I have often written about a concept pioneered by Barry Schwartz called the paradox of choice. Basically, the idea is that the more choices you give people, the more likely they are to be paralyzed with indecision. It’s easier to make up you mind when you have fewer choices. In yesterday’s post, C.S. Inman asked the following question:
When I begin a story, I do a good job with characterization, with setting up engaging conflicts, with possibilities for compounded problems and solutions. From what they tell me, people generally want to keep turning pages.
Unfortunately, when I’m writing past the “beginning” I have difficulty choosing which plot options should take up those subsequent pages. The “middles” of my stories are a crossroads where I feel like no matter which path I let the protagonist take, I’m missing something better on one of the other paths. It doesn’t help when I sometimes finish a short story (or a chapter of a novel) and realize I have to delete 2,000 words and go a different direction because it’s totally awesome, and how didn’t I see it before I wasted all that time?
Do you have any ideas about how I can either 1. Stop being a pansy and just pick one and like it or 2. Discover which path is going to be the most satisfying BEFORE I write the wrong one?
First of all, don’t be discouraged by this. The paradox of choice happens to everyone. I can’t tell you how many times I have stood in front of the fridge and stared at the contents right after shopping, unable to make up my mind what to cook. In writing, it’s no different. What’s happening here is that you’re coming to a point where you have too many choices about the direction your story can take. The key is to narrow down your choices, and to do so in a way that you make decisions and choices about the direction of your story that result in a good story. Here are a some ideas to help you do this:
- First of all, keep in mind that there’s no “best” solution. You’ll like one more than another one day, and the next day, you’ll think the opposite. It’s of course all very subjective. So relax about it and just get your first draft out. As other ideas occur to you, keep a parallel document running, and jot down your alternative paths that come to you. After your first or second draft, go back and see if exploring any of those notions will be any better.
- It can help sometimes to not only have a beginning to a story when you start writing, but to also have an idea of an ending. I used to think this was impossible for me to do, but the more I write now, the more I realize that most stories only have a few satisfying endings available to them once you know the setup. It’s much harder to write a story in which the protagonist fails at succeeding against their central story problem. It’s not impossible, but you need to know you’re going to do that when you set out writing the story, because there has to be some satisfaction to the reader in their failure–they have to succeed at something greater, something they didn’t even necessarily know they wanted–but the reader should have had an inkling along the way even if the protagonist did not. Foreshadowing is much easier to do if you know what you’re foreshadowing. You can always write to the end and then go back and add the foreshadowing in in a later draft, or–
- Maybe you shouldn’t think of those 2,000 words you cut as wasted. Some writers (not many) can write a story in a single draft, and make minor edits, then send it off and sell it. Me, I have found that I write anywhere from 3–10 drafts of a story before I get it accepted somewhere. Without fail, the more drafts I put into a story, the more I stand a chance of succeeding in my ultimate goal, which is seeing the story published. The key here is to adjust your expectations and to give yourself room to experiment. The 2,000 words that don’t make it into a final draft of the story can be just as important, if not more important, than the ones that do.
- There’s a general rule of thumb that’s often offered as writing advice, which is, when you need to make a decision like a character aspect, or a plot element, you should not go with your first notion. Or your second. Or even you third. It sometimes takes pushing past the first several ideas that come to mind because the ideas that most easily come to mind are typically cliches. Even if you at first don’t think they are, keep pushing for an alternative anyway.Try writing a story in which each time you need to make a decision, before writing, you come up with three ideas, and discard the first two you think of. See where that leads you.
- When faced with which direction to take with your plot, I sometimes go with a pretty simple rule: which direction will be more wildly fun? If you’re more of a literary bent, I suppose you could choose which direction will more properly illustrate the theme or explore the nature of your character. Stop and consider your decisions in light of what your goal in telling the story is. Whichever direction will raise the stakes the most without being ridiculous. You can’t risk the world or the universe in every single story, but you can almost always raise the stakes more than you think. Higher stakes often lead to a much more compelling story.
- If all else fails, you can always flip a coin! Or roll a die. I will admit to having rolled the dice literally when having trouble making a decision about a story. Hey, it works in RPGS, right?
Ultimately, I think a combination of all of the above can be put to use. I’m just going to guess here, but I suspect Inman is not an outline writer. I started out writing stories without an outline, and actually, many of my sales were written without one. Now, I almost always outline and write pretty extensive world building notes before I start the story. It’s possible that simply making the switch to writing from an outline, even for something as short as a short story, will solve this problem for you. Either way, enjoy it the process. It’s a huge part of what makes writing so much damned fun.
