Saturday, March 21, 2009

Music Basics Guide for the Beginning Musician


Hello! Welcome to the wonderful world of music. Have you always dreamed of being able to learn to READ MUSIC and play the piano, keyboard, guitar or any other instrument? Well, your dream is just about to come true with this Beginning Music Course.

This is not rocket science but it does take a genuine commitment on your part to read all this Music Course in order to learn the music fundamentals that will apply to any instrument. Be sure to STICK WITH IT!

Did you know that pianos in some form have been around for over 500 years? Some of the first instruments of this kind were called clavichords. They had a very light, metallic sound because the small hand-pounded 'hammers' were made of very light weight metal-like material. These hammers struck strings of varying lengths to create different tones or pitches. The next cousin to the clavichord was the harpsichord invented by Cristofori in Italy around 1450 A.D. This keyboard instrument had a mechanism in it called the plecktrum which 'plucked' the strings and produced a slightly stronger sound than its predecessor.

Whether you are playing an acoustic instrument, which is the closest relative to the history just mentioned, or an electronic keyboard, you are now participating in a centuries old musical art form.

MUSICAL TERMS Let's begin our musical study with a review of the main musical terms you will need to be familiar with to proceed with your music education.

  • BAR LINE - A vertical line which separates notes into groups
  • DOUBLE BAR LINE - A set of two (2) vertical lines which stand for the end of a piece of music
  • REPEAT SIGN - Double bar with two dots at the end of a section or piece of music which indicates that section is to be played twice.
  • MEASURE - The distance between two bar lines.
  • TREBLE CLEF - The S-shaped symbol which stands for notes played with the right hand.
  • BASS CLEF - The reversed C-shaped symbol which stand for notes played with the left hand.
  • STAFF - The five lines and four spaces of both the bass and treble clefs.
  • QUARTER NOTE - Musical symbol with solid note head and stem which gets one count.
  • QUARTER REST - Musical symbol resembling a sideways W which gets one count.
  • HALF NOTE - Musical symbol with hollow note head and stem which gets two counts.
  • HALF REST - Solid half block sitting on third line of the staff which gets two counts of silence.
  • DOTTED HALF NOTE - Musical symbol with hollow note head, dot and stem which gets three counts.
  • WHOLE NOTE - Musical symbol resembling a circle on the staff which gets four counts.
  • WHOLE REST - Solid half block hanging from the second line on the staff which gets four counts of silence.
  • CHORD - Two or more notes played together.
  • BLOCKED CHORD - Two or more notes played at the same time
  • BROKEN CHORD - Two or more notes from the same chord played in sequence
  • INTERVALS - The distance between two notes on the musical staff 


INTRODUCTION TO THE WHITE KEYS 

There are only seven (7) letter names used on the piano:
A B C D E F G
It is interesting to note here that no matter what instrument you play, whether it is piano, tuba or violin, ONLY the seven letter names above are used in the entire realm of music!

There are two very easy ways to visualize and remember the names of the white keys on your piano and keyboard. Remember, the note names on an electronic keyboard are the same as on the acoustic piano.
Since it is not possible to include a graphic in this format, simply remember that the 'CDE' note groups in always located directly underneath the two black note group. The letter name 'D' in the white key always located directly inbetween the two black key note groups. ANY TWO BLACK NOTE GROUP on the piano has the letter name 'D' as the white key located in between them.

Go to your keyboard NOW and start to play all of the C-D-E groups from the lowest (bottom left) to the highest (top right) on your keyboard. Say C - D - E as you play each key.

Now we will learn about the F - G - A - B note groups. Simply located any three black note group on your piano or keyboard and realize that the F-G-A-B white keys are located directly beneath them. Directly outside of the three black note groups are 'F' on the left hand side of the three black note group and 'B' on the right hand side of the three black note group. Just fill in the outer 'F' and 'B' with G and A and you are done!
Go to your piano or keyboard NOW and find all of the F-G-A-G white keys underneath each three black note group. As above, play slowly and evenly saying the letter names as you play the F-G-A-B groups from the bottom of the piano or keyboard (low left hand end) to the top of your piano or keyboard (top right hand end).

Congratulations! You now know ALL of the white key names on the piano!

DYNAMIC MARKINGS
The vehicle for expression in music comes through the context of dynamic markings. Since the Italians were the ones to first write marks of expression in their music as well as print the first music manuscripts on paper, all of the marks of expression or dynamics are from Italian words.

DYNAMIC MARKINGS START WITH SOFT AND GO TO LOUDEST:
Piano - Italian word for soft. symbol used in music: p
Pianissimo - Very soft; symbold used: pp
Mezzo Forte - Medium Loud; symbol used: mf
Forte - Loud; symbol used: f
Fortissimo - Very Loud; symbol used: ff

Now that you have learned the Basics of Music by learning the note names, learning the note values and exploring music dynamics, you are ready to progress to the next level, that of learning to actually READ MUSIC.

About The Author

Jan Durrant creates music learning resources for new musicians of all ages.
Regardless of your current musical skill level, you will find wonderful multil media music learning resources for the whole family at http://www.MakingMusicNow.com email jan@makingmusicnow.com

Thursday, March 19, 2009

Top 10 Common English Faults by Web Authors

by: Kempton Smith

In reviewing and browsing web sites over the years, I have compiled a list of the most common misuses of English by web authors. Here they are in Letterman (reverse) order.

10. Who, which or that?
"Who" (or "whom") refers to persons. "Which" refers to animals or things, never to persons. "That" can refer to either persons or things.
Examples:
The girl who was hungry.
The dog that wagged its tail.
The software which I wrote.

9. Anyone vs any one
"Anyone" means "any person," not necessarily any specific person. It could refer to multiple people simultaneously.
As two words, "any one" refers to a single person.
Examples:
Anyone can download my software. But the software can only be used by any one user at a time.

8. Commonly misspelled words
All right
Dependable
Independent
Recommend
Responsible
Separate

7. Don't put punctuation at the end of a URL
While not technically an English grammatical error, don't put a period or anything immediately after a URL reference. Doing so will usually invalidate the URL. You might call this an internet grammatical rule.
Example:
Notice the lack of a period in the following sentence. My URL is http://article-promotion.blogspot.com
 
6. Software not softwares
"Software" can be singular or plural. Never use "softwares."

5. Do the quotes go after or before the period?
Put quotes after a period or comma. Put quotes before a colon. Put quotes after a question mark unless the entire sentence is a question. This is a US English standard. British English usage can differ.
Examples:
He asked, "Are you hungry?"
She replied, "Yes, I am hungry."
Did she say, "Yes"?

4. There, their, or they're
"There" is used in two ways. It can specify a place. It can also be used as an expletive or empty word to start a sentence.
"Their" is used as a possessive form of "they".
"They're" is short for "they are."
Examples:
I live there, not here.
There are nine planets in the solar system.
The two boys raced their bikes.
They're both tired after walking up the stairs.

3. Powerful
Too many developers describe their software as, "XXX Software is a powerful, easy-to-use, ... ." I searched download.com and found 2149 descriptions or titles of software containing the word "powerful." Powerful has many meanings, most referring to how effectively something is performed, as in muscular. A car with 450 horsepower is clearly more powerful than one with only 200 horsepower. But what is powerful software? If you mean feature-rich (like Adobe Photoshop), then say so. If your software does only one thing, but it does it completely or thoroughly (like CounterSpy), then say so. But please, no more powerful software.

2. Site or sight
A "site" is a place.
"Sight" refers to your sense of vision.
Examples:
A web site is a place on the internet that you visit with your browser.
A beautiful sunset is a marvellous sight.

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1. Its or It's
Use "it's" only when it means "it is." Unless you can replace "it's" with "it is," use "its." Never use "its'."
Examples:
It's raining today.
The dog wagged its tail.

Conclusion:
English is very difficult for persons whose native language is not English. It is also difficult for many English-speaking authors.
Unfortunately, most of the common grammatical errors will not be caught by a spell checker, so you have to manually check your writing for them.
An excellent reference is the short and timeless book, The Elements of Style, by William Strunk, Jr. and E.B. White. A free online version of this book is available at http://www.bartleby.com/141/index.html
I hope that web authors can use this article to recognize and correct some of the most common grammatical blunders that abound on the internet.

