Some
years ago I wrote a terrible story.
At the
time I finished it, of course, it didn’t seem terrible. Hot off the typewriter,
it seemed like a small, highly polished gem. It was one of the first pieces of
short fiction I had written, so perhaps I can be forgiven for over-appraising
its worth at the time. But as the years passed and I began writing more stories,
something about that one never seemed quite right. And yet, given frequent
opportunities to burnish it a bit, I didn’t try to make it any better.
When
the time came to assemble my first collection of short stories, Wer Means Man, and other Tales of Wonder and
Terror (2010), it didn’t even make the initial cut-off. By then, I had long
since acknowledged the awful truth.
It was
a terrible story.
Then,
several months ago, I was offered the opportunity to submit a story to an
anthology of Lovecraft-inspired novelettes and novellas to be titled Space Eldritch. Lovecraft in Space! It
was a chance I couldn’t pass up, so I began writing.
It
wasn’t long before the idea I was struggling with juttered to a halt. It just
wasn’t working.
That’s
when I remembered the terrible story.
I went
back to it, thought long and hard about it…and decided that it in fact contained
the essence of what I wanted to say. Why not re-work it? A simple revision
wouldn’t be sufficient because of the initial structural problems, but it still
held promise. What it needed was a wholesale re-vamping.
Before
proceeding any further, perhaps I should define what I think constitutes a
story and how one can easily become terrible.
Stories
have several foundational elements.
* They have Characters. Occasionally a story succeeds with
a single character, but in almost every case, that character must struggle
against something—environment, inner
demons, the natural world in the form of storm or cold or other threats. More
commonly, there are two (or more) fully defined individuals, one of whom is the
focus of interest and empathy for readers, and the other, who acts as a
counterpoint, an antagonist, a villain. The focal character—the protagonist—wants
or needs something crucial that is obstructed by the villain or is in serious
jeopardy because of the villain’s actions. Both characters need to be
believable, vigorous (again, with a few exceptions), and multi-faceted.
In a terrible story, none of this happens.
There may be performers, flat constructs who follow the writer’s playbook, but they
fail to come alive. The sense of threat may not be sufficient or may not even
exist; and when it is sufficient, the pseudo-characters do not respond to it
credibly.
* They have a Plot.
That is, something significant occurs. There is a legitimate conflict between two forces, the outcome of which is legitimately in doubt and, if achieved,
will legitimately justify one and
condemn the other. In the most extreme cases, the outcome may be life for one
character, death for the other. The plot is sufficiently complex to generate
interest but not too complex for the confines of the story; short stories are
particularly vulnerable to overly skimpy, straight-line plots or bizarre,
tortuous plots that extend well beyond the limits of the page count. A
successful short story marries sufficient action to engaging characters, with
the result that, at the end, readers feel a sense of completion, of
satisfaction that just enough has been told … no more, no less.
In a terrible story, there may be either no
plot at all, or too much. Sometimes characters—who may in and of themselves
spark some interest—simply talk at each other. Rarely to each other. They recite stock ideas as if the ideas themselves
could replace action. They spend most of the time telling backstory or force-feeding
readers apparently pertinent information and not enough doing anything. Or they are in constant motion, fidgeting
through strongly telegraphed, predetermined events that build no suspense, create no
tension, and ultimately signify … nothing.
* They have a Setting. Stories
do not take place in a vacuum … and if they do, then the vacuum itself needs to be so clearly defined as to become virtually
a character, as, for example, the emptiness of the moors does in Wuthering Heights. That story could not
have taken place anywhere else; the same should hold true for any successful
story. This does not mean that the writer has to describe every picture on
every wall in every room of a house, but it does mean that readers should have
enough of a sense of place to understand how it will become part of the
conflict, how it will influence the characters. Far from being an ornamental
excrescence or an exercise in willful description, setting should resonate with
every other component of the story.
In a terrible story, setting is usually
ignored. It is not uncommon, for example, to have a commonplace
action-adventure plot arbitrarily set on one of Jupiter’s moons and, without
any serious adaptation for place, hailed as science fiction. Or—moving in the
opposite direction—it may be that a tight, psychologically intriguing horror
story is simply plopped into a stereotypic haunted house, on the assumption
that the story will enliven the setting. Either way, the parts of the story do
not meld.