If you have a question about any of the areas I write about here on the blog, or even areas I don’t, add them to this post from yesterday. You can win a copy of Federations, the new anthology edited by John Joseph Adams containing my story “The Culture Archivist.” I’ll be taking suggestions on that post until Friday, and will declare the winner on Monday. There have been some great questions so far, and I look forward to hearing more.
I am lucky that I tend to write first person or sinlge-narrator close pov stories, so I get into the character’s head and act out. Usually my gut instinct drives the character, and my writer’s mind (an years of DMing) takes over and presents a new challenge.
It took me a few days to catch up on my list–I actually missed this (I think that’s irony, and if not, it’s close).
Thank you so much! These are all good suggestions, and some of them are things I’ve tried before but in sort of a desperate flailing way rather than a calculated, intentional way. (Even the die rolling, which I might try in conjunction with an outline…) I particularly think discarding the first idea that comes to mind is going to help, since my favorite thing in stories is when the author outthinks me by a few steps, and it seems this is one of the best ways to recreate that feeling for readers of –my– stories.
Also, it’s interesting to note that I do some of these things for novels and never thought about doing them for short stories. Now I feel a little guilty, as if I was playing favorites with the novels while my Cinderella short stories were expected to do all the dirty work without any pretty dresses. Yes, with terrible metaphors like that, you can see why I want to be a writer. ;)
Really useful advice, many thanx. By ‘useful’ i think i mean ‘encouraging’, which does more for my writing than just ‘useful’. (Just bounced here from @motjustes on Twitter — and glad i did.) I’ve always rejected my first, second and usually third ideas. But as i get better at having ideas in the first place, i suffer from the same problem as C S Inman. (Good-looking website, btw, Inman; does it have no rss feed?)
I’ve missed the chance of a copy of Federations, but may come back soon with a question anyway.
Please feel free to ask questions any time. I’m always looking for problems to address with blog posts.
OK, you asked for it: this is my current snarl-up.
I’m in the midst of a bizarre (that’s a new genre btw!) romp — don’t know whether to call it fantasy, or magic realism or surrealism — the characters are Strange (capital S) but the story so far is almost 100% action. This surprises me as i don’t read much lightweight action and have never planned an action page-turner, being more interested in ethical dilemmas and deep, disturbing psychology.
I do have the story arc in my head and an ending in mind, though i’m working without a detailed plan. I’m a bit more than 40,000 words in and i really don’t want it to be ALL froth and fun. A subtext / metaphysical plot fits in, but it came to me after i was pretty committed to the story, not as part of the initial idea surge. And now i’m not sure how to weave it in.
I know that with the first draft i’m just getting the clay together that i can beat into shape later, during revisions. I know i can add in the foreshadowing after i’ve got to the end once and know what i am foreshadowing! But i’m only half-clear in my head about this subplot and worried about it looking stuck on with paperclips, even after remoulding the thing and smoothing the joins. Iykwim.
So half of me is thinking this story evidently wants to be the pacy action thing with bizarreness. But if i left it at that, i know it would be one of those stories that don’t require their fantasy setting — and i’m horribly aware that at the moment, without the setting there’s not much to set it apart from all the other escape-danger-and-win-treasure adventures.
Help if you can!
Well, I think this post pretty much already addresses your problem here. You may need to sit down and write an outline. Coming up with one could be difficult, though, so you might want to try a mindmap to explore your thoughts on the idea. I find mindmaps help me sort out these kinds of issues pretty well. Freeform thinking.
I just don’t think you can get where you want to go writing freeform. A break to do some planning and to draw yourself even a rough map is going to get you where you want to go.
@ mmSeason: Thanks, about my site. It doesn’t have a feed yet, but when the new version goes up soon, that will be addressed!
Well, i’ve thought about this and i don’t think i explained it very well, probably cos i was too long-winded. I’m not exactly writing freeform though i do like your idea of the mindmap). I’m not trying to choose between good ideas, but trying to weave strands together and not sure if i can make it work. I don’t know if anyone can help, really, without me letting them in on the details — which i don’t feel ready to share at the moment.
I read recently (i’m afraid i can’t think where, right at the moment) that each character should have two goals — a story one, and a personal one. The story one may be related to a quest, love interest, escaping the villain, or whatever; the personal one would be about personal growth, learning, change of attitude or something like that. This is what i’m getting at, really.