About The Author

Kempton Smith helps internet businesses promote their products or services online by ghostwriting affordable, unique, keyword-rich articles for them. Email him now at articleghostwriter@yahoo.com for a free article for your online business, no obligation. Or for a free report on how to use articles to promote your product or service, visit http://article-promotion.blogspot.com.

Sunday, March 1, 2009

Voices in Your Head; Constructing Dialogues in Writing

Are you struggling with your story’s dialogue? If so, you’re not alone. Dialogue is tough for many writers. Fortunately, by learning to listen, you can make your fictional dialogue much stronger. So let’s begin by looking at a quick dialogue exchange, from a short story I’ve been working on.
Her eyes finally met mine. “This isn’t right, Neil. You felt it out there. I know it.”
I nodded. “But it’s free floating. It doesn’t cling to the water and it really isn’t a part of the tank. And there’s no body. A spirit just circles the site.”
“A broken circle,” she said gravely. “Pieces missing…death. Someone died out there.”
“So you’re saying this is a murder?”
“Maybe. Don’t know. No body. But the evil...the dark spirit. It’s still there.”
I had learned over the years that Kathy might be wrong about events and timing, but rarely about feelings. To her, the evil we felt meant death.
“Look,” I told her. “We’ll never know what happened out there. I say we just send the spirit away and go home.”
She shook her head. “It won’t leave…not now, anyway. Isn’t settled…”
Although you’re coming into the story somewhere in the middle, without really knowing the characters, you still get a “feel” for each of them simply by reading this short passage of dialogue. One character is more analytical, trying to make sense of what they’ve seen. The other relies mostly on feeling and instinct, taking a more direct approach to the situation. Two distinct individuals.

But the question is, “How do we know this?” Certainly there’s a bit of narrative here, but not much. Most of what we know we learn from the spoken words. And I’m not talking about the information here. Instead, I’m referring to way these characters speak. For example, notice how the analytical character speaks in complete sentences, in larger concepts. The woman, on the other hand, speaks in short bursts, using clipped sentences and fragments. Each of these speech patterns relates directly to the characters and who they are.

People are unique in their physical characteristics, the way they dress, and how they view the world. We use these things to paint portraits of people in fiction and nonfiction. But it’s important to remember that people also speak in unique ways. And those speech patterns tell readers just as much about that person as anything else you write. In fact, a unique method of speech often creates a deeper portrait. The readers actually hear the person, as well as seeing your visual description. And that can be a powerful tool.

To achieve this, start listening to the way people speak, paying particular attention to some of the following aspects of speech.

1. Wordiness—Some people will use many words, in many long sentences. Others (like our character above) may speak in short bursts and fragments. This can tell readers a lot about the character’s approach to life. It may even hint at some sort of agenda. Wordiness, for example, may be tool for evasion, helping the person avoid answering a question.

2. Tempo—People speak slowly or at high speed and again, that’s a clue to who they are and how they live their lives. Listen to tempo in speech. Listen for pauses, especially those that might stem from caution or lack of an answer. The rate at which a person offers words can be a great character-building tool.

3. Slang—People and characters will often use slang, helping readers determine their age, economic background, ethnicity, and career. Remember that a simple slang word speaks volumes about a person. Make sure it’s telling readers what you want them to know.

4. Vocal Habits—One person may always clear his/her throat before speaking. Another may overuse a certain word or phrase. Another might be liberal with short sounds, like “uh.” Each of these identifies the person for readers and when they see him/her again, they’re able to immediately grasp that unique character. And that helps keep the story moving.

One very helpful exercise for developing dialogue is to use your friends, relatives and acquaintances. Take a line of dialogue from a short story or a quote from a nonfiction article you’re working on. Then imagine each of your friends saying that line. How would your best friend say it? Your mother? Your boss? You should be able to hear differences just by imagining how others would tackle a particular line of dialogue.
Once you have that firmly in your mind, practicing writing it so that it sounds different to readers with each new speaker. You’ll soon find your dialogue skills (and your ear for speech) improving.

Best of luck with all your writing.

©  by Mike Foley

About The Author

Mike Foley is editor of Dream Merchant Magazine and author of more than 700 published stories and articles. He also teaches fiction and nonfiction writing in the extension program at UC-Riverside. Since 1986, Mike has operated the Writer’s Review critique/editing service, helping hundreds of aspiring writers improve their fiction and nonfiction projects.For information on Mike’s critique or coaching services, visit his website: http://www.writers-review.com/ email mike@writers-review.com

Thursday, February 19, 2009

Advice on Novel Writing (Part 10:Narrative Voice)

This is an online book by Crawford Killian.

Part 10: Narrative Voice

Someone in your story has to tell us that Jeff pulled out his gun, that Samantha smiled at the tall stranger, that daylight was breaking over the valley. That someone is the narrator or ``author's persona.''

The author's persona of a fictional narrative can help or hinder the success of the story. Which persona you adopt depends on what kind of story you are trying to tell, and what kind of emotional atmosphere works best for the story.

The persona develops from the personality and attitude of the narrator, which are expressed by the narrator's choice of words and incidents. These in turn depend on the point of view of the story.

First-person point of view is usually subjective: we learn the narrator's thoughts, feelings, and reactions to events. In first-person objective, however, the narrator tells us only what people said and did, without comment.

Other first-person modes include:

  • the observer-narrator, outside the main story (examples: Mr. Lockwood in Wuthering Heights, Nick Carraway in The Great Gatsby)
  • detached autobiography (narrator looking back on long-past events)
  • multiple narrators (first-person accounts by several characters)
  • interior monologue (narrator recounts the story as a memory; stream of consciousness is an extreme form of this narrative)
  • dramatic monologue (narrator tells story out loud without major interruption)
  • letters or diary (narrator writes down events as they happen)
If the point of view is first-person, questions about the persona are simple: the character narrating the story has a particular personality and attitude, which is plausibly expressed by the way he or she describes events.

The second-person mode is rare: You knocked on the door. You went inside. Very few writers feel the need for it, and still fewer use it effectively.

If the point of view is third-person limited, persona again depends on the single character through whose eyes we witness the story. You may go inside the character's mind and tell us how that character thinks and feels, or you may describe outside events in terms the character would use. Readers like this point of view because they know whom to ``invest'' in or identify with.

In third-person objective, we have no entry to anyone's thoughts or feelings. The author simply describes, without emotion or editorializing, what the characters say and do. The author's persona here is almost non-existent. Readers may be unsure whose fate they should care about, but it can be very powerful precisely because it invites the reader to supply the emotion that the persona does not. This is the persona of Icelandic sagas, which inspired not only Ernest Hemingway but a whole generation of ``hard-boiled'' writers.
If the point of view is third-person omniscient, however, the author's persona can develop in any of several directions.

  1. ``Episodically limited.'' Whoever is the point of view for a particular scene determines the persona. An archbishop sees and describes events from his particular point of view, while a pickpocket does so quite differently. So the narrator, in a scene from the archbishop's point of view, has a persona quite different from that of the pickpocket: a different vocabulary, a different set of values, a different set of priorities. (As a general rule, point of view should not change during a scene. So if an archbishop is the point of view in a scene involving him and a pickpocket, we shouldn't suddenly switch to the pickpocket's point of view until we've resolved the scene and moved on to another scene.)
  2. ``Occasional interruptor.'' The author intervenes from time to time to supply necessary information, but otherwise stays in the background. The dialogue, thoughts and behavior of the characters supply all other information the reader needs.
  3. ``Editorial commentator.'' The author's persona has a distinct attitude toward the story's characters and events, and frequently comments on them. The editorial commentator may be a character in the story, often with a name, but is usually at some distance from the main events; in some cases, we may even have an editorial commentator reporting the narrative of someone else about events involving still other people. The editorial commentator is not always reliable; he or she may lie to us, or misunderstand the true significance of events.
Third-person omniscient gives you the most freedom to develop the story, and it works especially well in stories with complex plots or large settings where we must use multiple viewpoints to tell the story. It can, however, cause the reader to feel uncertain about whom to identify with in the story. If you are going to skip from one point of view to another, start doing so early in the story, before the reader has fully identified with the original point of view.