* They are carefully written. In a
novel of 150,000 words, a single poorly handled sentence, a misturned phrase,
or an infelicitous word-choice will probably be forgiven, if even noticed. In a
story of 1500 words, that same sentence, phrase, or word might destroy verisimilitude,
create distrust in a character, turn an intense action into momentary parody,
or in any number of other ways disrupt the story’s flow. And thus kill the
story. Successful stories allow readers to come to the end without even
noticing the level of writing. Every word is such as to support character,
plot, and setting. Change a key word or phrase, and the illusion of life might
dissipate.
In a terrible story, writing is peripheral at
best; sloppy, inaccurate, inadequate, or distracting at the worst. Without
getting into such proofreading issues as spelling, grammar, and punctuation
(although they are critical), the care—or carelessness—with which a story is
told can undercut excellences in any of the other elements.
* They are entertaining. After
all, why else would readers work their way through page after page? Successful
stories—no matter whether they simultaneously communicate important ideas or
suggest crucial themes or reflect out world either optimistically or
pessimistically—successful stories
entertain.
Terrible
stories simply don't. Enough said.
All
right, so why was my original story so terrible?
As I
re-read it, I realized that—although it actually contained in embryo the possibility
of a Lovecraftian Great Old One, something I wasn’t consciously considering
when I first wrote it—it was woefully undeveloped in almost every element of
storytelling.
It was
pretentious from the first words. The original title, “‘Fortitude to Highest
Victory’” reflected my Ph.D. work with John Milton’s Paradise Lost and, as I now saw, really had nothing to do with my
story. It was just an opportunity for me to boast about having read the poem. As
if that weren’t enough, on the final page, one of the characters actually quoted Milton … even though she/it was
an alien on a planet light years from earth, millennia separated from earth. She
also spoke Greek. Quite the knowledgeable creature.
It had
no true characters. The story had actually begun accidentally. As I was looking
up something else in the dictionary,
I stumbled upon the Welsh word cwrth (pronounced
like cooth), ‘an archaic stringed musical instrument, bearing a clear resemblance to
the classical lyre, with the addition of a bow.’ For some reason the word
caught my imagination. It looked
alien, and the definition triggered an image of pregnancy, of swelling, so,
logically enough, I started with a pregnant alien. And that was as far as I went in
characterization for her/it. The antagonist, I decided, would be somehow
bug-like—you know, a “bug-eyed alien” also made literal. And he would be male.
Other than that, and the stated fact that he represented an intergalactic
Empire, I had no idea where he came from or what he was doing there. In the
short space of the story, neither character had an opportunity to change in any
substantive way. By the end, they were precisely what they had been at the
beginning; there was, in fact, no story about them. Just authorial assertions.
It had no conflict. Almost everything that actually
happened occurred outside of the heptagonal chamber and was reported second
hand. The Cwrth—my protagonist—began by asserting a belief and never wavered.
In the end, of course, she was proven right; but up until the final phrase,
there was no warrant for her adamance.
There was an intrusion of something potentially
interesting on the last page. A cloud appears on the distant (but undefined)
horizon. It draws nearer:
Before
Torcius could move, it had resolved itself into a fog, a mist, thick and
impenetrable, but definitely inorganic—although there seemed to be a central
core of darkness into which Torcius could not see.
Reading
this now, perhaps twenty-five years later, I have no idea what I was trying to say.
The passage seems to function as little more than an introduction to the
quotation from Paradise Lost containing
the phrase “Dark with excessive bright” (III, 375-381). But when I approached
“‘Fortitude’” with the idea of salvaging what I could and transforming terrible
into something better, it struck me that this might be how a Great Old One would appear if It were to sweep down
upon a world. In the original, however, nothing happens that illuminates, as it
were, the darkness.
Ultimately,
the tale had no plot. It was a single episode, not a story, two characters
without backgrounds or clear motivations talking to each other until the final
paragraphs, when something finally happened. In addition, the story was
stilted. Nearly every sentence was wordy, overburdened with information, some
necessary, much tangential.
The story had no landscape, no setting, other than
the seven-sided room in which the two meet. I think the “heptagonal chamber”
was chosen as much for theological resonance as for anything, as if either
alien would automatically respond to Earth-norm theology and symbology.
It
was, perhaps worst of all, boring.
Actually, when I think about the story, I’m oddly
impressed. It missed on every count. Pretentious.
Overwritten. No plot. No characters. No setting. No conflict. Wow! am I good,
or what?
Yet out of the wreckage that was “‘Fortitude to
Highest Victory’” came “Space Opera,”
a story I am proud to have appear along with fiction by D.J. Butler, Robert J
Defendi, Carter Reid and Brad Torgerson, Nathan Shumate, Howard Tayler, and
David J. West.
