerpts from Man Who Was Thursday in the game Deus Ex, but I love what Crowther says in this post, particularly:

The end of the world was in the air; it was ten years before the Millennium, and almost subconsciously a lot of us felt that if things were going to end, that would be a good date for it.

As someone fascinated by the concept of fin de siècle and what was sometimes called “millennial madness” in the ’90s, this got my attention. I’ll have to read Good Omens.

Besides that, Crowther has identified the key elements of writing a philosophical comedy.         Which I never even realized was a genre before, but now I see that’s exactly what these books are.

A big problem in my fiction is that my endings are too rushed. I used to think this might be part and parcel of the No Description problem, but I realize now it’s a separate issue. A number of readers raised this complaint with all my early stories, and while I tried to improve in The Directorate, it still came up.

It’s also proven to be a problem with the novel I’m working on now. Several beta readers have said the same thing, and I agree with them. The ending is, once again, too rushed.

At this point, you might be thinking, “So add more stuff then, stupid!”

The problem with that is I can think of nothing else to add. The ending comes along when it does because all the pieces are in position, and it seems natural to tip the first domino and set things in motion. If I add extraneous material, readers will notice that I’m just killing time.

I hate when authors drag things out. The best example I can think of is Stephen King’s 11/22/63. While I liked some parts, there were also times when I wanted to yell, “Just get on with it already!” Since the book hinges on an event which happened in the past and which the reader is anticipating, the way King stalled with one “the past is obdurate” setback after another was annoying to read.

In general, I’d rather something be too short than too long. If a reader thinks it’s too short, it implies they want to read more. Whereas if it bores them by being too long, they’re unlikely to read anything by the author again.

But, better than being too short or too long is being exactly the right length. I have reached a paradoxical point where the book isn’t as long as it needs to be, yet making it any longer would feel too long. Which is another way of saying that something is missing, but I don’t know what it is.

*The title isn’t mine. It’s the title of a Let’sPlay of Knights of the Old Republic II, my favorite video game of all time, which is also notorious for its allegedly rushed ending.