The author's persona can influence the reader's reaction by helping the reader to feel close to or distant from the characters. Three major hazards arise from careless use of the persona:

  1. Sentimentality. The author's editorial rhetoric tries to evoke an emotional response that the story's events cannot evoke by themselves--something like a cheerleader trying to win applause for a team that doesn't deserve it. A particular problem for the ``editorial commentator.''
  2. Mannerism. The author's persona seems more important than the story itself, and the author keeps reminding us of his or her presence through stylistic flamboyance, quirks of diction, or outright editorializing about the characters and events of the story. Also a problem for the editorial commentator. However, if the point of view is first person, and the narrator is a person given to stylistic flamboyance, quirks of diction, and so on, then the problem disappears; the persona is simply that of a rather egotistical individual who likes to show off.
  3. Frigidity. The persona's excessive objectivity trivializes the events of the story, suggesting that the characters' problems need not be taken seriously: a particular hazard for ``hardboiled'' fiction in the objective mode, whether first person or third person.
Verb tense can also affect the narrative style of the story. Most stories use the past tense: I knocked on the door. She pulled out her gun. This is usually quite adequate although flashbacks can cause awkwardness: I had knocked on the door. She had pulled out her gun. A little of that goes a long way.

Be careful to stay consistently in one verb tense unless your narrator is a person who might switch tenses: So I went to see my probation officer, and she tells me I can't hang out with my old buddies no more.
 
Some writers achieve a kind of immediacy through use of the present tense: I knock on the door. She pulls out her gun. We don't feel anyone knows the outcome of events because they are occurring as we read, in ``real time.'' Some writers also enjoy the present tense because it seems ``arty'' or experimental. But most readers of genre fiction don't enjoy the present tense, so editors are often reluctant to let their authors use it. I learned that the hard way by using present tense in my first novel, The Empire of Time; it was enough to keep the manuscript in editorial limbo for months, and the final offer to publish was contingent on changing to past tense. Guess how long I agonized over that artistic decision!



back to part 9 | continue to part 11

Advice on Novel Witing (Part 9: Symbolism and all that)

This is an online book by Crawford Killian.

Part 9: Symbolism and all that

Maybe you never got anything out of your literature courses except a strong dislike for ``analyzing a story to death.'' Sometimes the symbolic interpretation of a story or poem can seem pretty far-fetched.

Nevertheless, as soon as you start writing, you start writing on some kind of symbolic level. Maybe you're not conscious of it, but it's there: in your characters, their actions, the setting, and the images. (Some writers are very powerful symbolists, but don't realize it; that's why authors are often poor critics of their own work.)

You may argue that your writing simply comes out of your own life and experience, and has nothing to do with ``literary'' writing. Well, no doubt you'll include elements of your own life, but whether you like it or not you'll find yourself treating that experience like gingerbread dough: You'll shape it into a mold to create a gingerbread man, or you'll have a shapeless mess on your hands.

What you write is really a kind of commentary on everything you've read so far in your life. If you get a kick out of romance novels, and you write one based on your own torrid love life which is quite different from most romances, your novel is still a comment on what you've read.

This is not the place for a long discussion of the theory of fiction. You should learn at least the basics of that theory, however, and no better source exists than Anatomy of Criticism, by Northrop Frye. You may find parts of it heavy going, but it will repay your efforts by letting you look at your own work more perceptively, and by enabling you to develop structure and symbol more consciously.

To paraphrase Frye very crudely, every story is about a search for identity. That identity depends largely on the protagonist's position (or lack of position) in society. A tragic story shows a person who moves from a socially integrated position (the Prince of Denmark, the King of Thebes) to a socially isolated one (a dead prince, a blind beggar). A comic story shows a person moving from social isolation (symbolized by poverty, lack of recognition, and single status) to social integration (wealth, status, and marriage to one's beloved).

Fiction in the western tradition draws on two major sources: ancient Greek literature, and the Judaeo-Christian Bible. Both sources are concerned with preservation or restoration of society, and with the individual hero as savior or social redeemer. Hamlet wants to redeem Denmark from his uncle's usurpation; Oedipus wants to save Thebes from the curse that he himself unintentionally placed on it.
In precisely the same way, the private eye redeems his society by identifying who is guilty (and therefore who is innocent); the frontier gunman risks his life to preserve the honest pioneers; the mutant telepath faces danger to search for fellow-mutants.

Now, you can play this straight or you can twist it. The private eye may find that everyone is guilty. The gunman may be in the pay of crooked land speculators. The mutant may find he is sterile, that his talents will die surface meaning. Winston Smith, in Nineteen Eighty-Four, is happily integrated at the end of the story, but we don't share his happiness.

How you use symbols can also undercut or change your apparent meaning. Let's take a look at some common symbols and patterns, and how they can comment on your story.

The Natural Cycle

Day to night, spring to winter, youth to old age. These suggest all kinds of imagery: light=goodness, darkness=evil spring=hope, winter=despair
girl=innocence, crone=evil knowledge, impending death

Northrop Frye argues that we associate images of spring with comedy; images of summer with romance; images of autumn with tragedy; images of winter with satire and irony. Note, however, that here ``comedy'' means a story of social unification; ``tragedy'' means a story of social isolation; and ``romance'' means a story in which the characters are larger than life and encounter wonders usually not seen in reality.

Bear in mind that images associated with these cycles are usually all you need: at the end of Nineteen Eighty-Four, a cold April wind kills the crocuses that ought to promise hope and renewal. Similarly, autumn leaves can symbolize an aging person, a dying society, or the onset of evil.

The Natural Versus the Human World

Desert versus garden Sinister forest versus park
Pastoral world versus city

In western literature, the journey from innocence to experience is often symbolized by the protagonist's journey from an idyllic world close to nature, to an urban world that has closed itself against nature. (In Biblical terms, this is the journey from Eden through the desert of the fallen world, to the Heavenly City.) Returns to the natural world are sometimes successful; sometimes the protagonist manages to bring the urban world into a new harmony with nature. In other cases, an urban hero finds meaning and value through some kind of contact with nature.

The Hero's Quest: Mysterious or unusual birth

Prophecy that he will overthrow the present order, restore a vanished order Secluded childhood among humble people in a pastoral setting
Signs of the hero's unusual nature
Journey-quest -- a series of adventures and ordeals that test the hero, culminating in a climactic confrontation
Death -- real or symbolic
Rebirth
Recognition as savior-king; formation of new society around him

Symbolic Images

A symbol may be good or evil, depending on its context, and the author is quite free to develop the context to convey a particular symbolism. For example, the tree is usually a symbol of life--but not if you use it as the venue for a lynching, or you turn its wood into a crucifix or a gibbet. Here are some images and their most common symbolic meanings:
  • Garden: nature ordered to serve human needs (paradis is a Persian word for garden)
  • Wilderness: nature hostile to human needs
  • River: life, often seen as ending in death as the river ends in the sea
  • Sea: chaos, death, source of life
  • Flower: youth, sexuality; red flowers symbolize death of young men
  • Pastoral animals: Ordered human society
  • Predatory animals: Evil; threats to human order
  • Fire: light, life or hell and lust
  • Sky: heaven, fate or necessity
  • Bridge: Link between worlds, between life and death

Symbolic Characters

Different types of characters recur so often that they've acquired their own names. Here are some of the most common:
  • Eiron: One who deprecates himself and appears less than he really is; includes most types of hero (Ulysses, Frodo, Huck Finn). The term ``irony'' derives from eiron.
  • Alazon: An imposter, one who boasts and presents himself as more than he really is; subtypes include the braggart soldier (General Buck Turgidson in Dr. Strangelove) and obsessed philosopher-mad scientist (Saruman, Dr. Strangelove). In my novel Tsunami, I named my villain Allison; although he starts as a movie director, he ends up as a braggart soldier.
  • Tricky slave: Hero's helper (Jim in Huckleberry Finn; Gollum in The Lord of the Rings).
  • Helpful giant: Hero's helper; in tune with nature (Ents in TLOR; Chewbacca in Star Wars).
  • Wise old man: Hero's helper; possessor of knowledge (Gandalf, Obi-Wan Kenobi).
  • Buffoon: Creates a festive mood, relieves tension (Sam Gamgee, Mercutio).
  • Churl: Straight man, killjoy or bumpkin (Uriah Heep).
  • Fair maiden: Symbol of purity and redemption (Rowena) or of repressed sexuality (any number of Ice Maidens).
  • Dark woman: Symbol of lust and temptation (or of natural sexuality).
  • Hero's double: Represents the dark side of the hero's character (Ged's shadow in Wizard of Earthsea).
Since these images are much older than what is now politically correct, they can cause problems; readers may see them as affirmations of old, oppressive social values. However, many modern writers now use them ironically to criticize, not endorse, the values the images originally expressed. Nevertheless, be aware that if your heroines are always blonde virgins and your villainesses are always seductive brunettes, you may be sending a message you don't consciously intend.

