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Showing posts with label how to. Show all posts
Showing posts with label how to. Show all posts

Thursday, February 24, 2011

How to Query a Literary Magazine

I have a client who writes very tight, literary short stories. He has not been able to place them yet with a literary magazine, however. I asked to see his cover letter so I could critique it for him. The cover letter he was using was so representative of many earnest unpublished authors and so full of typical well-meaning noob mistakes, I thought I would make my critique public. A lot of people struggle with content on a query when they have nothing to say about writing career, previous publications, seemingly nothing to say at all. This letter follows all the rules of writing a query, and yet it's squeaking with awkwardness. It screams "Ignore me; I'm new."

The first step to a successful pitch to a literary journal is to write the best short story or poem you can possibly write. Write, rest, rewrite, rest, edit, line edit, format sensibly, print clearly.

The second step is to do a hell of a lot of research. Wear out your Google searching your target markets. If you can afford it, buy and read the physical publications. You will know within ten pages if your work is a fit for their editorial vision. The best story in the universe will not make it past the front door of a magazine that just doesn't do that type of thing.

The third step is to write a bitchin' query letter, or cover letter, and stick it on top.

Here's the original letter he sent me:

February 1, 2011

Fiction Editor
The Georgia Review
The University of Georgia
Athens, GA 30602-9009

To Whom it May Concern,

Please consider my 1,200-word, previously unpublished manuscript, "[Title Redacted]" for publication at The Georgia Review. I am a previously unpublished writer, but I work with earnest on the craft. This piece is a part of a collection of stories that will one day comprise a novel.

This piece is being simultaneously submitted. I will notify you immediately upon an
acceptance.

Thank you for your time and consideration.

Sincerely yours,

[Name Redacted]

And here are my critiques:

1. Dude, find out the name of the editor you're addressing. It's not hard to do this research, especially with the internet. Even if you end up addressing it to someone more senior than the person who actually reads their slush, that's okay. It's better than "To Whom it May Concern." That is the kiss of death. For example, look here: http://www.uga.edu/garev/contact.html Out of the staff listed I'd choose David Ingle to query.

2. Don't say you're previously unpublished. The fact that you're not mentioning pub credits tells them that, and you don't need to draw attention to it. You also REALLY don't need to say that this story specifically is previously unpublished. Now you just put the words "previously unpublished" twice in as many sentences. Did you want to add a neon sign over that? ;D

3. Put a little more color into it. Personal color and literary color. You don't have a publishing resume but you can say something about yourself that makes your query sound a little warmer, a little less robotic.

4. Not necessary to say you're simultaneously submitting -- just let them know if it gets accepted elsewhere. Paper and ink literary magazines do not move at a blinding speed -- it will be alright if something good happens somewhere else and you have to withdraw the submission for some reason.

5. It's good to thank the editor, but yours sounds very formal and therefore insincere.

Try this:

February 1, 2011

David Ingle
Assistant Editor
The Georgia Review
The University of Georgia
Athens, GA 30602-9009

Hi David,

Please consider my 1,200-word, story, "[Title Redacted]," for publication at The Georgia Review. It's a Texas story, sparsely told, about a death in the family and also a death out in the yard. I'm a writer living in Mississippi with my wife, dog, and antique car collection.

Thanks for all you do -- I appreciate the time it takes to look this over, and I look forward to hearing from you.

Sincerely yours,

[Name Redacted]

I hope my client hits with this new query letter. His writing is great. However, his success in this will depend on his research skills, his ability to direct his work at the right market, and his willingness to exercise the same restraint in his pitch as he is able to pull off in his fiction. Play it cool, play it simple, play it warm but not hysterical, straight but not snippy.

Got any other advice for him? Should he leave out the bit about the antique cars? What's your go-to query line?

Sunday, April 18, 2010

Call Me Mario: What Video Games Teach Us About Writing Novels

Imagine Mario Brothers with no bombs, no carnivorous plants, no death pits, no deadly turtles. Imagine Donkey Kong with no giant monkey at the top of the ladder, throwing down barrels to kill you. Picture a version of Tomb Raider where Lara Croft just walks around picking things up and saying "Ah, nice, another priceless artifact. Better put it in my pack. My, I'm getting hungry." Sounds stultifyingly boring, and yet people write books on this model all the time.

In my work as a book doctor, I frequently run into pretty manuscripts with likeable characters and believable settings but no discernable plot. These books describe one average day after another, or a reasonable sequence of events which unfold without a hitch. The authors weave elaborate emotional landscapes and carefully illustrate relationships, but there's no problem, no conflict, no obstacle. There's no villain.

In trying to explain this issue to my clients, I realized that a book without a problem is like a video game where you can't die. Not very interesting, and why? Because nothing is at stake. If there are no problems, you're just running your character from left to right, enjoying the backgrounds and the soundtrack. And nobody is going to want to do that, without the aid of chemical stimulants.

What else can video games teach us about writing novels? Here are four important lessons:

RISK: Ever since Mario the plumber jumped on and smashed his first magic mushroom, video games have followed a very predictable formula. It's not about emotions or ideas, either. It's not about illuminating a slice of life. Game after game follows the the same exact framework: Character solves a problem by overcoming obstacles. That's it. The character saves the princess, liberates itself from a dungeon, defeats an evil ruler, or finds the missing gem by destroying enemies, avoiding obstacles, and solving puzzles. And the penalty for failure is death. Here's the truth: If you can't die, there's no point. And if there's no villain in a novel, no threat of destruction from some source, whether internal or external, there's no point either.