What happened? What made the difference?
First, a new title. The call for stories had
specified an anthology incorporating space opera and H. P. Lovecraft’s mythic structure of Great Old Ones. The new
title actually came before any key
re-writing: “Space Opera.” I’m a
great believer in italics; in this case, they indicate that the title mean
something more than the standard phrase. The story was going to be about a
violent clash between cultures, both obsessed by religion and utterly convinced
of the rightness of their respective—and antithetical—causes. Opera suggests a certain level of drama,
if not actual melodrama; it hints at ecclesiastical echoes through its root in
ancient (human) languages; and it fits the characters’ mindsets.
The next thing to go was the obvious and gratuitous in-text
reference to Milton. Allusions can be powerful; they invite into a story entire
levels of additional storytelling. They remind readers of other characters and
plots and settings that thematically or imagistically amplify the story being
told, lend it greater depth and fullness. They do, however, need to be germane
to the story. They need to point to something in the larger universe of
storytelling that will make this tale
better. If not, they are at best wasted words, at worst misdirection and
pomposity. In a Lovecraft-based universe, Milton has no place.
For a story, one needs authentic Characters. “Space Opera” still focused on Torc and the
Cwrth, but now they needed to be expanded. What were their motivations? How did
their actions reflect their personalities? Which of the two seemed stronger?
Which actually was?
Since both were aliens, a fair amount of
anthropomorphism entered in. Both are functionally bipedal. Both are
bilaterally symmetrical. Both recognize the visible symbols of pregnancy. Both
can access spoken language (although I must admit to having some fun with the traditional
space-opera convention of a translation-computer).
At the same time, however, they must also be alien, that is, other. How do they differ from us?
How can those differences be incorporated into the plot? Which ones are
crucial? Which incidental? To what extent do they simultaneously understand and
misunderstand each other?
The next stage was to remember the basis of
storytelling: Plot. A story might be defined as characters in conflict; taken
as a whole, these two points constitute the action of the tale, its plot.
“‘Fortitude’” had no action, so probably the most crucial step in transforming
it was to establish that both characters wanted something critical and that
their desires were mutually exclusive. One must win, the other must lose … in
this case, die.
That required knowing much more about Torc (as he is
now called). Who is he/it? What is this nebulous Empire he represents? He must
react in certain ways to the pregnant, female Cwrth; why would he do so? How
would his presuppositions and assumptions make inevitable the clash between
them?
Similarly, what would be the assumptions of a
culture represented by an obviously pregnant female? In which, in fact, there
are no significant males present? How would such a culture respond to the
intrusion of the alien, the unexpected?
Answering these questions required both
society-building and planet-building … which turned out to be much the most
enjoyable part of writing “Space Opera.”
Then there was the issue of Setting. One was no
longer sufficient. In order for readers to understand each alien as
representative of a species, a culture, a civilization, without huge blocks of
assertion and interruptive back-information, it seemed best to show each in its
own matrix. Torc is a space voyager; he appears in the opening paragraphs on
the bridge of his ship. The Cwrth is a planet-dweller; she confronts the alien
intruder, Torc, in the confines of a room sacred to her people … and critical
to the Lovecraftian theme.
As to writing and entertainment value … well, trust
me on this one—given where “‘Fortitude to Highest Victory’” ranked on either
chart, the only way “Space Opera”
could go was up.
“Space Opera”
is a fundamentally different story from “‘Fortitude to Highest Victory.’” For
one thing, at 10,000+ words it is three times longer. It took substantially
more time, effort, and ingenuity to deal with than did the original; a huge
part of the labor, in fact, related to deciding what and how much of the
original was even worth salvaging, beyond Torc and the Cwrth. The process,
though long, was satisfying. I came to know both Torc and the Cwrth more
fully than before; I understood more fully what each had to lose or to gain;
and I wrote from the beginning with the Lovecraftian theme in mind, even though
it doesn’t appear until late in the story. But when it does … wow!
Is it still a ‘terrible’ story? Not to me, at any
rate.
Is it a ‘better’ story? Yes.
Is it a ‘great’ story? I don’t know.
But
please do give it a try—along with six other sterling pieces. Join the “Book
Bomb” and get an eBook of Space Eldritch
on Monday, October 29.
You
won’t be disappointed.
Very interesting. I'm about to start reading 'Space Opera' tonight.
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