Be aware also that you're perfectly free to develop your own symbolic system. Just as the ``Rosebud'' sled in Citizen Kane symbolizes Kane's lost childhood innocence, you can make a symbol out of a hat rack, a catcher's mitt, or an old bus schedule. You're also free to make your symbols understandable to your readers, or to keep them part of your private mythology. If you associate a catcher's mitt with your the death of your hero's father, the reader will understand--on some level--what you're trying to say. If the catcher's mitt seems important to your hero, but you don't tell us why, we can only guess at the symbolic meaning.

Don't try too self-consciously to be ``symbolic.'' But if certain images, objects or events seem to dominate your thinking about your novel, write yourself a letter about them. See whether they might indeed carry some symbolic level of meaning, and if that level is in harmony with your conscious intent.

back to part 6, 7,8 | next part 10

Wednesday, February 18, 2009

Advice on Novel Writing Part 6,7,8

This is an online book by Crawford Killian.

Part 6: Storyboarding

``Storyboarding'' usually means arranging a sequence of images for a film or commercial. But you can storyboard a novel also, and it can be a helpful way to organize the plot.

That's because we don't normally think plot. We have an idea for a story (immigrant boy founds family dynasty in Nevada wilderness) and a random assortment of mental images (encounter with a grizzly bear, wild ride to rescue son from kidnappers, gorgeous blonde swimming nude in icy stream, showdown with eastern gangsters wanting land for casino). How do we get from these fragments to a coherent plot?

Writing a letter to yourself may help, but first try this: Take a stack of 3x5 cards and jot down an image or scene on each one, just in the order the ideas occur to you. It might look something like this:

Jesse rides into town, confronts Caleb Black about his fraudulent mining-shares deal. Caleb denies everything, threatens to shoot Jesse if he talks about it.
When you have five or ten or twenty such cards, lay them out in the sequence you envisage for the story. You certainly don't have a card for each scene in the novel, but you have the scenes that your subconscious seems to want to deal with. You also have numerous gaps. How do you get Jesse from his silver mine in Nevada to the deck of the Titanic? How does Caleb get in touch with the three hired killers from San Francisco? How does Jesse's grandson respond to the first offer from the gangster syndicate that wants to build a casino on the site of the old mine?

Now you turn your thoughts to just those gaps, and new ideas occur to you. That means more cards. Maybe some of the new ideas are better than the original ones, so some of the old cards go in the trash. New characters emerge to fulfill functions in the story. Your research into Nevada history suggests still more scenes which might go into this or that part of the novel; still more cards go into your growing deck.

The story may eventually end up as a series of flashbacks, but for now stick to straight chronological order. Maybe the whole story occurs during a three-hour siege of a secluded mansion; maybe it stretches across a century and a continent. Whatever the ``real time'' of your story, you may see that the cards clump naturally around certain periods of the plot and you see no need for events to fill in the gaps. That's fine; maybe you've found the natural divisions between chapters or sections of the story.

Keep asking yourself why. Why Nevada, why mining, why a gorgeous naked blonde? Don't keep a scene in your storyboard unless you can justify it as a way to dramatize a character's personality, to move the story ahead, to lend verisimilitude. If you absolutely must have a scene in which Jesse's true love Sophia goes skinnydipping in an icy creek and then nearly drowns, what good will the scene do for the story?

Once you have at least the main sequence of events clearly mapped out on your cards, you can begin to transfer them to a more manageable synopsis or outline. More about that in a later posting.

Part 7: Ten Points on Plotting

  1. Nothing should happen at random. Every element in a story should have significance, whether for verisimilitude, symbolism, or the intended climax. Names, places, actions and events should all be purposeful. To test the significance of an element, ask: Why this place and not another? Why this name and not another? Why this action, this speech, and not others--or none at all? The answers should be: To persuade the reader of the story's plausibility; to convey a message about the theme of the story; to prepare the reader for the climax so that it seems both plausible and in keeping with the theme.
  2. Plot stems from character under adversity. A mild-mannered person cannot achieve his goals by an out-of-character action like a violent assault, unless we have prepared the reader for it by revealing a glimpse of some suppressed aspect of his personality that can be plausibly released by stress. And the stress itself must also be plausible, given the circumstances of the story.
  3. Each character has an urgent personal agenda. Too much is at stake to abandon that agenda without good reason. We may not share the character's urgency, but we should be able to see why he cares so much about what he's doing. A character who acts without real motivation is by definition melodramatic, doing outrageous things for the sake of the thrill it gives the reader--not because it makes sense for the character to do so.
  4. The plot of a story is the synthesis of the plots of its individual characters. Each character has a personal agenda, modified by conflict or concordance with the agendas of others. The villain doesn't get everything his way, any more than the hero does; each keeps thwarting the other, who must then improvise under pressure. If the hero is moving northwest, and the villain is moving northeast, the plot carries them both more or less due north--at least until one or the other gains some advantage.
  5. The plot ``begins'' long before the story. The story itself should begin at the latest possible moment before the climax, at a point when events take a decisive and irreversible turn. We may learn later, through flashbacks, exposition, or inference, about events occurring before the beginning of the story.
  6. Foreshadow all important elements. The first part of a story is a kind of prophecy; the second part fulfills the prophecy. Any important character, location, object should be foreshadowed early in the story. The deus ex machina is unacceptable; you can't pull a rabbit out of your hat to rescue your hero. But you can't telegraph your punch either--your readers don't want to see what's coming, especially if your characters seem too dumb to see it. The trick is to put the plot element into your story without making the reader excessively aware of its importance. Chance and coincidence, in particular, require careful preparation if they are going to influence the plot.
  7. Keep in mind the kind of story you're telling. Any story is about the relationship of an individual to society. A comic story describes an isolated individual achieving social integration either by being accepted into an existing society or by forming his own. This integration is often symbolized by a wedding or feast. A tragic story describes an integrated individual who becomes isolated; death is simply a symbol of this isolation. The plot should keep us in some degree of suspense about what kind of story we're reading. Even if we know it's a comedy, the precise nature of the comic climax should come as a surprise. If we know the hero is doomed, his downfall should stem from a factor we know about but have not given sufficient weight to.
  8. Ironic plots subvert their surface meanings. Here, an ordinarily desirable goal appears very unattractive to us: the hero marries, but chooses the wrong girl and turns his story into a tragedy. Or the hero may die, but gains some improvement in social acceptance as a result--by becoming a martyr or social savior, for example.
  9. The hero must eventually take charge of events. In any plot the hero is passive for a time, reacting to events. At some point he must try to take charge. This is the counterthrust, when the story goes into high gear. In some cases we may have a series of thrusts and counterthrusts; in the opening stages of the plot, the counterthrust helps define the hero's character and puts him in position for more serious conflicts (and counterthrusts) later in the story. You could even say that every scene presents the hero with a problem; his response is his counterthrust. In the larger structure of the plot, the counterthrust often comes after the hero's original plan of action has failed; he has learned some hard lessons and now he will apply them as he approaches the climax of the story.
  10. Plot dramatizes character. If all literature is the story of the quest for identity, then plot is the roadmap of that quest. Every event, every response, should reveal (to us if not to them) some aspect of the characters' identities. Plot elements dramatize characters' identities by providing opportunities to be brave or cowardly, stupid or brilliant, generous or mean. These opportunities come in the form of severe stress, appropriate to the kind of story you're telling. A plot element used for its own sake--a fistfight, a sexual encounter, an ominous warning--is a needless burden to the story if it does not illuminate the characters involved. Conversely, the reader will not believe any character trait that you have not dramatized through a plot device.

Part 8:The Story Synopsis

The story synopsis or outline can take many forms; it has no rigid format. But the synopsis, like the manuscript, should be double-spaced and highly legible, with frequent paragraphing.

Some synopses cover the whole story, while others supplement a portion of completed manuscript and presuppose the reader's familiarity with that portion. If you have broken your novel into chapters, that's a useful way to divide your synopsis also. You may find, however, that what you thought would fit into one chapter will expand into two or three.

The major element of the synopsis, and sometimes the only element, is the narrative.