From Sonic Hedgehog to God of War, there are a million ways to die in a video game. What would Pacman be without ghosts? Just a way to move a yellow disc around a screen in the four cardinal directions? Now, does the character in your literary novel need to be hovering on the brink of extinction every living second? No. But there must always be something at risk, something at stake, some goal that is being pursued and something valuable that can be lost if the goal is not reached. Put a ghost in the maze. Put a wolf in the cave. Otherwise it's just more geometry, more scenery, more background. And nobody's going to pay money to read that.

SCENE: Not only are there big obstacles in video games, big villains like Dr. Neo Cortex, or Eggman, but there are minor obstacles in every scene. Every single scene has a pit with spikes, or an attacking wolf, or a zombie horde, or something. What does this teach us about writing novels? Not only do we need obstacles, we need obstacles all the time. Never write a scene without tension -- real, tangible, physical tension, whether or not it's connected to the overarching plot. Does jumping on penguins relate directly to Crash Bandicoot's overarching plot to collect crystals and save the world? No. Neither does your conflict in every scene have to relate directly to your main plot arc. But it must be there.

Somebody's cold. There's a storm coming. Characters fight over where to sit at the movies. A lightbulb is burnt out. It's hard, rowing the boat. Time is running out. The soup is too salty. I challenge you to go through your novel right now, and look at every scene you've written, and think, "How could I improve this with a piranha plant? Or a pit of spikes? Or a rogue sniper?" It doesn't have to be Dahlia Gillespie in every scene. But it should be at least a storm trooper or two. There is never a scene in a video game where a character takes a walk in the woods and nothing memorable happens. There shouldn't be one in your novel either.

CHARACTER MOTIVATION: A character in a video game never wakes up in the morning wondering what to do. Characters in novels I have recently read indulge in peaceful reveries over morning coffees, wondering exactly what they should do, where they should go, what projects they should take on. This is not interesting to read. A character in a video game knows exactly what he has to do both long term and short term, including staying out of the way of that fire-breathing minotaur, unlocking that gate, and of course saving the world. Some games actually have a "Quest Log" or a blinking X on a map, or some other kind of visual/verbal reminder of exactly what the character is supposed to be accomplishing. Every one of these guys on the right has a numbered to-do list and none of the entries on the list are "Think about myself" or "Go about my usual activities." Accounts of people's usual activities are boring as dirt, my friend. Unless I am your grandmother or you are paying me to read it, I won't.

PACING: Most video games still follow the same plot structure the earliest ones did. You play a few levels fighting your way through minor bad guys, and then you play a boss (a major monster/bad guy). You play a few more levels fighting through bad guys who are a little bigger, and then you fight a bigger boss. Repeat until you get to the boss at the end of the game, who is the Mother Brain, or Diablo, or Sarah Kerrigan Hive Brain, or whatever. This same structure works in novels, and if you look at any "how to write" book you'll see something like this:



What video games teach us about this plot structure is that as the bosses get bigger the sword gets bigger, the spells get better, the armor gets more effective. As your character ascends the "rising action" toward the climax, he or she is changing shape, redefined by the course he has taken, affected by the scenes he has been through, the obstacles he has overcome. In many games (and novels), while the action intensifies, the situation seems to get worse and worse and worse as you approach that epicenter of awfulness, where the ultimate battle takes place between you and the ultimate bad guy. What video games show us overtly that novels also have to achieve is the transformation of the character that allows the climax to make sense, the fight to be won by that same character that was so feeble and feckless in scene one. The character has to change, from start to finish. in a video game, you can see it happening -- a +20 sword of smiting, a thousand power-ups, a flame thrower. In novels, it has to happen on the inside, but it's just as important.

Of course there are ways in which novels transcend the formulaic machinations of video games. But if you are looking for basics, they're all there, even in the very first Mario Brothers: an initiating incident, a problem, the fights, the obstacles, the villains, the rising action, the climax, and the denouement. Try it out: stand your novel up for comparison with your favorite video game, and see if your character needs a princess to rescue, a gorilla to fight, or maybe if more magic mushrooms are in order.

Thursday, January 7, 2010

Ten Questions to Ask Your Friend Who Just Read Your Novel

An aspiring author recently asked me to help him figure out what to say to his friends before he gave them his novel to read. He wants them to read critically, give him honest feedback, but he's afraid they'll just phone it in because they like him.

When you hand your friend a novel you've written, he or she knows you've slaved over it for months, maybe years, and how much it means to you, and how devastating it would be if he told you "Oops, it's terrible." He doesn't want to be critical, or hurt your feelings, which is why the most common response from a friend who critiques you is something along the lines of "It's good!" or "Good job!" Hearing "I liked it" presented as a critique is not helpful to you at all. But how can you get your friend to be honest when she only wants to make you feel good?

Here are ten questions to ask that will not put your friend in a tough spot, but will still give you some useful input on your novel:

1. At what point did you feel like “Ah, now the story has really begun!”
2. What were the points where you found yourself skimming?
3. Which setting in the book was clearest to you as you were reading it? Which do you remember the best?
4. Which character would you most like to meet and get to know?
5. What was the most suspenseful moment in the book?
6. If you had to pick one character to get rid of, who would you axe?
7. Was there a situation in the novel that reminded you of something in your own life?
8. Where did you stop reading, the first time you cracked open the manuscript? (Can show you where your first dull part is, and help you fix your pacing.)
9. What was the last book you read, before this? And what did you think of it? (This can put their comments in context in surprising ways, when you find out what their general interests are. It might surprise you.)
10. Finish this sentence: “I kept reading because…”

Your friend is probably still going to tell you, "It was good!" However, if you can ask any specific questions, and read between the lines, you can still get some helpful information out of even the most well-meaning reader.