  • Usually in present tense: On a fine spring day in 1923, Lucy Williams applies for a job working for a mysterious millionaire.
  • Names and describes major characters: Lucy's new boss is Donald Matthews, a handsome young businessman scarcely older than Lucy, but with an unsavory reputation as a rumored bootlegger.
  • Summarizes major events in the story: Hurrying home through the storm, Lucy bumps into Kenneth Holwood, Donald's former partner. Holwood seems deranged, and hints at some terrible secret in Donald's past.
  • Indicates the story's point of view: Lucy mails the package despite her qualms; she wonders what it might contain. Meanwhile, in a shabby hotel room across town, Holwood meticulously plans the death of Donald Matthews. (This shows us that the story's point of view is third-person omniscient; we will skip from one viewpoint to another as events require.)
  • Contains virtually no dialogue: Donald invites Lucy to dinner at a notorious speakeasy, saying she'll enjoy herself more than she thinks she will.
A list of major characters' names (with brief descriptions) can sometimes be helpful in keeping the story straight; if used, such a list usually goes at the beginning of the synopsis.

A background section sometimes precedes the synopsis itself, especially if the story's context requires some explanation. (This seems especially true of science fiction, fantasy, and historical novels, where the plot may hinge on unfamiliar story elements.) Otherwise, such explanation simply crops up where required in the synopsis.

How long should a synopsis be? I've sold some novels with just two or three pages. Other writers may write forty or fifty pages of outline. If your purpose is to interest an editor before the novel is completed, and you expect the total ms. to run to 90,000 to 120,000 words, a synopsis of four to ten doublespaced pages should be adequate. After all, you're trying to tempt the editor by showing her a brief sample, giving her grounds for a decision without a long investment in reading time.

Should you stick to your synopsis? Not necessarily. It's there to help you and your editor, not to dictate the whole story. Like the itinerary of a foreign tour, it should give you a sense of direction and purpose while leaving you free to explore interesting byways; it should also give you a quick return to the main road if the byway turns into a dead end.

back to part 3, 4, 5 | continue to part 9

Advice on Novel Writing (Part 3,4,5)

This is an online book by Crawford Killian.

Part 3: Elements Of A Successful Story

If your novel or short story is going to work, it's going to need all the right components. Used without imagination or sensitivity, those elements may produce only formula fiction. But, like a good cook with the right materials and a good recipe, you can also create some pleasant surprises.

Many writers, like many good cooks, don't need to think consciously about what they're throwing in the pot. But as an apprentice you should probably think about how your story matches up with the following suggestions. They all have to do, essentially, with bringing your characters and readers from a state of ignorance to a state of awareness: Can our heroine find happiness as a journalist? We don't know, but we'll find out. Can our hero found a family dynasty in the Nevada wilderness? We don't know, but we'll find out.

In the opening...

Show us your main characters, or at least foreshadow them: We might see your heroine's mother getting married, for example. Or we might see a crime committed which will bring in your hero to investigate.

Show one or more characters under some kind of appropriate stress. For example, if the hero must perform well under enemy fire in the climax, show him being shot at in Chapter One--and performing badly. If the heroine must resist temptation at the end, show her (or someone else) succumbing to temptation in the beginning.

Show us who's the ``good guy,'' who's the ``bad guy.'' That is, in whom should we make an emotional investment? Whose side are we on? Even if the hero is morally repugnant (a hired killer, for example), he should display some trait or attitude we can admire and identify with. The villain can be likable but set on a course we must disapprove.

Show what's at stake. Editors and readers want to know this right away. (That's why the blurb on the jacket usually tells us: ``Only one person can save the West/defend the Galactic Empire/defeat the vampires...'')What does the hero stand to gain or lose? What will follow if the villain wins?

Establish the setting--where and when the story takes place.

Establish the area of conflict . If the setting is the Nanaimo coal mines at the turn of the century, the area of conflict may be relations between miners and owners, or within a family of miners, or within a single miner's personality.

Foreshadow the ending. If the hero dies in a blizzard at the end, a few flakes of snow may fall in the first chapter.
Set the tone of the story: solemn or excited, humorous or tragic.

In the body of the story...

Tell your story in scenes, not in exposition. A scene contains a purpose, an obstacle or conflict, and a resolution that tells us something new about the characters and their circumstances.

Develop your characters through action and dialogue. Show us, don't tell us, what's going on and why (not He was loud and rude, but ``Get outa my way, you jerk!'' he bellowed.).

Include all the elements you need for your conclusion. If everything depends on killing the victim with a shotgun, show us the shotgun long before it goes off.

Give your characters adequate motivation for their actions and words. Drama is people doing amazing things for very good reasons. Melodrama is people doing amazing things for bad or nonexistent reasons.

Develop the plot as a series of increasingly serious problems. (The heroine escapes the villain in Chapter 5 by fleeing into the snowy mountains; now in Chapter 6 she risks death in an avalanche.) Establish suspense by making solution of the problems uncertain (How will the heroine escape the avalanche and avoid freezing to death in Chapter Seven?).

Make solutions of the problems appropriate to the characters (Good thing she took Outward Bound training in Chapter One).

In the conclusion...

Present a final, crucial conflict when everything gained so far is in danger and could be lost by a single word or deed: this is the climax, which reveals something to your readers (and perhaps to your characters) which has been implicit from the outset but not obvious or predictable.

Throughout the story...

Remember that nothing in a story happens at random . Why is the heroine's name Sophia? Why is she blind? Why is her dog a black Lab? The easy answer is that you're the God of your novel and that's the way you want things. But if you have a conscious reason for these elements, the story gains in interest because it carries more meaning: For example, ``Sophia'' means ``wisdom'' and the name can provide a cue to the reader.

Use image, metaphor and simile with a conscious purpose, not just because a phrase ``sounds good.''

Maintain consistent style, tone, and point of view.

Know the conventions of the form you're working in, and break them only when you have a good reason to. For example, if it's conventional for the private eye to be an aggressive, hard-drinking single man, you're going to shake up the reader if your private eye is a yogurt-loving, shy mother of three school-age children. You'll shake up the reader even more if she goes around pistol-whipping people; as a private eye, her behavior will still depend on her personality and limitations.

Part 4: Style: Checklist For Fiction Writers

As you begin to develop your outline, and then the actual text of your novel, you can save time and energy by making sure that your writing style requires virtually no copy editing. In the narrative:
  1. Do any sentences begin with the words ``There'' or ``It''? They can almost certainly benefit from revision. (Compare: There were three gunmen who had sworn to kill him. It was hard to believe. or: Three gunmen had sworn to kill him. He couldn't believe it.)
  2. Are you using passive voice instead of active voice? (Compare: Is passive voice being used?) Put it in active voice!
  3. Are you repeating what you've already told your readers? Are you telegraphing your punches?
  4. Are you using trite phrases, cliches, or deliberately unusual words? You'd better have a very good reason for doing so.
  5. Are you terse? Or, alternatively, are you on the other hand expressing and communicating your thoughts and ideas with a perhaps excessive and abundant plethora of gratuitous and surplus verbiage, whose predictably foreseeable end results, needless to say, include as a component part a somewhat repetitious redundancy?
  6. Are you grammatically correct? Are spelling and punctuation correct? (This is not mere detail work, but basic craft. Learn standard English or forget about writing novels.)
  7. Is the prose fluent, varied in rhythm, and suitable in tone to the type of story you're telling?
  8. Are you as narrator intruding on the story through witticisms, editorializing, or self-consciously, inappropriately ``fine'' writing? In the dialogue:
  9. Are you punctuating dialogue correctly, so that you neither confuse nor distract your readers?
  10. Are your characters speaking naturally, as they would in reality, but more coherently?
  11. Does every speech advance the story, revealing something new about the plot or the characters? If not, what is its justification?
  12. Are your characters so distinct in their speech--in diction, rhythm, and mannerism--that you rarely need to add ``he said'' or ``she said''?

Part 5: Manuscript Format


Once your book appears in print, your publisher will return your manuscript as ``dead matter.'' At that point it's of interest only to future Ph.D. candidates. But when it first arrives in the publisher's office, it ought to look as inviting, clean and professional as you can make it. You want to make sure it's as readable (and correctable) as possible; don't give the editor an excuse to reject you because you make her eyes hurt, and she can't even find room to insert proper spelling. Ideally, you'll submit your manuscript in laser-printed form. If you can't afford that, then use an inkjet printer (used with good bond paper, it's almost as good as laser), a good dot-matrix printer, or an electric typewriter. If your dot-matrix printer has a pale ribbon and you can't replace it, make a darker photocopy of the original printout.
Consider your choice of font. A sans serif font is legible but not readable--that is, you can recognize a word or phrase quickly, but reading page after page would be exhausting. A boldface font is even worse. A serif font is more readable, so by all means choose one for the body of your manuscript text. Point size is also important. For the Mac, 12-point Times isn't bad, and it lets you put a lot of text on one page. But 14-point Times is more readable.

(This issue, by the way, recently kicked up a big fuss in this newsgroup; some people argued that only a monospace font was acceptable. I finally phoned Del Rey Books to see if they preferred a monospace font like Courier, or a more flexible font. The editor I talked to obviously thought I was bonkers; they don't much care as long as they can read the manuscript.)

Paper should be standard 8.5x11, 20 lb. white bond. If you use fanfold paper in a dot-matrix printer, make sure it's reasonably heavy. (You will of course separate each page and remove the strips on the sides.) Give yourself a margin of at least an inch top and bottom, and an inch or an inch and a half on the sides. Double-space your text. Do not put an extra double-space between paragraphs, unless you want a similar gap on the printed page to indicate a change of scene or passage of time. Indent each paragraph about half an inch. If you are using a font with letters that take up variable amounts of space, a single space after a period is enough. If you are using a typewriter or a monospace font, two spaces are better. Either way, a single space should follow every comma, semicolon, and colon. If you can, use an ``em dash'' with no spaces between the dash and the surrounding words. Two hyphens -- are an acceptable substitute. Underline text only if you cannot italicize it.

Do not use a right-justified margin! It may look tidy, but it creates gaps between words that make reading hard. Avoid hyphenations. Also avoid ``widows and orphans''--that is, a paragraph that begins on the last line of a page, or a paragraph that ends on the first line the following page. Most word processors can kick such paragraphs onto the next page. This may create huge lower margins, but it's better than breaking a paragraph.

Be sure that each page displays a plain Arabic numeral in the upper right-hand corner. Otherwise, don't bother with a header. They're not going to scatter your ms. or lose the title page. And when you send it in, don't bind it in a cute cover. Send it loose, in a typing-paper box. Make sure you have at least two copies on disk (in separate locations) or a photocopy. In 1979 I sent half a manuscript (240 pages, a year's work) to my editor in New York; he sent it back a couple of months later, but I'm still waiting for it. Fortunately I had a carbon copy.

The publisher may want you to send along a disk with the manuscript on it, as well as the hard copy. When I did that recently, I found that the editor just poured my files into a new font and layout and sent me the page proofs for correction. That meant all the mistakes I found were my own; I couldn't blame some clumsy typesetter. This is the downside of the computer revolution, folks.

back to part 2 | continue to part 6,7,8

Advice on Novel Writing (part 2)

This is an online book by Crawford Killian.


Part 2: Elements Of A Successful Story

If your novel or short story is going to work, it's going to need all the right components. Used without imagination or sensitivity, those elements may produce only formula fiction. But, like a good cook with the right materials and a good recipe, you can also create some pleasant surprises.

Many writers, like many good cooks, don't need to think consciously about what they're throwing in the pot. But as an apprentice you should probably think about how your story matches up with the following suggestions. They all have to do, essentially, with bringing your characters and readers from a state of ignorance to a state of awareness: Can our heroine find happiness as a journalist? We don't know, but we'll find out. Can our hero found a family dynasty in the Nevada wilderness? We don't know, but we'll find out.

In the opening...

Show us your main characters, or at least foreshadow them: We might see your heroine's mother getting married, for example. Or we might see a crime committed which will bring in your hero to investigate.

Show one or more characters under some kind of appropriate stress. For example, if the hero must perform well under enemy fire in the climax, show him being shot at in Chapter One--and performing badly. If the heroine must resist temptation at the end, show her (or someone else) succumbing to temptation in the beginning.

Show us who's the ``good guy,'' who's the ``bad guy.'' That is, in whom should we make an emotional investment? Whose side are we on? Even if the hero is morally repugnant (a hired killer, for example), he should display some trait or attitude we can admire and identify with. The villain can be likable but set on a course we must disapprove.

Show what's at stake. Editors and readers want to know this right away. (That's why the blurb on the jacket usually tells us: ``Only one person can save the West/defend the Galactic Empire/defeat the vampires...'')What does the hero stand to gain or lose? What will follow if the villain wins?

Establish the setting--where and when the story takes place.

Establish the area of conflict . If the setting is the Nanaimo coal mines at the turn of the century, the area of conflict may be relations between miners and owners, or within a family of miners, or within a single miner's personality.

Foreshadow the ending. If the hero dies in a blizzard at the end, a few flakes of snow may fall in the first chapter.
Set the tone of the story: solemn or excited, humorous or tragic.

In the body of the story...

Tell your story in scenes, not in exposition. A scene contains a purpose, an obstacle or conflict, and a resolution that tells us something new about the characters and their circumstances.

Develop your characters through action and dialogue. Show us, don't tell us, what's going on and why (not He was loud and rude, but ``Get outa my way, you jerk!'' he bellowed.).

Include all the elements you need for your conclusion. If everything depends on killing the victim with a shotgun, show us the shotgun long before it goes off.

Give your characters adequate motivation for their actions and words. Drama is people doing amazing things for very good reasons. Melodrama is people doing amazing things for bad or nonexistent reasons.

Develop the plot as a series of increasingly serious problems. (The heroine escapes the villain in Chapter 5 by fleeing into the snowy mountains; now in Chapter 6 she risks death in an avalanche.) Establish suspense by making solution of the problems uncertain (How will the heroine escape the avalanche and avoid freezing to death in Chapter Seven?).

Make solutions of the problems appropriate to the characters (Good thing she took Outward Bound training in Chapter One).

In the conclusion...

Present a final, crucial conflict when everything gained so far is in danger and could be lost by a single word or deed: this is the climax, which reveals something to your readers (and perhaps to your characters) which has been implicit from the outset but not obvious or predictable.

Throughout the story...

Remember that nothing in a story happens at random . Why is the heroine's name Sophia? Why is she blind? Why is her dog a black Lab? The easy answer is that you're the God of your novel and that's the way you want things. But if you have a conscious reason for these elements, the story gains in interest because it carries more meaning: For example, ``Sophia'' means ``wisdom'' and the name can provide a cue to the reader.

Use image, metaphor and simile with a conscious purpose, not just because a phrase ``sounds good.''

Maintain consistent style, tone, and point of view.

Know the conventions of the form you're working in, and break them only when you have a good reason to. For example, if it's conventional for the private eye to be an aggressive, hard-drinking single man, you're going to shake up the reader if your private eye is a yogurt-loving, shy mother of three school-age children. You'll shake up the reader even more if she goes around pistol-whipping people; as a private eye, her behavior will still depend on her personality and limitations.

back to Part 1 | continue to part 3,4,5

Tuesday, February 17, 2009

Advice on Novel Writing (part 1)

This is an online book by Crawford Killian.

Foreword by the Author

A little later tonight (Thursday, Nov 5 [1992]), I'm going to start sending in a series of items about writing fiction for the mass market. Some of these I posted a few days ago, provoking a remarkable amount of e-mail asking for copies of this or that posting. So I decided I'd start from the top and go through the whole batch in a couple of stages.

Altogether I'll be sending 17 separate ``handouts'' from my commercial fiction course. They range from good work habits to the reading of contracts. Please--don't read them as divine revelation. They come out of my experience, which may not be anything like yours or that of other writers. But if they save you some time, energy and grief, I'll be glad.

The files total about 180K--enough for a short book. I'll number each one as Fiction Advice plus a number and keyword. If you miss some of them, I'll try to post them directly, but sometimes people's addresses don't make sense to my computer...
Why am I doing this? Well, a year or so ago someone e-mailed me with that very question. I thought for a minute and then replied to this effect: When you're young, and you think you have the talent, you wonder how you can make the talent serve you. When you're older, you wonder how you can serve the talent. This is some small part of my service. God bless, work hard, write honestly, take pride in your craft!

Crawford Kilian
Communications Department
Capilano College
2055 Purcell Way
North Vancouver, BC Canada V7G 1H7
Usenet: Crawford_Kilian@mindlink.bc.ca


Developing Efficient Work Habits

Different writers face different advantages and drawbacks in forming good writing habits. The circumstances of your personal life may make it easy or hard to find writing time, but time itself is not the real issue--it's habit. Writing must be something you do regularly, like brushing your teeth. The writer who waits for inspiration will wait even longer for a complete, published novel.

Writing habits flourish best in routine, but the efficient writer also exploits opportunity.

Routine: Set aside some time every day when you can work undisturbed for an hour or two--first thing in the morning, during lunch, after dinner, whenever you can set aside other demands. Ideally, it's the same time of day. Your family and friends will soon build their routines around yours. With luck, they will resent your unscheduled appearances during your writing time, and will send you packing back to your desk.

Keep your writing equipment (paper, pens, software manuals, etc.) in your writing place, close at hand. Minimize distractions like interesting new magazines and books. Try to find a writing time when few people phone or visit. If a cup of coffee and some background music make you feel less lonely, by all means enjoy them.

Use household chores as thinking time: a chance to review what you've done so far and to consider where your writing should go next. Walking the dog or vacuuming the carpet can provide more ideas than you expect. This is really just ``controlled daydreaming,'' letting your mind freewheel in a particular direction: What the heroine should do in the next chapter, how the hero would respond to escaping a car bomb, how the villain developed his evil character. But the process doesn't seem to work if you just sit and stare at the wall. You need to be up and moving in some automatic pattern.

Don't lean on others for editorial advice and encouragement--least of all people you're emotionally involved with. Spouses, friends and roommates rarely have both editorial perceptiveness and the tact to express it without infuriating you or breaking your heart. Empty praise will get you nowhere; unconstructive criticism can destroy your novel in an instant.

Instead, be your own editor: set aside regular times to write yourself letters discussing your own work, articulating what's good and less good in it. In the process you'll easily solve problems that could otherwise grow into full-blown writer's block. On a computer, the letters can form a continuous journal, recording your reactions to the evolving work. Checking back to the first journal entries can help keep you on track--or dramatically show how far you've moved from your original concept.

Writing a letter to yourself is especially helpful if you're beginning to have anxieties about the story. Sometimes we try to suppress those anxieties, which only makes them worse. Anxiety turns to frustration and despair, and finally we abandon the whole project. If you can actually write down what bothers you about your heroine, or your plot, or whatever, the answer to the problem often suggests itself. The act of turning our chaotic thoughts into orderly sentences seems to lead to much quicker and more satisfying solutions.

In addition to these self-addressed letters, keep a daily log of your progress. Word processors with word-count functions are powerful encouragers. The log can give you a sense of accomplishment, especially on big projects, and can enable you to set realistic completion deadlines. For example, if you know you can write 500 words in an hour, and you write three hours a week, you can have a completed novel manuscript of 75,000 words in 50 weeks. If you write ten hours a week, the ms. will be complete in 15 weeks.

Compile a ``project bible.'' This is a list of facts, names, and so on that you expect to be using for constant reference. If you have some important research findings you plan to use, put them in the bible along with their sources. Include lists of characters' names (with descriptions, so their eyes don't change color), unusual words or spellings, etc. The best format for this bible may be a looseleaf binder you can carry with you. (A word of caution: If your bible gets too big to carry easily, you're defeating its purpose.)

Opportunity: If you decide you ``can't write'' unless you're seated at your Gigabyte II computer with Mozart on the stereo and no one else in the house, you're just making life harder for yourself. Your ordinary domestic routine will always contain ``dead time''--periods when you're away from home (or at least away from your workplace) with no other task at hand. You might be waiting in a doctor's office, on a bus, or trapped in a large, dull meeting. Use that dead time constructively by carrying your notebook bible in which you can record at least a few lines of a rough draft. Or you might jot down some background notes about your project, or a self-editing idea that's just occurred to you. You can then use these when you're back at your desk producing finished text.

These are general habits that will help you at all stages of the novel-writing process. But you may also find that you need to understand those stages and adapt your habits to each of them. You may not do yourself any good if you plunge into the writing phase before you've worked out a decent outline. So let's take a look at the stages of the novel-writing process, and then consider some techniques to maximize your efficiency in each of them.

Monday, February 16, 2009

5 Tips to Improve Your Writing

These tips are not new to writers, but all writers forget to practice them at one time or another. So, think of them as friendly reminders and start practicing.

1. Vary Sentence Length and Structure
When you write, try to vary the length of your sentences. Some should be short. Others should be long. You should vary your structure as well. Use a mix of simple, complex and compound sentences. You want to do this so that your writing flows without becoming monotonous or boring. Sentence length and structure can give your writing as much power as words.

2. Be Succinct
While you want to vary sentence length and structure, you also want to be succinct. Your words are valuable so treat them that way. Be concise.

3. Use the Active Voice
Writing in the active voice sounds easy enough.
Yet, from time to time, we all seem to slip into the passive voice. The active voice helps the writing flow I mentioned earlier. To avoid slipping into the passive voice, go into your spell check settings in your Word program and select the option to check for passive sentences. This will help you curve this habit. 
4. Write Honestly
Writer’s block, among other things, may cause you to question your gut feeling on a story or project. If you start feeling that way, remember that at the end of the day you have to be honest with you. The way to do that is to write honestly. Trust yourself and write from the truth you know, no matter how scary that might be.

5. Practice Basic Grammar Rules
There is nothing wrong with polishing up on grammar rules. Strunk and White’s "The Elements of Style" is a great guide. I will read a couple of pages a night and get through it in a couple of weeks. It’s just a good way to remember the stuff that matters.

----this is article from Writing 101 at about.com

Wednesday, January 21, 2009

Movie Review: No Country for Old Men

by: Andrew Conway

Miramax Films presents a film written and directed by Ethan Coen and Joel Coen. It is a critically acclaimed 2007 film adaptation of the novel of the same name by Cormac McCarthy. The film features Tommy Lee Jones, Josh Brolin, and Javier Bardem.

If you like the kind of film that surprises you and takes away your breath at the same time,this is it. It tells the story of a drug deal gone very wrong and the ensuing cat-and-mouse drama as three men crisscross each others paths in the desert landscape of 1980 West Texas. Violence and mayhem ensue after a hunter stumbles upon some dead bodies, a stash of heroin and more than $2 million in cash near the Rio Grande.

The local sheriff, Ed Tom Bell (Tommy Lee Jones), tells of the changing times as the region becomes increasingly violent. The key character of Anton Chigurh (Javier Bardem) and his weapon of choice — cattle gun — are introduced as he escapes police custody and steals a car by using the cattle gun to kill the car's driver. But at the same time a hunter hunting pronghorn come across a collection of corpses and one Mexican near death which was the result of a drug deal gone bad. The hunter Llewwlyn Moss [Josh Brolin] also finds two million dollars in a suitcase and decides that he will keep the money and leave the Mexican to die, but has a change of heart and returns with some water for the man.

But this good deed sets off a cat and mouse game in which the hunter and the hunted switch roles as a gang of Mexicans,Chigurh,Moss and Bell chase each other and the two million dollars across the Texas and Mexican landscape. But unbeknown to Moss, Chigurh who was hired to retrieve the money has a transponder hidden in it. And Chigurh, who is a professional hit man, will kill anyone who gets in his way.

In the meantime Moss, not knowing anything about the transponder, sends his wife Carla Jean [Kelly MacDonald] out of town and jumps from motel to motel trying to elude not only Chigurh but also the Mexicans. While all of this is happening, Bell main concern is to try and protect Moss after he finds him. Chigurh is closing in on Moss because of the tracking device. 

Chigurh ends up killing some of the Mexicans and a rival hit-man named Carson Wells who is played by Woody Harrelson. Moss arranges a meeting with Carla Jean in El Pasco to give her the money and tries to get her out of danger. All of the action now takes place at the motel when all of the main characters converge there, but not at the same time. Moss is killed by the Mexicans in a bloody shootout. Sheriff Bell shows up and enters a room to discover that the vent covers have been removed and knows that the money had been removed and then leaves, not knowing that Chigurh is hiding in that same motel.

Bell finally gets the opportunity to visit his uncle Ellis [Barry Corbin] and informs him that he is going to retire because he is getting leery of the changing times, but Ellis accuses him of just being vain. Some time later Chiguth confronts the widowed Carla Jean and offers her the same "coin flip"opportunity that he had offered the gas station owner, Carla Jean refuses and in the next scene it shows Chigurh examining the soles of his boots, as if to indicate that he had committed another murder. He ends up in a car accident but he manages to elude the police and escapes again.

At the very end of this story Bell is reflecting on the many choices he had in his life. He tells his wife[Tess Harper] about the two dreams that he has had while heis experiencing an uneasy retirement at home.

Highly praised by critics, the film received several Golden Globe Award nominations. Roger Ebert called it "as good a film as the Coen brothers... have ever made and gave it a four star review and it appeared on many of critics top 10 list of 2007.It took Best Picture at 2008 Critics’ Choice Awards.

*** Andrew Conway is an avid author,writer and a classic movie buff.  http://www.ultimate-free-downloads.com 

Sunday, January 18, 2009

Learn to Play Guitar ... Fast Way

by Greg Millican

So, you’ve bought a new guitar! If you are like I was, you’ve been going to barbeques for years, having a couple of beers and watching your mates sitting around with their guitars, playing songs you’ve known for years and would love to play! So you finally spent the money and bought a guitar – now what?

You want to learn fast – so you can join in. For this article, I’m going to assume that you’re a beginner who wants basic proficiency.

I’ve done some research on this, as it was where I was, and I found a connection between people who want to “play fast” and those who already play but just want to play "faster". The connection is quite simple, yet very profound.

Through what I found out, I believe there are two parallels:

  1. Study the techniques involved which will make your overall playing faster, and
  2. Re-focus your practice sessions onto the basic concepts that beginners learn, which will allow you to become a faster player.

There is a useful acronym that you can use to help focus your practice and improve your playing: M.O.S.T.

M for Memorization

You can have the world's best "ear", but if you don't memorise:

a) the fretboard notes and
b) the major and minor key chords and scales,

it won't matter how good your ear is. The most frustrating thing about learning a new song is finding that chord or note that you know you've learned but just can't remember! It's funny that song writers don't give you time in the middle of their pieces to find that Aminor chord, or work out if a Db minor chord works in a song in B, and then if it does, where it is on the fretboard!

If you are a beginner - LEARN THE FRETBOARD and memorise it!

If you are more advanced - LEARN THE FRETBOARD and memorise it! You might think you already know it, but can you jump from one note or chord to any other instantly without thinking about it?

O for Observation

Human beings work best when all of the senses work in unison. Try plugging your ears with cotton wool and then trying to play a song. Not very good are you. (People like Ray Charles and Beethoven amaze me).

Your senses of sight, sound and touch all interweave to play guitar. When you play a song really well, you can even taste the applause (just kidding). The more you play, the more your fingers put themselves in the right places, your muscles retain a memory of those positions. You begin to see patterns and relationships on the fretboard. You hear yourself play the correct notes and chords and that gives you confidence, which is essential in fast playing.

Memorization is the foundation for observation, and observation is the key to training your mind and hands to work in concert automatically.

S for strength and T for training

This is not weight training! It is really dexterity training (but MODT isn't a word!). However, being dextrous means you have strength in your fingers in order to play the chords you need to play when you need to play them.

Beginners often struggle to hold down chords and play scales with all four fingers. Consistent and correct practice is the only way to build strength, muscle memory and finger dexterity.

The same problem occurs for intermediate players - the most likely culprit for slow play is a deficiency in strength, dexterity and/or correct technique.

Practise your finger exercise and chord making perfectly - don't settle for "that'll do" or "near enough". You want to train your fingers to go to the correct place in the correct way every time! Sloppy exercises will not help.

In conclusion, the key to learning guitar faster - as well as playing it faster - rests in following the M.O.S.T. formula. It really is all about getting the basics right from the start!


About The Author
Greg Millican
http://www.strumandpick.com

For free advice, lessons and downloads on guitar for beginners and intermediate players.

Sunday, January 11, 2009

CD Maintenance – Keep your CD in good shape

by: Keith McGregor



As we all know CDs & DVDs are prone to scratching, marking, cracking & breaking.

If you leave discs out near your PC or stereo, dust will settle or the data side will get scratched or marked. Now the best ways to prevent this happening are simple. They may sound straight forward but you’ll be surprised how many times CDs & DVDs are not protected properly. Following these simple steps will ensure you can use your CD's and DVD's for dvd copying and cd copying for years to come.

Keep your CDs in there Jewel Cases. If not there are PVC wallets which act as ample protection or Card Wallets. For you DVDs you must keep them in their DVD boxes or, as previously mentioned, PVC Wallets and Card wallets will do.

If your CD or DVD gets scratched, you may think that it’s damaged forever……..Wrong! The scratching on the surface of the disc simply fools the laser and makes it skip. Or, if you’re player has difficulty in loading the data, it’s due the surface being scratched and unable to read the digital data below.

However, do not panic! There are plenty of repair kits around to eliminate this problem and allow you to perfrom that all important cd copying or dvd copying. If you’ve thought you’ve lost a CD forever due to mark or scratch, think again!

These repair kits are a compound mixture of polish, which are specially designed for plastic (which discs are made up of). The mixture interacts with the polymer and allows the polish to get to work on the scratch. This polish will remove the majority of the disc that has been damaged and restore the music/data back to full playability.

Therefore, you revive your discs using these kits. However, I suggest you look after your CD or DVD by putting them back into their Jewel Case, DVD box, PVC Wallet or Card Wallet. Keep them in a dust-free environment or storage case.
Keep your discs playing longer...

When you remove your discs from their CD Jewel Cases or DVD box then you risk the centre-hub cracking or breaking. This will lead to disc failures. Especially for console playing or DVD films. Having looked around for a remedy to this common problem, we have found a solution...

It’s in the form of a metal reinforced centre-hub. It’s easy to attach and will reduce the stress that is normally applied when removing CDs or DVDs from Jewel Cases or DVD Boxes. This will prevent the discs from cracking at the centre. “Hurray!” I hear you say.



About The Author
Keith McGregor is a partner of Strawberrysoup, a web design agency with offices in Chichester and Bournemouth. Strawberrysoup specialise in creative web design, content managed websites, search engine optimisation, search engine marketing and graphic design

http://www.strawberrysoup.co.uk/

How to Step Up Stereo For Your Guitar System

by Matthew Kepnes*

Playing your guitar in stereo gives your music a much larger and 'wider' sound. It makes your sound feel like it is taking up the room and coming from every direction. Pretty much all recorded guitar sounds are produced in stereo to give it a full "presence" in the room and a bigger sound. You can hear this effect when you listen to music on your headphones. Here are a few tips for running your guitar in stereo First,use a stereo amplifier such as a fender Princeton chorus or another digital modeling amp in which line 6 is stereo.
Secondly, use a modern digital guitar processor. Use any modern digital guitar processor. These devices usually have two outputs (left/right). Run the two leads to the two channels of a mixing desk or mixer/amp unit as long as the PA system is running in stereo. It's very important that the PA is in stereo. When you are finished, hard pan each channel to each of the left and right outputs.
Some mixing boards have both stereo channels where you can attach both outputs of your processor into one channel. If you wish to hear your guitar separately from the other instruments, you will still need to "monitor" your sound through some type of amp that is not part of the PA system. Most bands these days choose to run everything into a PA system and have no stage amps at all.
Furthermore, you should use two amplifiers and use an effect processor or any effect, chorus, or delay unit that has two outputs. One output goes to one amp and the other leads to the second amp. You can produce stereo sound using this method without having a PA system.
However, this method takes up a lot of time, requires double rigging, and lots of equipment. It is a lot of work, however, the result is remarkably different from playing through a single mono amplifier. The stereo sound quality is amazing.
Most "intelligent" harmony machines or pitch shifters will only sound good in a stereo configuration when you do complex harmonies. To make sure you are getting the best sound, you need to set up one of these systems.
Do not be under the false impression that running two speaker cabinets out of two outputs of one amp is stereo, this is not stereo. It is just adding another speaker to give extra spread of sound. It does not add any actual power or create a stereo signal.
Stereo ensures your guitar sound better and helps fill the room. It gives the listener more complete music experience and should be used all the time.


* Matt knows a lot about sound and stereo and has been mixing music for over a decade. For more information about stereo and sound, visit his site about used guitars and check out the guitar articles.